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09/10/08, 9:40 PM
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#3651
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Glass Joe
Undead Warlock
Dragonblight (EU)
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Can anyone here share their experiences with me regarding the use of imps at Sunwell Fights ?
A bit of extra stamina doesn't hurt ofc, and when we started our path in Sunwell I could understand why the raid leader would want to make use of Blood Pact.
We now have 5/6 bosses on farm and are now trying to down the Big Guy - but Raid Leader still insists on the warlocks using imps on every fight except for Brutallus.
Is this experience usual ? It kind of irritates me to see no classes making any kind of sacrifices to get any extra health, and we are at the point where we don't have dps problems on any fight at all except KJ - so one or two people boosting their own health with the use of a few stamina pieces is not out of the question.
Feedback appreciated.
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09/10/08, 10:15 PM
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#3652
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Von Kaiser
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Originally Posted by kbd
Can anyone here share their experiences with me regarding the use of imps at Sunwell Fights ?
A bit of extra stamina doesn't hurt ofc, and when we started our path in Sunwell I could understand why the raid leader would want to make use of Blood Pact.
We now have 5/6 bosses on farm and are now trying to down the Big Guy - but Raid Leader still insists on the warlocks using imps on every fight except for Brutallus.
Is this experience usual ? It kind of irritates me to see no classes making any kind of sacrifices to get any extra health, and we are at the point where we don't have dps problems on any fight at all except KJ - so one or two people boosting their own health with the use of a few stamina pieces is not out of the question.
Feedback appreciated.
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Not sure where your raid leader is coming from but if there is one and only one Affliction lock with SE and Malediction then yes, the imp will be the pet of choice. The rest of the locks should be destro locks and they never have a pet out.
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09/11/08, 8:02 AM
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#3653
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by kbd
Can anyone here share their experiences with me regarding the use of imps at Sunwell Fights ?
A bit of extra stamina doesn't hurt ofc, and when we started our path in Sunwell I could understand why the raid leader would want to make use of Blood Pact.
We now have 5/6 bosses on farm and are now trying to down the Big Guy - but Raid Leader still insists on the warlocks using imps on every fight except for Brutallus.
Is this experience usual ? It kind of irritates me to see no classes making any kind of sacrifices to get any extra health, and we are at the point where we don't have dps problems on any fight at all except KJ - so one or two people boosting their own health with the use of a few stamina pieces is not out of the question.
Feedback appreciated.
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As a rule, only affliction warlocks will use an imp. Everyone else will choose another option. I can see a few exceptions to this:
- If you're learning a new non-add fight, priority is usually "live long enough to learn a fight", not "do high dps". It'd make sense to give people an extra buffer of health there on the first few attempts. Felmyst is the ideal example: any priest dying can easily wipe the raid.
- If you're in a party with undergeared or inexperienced people, you could choose to use Blood Pact to help them stay alive.
These are _exceptions_ though. If your people can't be trusted to stay alive on farm fights without an imp, something is definitely wrong. The whole purpose of 0/21/40 is to sacrifice 21 talents to get to the juicy 15% damage bonus. Using it without sacrificing a demon is inefficient and frustrating to play, and your raid leader better have a really good reason for making you do it.
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09/11/08, 10:26 AM
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#3654
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Von Kaiser
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Originally Posted by kbd
Can anyone here share their experiences with me regarding the use of imps at Sunwell Fights ?
A bit of extra stamina doesn't hurt ofc, and when we started our path in Sunwell I could understand why the raid leader would want to make use of Blood Pact.
We now have 5/6 bosses on farm and are now trying to down the Big Guy - but Raid Leader still insists on the warlocks using imps on every fight except for Brutallus.
Is this experience usual ? It kind of irritates me to see no classes making any kind of sacrifices to get any extra health, and we are at the point where we don't have dps problems on any fight at all except KJ - so one or two people boosting their own health with the use of a few stamina pieces is not out of the question.
Feedback appreciated.
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If having an Imp out is the difference between getting a farmed boss down or not, then it's the healing that probably has to be addressed. Having an imp out may also imply that you're probably being placed in groups for utility rather than receiving it, which further reduces your output.
The same reason your RL can allow you to sac a pet for Brut can be used for KJ as well. The DPS requirement is still pretty tight from 85-55%. Survivability is still key of course, so the Imp can help here, but once you start consistently wiping to the 3rd darkness, that is, without a dragon available, then you'll want to start sacrificing pets for more DPS.
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09/11/08, 6:40 PM
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#3655
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Glass Joe
Bb
Orc Rogue
No WoW Account
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Thanks for deleting my post? I was asking a question, but instead of an answer my post gets deleted? I honestly didn't think you guys could be that rude.
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09/12/08, 3:47 AM
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#3656
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Piston Honda
Draenei Priest
Aman'Thul (EU)
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No you should not give up your 4 T6 bonus. ( referring to this post)
Kbd, we have never used imps in any of the sunwell fights. Not even for learning new fights.
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09/12/08, 1:18 PM
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#3657
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by Boohbah
Thanks for deleting my post? I was asking a question, but instead of an answer my post gets deleted? I honestly didn't think you guys could be that rude.
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I've never seen anything but expert modding on this board, they generally do a great job of weeding out the trash.
I'm not sure what happened. If your post was according to the guidelines it shouldn't have gotten deleted. Maybe the question was already answered?
Or maybe it was a glitch. I suggest you double check the guidelines and if you're confident it doesn't violate them, repost the question.
Last edited by Arelenda : 09/12/08 at 3:26 PM.
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09/12/08, 2:35 PM
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#3658
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Von Kaiser
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Originally Posted by Boohbah
Thanks for deleting my post? I was asking a question, but instead of an answer my post gets deleted? I honestly didn't think you guys could be that rude.
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Looks like you received an infraction: Infraction for Boohbah: Useless Post
As a general rule, gear questions are frowned upon as they can be readily answered yourself by using the spreadsheet as provided by the first post on this thread.
See Forum Rules, rule numbers 3 and 4 for clarification.
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09/12/08, 3:29 PM
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#3659
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by Cally
Looks like you received an infraction: Infraction for Boohbah: Useless Post
As a general rule, gear questions are frowned upon as they can be readily answered yourself by using the spreadsheet as provided by the first post on this thread.
See Forum Rules, rule numbers 3 and 4 for clarification.
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Looks like I missed that. I even missed the earlier reference to it, since that page wouldn't load for me.
Anyway, to answer your question: the compendium states that 4p T6 is worth about 120-140 spell power. So no, no single upgrade will ever be worth losing your set bonus for. I reckon it will be nerfed when WotLK comes out.
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09/13/08, 12:26 AM
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#3660
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Divine Protector
Blood Elf Paladin
Mal'Ganis
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Originally Posted by Arelenda
Anyway, to answer your question: the compendium states that 4p T6 is worth about 120-140 spell power. So no, no single upgrade will ever be worth losing your set bonus for. I reckon it will be nerfed when WotLK comes out.
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The 2 Tier 2 for Priest/Druid was nerfed back in Vanilla, so I have no doubt that it will be changed to a flat amount (say 100-120 spell power to SB/Incin). Otherwise you wouldn't replace you Tier 6 until Naxx.
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DK - Ashbane Failure is the condiment that gives success its flavor.
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09/13/08, 4:14 AM
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#3661
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Glass Joe
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So, in theory of a 6 minute fight, which would be more beneficial, 10 spell haste or 12 spell damage?
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09/13/08, 5:09 AM
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#3662
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by Deathnotes
So, in theory of a 6 minute fight, which would be more beneficial, 10 spell haste or 12 spell damage?
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I suggest you look up Leulier's spreadsheet, fill in your values and find out.
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09/17/08, 2:57 AM
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#3663
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Glass Joe
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I have a question. For the latest patch that is about to come out, how much hit% does a warlock need? I'm a little confused here because of several things:
1. Blizzard is gonna take out that 1% resist.
2. +hit from cataclysm
3. +hit from supression
and then,
I read from wow's warlock forum that we somehow will only need like 9% at most? I could be mistaken here since i can't remember that poster's name. I apologize for reiterating, but how much +hit does a warlock need come patch? Assuming that cataclysm and supression are ignored since Soulshatter is considered as a demonology talent.
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09/17/08, 3:37 AM
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#3664
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by imalock
I have a question. For the latest patch that is about to come out, how much hit% does a warlock need? I'm a little confused here because of several things:
1. Blizzard is gonna take out that 1% resist.
2. +hit from cataclysm
3. +hit from supression
and then,
I read from wow's warlock forum that we somehow will only need like 9% at most? I could be mistaken here since i can't remember that poster's name. I apologize for reiterating, but how much +hit does a warlock need come patch? Assuming that cataclysm and supression are ignored since Soulshatter is considered as a demonology talent.
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As soon as the patch is released, I will start adding new information to the compendium. As a rule I only update it for content that is actually out.
As for your question: I don't know if anything else has changed. If it hasn't: just take 17% miss chance as baseline and subtract any non-school-specific +hit talents. Subtract 1% if you have a Draenei in party. Subtract 3% if you have an elemental shaman. The result is how much hit % bonus you need. Multiply by 12.6 to get the hit rating you need to never miss raid bosses at level 70.
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09/17/08, 3:41 AM
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#3665
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Banned
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I thought I read somewhere, probably in mmo, that they were getting rid of the cap of 99% and making 100% chance to hit possible....dunno if that was
a) definite
b) for the patch
c) for wotlk
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09/17/08, 3:50 AM
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#3666
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Von Kaiser
Human Warlock
Nagrand (EU)
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d) all of the above
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09/17/08, 3:55 AM
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#3667
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Bald Bull
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Arelenda, put this in the compendium:
As of 3.0.2, the last unremovable 1% hit is becoming unremovable. This means the hit cap raises to 17% on mobs three levels above yours or boss mobs treated as such.
NOTE: Previous rumors of the spell cap lowering to 9% are FALSE and WRONG. It was an erroneous report generated by an enhancement shaman using talents that, unbeknowst to him, were raising his spell hit. It was never true. Stop asking.
Destruction spells can gain 3% hit from Cataclysm. Affliction spells can gain 3% hit from Supression. Soulshatter cannot currently get hit from talents and can still miss (this may change before the patch goes live!). You can also gain 3% hit from raid buffs--the only raid effects that change spell hit are now Improved Faerie Fire and Misery, which do not stack. Neither of those affected hit before, but now they do, and nothing else does anymore (read: totem of wrath), and they don't stack. So 3% from group composition, 3% from talents, leaves you at 11% from gear. 1% from a Draeni will drop that down to 10%, if that's still around come 3.0.2.
This is information about an upcoming, unreleased, unfinalized patch. Things can still change.
The next person to ask about the goddamn new spell hit cap being 9% is getting reported. It hasn't been touched on very much, or possibly at all, in this particular warlock thread, but it comes up every other page in every caster WLK thread, so excuse my raw response.
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09/17/08, 3:58 AM
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#3668
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Banned
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snap! nice =D
On a similar note, and because the response seem to have died a bit on the Leulier spreadsheet thread....
I'm sitting at about 1550 dmg raid buffed, with 30% crit raid buffed, 202 hit & 98 haste rating.
I've heard from posters in these forums, warlocks den & raiding locks in game, that at the level my stats are at, +haste would be better or at least equal to +dmg.
However, Leuliers spreadsheet still says that dmg is slightly better for me, people have kindly explained the things dmg affects (eg. life tap) but no one's been able to give me a clear answer why people generally say that at this level haste is better.....and its the same ppl that use the spreadsheet....but it's not working out for me =S
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09/17/08, 6:11 AM
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#3669
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Don Flamenco
Human Warlock
Argent Dawn (EU)
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Originally Posted by PSGarak
Arelenda, put this in the compendium:
As of 3.0.2, the last unremovable 1% hit is becoming unremovable. This means the hit cap raises to 17% on mobs three levels above yours or boss mobs treated as such.
NOTE: Previous rumors of the spell cap lowering to 9% are FALSE and WRONG. It was an erroneous report generated by an enhancement shaman using talents that, unbeknowst to him, were raising his spell hit. It was never true. Stop asking.
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Sorry. Only solid facts, no "is going to change" stuff, because that .. well... tends to change.
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09/17/08, 11:07 AM
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#3671
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Glass Joe
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Ok, thanks for the clarification guys.
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09/17/08, 12:02 PM
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#3672
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King of the Winglies
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Originally Posted by Tyralia
snap! nice =D
On a similar note, and because the response seem to have died a bit on the Leulier spreadsheet thread....
I'm sitting at about 1550 dmg raid buffed, with 30% crit raid buffed, 202 hit & 98 haste rating.
I've heard from posters in these forums, warlocks den & raiding locks in game, that at the level my stats are at, +haste would be better or at least equal to +dmg.
However, Leuliers spreadsheet still says that dmg is slightly better for me, people have kindly explained the things dmg affects (eg. life tap) but no one's been able to give me a clear answer why people generally say that at this level haste is better.....and its the same ppl that use the spreadsheet....but it's not working out for me =S
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As supplicium said a lot of it depends on RNG, based simply off your posted stats. I’m guessing you are in sunwell (your armory does not work for me) haste and damage become pretty interchangeable and it comes down to what you want to do. The spreadsheet is really just a guide + a lot goes into what it says, if I load up my gear set here I get different values then I do at home where I have calculated the ISB uptime based on our typical raid comp.
Personally I like a decent amount of haste, 2.1s I’ve gotten used to 2.1s SB casts
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09/18/08, 10:00 AM
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#3673
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Glass Joe
Bb
Orc Rogue
No WoW Account
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Originally Posted by Arelenda
Looks like I missed that. I even missed the earlier reference to it, since that page wouldn't load for me.
Anyway, to answer your question: the compendium states that 4p T6 is worth about 120-140 spell power. So no, no single upgrade will ever be worth losing your set bonus for. I reckon it will be nerfed when WotLK comes out.
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Thank you for your kindness, that was exactly what I was searching for. Though I received two infractions while trying to get it.
I'll just stick to the priest side of the forums, though if things keep up I may start playing my lock instead of my priest.
<3
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09/20/08, 1:41 AM
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#3674
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Glass Joe
Blood Elf Paladin
Turalyon
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Has there been a discussion on whether dpsing to 0 mana and tapping back up to full or post-shadowbolt tapping is better?
I've been dpsing to 0 and tapping back up but have heard otherwise.
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Everything cleaves. And their cleaves cleave. And those cleaves thunderclap. These thunderclaps deathcoil.
So, no rogues.
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09/20/08, 3:04 AM
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#3675
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Bald Bull
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Last I remember, lifetapping does not set off the 5-second rule since it costs 0 mana. This means that chaining lifetaps together for as long as you can should net you some extra mana regen. In the current game the extra mana is trivial; it WLk when we're running a few hundred extra spirit, it may be a few percent DPS.
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