Hey Quixotic, when I was oggling over your gear and such on the Armory I noticed you had a preference for +10 Crit gems, giving you something like 35% Crit I assume in zerker stance.
I was curious why you opted for pure 10 Crit over the hybrid gem 5str/5crit?
My crit is only 33.5%ish unbuffed in zerker, but it was an issue of practicality, the guild bank had like 90 yellow and 10 orange. I'm switching it to 5 crit 5 str whenever I can get the orange :P.
I'd like some input on my talent build and gear choices, and also the most efficient way to do DPS on raids. I have pretty good gear on paper, but I seem to be underperforming most of the time.
That's obviously prepatch, and I seem to be missing a lot, but I seem to remember Teron dodging/parrying a lot even from behind. I usually am threat capped in the beginning minutes of a fight, but then fall off, so I guess I'm not being as efficient as I could be. My gear is in the armory profile, I got [Grips of Silent Justice] and [Dreadboots of the Legion], and I gemmed them 8str+8str on the gloves and +10hit +10 crit on the boots. These are not in the profile since I quit with alt-f4 last night..
I usually use my rage as follows:
BT when up
WW when up
If BT and WW are up, first BT, then WW.
If rage > 45, HS.
At 20%, swap offhand to mainhand, and start executing until dead.
Anyone see anything obvious I'm doing wrong?
Hmm, the biggest mistake I see is 22 instances of rampage in your WWS over a five minute fight. I suggest using rampage only when you have < 5 seconds left on the buff. This gives you enough time to make sure that your AP bonus doesn't fall off while still avoiding wasting 30 rage early. It would seem that you are refreshing it every 10-15 seconds, which is probably netting a huge loss in special damage.
You should change your meta to the relentless earthstorm diamond as quioxtic mentioned above and in order to meet the meta requirement for it you'll need to regem a couple of your pieces. Check out the sockets on your red belt of battle, the socket bonus is nice, eh? So in order to meet the meta requirement you'll need to throw in a green or purple gem into the blue slot. Also, check out your bracers. They also have a very nice socket bonus of 2 strength. Go ahead and throw a green or blue into that piece too. Not only will you lose very little in terms of raw stats, you'll gain access to the best dps meta in the game. Trust me, it is very much worth it.
As far as your dreadboots go, that's a good start but I wouldn't worry about putting hit gems into a yellow socket. Just toss two +10 crit ones in and you'll do much better. Hit is a devalued stat when you have as much as you do right now. You're going to gain a better increase in damage if you shoot for stats like armor pen, crit, and strength.
Which brings me to my next point. Get more armor pen!! It is an absolutely beautiful fury warrior stat and you should look for it wherever you can fit some in. I use the badge reward bracers for example. They do not have crit on them, but I noticed that you run with a feral druid in your group, so a slight loss of crit will not be an issue at all. Look for a couple pieces of gear that are heavy on armor pen and not so much on crit (hyjal trash neck is another one).
Also, grab a season 3 1hander or two when the patch comes out. They are the best weapons for a fury warrior besides the warglaives and they are extremely versatile and stat heavy with armor pen, crit, ap, a high damage range, a hefty amount of stam for fights like najentus, and even some resilience for the after-raid battlegrounding.
Whichever weapons you use, I would also suggest putting executioner on your mainhand. It's a great fury enchant according to every test I've read about.
Hmm what else.. you said you're threat capped at the beginning of the fight. You can honestly only do as much damage as your tank will let you You have to have a tank who is able to produce a huge amount of TPS for fights like teron. We use a misdirect rotation which allows me to pretty much go all out from the very beginning of the fight. My gear isn't as good as yours, but I do a lot more damage and this may be a factor. Also, it doesn't hurt to wait a good five seconds before you lay in just in case your tank gets a string of misses or parries. The 2.3 patch will also help you here with the 10% threat reduction, so you should see an improvement.
You also mentioned that you are getting dodged/parried a lot. Whenever a boss casts something on a raid member who is behind him he'll turn around for a split second. If by chance you use a bloodthirst during that split second you can definitely see some parries pop up. It's an unfortunate reality for melee dps. The only thing you can do is make absolutely sure that you stand behind the boss. Besides, a string if parries from your melee can easily get your tank killed, so this is an essential skill.
Can it overwrite itself though? If not, wouldn't it still be worth using 2 x Executioner for more reliable uptime of the buff?
Yes it can, and no it isn't. Any instance where it overwrites itself is inherently inefficient, same with any instance where it isn't up. The problem is that you're not just decreasing one, you're shifting from it not being up to it being overwritten. Ergo, Executioner/Mongoose > Double Executioner.
First off, I'd like to apologize if this is a duplicate sounding post - if it is, I could not find it originally and this reply can be deleted.
I have read in many places of the "holy trinity" of warrior DPS stats being Strength, Crit and hit, with str>crit>hit, once hit is above 95. However, I have always been told that for dual wielding, it is a good idea to have hit rating above 180 so that there will be no issues of running out of rage.
First, a little background - currently, my guild is starting into SSc/TK - we have killed Lurker, Void Reaver and Solarian, and are starting to make further in-roads. What I am finding is that while I was at 180-200 hit for a while, everytime I upgrade a piece of equipment, my hit takes a hit (in a manner of speaking).
I am currently sitting in the 160's for hit, with 2 +8 hit gems. I have been recommended against gemming for hit, but I feel that if my hit were in the 150's, it may be too low.
In practice, what minimum value of hit should you be looking at when acting as melee dps for those two raid environments? Would I be okay in those boss situations with a hit rating in the 150's, so that I could re-gem the +hit gems, or am I better off keeping my hit above 180 with gear I have in the bank.
There's no straight rule for hit, and anyone who says there is has to be a vapid dolt. The rule for hit is very simple. If you don't have enough rage to sustain a good rotation (BT/WW on constant CD, HS spamming your little heart out), more hit. If you can afford to screw with your hit some, str/crit is a whole lot better. But while str and crit go a way towards mitigating lost rage from misses, it's not quite the same.
First off, I'd like to apologize if this is a duplicate sounding post - if it is, I could not find it originally and this reply can be deleted.
I have read in many places of the "holy trinity" of warrior DPS stats being Strength, Crit and hit, with str>crit>hit, once hit is above 95. However, I have always been told that for dual wielding, it is a good idea to have hit rating above 180 so that there will be no issues of running out of rage.
First, a little background - currently, my guild is starting into SSc/TK - we have killed Lurker, Void Reaver and Solarian, and are starting to make further in-roads. What I am finding is that while I was at 180-200 hit for a while, everytime I upgrade a piece of equipment, my hit takes a hit (in a manner of speaking).
I am currently sitting in the 160's for hit, with 2 +8 hit gems. I have been recommended against gemming for hit, but I feel that if my hit were in the 150's, it may be too low.
In practice, what minimum value of hit should you be looking at when acting as melee dps for those two raid environments? Would I be okay in those boss situations with a hit rating in the 150's, so that I could re-gem the +hit gems, or am I better off keeping my hit above 180 with gear I have in the bank.
Thank you!
Never gem for hit unless you are under the hit cap for specials. Once hit capped on specials, choose the best available gear to you for every slot, don't look at hit/crit/str(ap) in a vacuum, get the best stat distributed, highest iLvL piece per slot. Gem for crit, as you want a higher flurry uptime, until you reach at least 30%+ unbuffed, but always get socket bonuses.
There's no straight rule for hit, and anyone who says there is has to be a vapid dolt. The rule for hit is very simple. If you don't have enough rage to sustain a good rotation (BT/WW on constant CD, HS spamming your little heart out), more hit. If you can afford to screw with your hit some, str/crit is a whole lot better. But while str and crit go a way towards mitigating lost rage from misses, it's not quite the same.
I agree more or less, however, I have no problems in my crap gear to sustain a 3BT/2WW cycle so I honestly doubt that anyone doing raid dps will have problems with that. HS spamming on each hit won't be possible until you get really good gear (and I honestly doubt it's feasible even then).
Hit doesn't magically give you more rage. If one point of hit rating gives you a 1% dps raise, your rage income will also go up by 1%. If 1 point of crit rating gives you 2% more damage, it will also give you 2% more rage. In general str/crit give a higher dps increase than crit (after reaching 9% anyway) thus also giving you better rage generation. The only thing that could possibly be an issue with low hit is that you might have more problems with miss streaks (and not getting enough rage to maintain the cycle), I've never had this problem, but then I've always liked fast weapons better anyway (even though they are not the optimum choice).
I agree more or less, however, I have no problems in my crap gear to sustain a 3BT/2WW cycle so I honestly doubt that anyone doing raid dps will have problems with that. HS spamming on each hit won't be possible until you get really good gear (and I honestly doubt it's feasible even then).
Hit doesn't magically give you more rage. If one point of hit rating gives you a 1% dps raise, your rage income will also go up by 1%. If 1 point of crit rating gives you 2% more damage, it will also give you 2% more rage. In general str/crit give a higher dps increase than crit (after reaching 9% anyway) thus also giving you better rage generation. The only thing that could possibly be an issue with low hit is that you might have more problems with miss streaks (and not getting enough rage to maintain the cycle), I've never had this problem, but then I've always liked fast weapons better anyway (even though they are not the optimum choice).
That's my point, with the trend towards slow/slow getting bigger (I've been using [Dragonstrike] + [Rod of the Sun King] since we killed Kael for DW) a miss hits you a lot harder than it does with a faster offhand. I'm still going to be using my [Fel Leather Boots] until I can get a gd pair of [Dreadboots of the Legion], dropping them for say a pair of [Warboots of Obliteration] would be stupid in the extreme as you're gaining maybe half a crit and losing around 2% hit.
I have just picked up a blade of infamy. i enchanted it with executioner. my previous MH weapon was the Rising Tide, which is now my Offhand. The rising tide currently has mongoose on it. I am wondering if i should put potency on it instead, or leave it with mongoose. Im at 34.5% crit raid buffed in zerk and i also have an enh shaman twisting grace of air/WF and a feral druid most of the time, so having enough crit isnt a problem
I have just picked up a blade of infamy. i enchanted it with executioner. my previous MH weapon was the Rising Tide, which is now my Offhand. The rising tide currently has mongoose on it. I am wondering if i should put potency on it instead, or leave it with mongoose. Im at 34.5% crit raid buffed in zerk and i also have an enh shaman twisting grace of air/WF and a feral druid most of the time, so having enough crit isnt a problem
thanks for your time
Potency>Mongoose according to SS.
Well, Quixotic, how do you feel after this patch?Did your damage go up/down or stayed the same?
That's my point, with the trend towards slow/slow getting bigger (I've been using [Dragonstrike] + [Rod of the Sun King] since we killed Kael for DW) a miss hits you a lot harder than it does with a faster offhand. I'm still going to be using my [Fel Leather Boots] until I can get a gd pair of [Dreadboots of the Legion], dropping them for say a pair of [Warboots of Obliteration] would be stupid in the extreme as you're gaining maybe half a crit and losing around 2% hit.
On that note [Nyn'jah's Tabi Boots] look better than both Fel leather or Warboots, and are best for dps if you dont have access to T6 level gear.
I think weapon speed is often overlooked as streaks of misses are not something that spreadsheets can show. You really need to get that feel for your rage generation, which is much smoother with a fast OH.
That's my point, with the trend towards slow/slow getting bigger (I've been using [Dragonstrike] + [Rod of the Sun King] since we killed Kael for DW) a miss hits you a lot harder than it does with a faster offhand. I'm still going to be using my [Fel Leather Boots] until I can get a gd pair of [Dreadboots of the Legion], dropping them for say a pair of [Warboots of Obliteration] would be stupid in the extreme as you're gaining maybe half a crit and losing around 2% hit.
That's the primary reason I never looted one of the two Warboots that ever dropped for us and am still wearing Fel Leather. I'll be getting the Nyn'jah's though once I get the badges. Those should be the best/easiest to get boots until the Dreadboots drop (we are working on RoS now, so it will be a while most likely). This also begs the question; is agility still better than surefooted now for those using, or planning on using slower off hands? The spreadsheet shows them both doing nearly identical "DPS".
Potency>Mongoose according to SS.
The latest spreadsheet states the opposite. While I appreciate all of the hard work people put into the spreadsheet updates, I find it mildly irritating that it seems that each revision changes what stats or enchants are "the best". In some cases, what was an obvious upgrade becomes a downgrade, so you really have to just go with what is the easiest for you to obtain that may have stats you "feel" you are lacking. In most cases, the upgrade paths follow a logical order from progression anyway, so it's not as though you would be hurting yourself by taking something, it's just that it seems for now, extreme min/maxing isn't really possible.
I'd like some input on my talent build and gear choices, and also the most efficient way to do DPS on raids. I have pretty good gear on paper, but I seem to be underperforming most of the time.
Yes, the first thing that jumped out at me was the whopping 8 Windfuries.
The second thing was the terribly unlucky crit rate of Bloodthirst, 12%. I myself had a night where it was 11%, and after that began gemming for more crit.
Potency>Mongoose according to SS.
Well, Quixotic, how do you feel after this patch?Did your damage go up/down or stayed the same?
The spreadsheet changes every version. like graul said, its very annoying, lol. I guess i will just stick with Executioner/mongoose for now, until someone comes up with some numbers that shows potency being the better OH enchant. Or maybe they will just release a 25/30str weapon enchant in sunwell! wtb!
I specced dual wield fury for the first raid timer in 2.3 and the numbers were pretty much what I expected. My spec was Talent Calculator - World of Warcraft, my gear was my current armory profile (although I'm now PVP spec) which I'll try to maintain for a few hours, but basically an ideal bt/hyjal gear setup minus illidan's blindfold and warglaives.
My previous bests were 1951 on Teron (WWS) and 1587 on Council (WWS), and since then I have received a couple of significant upgrades (dst and stormrage signet ring) so I would've expected to do higher than I did. I could adjust my spec a bit by taking imp whirlwind instead of imp execute and get a slower offhand, but even with generous theoretical dps additions from those changes the lack of deathwish is noticeable. I'm confident that I can manage around 1830 dps on teron as MS spec having done 1812 (WWS) before 2.3 and with the dps boost from the weapon mastery change. So, unless I messed up big time in my spec or dps rotation, or got very unlucky, there seems to be pretty much no reason to go dw fury over ms spec as the first or only dps spec warrior in a given raid.
I've had the same experience concerning fury vs arms. I respecced to arms when our other DPS warrior refused to do it and I wanted Blood Frenzy in the raid. Basically I do around 100 DPS less but Blood Frenzy takes care of that and then some. And I'm using Stormherald, so whenever I manage to grab a 2h sword, S3 at the latest, the DPS should go up quite a bit.
I specced dual wield fury for the first raid timer in 2.3 and the numbers were pretty much what I expected. My spec was Talent Calculator - World of Warcraft, my gear was my current armory profile (although I'm now PVP spec) which I'll try to maintain for a few hours, but basically an ideal bt/hyjal gear setup minus illidan's blindfold and warglaives.
My previous bests were 1951 on Teron (WWS) and 1587 on Council (WWS), and since then I have received a couple of significant upgrades (dst and stormrage signet ring) so I would've expected to do higher than I did. I could adjust my spec a bit by taking imp whirlwind instead of imp execute and get a slower offhand, but even with generous theoretical dps additions from those changes the lack of deathwish is noticeable. I'm confident that I can manage around 1830 dps on teron as MS spec having done 1812 (WWS) before 2.3 and with the dps boost from the weapon mastery change. So, unless I messed up big time in my spec or dps rotation, or got very unlucky, there seems to be pretty much no reason to go dw fury over ms spec as the first or only dps spec warrior in a given raid.
I have no clue on how the Teron fight works in practice, but from your logs it seems that you're not able to do the dps cycle fully all of the time. With a 199 sec fight time (from the mean dps and total damage), you should be able to get off 33 BT (theoretical maximum, ofc not achievable), you have made 27. With 0/2 Imp WW you should also be able to do (again theoretically) 19 WW, you have done 14 (assuming that the log shows the MH/OH hits separately). Not sure if you can improve this, perhaps it's impossible to do better than that in practice (I haven't really studied my own logs, so sorry if I'm sounding like a know-it-all ).
Anyway, 1/2 Imp WW is quite important to make the dps cycles work, it let's you do the cycle with less cd collisions (you will still get some, latency is never 0). With a 9 sec cd on WW the theoretical number of WW's is 22, i.e. a 15% increase. Translating that into a 15% increase in WW damage for you would mean about 20 dps. Not sure how this compares with having 1/2 instead of 2/2 in imp exec. It could also possible make it easier to get more BT/WW's off in the first place.
Potency>Mongoose according to SS.
Well, Quixotic, how do you feel after this patch?Did your damage go up/down or stayed the same?
I haven't raided in BT/Hyjal this week, got to sit the entire time, but during a ZA clear, it felt like my damage was much lower, the 45 second internal cooldown on warglaives has a lot to do with it however.
vultur, with a 2h build crit can actually be worth more output dps than AP for some levels of gear. With sub 30% crit you may have problems keeping flurry up (even with a 2h weapon, which otherwise need way less crit than DW to keep flurry up). I would value 1 crit rating to be worth something like 2.2 AP (i.e. 1 crit rating = 1.1 str, neglecting BoK).
Also, Slam is an incredibly powerful ability if correctly used, asfaik the best possible dps for a slam-2h build is to make a cycle like (with Slam always triggered immediately after the white attack):
Autoattack-Slam-MS
Autoattack-Slam-WW
Autoattack-Slam-MS
Autoattack-Slam-(Hamstring if you have Sword spec or Battleshout or just save rage)
If you don't get enough rage to maintain this, skip WW and do it whenever you have the rage and MS is on cd.
Heya,
Thanks
I usually dont have rage to keep a rotation like this. Sometimes even skipping WW I still lack rage. But, ok, i'm not in the wrong direction
I suggest using an attack timer add on, such as this one, helps a lot with the slam rotation. You shoud be seeing the numbers pop up virtually at the same time. If you start the slam 0.5-0.8s after a white hit you'll find yourself doing massive damage. Don't HS unless you're up to your neck in rage.
Question about peoples opinions on the human racial when wielding a sword and a mace.
Is this likely to get changed in the near future or is this an unexpected bonus? I have the points for two 1hands but would gladly take a mace instead even if it doesn't look quite as good as two swords on my character.
Well there's no way of knowing if it will be changed, but I would guess it will as it is obviously a bug. The other thing is it might just be a display issue and the expertise applies only once to each weapon type.
Question about peoples opinions on the human racial when wielding a sword and a mace.
Is this likely to get changed in the near future or is this an unexpected bonus? I have the points for two 1hands but would gladly take a mace instead even if it doesn't look quite as good as two swords on my character.
If its actually a bug and not a display issue it will get fixed at some point, but I'd get one mace for the time being if I were you. Expertise is hard to come by and extremely powerful.