Moiz
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Everything posted by Moiz
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My point was to address the idea that this does not necessarily "generate the greatest damage in the shortest amount of time", unless 'the time' is selectively chosen to be an interval where broken tooth is ahead. Sure, if you're talented into Frenzy you're upping your chances of getting the haste buff in a given window, but this still doesn't necessarily equate to achieving the greatest damage in the shortest amount of time since a different pet could also get the haste and we're back to the same damage as the rest of the pet family. We could also consider other circumstances, such as snare, fear and roots, by which the pet doesn't get as much up time on the player, in which case we want a slower attacking pet to ensure 'the greatest damage in the shortest amount of time'. Either way, if we're looking for a reliable way of getting the highest burst from our pet (a 3s window, say), surely a wind serpent would be the better choice? Lupos is an outlier and is eventually nerfed so it's irrelevant for those not on Elysium. In my view, the benefits of faster attacking pets for pvp is spell pushback, not damage.
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I'm pretty sure GCD of pets is 1.5s and the attack speed refers only to their auto attack.
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I've noticed this. It always coincides with when the server has delay and never happens when the server is running smoothly (<6k). If i'm playing at peak times i always send the pet in first to counteract the issue.
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Wouldn't merging all servers into 1 TBC realm be kinda brutal? 10k+ in something that's about 1/4 the size of Azeroth... sounds painful ha. What about opening up transfers from Elysium to Anathema now and allowing the populations to equalise, then closing the transfers and proceeding each realm to TBC on their own.
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Yes. Pools are simply a concentration of a specific fish already found in that water.
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I'd wager that you'll also end up enjoying the game more if your spells are bound to keys. It feels like you're more involved with the environment of your character since you're reacting to it by an extension of your person. Clicking is somewhat pedestrian. Although maybe that's just me. As far as speed and efficiency goes though think of it like this... the moment you begin to move your cursor towards a spell icon that you want to click is also the moment you would have pressed the key, so the spell would already be done or on the way.
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I envisioned you double-tapping the key to get the functionality you're after since you don't have to wait for the special to fire to cancel auto.
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/script SpellStopCasting() works, so you could put that in with the spell and it would act as a kind of toggle. You'll need to put the stopcast line before the spell line i think. Alternatively you could use /cast Arcane Shot(rank 1) /script ClearTarget() end; /script TargetLastTarget() The end isn't valid (so it's going to give error), but it'll make the macro functional. Can't think how to do it correctly at the mo. You'll need to press the key a second time to reacquire target.
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Open up EQL options. Reset them. Then select auto track again.
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Vanilla vs. TBC vs. WotLK : Which expansion do you think had the best class balance for PvP?
Moiz replied to trapxhound's topic in Classes
I think all except TBC and Wrath were pretty good up to and including the first tier of gear. After that power started to go through the roof and inherent balance of spells and classes started becoming an issue. TBC there wasn't enough power and everything ended up as attritional drain games. Wrath was powerful from the start and it just got more crazy as time went on. I suppose cata was the most balanced to me, but it still became daft towards the end. -
No idea about guides or posts but add ons can do it. Aux and enchantrix can both display on the tooltip the chance of what something disenchants into. Aux can be found in the Add On forum. Enchantrix with internet search. Other than that you could go db.vanillagaming.org and search for an item, then check the disenchant tab. Dust has the highest chance of coming from uncommon/green armour. Vision dust is 31-39 i think.
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They're also in the keybindings menu. Ctrl + # is default for them if memory serves. Special action 2 or something they're called i think, although i might be wrong on that.
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Recently, past few months, after they removed the pools and the reintroduction of pools on Anathema confirms these are decent locations for them. As for percentages, i'd guess at around 10%, slightly higher percentage wouldn't surprise me though. Desolace being the best if you want to target oily only, i think. I don't recall them ever being a low level fish on Nost/Ana, they were always these zones for the most part. The lowest zone i recall catching them is STV i think, but i wouldn't go there if i wanted oily specifically.
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Desolace and feralas are good places. Tanaris, moonglade and azshara are somewhat ok as well. i don't play on Elysium, but these are where they are most likely to be caught.
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Why would you attempt to cast scorch whilst someone is beating on you? Since high sta is nonsense to you you're not going to survive very long, so that scorch you've chosen to cast (1k damage with crit?), doesn't seem to be of much value. Maybe i'm missing something. You can avoid getting hit whilst casting. If the situation doesn't allow it then you control, or kite, or run away for a cd, or etc. There's exceptions obviously, such as when cc is more important that mitigating damage for 1 example, but poly doesn't have pushback protection anyway so having protection for fire will be irrelevant. Elemental doesn't play like frost, so going toe-to-toe with another caster attempting to out-damage them before you die is not something that happens. Certainly you want to avoid that type of thing even more so if you have low sta as elemental (assuming ok gear on both party's). Talented fireball is 3s cast which is only 500ms more than talented frostbolt. Frostbolts are relatively easy to land, so all you need to do is accommodate the extra 500ms and you've got your fireball. It being uncommon to see has nothing to do with it not being possible but rather it not being speced for. 3.5 is too long (for the most part), but 3s is perfectly doable. It's also beneficial when you're just assisting rather than being faced with a 1v1. If you're totally convinced that 6% to fire is more beneficial than 20% crit to frozen than more power to you. I played it for a while and i'm not. I also played 5/5 fire power and not convinced of that either. I think you should play elemental for a while and see how it plays for you. Theorising about it without experience (as is evident by the questions and musings in your first post), is kinda moot, no?
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I think not having ice barrier is only a problem if you think it's a problem. In my opinion, the number 1 priority of elemental is not getting hit. Even if you stack sta, which i think you need to do (alongside crit), you still can't afford to get hit (i think burning soul is redundant because of this). I also think going deeper into fire and foregoing some of the nice frost talents is a consequence of wanting to play your mage like that, as in, you want to use fire spells instead of frost irrespective of efficiency and survivability, but at the same time you want some of the... 'really cool' frost spells (block, snap, frostbite). Flirting around with talents as elemental is a good idea i think too as you can find out what you actually want and then play to those talents, rather than relying on someone else's way of playing the spec. As an example, looking at these builds there's some things that immediately jump out at me; impact, not having 5/5 shatter and burning soul. I've tried all 3, and variations, and consider them lacklustre, but someone else's milage may vary. My mage is currently this: http://db.vanillagaming.org/?talent#oZxgGz0cuZibGhobt - which isn't set in stone and there's some points i've been thinking about moving around and trying again but haven't done so yet. Killing healers can be a problem, even more so if you don't take 5/5 shatter and lower cast time of fireball. Impact can save the day if it procs at the desired time, but it's chance based so relying on it is poor strategy i think, especially considering it's unlikely you're going to kill a comparatively geared healer to yourself with scorch, so the amount of fire spells you hit them with is kinda low. This obviously isn't the case if the healer is in bad gear. Engineering makes things a lot easier obviously, but that can be said for every class. My two cents.
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Cool. Cheers.
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Do you by any chance know what addon it was that i could have been using alongside Postal that added an Open Selected option to the bottom of the mailbox and a checkbox next to each mail? Was it an older version maybe and you since removed the feature? It wasn't ct_mail.
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Just in case...describe your server please
Moiz replied to Gilbegger's topic in General Discussion & Suggestions
Or, to put a positive spin on it, go to Anathema if you want there to be more to do at end game. Go to Elysium if you want there to be less (assuming end game to you is lvl 60 as opposed to some twink bracket). -
I'd reset CD's at the end of a dual, if possible. Enable remote queuing. Re-enable multi-queue (remove you from the other 60secs or something after selecting enter on the one that popped). World events sound like fun. I'd also allow purchase of r7-10 gear, either for honour or gold.
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The reason that a slow main hand is often advised is because our specials are based on weapon damage (such as weapon damage +x or weapon damage x percentage), and since slower weapons generally have higher damage than do faster weapons our specials will hit harder with them. This isn't necessarily the case though and a faster weapon could have a higher damage than a slower weapon, so check the damage on the weapon if you want to put it in the main hand. The exception to this is Hemorrhage, whose multiplier is the speed of the weapon rather than the normalised value, so speed of the weapon plays a larger role in the amount of damage that a particular weapon can do with that spell. DPS is most important for the off-hand since it's auto-attack only. Faster weapons are often advised for off-hand since they can often have a higher dps than slower weapons, but this isn't necessarily the case. It could also be argued that a faster weapon in the off-hand has the added benefit of allowing poisons to be applied quicker and more often.
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Just in case...describe your server please
Moiz replied to Gilbegger's topic in General Discussion & Suggestions
I think Anathema feels like a mature server, which it is; the leveling zones are quiet, although not totally dead, and the regular majority seem to be mostly found at 60 doing whatever it is they want to do at max lvl. Looking at Anathema as vanilla wow in its final state, as opposed to its initial or early, will mostly see you right. -
Mage's slow fall would be: /script local i=0 g=GetPlayerBuff while not(g(i) == -1)do if(strfind(GetPlayerBuffTexture(g(i)), "Spell_Magic_FeatherFall"))then CancelPlayerBuff(g(i))end i=i+1 end For actual buffs you need to remove the texture. To find the texture, target yourself with the buff and /script function m(s) DEFAULT_CHAT_FRAME:AddMessage(s); end for i=1,16 do s=UnitBuff("target", i); if(s) then m("B "..i..": "..s); end s=UnitDebuff("target", i); if(s) then m("D "..i..": "..s); end end For other things, e.g. rogue's stealth, you can just use 'Stealth' instead.
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Here's my take on the issue, hopefully i haven't overlooked something important. The purpose of AGI is if said player values the benefit of the AGI stat over a static AP boost (crusader), or a straight damage increase (+5). Calculating the actual damage contribution from AGI in any particular situation is tricky due to the rng component. The best we can really do is plug the numbers into a spreadsheet and run it X times to get a statistical distribution of the probable amount of damage that x amount of the stat will do, or have run it numerous times in the past and assigned the stat a combat value which we assent to. On the other hand, crusader and +5 are more straight-forward. If we normalise crusader AP bonus to 60second windows we can take it as being equivalent to a static 25str bonus, which might actually be less for daggers due to their speed; there is a post here or on the Nost boards that tested this more fully but i can't properly remember the conclusion. But anyway, we can caluculate the white damage for without enchants, with +5, with crusader and with double crusader. Using Perdition's Blade for the example, we have: Average white damage = average weapon damage + 1.8 * AP / 14 @1k AP 105 + (1.8 * 121.4) 105 + 218.5 = 323.5 @1k AP +5 110 + (1.8 * 121.4) 110 + 218.5 = 328.5 @1k AP - Crusader 105 + (1.8 * 124) 105 + 223 = 328 @1k AP - Crusader x 2 105 + (1.8 * 127.5) 105 + 229.5 = 334.5 So +5 is ~the same as single crusader and double crusader beats +5, given either 2 procs in a 60second window or a double proc. However, both ambush and backstab are percentage based (250% and 150%), so that +5 actually appears more valuable than the story told for white damage, e.g. assuming 100 average damage for said weapon the additional backstab percentage makes this 150 damage, but enchant it with +5 and you get 157.5 damage, not 155. Plug these new values into 1k AP with Perdition's and we get (damage = average damage + (1.7 * AP / 14)), 286.4 for backstab with +5, 281.5 with crusader and 285 for crusader x2. Ergo, and having done the same for ambush, +5 damage gives +1.4 for backstab, +6.4 for ambush and -6 for white swings over double crusader. As for working out, long hand, what, statistically, is actually likely to do more damage, you'd have to monitor and record your white swings and specials, and what specials, then add and subtract these numbers to each one, then total the result... and do this over countless runs to get a statistically meaningful result. But balls to that i say. Personally i like agi, on both hunter and rogue, and probably value it more than any particular guide or spreadsheet says that i should, but that's just me. As for your dilemma, i'd take +5 for main hand dagger, not because of its relation to damage but rather because it gives you consistency; the benefit is there at all times and everything consistently hits harder as a result, whereas crusader gives you windows that you must always be in a position to take full advantage of, which will not be the case. On the other hand, a double proc certainly gives you an excellent window for you to BF > AR > go ham in! That said, as to what can statistically do more damage during x amount of time with z conditions in situation y, the spreadsheet is likely right.
