Whitewolf
Player-
Content count
203 -
Joined
-
Last visited
Everything posted by Whitewolf
-
Use rocket helm shift back. 25 yrds for 2 globals.
-
If you want to use a two hander in a raid, slam does more damage per rage invested especially if you get improved slam. With improved slam you want to cast right as your attack lands (animation is late) so I would suggest getting a swing timer addon to time it more accurately. It's not going to be as strong as dual fury on single targets due to the nature of dualwield, but if you are horde with windfury it gets pretty darn close if you get really good at timings.
-
That was what I was thinking. Maybe he was just attacking a dummy as it was a ptr. Or maybe kronos just doesn't have something working right; I don't know why though, druids are pretty straight forward.
-
How much spell damage did you have? Crit? Hit? What buffs did you use? 480 seems really low for being fully raid buffed.
-
13.3 6.6 with 30% regen. 1 spirit at 30% regen is equal to 1.8 mana per minute 1 int is 15 mana permanently.
-
Wouldn't it be something though...players never being able to run from you again...stupid hunters kiters...
-
In TBC paladins got a superior taunt that taunts 3 targets at once and worked the same way using a macro. Holy shock is just an instant damage ability. You shouldn't need a taunt ability in 5 mans unless you go in with stupid people as you do have consecration and JoL to pad threat. Taunt is a crutch. Just like divine intervention, or rez.
-
They would be more effective at mitigating damage and have an easier time managing multiple adds with an actual aoe spell. But that is mainly the fact that druids can't block or parry.
-
Not necessarily. As long as the ret shows up and does their multi-role job they can be valuable to the group. Especially if your raid group is low on holy paladins but high in other healers = more valuable buffs.
-
Vanilla vs. TBC vs. WotLK : Which expansion do you think had the best class balance for PvP?
Whitewolf replied to trapxhound's topic in Classes
WotLK had the best twinking pvp for sure. Practically didn't do anything else until they added the damnable direct xp gain from it halfway through. -
Vanilla vs. TBC vs. WotLK : Which expansion do you think had the best class balance for PvP?
Whitewolf replied to trapxhound's topic in Classes
Level 59 TBC It was the best because it had all the benefits, fixes, and bottom tier talents of level 70 without the crappy resilience. You didn't have the crappy ability unbalancing the new abilities provided. Mass dispel anyone? The 70 pvp was great for arena play (being the cc target for 5v5 sucked), but it sucked everywhere else. -
Blizzard has fallen so far out of touch for what made WoW so great in the first place it just sickens me. With each expansion they kept ignoring parts of the game until they were left with hollow tunnel of a game. They did a lot right with legion but there is only so much you can do with a husk. The hybrid tax was furiously defended by Furor and Tygole and until Activision took over it stayed. To be honest the hybrid tax was necessary in how WoW was designed as it took a lot of inspiration and lessons from Everquest. The thing that wasn't necessary was the lack of itemization for all specs and the debuff limit. The only reason mentioned back then that debuff limits were implemented was because the UI couldn't handle more than 8. They fixed most of those issues in TBC. TBC had a glaring flaw however, it wanted to be an e-sport. >.< spellstealable Avenging Wrath and poppable bubble anyone?
-
The spell damage build has always been about using your spells and therefore increasing the contribution of that spell power. The trick is maximizing mana per second (possible to get over 100 on average) and balancing the need for spell damage and the necessary stats for melee combat, eg. hit. My statement about scaling was about the cost for abilities, eg. Mortal strike costing 15-16 rage when manual crowd pummeler is equipped as it attacks so much faster that it isn't penalized by that speed. But, getting ~50% more rage than other 2 handers is definitely a consideration.
-
If abilities scaled cost with the speed of the weapon as the damage does it would probably be the best weapon in the game. The buff is that strong. At 140 dps without the buff you start to surpass the damage put out by naxx weapons.
-
Technically a 1.33 speed, but yes. It's like you using any other speed increasing item or enchantment. SotC is the only special case I know of as it was considered too strong when it didn't reduce damage (it really wasnt, but eh).
-
Its the item swap cooldown I'm unsure of. I don't think I understand what you are asking. The SoR damage stays the same regardless of having the buff or not as its based off the base weapon speed. Because of this it returns more mana and benefits 50% more from spell damage ( weapon damage and ap) while the buff is active. I can't tell you that spell damage becomes better than swinging a slow two hander but the pummeler definitely gets it close.
-
You get 3. I haven't bothered farming them because of the JotC decision so I don't know if they suffer from the weapon swap cooldown (most likely). Even then the 1.5 minutes of 50% increased attack speed with the 2.0 attack speed modifier for SoR is just icing.
-
Well it is the best spell damage weapon.
-
This is huge if it gets implemented. Might be worth actually farming those crowd pummelers now.
-
Mathematically speaking, if you aren't facing 3-4 enemies consistantly you would be better off with a slow two hander. It just doesn't scale well.
-
I don't have a list, but I would think the general rule of thumb would be nightfall, then find pieces with strength and intellect as long as it is an upgrade, otherwise hit to 9%>strength>intellect>agility>spell hit>spell damage. I'm no expert on enhancement shaman so take what I'm saying with a grain of salt. P.S. even if your raid won't require you to heal, nature's guidance is one of the most valuable talents you can get, so don't fall into the elemental devastation trap.
-
Other than the winter's chill bot, other frost mages get arcane instability further increasing crit and damage by 3%.
-
Can someone explain the attack table to me?
Whitewolf posted a topic in General Discussion & Suggestions
Googling, I found that auto attacks and special, or yellow, attacks work differently. Miss Dodge Parry Glancing blow Block Crit Crushing blow Hit According to what I found googling if one were to get 102.6% avoidance one would be crushing blow immune. I couldn't find info on npc special attacks so I assume it uses the player two roll system. I also assume that if one did not have 440 defense that 102.6% avoidance makes you crit immune also, at least for auto attacks as special attacks use the two roll system. Is this true? -
Considering you didn't elaborate in your earlier post, I was just putting it out there as an option. Yes, the point I was making is about saving mana, but as you clearly point out it wouldn't help you in this case. I never mentioned any particular blessing to switch it out with.
-
Does it proc JoW?
