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Kailand

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Everything posted by Kailand

  1. Woot, finally hunter love after nerfing traps, flares, AP, and bad itemization. and with the boost in leveling, I may have to start that paladin I was thinking about.
  2. Gwar! We one shot attuman, and we messed up Moroes bad after a few tries!
  3. I would be interested in bringing Kargoch along to tank... he is 50K away from 70 and of course needs his keying and some gear. Hopefully He hits 70 this weekend, and can start some of the keying/gearing tasks. ***************** update - Fully Keyed!!!
  4. Kargoch has been trying to master that type of smile, but unfortunately he is missing a lower jaw.
  5. I just checked it out, Argent Dawn is back up... although who knows for how long!!!
  6. That kill was a good kill, and our last late attempt for the night.
  7. Great find there Vol, the best line in the clip has got to be "I hear them, it's good enough for the blind".
  8. I wish I could attend, but I'll be out of town at a friends party this weekend.
  9. Opera event is fun, although it requires everyone to be on the ball.
  10. woot! • Pets are now affected by Paladin greater blessings • Aspect of the Viper: This ability has received a slight redesign. The amount of mana regained will increase as the Hunter’s percentage of mana remaining decreases. At about 60% mana, it is equivalent to the previous version of Aspect of the Viper. Below that margin, it is better (up to twice as much mana as the old version); while above that margin, it will be less effective. The mana regained never drops below 10% of intellect every 5 sec. or goes above 50% of intellect every 5 sec. • Volley: This spell is now affected by area damage caps. Its bonus damage coefficients have also been increased. It also correctly consumes charges of Misdirection. • Formula: Enchant Gloves - Superior Agility: This enchanting recipe is now available from the Keepers of Time Quartermaster. The reagents required have been adjusted to match the level 70 content.
  11. ::cheers as Rhoach goes over the cliff, as the clan's loot will be that much safer.... for a little while at least:: WoW detox.... ::makes a cross shape using his arms infront of himself:: get away... that's the devil talking!
  12. Woot D&D! Also thieves in my party in D&D tended to have me guard my stuff, including my self a little more carefully, of course I tended to play evil characters and they tend toward paranoia.
  13. The problem is you cannot rely on avoidance as it is random (unless you have 100% avoidance). It helps, that is for sure, but it shouldn't be relied on.
  14. According to my reading, Avoidance in only more important for the 5 and 10 man stuff, after which, the healers need to do preventative healing, as opposed to reactive healing that most are used to (note, in BC RAIDS overhealing is ok, and prefered). This is because the bosses hit fast and hard (multiple 4k+ hits in a sec or 2), so big overlapping heals coordinated between the healers are prefered, with the tank stacking stam and armor so he has more of a safety margin. If healers try to reactively heal this type of damage, the tank will go down before any heals go off. This is especially true of the Gruul fight, if the healers are only reactively healing the main tank, then the raid has no chance at success, as after a few growths he is hitting the main tank for 8K+. The best healer strategy is for healers to offset their largest mana efficient heals by about half a second from eachother so the tank is always getting heals. For the main tank, getting stam is a guaranteed way of having a safety margin - avoidance is too streaky to be relied on. On another note, this threadwas started in the context of 25 man raids such as Gruul's Lair, so the arguments about GoA for the main tank, increase rogues dodge, etc. are a moot point. DPS is the primary concern here. If in a particular grouping WF totem gives more overall DPS than GoA does, then it should be used in a raid. in small groups (10 man kara, and 5 man instances) GoA should be used for the avoidance.
  15. With it being on a saturday, I won't know if I'll be able to go, until friday evening (my plans for the weekend tend to come up suddenly), so I won't be able to sign up until then.
  16. I would just like to say Smedlock: Congratulations on the chest upgrade!
  17. Don't worry, I need 17 more badges - so hit me up if I'm available.
  18. I'd like to go, although I'm survival spec, I deal similar damage as the other 2 specs though and Expose weakness gives a larger AP boost than TSA, and applies to the whole raid group (against the target that it is proc'd on). ***added during edit*** Yikes, I just read Bar's Post Below (I guess I didn't read the day in your post, Doh!). Cal, Bar, Harne, and myself will be in Kara that night.
  19. I also need the badges too, so you can count this hunter in.
  20. This is indeed good news, but it doesn't stop the fact you should still be running the stuff that would previously require attunement, mainly to get gear and the experience, otherwise Serpentshrine and the eye will be nothing but wipefests. Although this does make it easier for the core of the group (MT, healers, some DPS) to get geared, and not worry about keying others for filling out the raid, assuming that they have a minimal level of gear from the level 70 instances/heroics.
  21. For those who interested, this is hilarious. http://gkickseriousbusiness.ytmnsfw.com/?3...3d9548e37833799
  22. Actually, weapon speed is not important with WF totem, the average DPS gain will be the same regardless of weapon speed due to the law of large numbers. As for poisons, what is the dps gain of using poisons? Also it seems most of the high end content rogues are combat rogues, and I've been told that their poison isn't all that good.
  23. I did some number crunching to try to help resolve the ongoing GoA vs WF debate that is currently going on in the Gruul's lair raid. This analysis is strictly based on auto-attack unbuffed DPS boost from each without any other temporary weapon enchants (poisons/sharpening stones, etc), and I am using a lower DPS than the people actually in the raid, and assuming every attack hits. Our sample rogue will have a 170 DPS with his main hand weapon and a 130 DPS with his offhand weapon. Our sample fury warrior will have 200 DPS with his main hand weapon and a 130 DPS with his offhand weapon. Our sample enhancment shamman will have 170 DPS with his main hand weapon and a 130 DPS with his offhand weapon. Our sample Feral druid will have 200 DPS in cat form. Warriors and Enhancment Shammans do not gain ap from agi, but instead gain crit at a rate of 33 agi==1% crit (warrior), and 25 agi==1% crit (Shaman). Rogues gain 1 AP/Agi and 40 agi == 1% crit, while cat druids gain 1 AP/agi and 25 AGI == 1% crit. (numbers from http://blogs.pixelprodigy.net/?page_id=112 and http://druid.wikispaces.com/Druid_Game_Mechanics). Finally for all classes 14 AP = +1 DPS. Now assumming that the GoA totem put down is the talent enhanced one, there will be a +89 AGI buff from this. Using the formula: DPS_Gain = (Total_Tooltip_DPS + GoA_DPS_gain)*(1+GoA_Crit_Gain) - Total_Tooltip_DPS as the basis in calculating the DPS benefits from GoA (I realize I am ignoring the tool tip crit rate - but that is going to be a very small factor in the change of DPS for a more complicated analysis) so our rogue gains = (170 + 130 + 89/14)*(1+89/40*0.01)-(170+130) = 13.2 DPS our warrior gains = (200 + 130)*(1+89/33*0.01)-(200+130) = 8.9 DPS our shaman gains = (170 + 130)*(1+89/25*0.01)-(170+130) = 10.7 DPS and our cat druid gains = (200+89/14)*(1+89/25*0.01)-(200) = 13.7 DPS Now windfury totem has a 20% chance of providing an extra attack with +445 AP, and is considered a temporary weapon enchant, which is only applied to the main hand weapon. Now, our Shaman and cat druid won't benefit from the wind fury totem - the Shaman should be using the windfury weapon enchant, and cat druid don't proc any thing from their weapons. On average the WF totem applies an extra attack in for every 5 attacks, and that extra attack gets the +445 AP boost. So the math is (ignoring crit): DPS_Gain = (MainHand_ToolTip_DPS * 6 +445/14)/5 - MainHand_ToolTip_DPS so our rogue gains = (170*6 + 445/14)/5 - 170 = 40.4 DPS and our warrior gains = (200*6 + 445/14)/5 - 200 = 46.4 DPS This means that the DPS gain for a group of 5 physical DPS'rs will be better for GoA if there is only one rogue/fury warrior. if there is more than one rogue/fury warrior than WF is the better choice. Now for the sake of argument, say that the DPS of everyone was doubled, then under GoA: so our rogue gains = (170*2 + 130*2 + 89/14)*(1+89/40*0.01)-(170*2+130*2) = 19.8 DPS our warrior gains = (200*2 + 130*2)*(1+89/33*0.01)-(200*2+130*2) = 17.8 DPS our shaman gains = (170*2 + 130*2)*(1+89/25*0.01)-(170*2+130*2) = 21.36 DPS and our cat druid gains = (200*2+89/14)*(1+89/25*0.01)-(200*2) = 20.8 DPS and then under WF: so our rogue gains = (170*2*6 + 445/14)/5 - 170*2 =74.4 DPS and our warrior gains = (200*2*6 + 445/14)/5 - 200*2 = 86.4 DPS Lets say the Weapon DPS of both weapons was equal, then for GoA: so our rogue gains = (170 + 170 + 89/14)*(1+89/40*0.01)-(170+170) = 14.1 DPS our warrior gains = (200 + 200)*(1+89/33*0.01)-(200+200) = 10.8 DPS our shaman gains = (170 + 170)*(1+89/25*0.01)-(170+170) = 12.1 DPS Which still isn't enough to make it better than WF totem in groups with more than 1 DPS Warrior/Rogue. Now the question could be asked, what about poisons, and other temporary weapon enchants... I do not really know myself. Maybe somebody else can add that in. Flametongue says it adds 19.4 to 59.7 Damage to each hit, with a weapon speed of 2, that is a minimum 10 DPS gain for the Warrior and the Rogue using Flame tongue, but even that will not offset the damage gain by WF totem. I hope this helps in the discussion.
  24. I have 7 that I sent you from my banker toon. Plus I sent some normal Deviate scales too. Nothing is required for compensation - just freeing up my inventory space is enough.
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