Envious

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Everything posted by Envious

  1. Well, Classstacking isn't a thing in 10-man. 25 man in MoP is a breeze because you can deal with all the mechanics much smoother and iron out hickups with sheer numbers to an extent. The only challenging difficulty in 25 man is getting the people that you need to run a succesful 25-man group. 10-man is (by a good margin) harder than 25-man, since your Raid Composition needs to be decent for pretty much every boss, in order to tone it down to a difficulty that is akin to 25-man. Priests, be it Disc or Shadow have Utility that is handy in and off of itself. DPS isn't all that matters. If your Raid can't survive the burst throughput of some bosses, you're fucked. And a single shaman's Spirit Link Totem won't do shit there. Competitive MoP Raiding is all about making the best usage of Raid Cooldowns on-CD and a great many classes bring more to a table than a warlock.
  2. Nice try, but there's no definite Haste Cap overall for Shadow Priests in the entirety of MoP PvE. Unless you're reading Icyveins or Noxxic guides, made by theorycrafters with the same experience in theorycrafting, as a burned toast. There are roundabout 27 different Haste Cap tables for Shadow Priests in MoP (And those are only the Haste Tables for spells that matter..), since every spell has a different cap at which it gains ticks. Haste is ALWAYS your go-to stat, through the entirety of MoP as a Shadow, with Mastery being a close second. SP's Mastery serves the same mechanical purpose that Crit as a whole stat serves, effectively doubling a spell's damage done on a RNG-based percentual procc. So the question of whether you stack Crit or Mastery, is simply answered by which of both stats scales better. And at the end of the day, Haste is your best-scaling stat, since it gives you more percentage gain for less raw rating. Mastery follows that up, with Crit being vastly inferior to mastery in terms of scaling. Hitcap > Haste > Mastery, prioritize mastery if you can't reach any of your tick-caps. Furthermore, all of those Haste tables differ based on your race. Goblins have lower per-tick caps, due to having haste as their racial, Trolls are the best Shadow Priest race, due to Berserking playing right into the Burst-heavy DPS Meta that MoP Raiding is built around at this point. They require more haste per tickcap as a whole, but their Burst is vastly superior due to the racial. 41% Haste is the point, at which haste doesn't reduce your GCD any further, but it's mechanical synergy still outvalues Mastery and Crit. And I already told you why Mastery is vastly superior to Crit. If you're going to help someone, at least make sure your sources are reliable, top-notch and don't spread this half-assed bullshit. Inb4 crying: Deal. With. It. Edit: And before the statement comes up, that Haste caps not functioning properly, changes this priority - It doesn't - Mastery just switches it's place with Haste, resulting in pretty much the same outcome when it comes to gearing and the difference is minor if you look at both DPS sheets as a whole.
  3. It's actually weird overall (still). On normal mobs, it puts me right into them, meaning I have to turn or move forward while charging, to be able to hit the mob right after charging. Generally, Charge should put you directly at the border of a mob's hitbox, aka slightly into it, so you can hit the mob, but don't end up right inside it. With Immerseus, the thing is, that his Hitbox is pretty big and going into him usually hurts A LOT. So by default, even if we could charge him (which we should only can from the far back of the room) we'd end up right inside of him, thus either dying instantly or taking a bunch of unnecessary damage.
  4. soo

    Overall, Galakras works quite fine now. The randomized composition of wave spawns seems to be gone now, all the waves have the exact composition that they should have on normal. -> Bonecrushers are still a bit wonky. They should CHARGE towards a -random- faction leader, of the three that should be present and then start casting their Fracture onto them - Currently they only charge Jaina or Lor'themar. CC on them seems a bit off, since you can Fear them and sometimes stun effects don't affect them, despite no diminishing returns being present at the time of the stun hitting the mob. The Scrolling Combat Text does not grant any Feedback in terms of them being "Immune" to those stuns either. While they can be dealt with, it'd be nice to see a fix for this, so their Fracture mechanic works flawlessly, without any hickups. TL;DR: Bonecrushers should charge towards a random Faction Leader and they should be immune to any kind of CC except for stuns, "grip"-effects (Death Grip, Monk's Clash ability) and knockbacks. -> Aethas Sunreaver is missing for the Horde, Vereesa Windrunner for the Alliance. Furthermore, Jaina isn't casting her Blizzard ability at all, which is a mechanic in place to speed up wave clear overall. Since Aethas isn't even present for the Horde, he obviously isn't casting his Flamestrike either. -> Both Lieutenant General Krugruk (1st, Left Tower) and Master Cannoneer Dagryn (2nd, Right Tower) are having consistent hickups with their respective Knockbacks (Krugruk = Arcing Smash, Dagryn = Muzzle Spray), often knockbacking players on the tower, that aren't even in the animations for either spell. Essentially, it seems like the animation and the way the bosses are facing doesn't always line up with the direction of the knockback effect. Can be REALLY annoying and cripples tower clear speed on a random basis. -> The Proto Drakes in the Sky with their Windreaver mobs on the back are still missing, making the overall damage-income on the Raid a great deal lower than it should be and completely negating the Turret Mechanic of the Towers, until it's actually time to shoot Galakras down. Can't give much Feedback on Phase 2, but Pulsing Flames seems to be ramping up at the appropiate speed. Only Flames of Galakrond has behaved a bit wonkey, when players blink with the debuff on them (since they have to get behind the Raid's Camp, so the Orb hits as many players as possible and thus diminishes in throughput).
  5. Doesn't really matter for the discussion. His main problem is haste not granting him as many MC's into DP as he should get with the percentage of haste at hand. And Mastery and Crit NEVER compete with Haste, when you aren't hitting the breakpoints needed. In this case, since the breakpoint conversion is completely destroyed, both of these stats would only serve as sad and unneeded bandaid-fixes on the Player's side, even though a breakpoint problem that affects a good amount of casters is easily higher in Class-fix priority than most other fixes that are coming up at the moment.
  6. Hey there, Guys. Rather than just copying some mediocre Battle.net forum guide, like another certain individual (/cough) or creating three new guides from scratch, I opted to just provide links to the best guides of 5.4.8's time on Retail. [Same applies to the WoD Guides] __________________________________________________________________________________________________________________________ Keep in mind that these Guides have all been created as a collaboration, by some of the most cutting-edge warriors in the world-first race back then. Collision also sacrificed a lot of time back then, to get these guides mathematically on-point. (He's the guy keeping the SimCraft Profile for Fury and Arms as awesome as it is! - aka the best Simcraft Profile of all the classes, since the Program's first incarnation) So, without further or do... __________________________________________________________________________________________________________________________ FURY [MoP] ARMS [MoP] PROT [MoP] FURY [WoD] ARMS [WoD] PROT [WoD] Firestorm Insight (current as of 19.01.16') - MoP "What's wrong with the storm, y'all?" Currently nothing. The most notable inconsistencies that affect warriors as it is, is the bug that enables raid groups to stack two Crit-buffs. This however, affects a great many classes and speccs and only really makes Fury DPS more stable and the specc less RNG-based. The same could be said about fire mages. All in all, there's nothing to fear and nothing worth of note, y'all. Just make sure to go replace Crit's priority with Mastery, when you're playing Fury and have gone beyond the 53% Crit-cap for Bloodthirst. >This section will be updated whenever there's something new going on, that is worth noting< ____________________________________________________________________________________________________________________________ (Subsection - Firestorm Insight - WoD - coming when I find the time so summ it all up. Ashran currently utterly re-iterates all the Warrior speccs in many ways, mostly due to RPPM Bugs with strong trinkets and grand weapon enchants)
  7. I didn't even check which Forum he responded in. Did he literally just do it on the Arms Feedback Thread?! I thought he'd at least adress both speccs, since they're equally controversial. That'd be fucking lazy.
  8. Well and to be honest. Legion Alpha access doesn't really keep you interested, when the people in charge ignore Class Feedback by the Top-Progression Players for 5 consecutive Alpha Builds and then give you a short post of "We like where this Specc is going", while the entire Feedback Thread is drowning in tears.
  9. Good to see you back, Buddie. I also just came back to MoP, after my WF-Progression Plans for Legion basically got crossed out by my IRL Stuff. Oh well, shit happens. Figured I'd come back here until the August Release anyway, since most decent Guilds aren't even recruiting at the moment (On Retail). Guess there's hope for our Class on Firestorm, if the both of us are back. :^)
  10. Well, my last screenshot is actually my new UI for Retail, that I made on the WoD Server, as my scheduled "return" is still a month away. You can't be prepared too early!
  11. Banned Sambala for... I don't know, I'm bored.
  12. Short Update! https://goo.gl/vO8L9r Didn't take much time and should help with all your Fury endeavors! MoP Arms is pretty much the same, except for the whole dual-wielding deal. WoD Stuff following soon, in a new - separate - Thread, as the Class Forums have now been split.
  13. Banned Yuve just for shit and giggles. /Kappa
  14. Almost.. Weapon Damage gets calculated differently. First you have to get the AP Bonus. AP gets converted into additional Weapon damage on spells like slam on a 1-14 scale. Current AP / 14 * 3.3(the normalization coefficient for two-hand weapons) = AP coefficient. After that you look at your Weapon Damage in your respective weapon's tooltip and take a number close to the middle between your min and max weapon damage. This must be done, as Weapon Damage on abilities, behaves based on RNG, TL;DR: Pure AP damage will always hit for the same amount under the same circumstances, while Weapon Damage will always roll a number between the absolute minimum and maximum. Proceed with: (APCoefficient+AverageWeaponDMG) * x (x = the Weapon Damage coefficient of the spell. In Slam's case on MoP 275% = 2,75) + 3427 The summ of this calculation will give you a number that serves as the average damage the ability can roll. From there, you can start adding in the percentiles. Start with damage increases, as those roll first, after that the entirety of the increased amount gets reduced by armor and resilience, so continue by reducing the number to the final, mitigated amount. _______________________________________________________ On another note, yes Arms damage has been too high and Dexlizqt found the problem, while I was lamenting over not finding the problem. Turns out, Seasoned Soldier is being applied to the sheet-weapon damage in your character window, thus effectively increasing an AWarr's effective Weapon Damage by roughly ~30k in most cases. On a Crit this amount would go up to 60k and with PvP power added, easily over 80k Bonus damage. This is what's causing Arms' insane pressure at the moment and the situation will be dealt with as soon as possible.
  15. Post-Publishing Disclaimer of Doom, because I can't fucking edit the post for some shitty reason: The Content shown in this Thread is 101%, completely, definitely for PvE. I'm not kidding, really. Only take into Account for PvP, if you don't know how your Rotation works or if you still don't know how to refresh Rend... *sob* .. the person I'm pulling at, knows... *sob*...
  16. I'm right with you on the Haunting Spirits. Part of PvE'ing is getting geared up and those 522's are a decent start since they both cover: 1 major slot (Head in this case; normally: Head, Chest, Legs) and a medium slot (Feet in this case; normally: Feet, Gloves, Shoulder). It's a fast, costly way to get ready for PvE as a new Player; or as an established Player switching Content (PvP - PvE // Vice-versa). Keeping those off the table is not acceptable.
  17. Well. I have a couple of decent Transmogs I have yet to farm (Exalted Plate Set /ExhaustedofFarming) Here's the one I'm mostly looking forward to, my old T16 Retail Xmog after Progression was over.
  18. My two favorites at the moment.
  19. 9/10
  20. WeakAuras2. Perfect for everyone who wants to get their Procc/ICD/WhateverYouLike tracking done RIGHT! http://www.curse.com/addons/wow/weakauras-2 (Example from Taran'Zhu: http://imgur.com/SN47yCF)