never roll a dk lol, they apparently heard we like procs...
both of our t13 set bonuses put procs on our procs so we could proc when we proc, absolutely no bullshit
never roll a dk lol, they apparently heard we like procs...
both of our t13 set bonuses put procs on our procs so we could proc when we proc, absolutely no bullshit
we have a 2hnd frost in my guild, and he spends his time either absolutely rocking the dps (other than myself and the other lock), or bitching about "FUCKING PROCS, GODDAMN I HATE BLIZ"
that was from tonight's facesmashing into megaera. we have the dps for it, but not quite the heals. in related news, priest is lvl 60 now. lol
Abandon, you're lock main, right?
What professions would you suggest outside of tailoring/enchanting?
Was thinking either jewelcrafting, or doing engineering again....
[edit] I started dicking around lock and I'm having tons of fun with it. Gotten it to 40 so far.
Do yourself and favor and level as affliction or demonology. they're the hardest to play *well* at later levels (read: 90)
other than tailor/enchant? lol
only reason I didn't want to do tailor/enchant is because my priest has them already so wanted to try and diversify lol. I would imagine the gem bonuses on jewelcrafting kinda evens out right?
I could technically do something like jewel and engineering since my monk has mining on it.
Ya I was lvling as destro but got demonology for off spec, went into a bg with it and was all like "WTF" so for sure trying to practice it.
Destro is currently strong as fuck, but with gear, a particular trink, and know-how, demo jumps up. Aflliction is the shit, yet again, at the end of the tier. oh well.
i imagine in about 5 ilvls or so, i'll go to aff/demo. much easier on gemming/reforging, as they use about the same gear.
Enchanting is nothing special, standard +320 primary stat (same as most professions).
Tailoring and Engineering are nice since you can often refresh DoTs during procs, although Synapse Springs won't stack with any on-use trinket you might be using.
Blacksmithing is great if you want to gem secondary stats.
when does disc STOP topping dps charts and healing, lmao. this is getting old
71 currently.
Think I took a dps drop at 85, when I lvled my new priest.
But that was more to having ten million monks who didn't know how to put guard up, and I couldn't dps heal through that.
I decided I'm waiting for the patch for the reduced xp to start playing that 87 priest again or to level my lock. I should be able to gear it out quick enough to still find a new home to raid with.
Does anybody know if it's possible to promote other people to guild leader? I'm in a guild with a few friends of mine, but for the time being, we've decided to quit WoW until the next interesting patch. My subscription is the last one to expire, so I figured I could clean our guild vault. I decided to buy the voucher for the seventh slot and withdrew 10.000G from our savings, only to realize that it 1) can only be used by the guild leader, 2) cannot be sold back and 3) is soulbound. Unless I can be made guild leader to use the voucher, I'll have some serious explaining to do the next time we play.
Can't you just usurp leadership, use the voucher, then pass guild leadership back to whomever it belonged to in the first place?
Ah, so that's possible? It would take some time, but if it comes down to it, at least there's a way to get out of this. Thank you!
Blacksmith and Engineering, or Alchemy
Right now for lock's gemming, secondary stats trumps int. So with BS's socket bonus, you can gem Haste or Mastery which is really good, and because of this, blacksmithing is actually the best prof. for warlock. DPS wise.
Engineering is second best because of the glove tinker, it's on use, so you can line it up with other ablities or trinket proc, making your burst DPS much much higher. Goblin glider and rocket boots are amazing as well to have. In extreme AOE case, you also able to replace your rocket boots with Frag Belt, which is an on use instant AOE that stuns, and it doesn't use GCD, amazing.
Alchemy, purely for convenience purposes, it gives the same bonus as Tailoring/Enchanting or any other prof for that matter, doubles your Flask/Elixir durations, being able to make your own potions or flasks with bonus procs is a money saver too. If it weren't for this convenience, I wouldve dropped alchemy and get blacksmithing instead.
I guess JC is also viable choice too because you can gem secondary stat with chimera eye. I've never been a fan of JC, but it's also good for warlock.
Why is it all high-end raiding holy paladins I armory socket spirit gems literally everywhere?
We are raiding with a paladin that is following that strategy but then ending fights with over 50% mana, and he's basically copying their strategy, and I'm trying to convince him he's literally wasting 5% throughput by using this gearing strategy.
Is he perhaps doing something wrong with spell usage where he's not spending enough mana?
If anyone here has detailed knowledge of high-end (like 6+ heroic) holy paladin healing please speak up, I have questions...
ed:
Here's the main math I'm working with.
He's gearing about 2880 spirit in gems that can be converted to int at a 50% conversion ratio, without losing any socket bonuses.
2880 spirit is worth 0.56435*2880 = 1625mp5 = 19503 mana per minute, approximately 65% of a mana potion per minute.
1440 int is a little less than 5% output. It's worth approximately 86% of a potion of jade serpent at 1 potion per minute (Jade Serpent = 1666 int average if consumed every 60 sec)
In theory, spirit gems should have long term longer output: Over the course of a 7 minute fight, the spirit gem strategy returns around 136k mana. Total mana availability will be: 300k (starting mana) + 30k (lay on hands glyph) + 108k (Divine Plea x3) + 90k (Shado-pan trinket x3) + 504k (base regeneration) + 544k (spirit regeneration without 2880 spirit) + 136k (gem spirit regeneration), total of 1576k + 136k. So spirit gemming makes up almost 8% of available mana over the course of a fight, which if converted to healing done at the same rate as the other 92%.
But this is only useful if all mana is exhausted during the fight. If we assume that we end up at 10% mana (30k) at the end of the 7 minute fight, and ignoring artifacts like running out of mana early and having to enter a resource-starvation healing strategy, then our benefit can be subtracted directly from the mana generated from spirit gemming: 106/1682 is 6.3%. The breakeven point is ending up with around 75k mana.
Over a 13 minute fight, gemming spirit returns 253k, with the rest of available mana is 2635k = (base regen) 935k + (gear spirit regen) 1010k + (base) 300k + 60k (LOH x2) + 180 (DPlea x5) + 150 (Shado-pan trinket x5). Or about 8.8%. As fights get longer, gemming spirit becomes gradually better. This pushes out the break-even point where the strategies have similar output: for the 13 minute fight, the breakpoint is ~115k mana. I think the longest/hardest fights in the tier run about 10 minutes. Making the ridiculous assumption that the breakpoint will be linear (it won't! but it's not a terrible approximation that saves me a lot of math), we end up with about 6666 mana per minute, or for about a 10 minute fight ending with over 100k means you should have gemmed full int.
So basically, the answer is that he should be gearing full spirit as long as he can find enough viable targets for high-output high-consumption spells that he doesn't end the fight with over ~100k mana for a 10 minute fight, and ~70k mana for a 7 minute fight.
edit2: oh forgot he also has the spirit cloak enchant, which gives him another ~960 effective spirit = 45.5k available mana over 7 minutes. Doesn't materially affect the conclusion.
e3: oh and also the legendary meta which is about 10% uptime of 0-cost spells, which is essentially a 10% increase to available mana in the naive case (people that game procs can get substantially more), which I guess drops the break-even point even more.