From what I understand, mastery is undervalued to a lot of classes and the next patch will most likely buff it, but atm getting an extra 1-3k for a heal only when someone is at low hp comes second to an extra few hundred mp/5.
From what I understand, mastery is undervalued to a lot of classes and the next patch will most likely buff it, but atm getting an extra 1-3k for a heal only when someone is at low hp comes second to an extra few hundred mp/5.
Well mastery isn't all bad, there were times frantically healing up tanks to full on Chim where I wish I had more mastery, but otherwise I agree, better to gear for stats that you will always benefit from rather than situational stats.
Either way, I went from 5% haste and 23% crit, to 11% haste and 17.4% crit, with 2.1k spi, should be fine with raid buffs. I have 107k mana raid buffed too and never raid without replenishment so hopefully shouldn't matter too much, but increase my utility for the raid with quicker heals (felt like I was only there for mana tide totem since everyother healer can do what I do but better w/o any haste).
In argaloth, there is very little meaningful movement. I quote the least movement fight raid and show Unholy absolutely dominating frost and somehow this changes in heroics? I never said Frost wasn't a better AoE spec, I did say I support Frost for the AoE, but the poster said specifically that he loses on single target so this has absolutely nothing to do with Frost AoEs ability.You don't seem to be grasping what I'm getting at.
In heroics, there is very little meaningful movement at this point. For the most part, if the bosses move, melee are moving with them.
Further, heroics are aoe'able easily now.
Point being, yes, in raids, unholy is going to pull ahead, and by a considerable amount when movement is involved. On most heroic bosses, where melee aren't really moving much if at all, the difference is negligible. Factor in the huge improvement in aoe capability, and it's simply not even close, frost is far better for heroics.
Who gives a shit about heroics now, those are stupidly easy.
Argaloth is stupidly easy too and people cant seem to be able to do above 6k dps on heroics much less on a raid boss.![]()
What is the deal with the weekly player caps on guild points? I know it stops at like 1575002, but today my husband was "capped" and completed a quest which ranked up the guild. (or at least we assumed so considering there was only 3 of us on at the time and he was the only one doing anything when it happened). Is it really a cap or does it just not care after that or something?
Weekly activity cap refers to your rep in some way afaik, because quests will still earn the guild xp
Is there anyway to block certain spell graphics/sounds with add-ons or something? Like the retarded hand of gul'dan after effect.
Well, to start with he was talking about random heroics, although he did mention single target. I assumed if he's running with fully pvp geared people and can't top a meter, he's not super concerned with the premier raid spec. Things change dramatically when you need more hit, more expertise, etc.
As for Arg, 2500 is an extremely reasonable expectation for the overall difference between 2 very close specs where one is losing a fair bit lower percentage of their damage to parry and time spent off target.
Healing trinkets questions:
Corrupted Egg Shell
or
Figurine - Jeweled Serpent?
Serpent.
1 for Serpent
It's not a poll. Serpent is better.
Shell is fucking terrible.
Shell is a spirit trinket in disguise ---> avoid.
If you manage shell perfectly and can actually keep the shield up, it's like 250mana/5. Those are huge ifs but it's worth having around situationally.
Mandala is not a good trinket. It's an OK trinket.
Spirit regen is c * sqrt(int) * spi, so each additional point of spirit gives you a constant amount of regen; partial deriv wrt spirit is c * sqrt(int). I believe for most classes, c in combat is = 5 * 0.5? * 0.003345 = 0.0083625; with 4820 int that's 0.5806 mp5 per spirit, or 186 mp5 for the Mandala. Contrast that to the ~5000 mana (+25 mp5 from replen) that an int trinket gives you, you don't reach the mana neutral point until almost 3 minutes into the fight. And that's ignoring the spellpower and crit that int gives you, and max-mp-based effects aside from base replenishment such as mana refund mechanics, innervate, fiend, dplea.
Int trinkets are the way to go. Fat amounts of initial MP, spellpower, crit.
hit 85 on my unholy dk. will i be able to hang in heroics? Or are cata heroics tougher than wotlk ones were? Just wondering if i'll be able to keep up dmg wise.
As an extention of that, what dps is a good baseline for heroics/raids? Just want to see where i'm at.
Shits easy, it's pretty hard to be worse than the random pugs you will get in heroics too. I'd say anything about 8k can easily do heroics but shit varies, most players you will be grouped with will probably do sub-5k because they specced BM to use cool rare pets and get carried be players doing 12k.