Wouldn't bother gemming the gear. You'll grow out of the helm quick enough. Save or resell the gems.
If you must buy some gems, I believe a jewel crafting trainer will have a vendor nearby to sell you some cheap usable gems (like +4 agility), but not worth it in my opinion until you reach 85.
Otherwise as Feral Druid your aim is agility primarily. I'm sure other druids here can fill you in =p
It's not mentioned anywhere (at least, not on the gems like it should be), and I agree its a bad design. BC's gems can only be used on BC gear and above, wrath's gems on wrath's gear, and cataclysm for the rest. You can easily tell from what expansion they are by looking at the amount of stats, but yeah, it's not very obvious for a new players.
Personally, I don't socket anything while I level, because one trip to the AH is rarely worth the time, and gears get replaced way too fast.
Was it changed recently? In 4.1 I was able to put 16 int(brilliant scarlet rubies, blue quality Wrath cut) gems in a pair of boots I got in Auchenai Crypts on my mage. I know Cata cuts have been item level restricted since it launched, but older ones weren't.
No they are not restricted.
Slippers of Serenity. This is my mage. Clicking on the gem in the boots 404s, so it seems like the item ID changed on them, at least.
If it still works, the +12 stat gems should be cheap, and +36 of your primary stat in a helm is going to take you into Northrend pretty easily. Whether or not it's worth it, up to you.
Someone posted a Tauren Warrior a dozen or more pages back in the complaint thread because he had something like 15k HP at level 61 in a BG as a Flag Carrier. All his gear had +30 Stamina gems on them where possible.
Glyph of Chimera Shot worth it over any of my other primes?
http://us.battle.net/wow/en/characte...talent/primary
I still feel the mastery way to be a little too much "big numbers oriented". Sure it's cool to have more control over one's mitigation but that also makes Hit Rating and Expertise much more valuable at the cost of other mitigation stats.With the buff to Deathstrike I would just go all out mastery like I did.. I'm hitting 95k Deathstrikes in heroics..
In any situation where you have a different healer each time, it'd be important to grant a certain consistency about soaked damage so that your PUG partner can adapt to the situation more smoothly.
By going Stamina + Avoidance, you'd raise DS base heal (since it's hp related) and by dodging or parrying, you'd basically make your blood shield last longer, even growing in absorption since it stacks.
Anyone who would comment on this?
95k DS... how? =( -- DPS gear? I tried that, but the max I can put out was 35k solo
Even in a heroic with some buffs, or did the boss take x2/x3 damage on a specific encounter?
My gear is on par with yours too.
In how dk runes work hit and expertise still is very low on a stat list for a blood dk, even with the mastery heavy build. The reason being if you miss or get dodged/ parried your rune more or less instantly refreshes. Making you lose only a gcd which isn't a big deal whatsoever. Only problem is if you are timing your death strikes to coincide with a high damage boss ability to maximize your self healing and blood shield and death strike misses or gets dodged/parried multiple times in a row. It could kill you but most likely your healers will just freak out for a second.
Edit: NVM
That whole virgin media issue again not letting games through or some shit.
What tinker to use for prot pala on gloves? I was using Tazik Shocker for the extra 5k damage on boss pulls and therefore, a bit more threat from the get-go. Would quickflip deflection plates be a better choice?
I prefer deflection due to the 1m30(i think) cooldown, always blew it along something else on my DK
Slow guild is slow, but my group had our first few shots at Baleroc 10man Normal tonight. Learning the dance with the crystals was actually pretty simple, but what ended up being our sticking point was Decimating Strike, or Decimation Blade... fuck it the shadow swing that he does. It seemed like any time our Paladin got hit by that after the fight was roughly 2minutes deep, he was going to be killed by the next hit he took. Admittedly, we didn't have our top healers and were running two druids and a shaman. Normally we have a Holy Paladin in place of one of those druids, and he's pretty much our top healer. Is it just a matter of crappy healing team composition, or is there something we're missing on this ability?
For the sake of as much info as possible, or composition was:
Prot Pally
Resto Druid x2
Resto Shaman
Arcane Mage
Afflock
SPriest
Frost DK
Enh Shaman x2
DPS ranged from 18-24k, so we weren't in any danger of hitting enrage, I don't think.
Decimating Blade will last until the debuff expires, which is 3 hits unless you get a lucky evade (use dodge/parry trinkets for this).
On paladin, your only tools to survive the blade are Lay on Hands (heal yourself full once in the fight), and Ardent defender (survive a single hit). I generally burn ardent defender because the shorter cd allow you to use it twice, but there really isnt much to do against that when both cd are down.
One tanking this fight on 10man is a bad idea however. Unless you can't burn it down before the enrage, just get an offtank to soak decimation blade (he will need 2 stacks at least, not more), and have a main tanks get every other buff. If you insist on single tanking, a good idea would be to kite the boss during decimation blade (life grip, speed boost, heroic leap) but you have none of this with your setup.
How is it a bad idea to solo tank this fight? We have solo tanked it since day one. It is a joke. Use CDs to get yourself full between decimation blade if you do indeed get hit. (LoH, AD, GS etc.)
edit: Even if you don't have a CD of some sort to get tanks HP back up, since you are 3 healing, 2 heals should be on tank during decimation always anyways. It really shouldn't be an issue.
Because it's a lot harder than just getting an offtank to soak it. So if you have the dps, use an offtank.
It's much easier for healer this way regardless of the fight being healable with 1 tank. If the tank dying is an issue, going with 2 tanks is probably a better solution.
This is not to say there is no advantage to 1 tank it if your healer can coordinate themselves and have the healing output, but for a group that is ungeared, and are able to beat the enrage, 2 tanks seem to be easier.