EDIT: Nevermind, was answer in page before I missed
Tip for people who maybe don't know, if your group oneshots jin'do in ZG and everyone fucks off, go grab Frost buff from near Zanzil and use it on Gub. Burn a few CD's and you'll get yourself some free fishies. It brings him down to rougly 400k which any decent dps should be able to burn using CD's.
This could also work on master chef I suppose, but you'd need either a 15%/20% speed buff or lucky enough to arrive at his hut when he's near the west window.
also: for any arcane mages bored after a ZG run, you can solo the packs with the frost buff. Polymorph the mixer at max range. Presence of mind a AB, then run to the pot and get another buff, insta cast barrage onto next one.
depending what the pack is you will need to use mirrors/ice block accordingly, soul eaters will fuck you up good though, so watch out
On a related note and I know is not the complaint thread but it pisses me off all the scrubs that roll need on those kinda items.
you mean
member 1 :greed
member2 :greed
member3 : greed
you : greed
15 seconds go by....
member 5: need
FUUUU
pretty much, or need from the get go.
Yeah it's shitty. I believe in fair play for BoE's, in situations where everyone can't need especially to all select greed. Gurubashi Punisher dropped before and we all clicked Greed, 20 seconds later the Rogue rolls need. I initiate group kick and it goes through in seconds.
People like this can blow me.
I'm 100% certain when the first tidbits were released about 4.2, the dev mentioned epic gems, but only a handful to start, agi, str and the like. Now if that is still coming in 4.2 or not, i'm up in the air about it. So buyer beware. Still, it'll be worth stacking for the volatile earth you get from prospecting pyrite alone. And go fish up a shitton of volatile fire, each recipe in 4.2 takes 75 of em. I'm going to sit on around 3k of the shit at least by the time it hits.
4.2 is releasing unique equip epic gems, not the actual ones.
PTR premades now have full heroic firelands gear.
Lets just say elemental shaman is THE dps spec now. rofl.
What kind of single target dps people are pulling with that gears?
I dunno, I'm too busy fire nova'ing these test dummies over and over and now they have a 30 min flame shock on each. rofl
26k single target on a dummy with only woa totem up and my own personal cds (no bloodlust)
Guess my enh offspec is going ele. Damnit, 3rd caster at 85.
Enh is getting such shitty treatment. :/ Ele is getting all the love, and it seems like all the theorycrafting and speculation is pretty true about Ele becoming the best dps class the more gear we get in Cata.
So what exactly is wrong with DK Tanking/Quality of Life? Blue Post:
I love it at the moment. Pre-Cata (or pre 4.01 patch) it was hard for me to tank as DK because of the threat generation and Rune Strike being usable only once Dodged/Parry has taken place, but ever since then (except the Blood Boil double hash) I've really enjoyed DK tanking and enjoy it way more than Paladin and Warrior tanking. I'm going through that thread on the official forums at the moment during downtime at work to try and determine exactly what is wrong according to some.Death Knight (Forums / Talent Calculator / Skills/Talents)
Tanking and Survavibility
DKs have a lot of control over their survivability. While the other tank classes spend a lot of button clicks on generating threat, DKs can regularly hit Death Strike, which heals them. This puts a very powerful tool in the hands of the player. Played well, you can mitigate a lot of incoming damage and even choose when it is important to mitigate that damage. But you also have the possibility of playing poorly. It probably isn’t the kind of play style that is going to appeal to everyone.
You can look at the recent discussion about the paladin Holy Shield as a microcosm of this debate. Some players wanted more control over their survivability, and the new Holy Shield provides that. But it is more work to control an active button and there is a larger penalty for doing it badly. Death Strike is like Holy Shield on steroids in this regard. There are good and bad times to use Holy Shield. There are definitely good and bad times to use Death Strike. We see some DKs attempting to hit Death Strike as much as they possibly can, and then getting frustrated when they can’t squeeze more Death Strikes into the rotation. What they are perhaps missing is that the timing of when they Death Strike is very important. Used optimally, it’s a powerful reactive tool.
One thing we have discussed is giving players more control over whether they make this decision (trading higher risk for higher return) or not. In many driving games for example you have the choice of an automatic or manual transmission. Many players choose the automatic, suspecting that they are probably not going to be as fast as a player who is awesome at managing their clutch, but it means they never have to mess with the clutch and can still win plenty of races. On the other hand, imagine that the player who plays the manual perfectly is performing at 100% and the player who performs the manual poorly is performing at 25%. Choosing an automatic transmission for 75% performance may be perfectly acceptable. You give up a little theoretical performance in return for having less going on. Tanking can often have a lot going on. Maybe there is a talent choice that lets DKs have a more powerful Death Strike in return for weaker passive mitigation. Some players would take that talent, and some might only take it for some encounters.
Related, we understand that some DKs don’t like having to make the decision about whether to Death Strike or whether to apply tanking debuffs. That’s really the tension that’s supposed to be at the heart of any resource system -- I have a limited allotment of X, so at this moment do I want to use X on this one ability or on a separate ability? Again, a possible solution is to put the choice of which play style to use in the hands of the player. We could offer a talent or glyph (or something) that lowers the cooldown of Outbreak for instance, without turning Blood DKs into a spec that can play optimally by pushing nothing but Death Strike. It’s something we’ll consider.
(Assuming Blood is the manual transmission, and the other three classes are automatic)
Amazing DKs aren't 25% better than Amazing Paladins/Warriors/Druids, so what is the point of a system that is incredibly punishing and only slightly rewarding?
The 25%, 75% and 100% percentiles weren’t meant to be taken literally. If a DK feels like he or she has to work much harder than other tanks to achieve about the same amount of survivability, then that feels bad (and to be fair, we had this exact problem with paladin tanks being too easy to play well in the previous expansion). On the other hand, if a DK played well completely trumps all other tanks, then the very best guilds for whom the skill cap isn’t an issue, will just use DK tanks. We see a pretty good spread of DK tanks among both great raiding guilds and all raiding guilds for that matter, so we don’t think the numbers are so far off that groups are either flocking to or avoiding DK tanks. (Blue Tracker / Official Forums)
From what I get, and my own experience, problem is DK being the "hard mode" tank : it's difficult to learn its ways, and it's too strong once you've mastered it.
So players who try it find it too complicated, or weak. While those who're skilled enough with it are ahead of any other tank.