Shadow s12 Gemming & Stat prioritys
#41
Posted 29 November 2012 - 01:42 AM
#42
Posted 29 November 2012 - 01:49 AM
#43
Posted 30 November 2012 - 06:24 AM
SOMEONE DECIDE FOR ME PLZZZZZZ
#44
Posted 30 November 2012 - 06:35 AM
the shorter globals and shorter cast-times could be handy in many situations. and mastery is imho superior to crit as we are somewhat dependant on the procs

#45
Posted 01 December 2012 - 01:00 PM
Deeklol, on 30 November 2012 - 06:24 AM, said:
SOMEONE DECIDE FOR ME PLZZZZZZ
imo: mastery if u dont need to supportheal all the time, crit if u feel u have to support with ur heals
edit: but u can go the other way around, forge mastery if u need to supportheal to compensate the mana and dmg u lose when healing
Edited by Scratchyo, 01 December 2012 - 01:05 PM.
#46
Posted 01 December 2012 - 03:20 PM
Yellow: Vivid - 160 resil 160 pvp power
Red: Mysterious - 80 int 160 pvp power
Works like a charm.
#47
Posted 01 December 2012 - 03:28 PM
Loveformoney, on 01 December 2012 - 03:20 PM, said:
Yellow: Vivid - 160 resil 160 pvp power
Red: Mysterious - 80 int 160 pvp power
Works like a charm.
thats a good choice, resi is atm pretty good so it may be worth to gem more resil in comps where you get focused a lot as shadow, like warri/shadow/heal
if you play godcomp and mage is most times focus then go with these sockets
#48
Posted 06 December 2012 - 05:14 PM
#49
#50
Posted 06 December 2012 - 07:00 PM
#51
Posted 06 December 2012 - 07:11 PM
#52
Posted 06 December 2012 - 07:53 PM
I did some tests on TR AFTER 5.1 and with INT gems i was hitting just a bit more with it ( +1 dmg every 2 gems). The thing is that int gives as well + crit and after 5.1 it benefit Heals too. No dubt. As well keep in mind 1 thing, ANY buff in arena benefit the STATS (like int / spell power etc) and NOT pvp power.
#54
Posted 06 December 2012 - 08:25 PM
bakbuk, on 06 December 2012 - 07:53 PM, said:
I did some tests on TR AFTER 5.1 and with INT gems i was hitting just a bit more with it ( +1 dmg every 2 gems). The thing is that int gives as well + crit and after 5.1 it benefit Heals too. No dubt. As well keep in mind 1 thing, ANY buff in arena benefit the STATS (like int / spell power etc) and NOT pvp power.
I was thinking about this, and was interested in hearing the math on it. Could you elaborate any on these tests before anyone spends gold regemming their gear?
If this turns out to be true, int gems + crit reforging will do some considerable burst.
Edited by Virral, 06 December 2012 - 11:10 PM.
#55
Posted 06 December 2012 - 11:11 PM
Sideshift, on 06 December 2012 - 07:00 PM, said:
Yes I agree, currently you need that extra resilience for sure. Generally you're going to do a lot more damage overall if you have around 66-67% resilience since you're not dying all the time and can play more offensively. PvP Power is much less valuable with patch 5,1 due this as Shadow Priests are trained so much.
Here's an article that I helped with and is continuously updated throughout all the changes going on that should be useful for anyone interested!
http://www.skill-cap...n-12-patch-5-0/
#56
Posted 06 December 2012 - 11:40 PM
Edited by Virral, 09 December 2012 - 06:02 PM.
#57
Posted 10 December 2012 - 05:55 PM
crazieh, on 06 December 2012 - 11:11 PM, said:
Play with a mage and you won't get trained
#58
Posted 15 December 2012 - 11:28 PM
Fissick, on 10 December 2012 - 05:55 PM, said:
I get trained pretty hard by most teams over 2.2k and I play with a Mage. Imo it's most effective to train the Priest against most Shadow Priest comps for everything but KFC and double caster.
Edited by zsuper, 15 December 2012 - 11:29 PM.
#59
Posted 16 December 2012 - 02:07 AM
Hit(6%)
>
PvP Resilience
>
Intellect
>
PvP Power
>
Haste
>
Mastery
>
Crit

#60
Posted 16 December 2012 - 02:57 AM
That said,I played with a mage and a warrior, both with shaman healers, over 100 games with each class.
I feel like mage gets trained awful a lot, shaman gets trained by melee cleaves, warrior is targeted by spell cleaves. Except some KFC, I did not get tunneled a lot.
So gemming resil for extra %3-4 didn't make too much sense. Neither is replacing pvp power with int., because you lose significant damage for insignificant healing increase that is used way less than damaging.
I tried haste and mastery , mastery and crit, haste and crit. I found that haste and crit is the most efficient.
So for me it's hit > pvp power > int > haste > crit > mastery.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users

































