- Viewing Profile: Reputation: Knarox
KnaroxMember Since 17 Oct 2008
Offline Last Active Nov 19 2013 05:50 PM
- Group Junkies
- Active Posts 636
- Profile Views 2491
- Member Title Budinisti
- Age 25 years old
- Birthday December 18, 1988
Posted Teh Snick on 25 July 2010 - 12:29 AM
Posted Spiders on 22 July 2010 - 07:18 PM
She logged off after the hey :(. She logged on 2 hours later and whispered me this time and said
PART 3 [THE JIG IS UP]
Posted glovezz on 22 May 2010 - 05:00 PM
Posted betruger on 01 April 2010 - 04:21 AM
Posted Zoltån on 21 February 2010 - 09:52 AM
edit:As a hint to people who maybe don't know how to look up their first post;
Go to your profile, check Show My Posts and browse it by picking last
Thanks to Pvpmasterw
Originally Posted by Pharaun View Post
You can go back further than a year if you use the search tool (Search > Advanced), and search for
* Posts older than a year
* By date
* Ascending order
Posted Datah on 09 February 2010 - 01:25 PM
I was wondering how the more experienced ferals stick their Savage Roars in their rotations in arena? Do you have it up 24/7 or do you call out "getting savage roar up" before you call out a kill attempt with some CC or how? I also figure you reapply it with combo points from your previous target when switching just like with Slice and Dice?
it should be up at all times while doing damage pretty much (some exceptions obviously - e.g. if you're more concerned with peeling than damage. For example, when I'm opening on a rogue to peel off a priest or shaman in 3s, I'll almost always go straight from pounce->maim and get SR up later), but in some sense my answer is yes to both questions:
i'll often pool energy before planned swaps at 5cp, and get a long SR up at full energy, for example, which also gives you an instant proc at the same time, and call out all of what i'm doing on vent so my teammates know exactly when the swap is coming in advance
and of course refresh SR if you swap targets and don't have a long one up already
Posted Felic on 02 February 2010 - 12:23 PM
Example 1 – Before the healing nerf:
Your heal lands for 10.000
Mortal strike = You heal for 5.000
UA = You heal for 2.500
Example 2- After the healing nerf:
Your heal lands for 9.000
Mortal strike = You heal for 4.500
UA = You heal for 2.250.
In both scenarios, the healing reduced by MS + UA will still be 75%, regardless of the -10% healing nerf, so I hope I made it clear for the people that are afraid it will be MS + UA + (-10%) = -85% healing.
Let us now assume (for the fun of it, as some of you thought) that the -10% healing would be applied after your heal landed. A heal landing for 10.000 and reduced to 9.000, like example 2 would then still lead to a final heal of 2.250 with MS + UA up, which is a total of 77,5%. reduced healing, not 85%.
So basicly, the only thing that matters is that the damage was nerfed by 10% at first, bringing the damage ratio -//- healing ratio to 0,9 / 1.0. It is pretty clear that this was a ”big” nerf to teams with alot of burst, not using as much CC as required and worse survivability than most other teams.
Example 3 – Before the damage nerf:
Exorcism hits for 1000 and crits for 2000.
Example 4 – After the damage nerf:
Exorcism hits for 900 and crits for 1800.
- This is assuming a plain 2 x Crit modifier.
Health pools remains unchanged, meaning it will require more damage compared to previously to kill a target, or a longer CC chain – which in the end is a indirect buff to teams that outlast like double healers, compared to cleaves.
Then they announced the -10% healing debuff aswell, which brings the damage ratio -//- healing ratio to 0,9 / 0,9 (so to speak) meaning that it is still a 1 to 1 ratio. However, as mentioned in Italic, means that the damage compared to how much healing you need to cast will remain the same. In example 3 you would need to cast 1 of a heal (hitting for 2000) and in example 4, you would still need to cast 1 of the same heal (hitting 2000 – 10% = 1800) to equalize the damage / healing to 0.
Conlusion: It is a nerf to teams with alot of burst, giving more longlivity which leads to teams either need to use longer CC chains, or use their cooldowns more wisely. Is this not what people wanted? ”Larger health” pools without giving PvP gear an advantage in PvE.
Healing/damage ratio remains unchanged, and you will avoid being gibbed as hard as people complained about for 3 seasons, cause you might actually survive with more resilience and health left (encouraging pvp gear over pve gear). Double healer teams will also be less stronger than with only the damage nerf, but ofcause this will mean an indirect buff to absorb mechanics and teams with good survivability. One thing is sure though, pve gear will be alot worse than previously, cause the effect of resilience is alot more important, now where healing is also reduced on you, meaning not only will you take alot more ”wotlk” damage without resilience, but you will also be slower to be healed.
So can someone tell me why this is a bad thing?? – if you find some flaws, have something to add or I just plain sucked at math, let me know.
You're wrong. It is a step in the right direction, and considering it can still be dispelled it 2 steps forward, 1 step backwards. Resto druids will also begin to shine more, cause of their ability to outlast and keep several raid members up.
So it is indeed a step in the right direction rather than the wrong. If Blizzard starts to look at absorb mechanis, they also gotta consider Mages, Shamans, Death Knights and so on. Let us see how this turns out, before we start complaining even further. We got our nerf to all the random burst flying around, what the entire community wanted, let us give it a week shall we - then we can look at absorb mechanis aswell (and as someone mentioned in another thread, when did a shield prevent someone from taking 25.000 damage from killing anyone?? - and no, do not start to give me examples, just trying to state a point).
- But yes, it is a small indirect buff to Absorb Mechanis, but not only Healers, also DPS classes with it.
Posted Lightkun on 02 February 2010 - 02:25 PM
i think it must have been like this
gc: guys try out the new resilience change
developer#1: ok im going on my ret paladin
developer#2: ill get on my druid
<after 10 minutes of fighting>
developer#1: cant kill him :mad:
gc: alright just do something, f it just throw in 10% ms everywhere
developer#1 & #2: consider it done!
and i bet before you posted anything about this you though.
my brain: maybe i though think about this a bit more deeply.
me: WTF NERF TO HEALING OMFG, WTF ARE YOU DOING BLIZZARD.
Here is a hint for you. Think about it before posting again.
Posted Miirkat on 20 January 2010 - 05:27 PM
If you're someone who uses PVE gear already, then probably you rarely get trained on and/or you don't have to worry about your survivability much. Having DOUBLE the amount of Resilience now turns into a wasted stat if you aren't concerned about defense, so you're going to replace more PVP pieces with PVE gear.
Everyone who is saying that this change is amazing are probably those people who get trained on, and I agree, in that respect its nice for us... the bigger picture, however, is that the PVE issue isn't going to go away with this change, and will probably just get worse as more and more people have access to IOC gear (and pushing into heroic IOC gear).
Happy Season 8...
Posted Moonies on 01 January 2010 - 01:58 PM
Posted Macrospamftw on 21 December 2009 - 02:41 AM
The theorycrafting on this potent weapon is still rather sparse, so I spent several hours testing the limits of the proc and it's dps contribution. First off, the basics:
The 264 version proc has an average damage of 2250, while the 277 version has an average of 2538.
The damage does not scale with any character stats (though the dps does, more on that below).
The damage does scale with any percentage damage increases that affect spell damage, such as Avenging Wrath, Curse of Elements, Blood Presence, etc.
The drain can proc off of any weapon attack, as well as some odd events such as applying or refreshing effects such as deathknight diseases or the paladin talent Righteous Vengeance. These odd events do have some requirements though. The drain can proc off of the refreshing of some DoTs or debuffs so long as the character is within melee range of and facing the target for the drain. Specific to the deathknight class, the drain can proc off of the disease application of Icy Touch (assuming you are in melee range), can double-proc off Plague Strike (the strike and the disease application), and on each target that is in melee range and in front of you from Pestilence.
The drain has a base proc rate of 2 procs-per-minute, or 11.3333% chance per swing, and has no internal cooldown.
The drain can proc multiple times per attack, provided there's are more than one weapon event for the attack. For example, the drain can multi-proc off the following:
- On any or all of the multiple targets of Cleave, Whirlwind, Divine Storm, Heart Strike, or Sweeping Strikes.
- From a melee (or special) and it's subsequent seal proc, Blood-Caked Blade proc, or Windfury proc.
- From both the physical and shadow portions of Scourge Strike.
The drain can not proc from any spells, excluding the odd events mentioned above.
The drain is incapable of critting and functions on the spell hit table. However, it doesn't seem to be resistible.
Now, with a 2 PPM baseline, the weapon will deal 2 procs a minute before any waste or special attacks or talents are factored in, giving it a minimum dps of 75. In practice, the proc will usually provide between 200 and 400 dps, depending on the character's haste rating, spec and rotation (and therefore number of procable attacks per second), spell hit chance, and +damage buffs present. A good estimate is that it will provide approximately 4-8% of a character's dps. For many classes, this means the proc is worth the equivalent of between 400 and 800 additional attack power, though it's place on the best-in-slot list is strongly dependent class, spec, haste rating, and rotation. In general is can be assumed to be near the top of the list, however, as the proc itself provides a fairly respectable amount of dps while also making it easier for the healers to keep you alive through miscellaneous raid damage.
Posted Valkyrie on 03 December 2009 - 11:53 PM
Vote WoW to WCG 2010 here: http://www.wcg.com/6...LL/poll_PTT.asp
Only 1 vote per IP address.
EDIT: Ok WCG, aka World Cyber Games is like the Olympics of gaming. http://www.wcg.com
WCG National Organizers arrange qualifiers and send the winning player(s) to represent their country at the WCG Grand Finals. More info can be found here: http://en.wikipedia....rld_Cyber_Games
Posted Rapture on 03 December 2009 - 04:43 PM
We're testing the system to see how it works and how we need to fine tune the current system.
How it works:
- You can give someone positive or negative reputation for a post in most of the content related forums by clicking the scales in the upper right corner of the post.
- We are currently excluding the Rant Room, BG forums, Name Change, Off Topic, and Guild Recruitment from the reputation system. You also gain reputation as your post count increases and as a function of your length of membership here on AJ.
- Leaving reputation is currently anonymous.
- Reputation is displayed under your teams in your postbit. You can hover over the green or red icons to get a description of the reputation level of that user.
- Clicking the scales icon on your own post will display your current reputation points.
- As you gain reputation your reputation power increases and when you leave reputation for another user it is worth more for or against them.
- This is NOT a substitute for reporting posts. If a post is breaking the rules report it. You can also give negative reputation to that post, but remember to report it as well.
The site rules have been updated. There is a new infraction for insulting users through the rep system.
- 1 pt - Reputation Comments - Any reputation comment that personally insults or harasses the poster. When down repping, leave a reason.
Reports of a violation should come to me as a PM.
Let us know what you guys think. Thanks for the suggestion Sallice.
Posted Blowi on 04 December 2009 - 03:46 PM
What race to pick as horde?
This is probably the most repeating question these days with the new cash making system by Blizzard.
It is really hard to say: “BE THIS” as it solely depends on your play style as well, but what I would say it to be:
Enhancement = Orc
Elemental = Tauren
Restoration = Tauren
Some people would argue troll is good which is it for obvious reasons, but with the new EM change for elemental, I do not find it better than a 2 sec stun which can force the opponent to use his trinket and with this huge amount of burst everywhere in the game, a little moment of breathing can become a life saver.
Surely some would argue orc to be better as you can gain a better amount of spell power to burst with, but I prefer to have more control than the opponent and it’s a nice peeling for whatever spec you may be playing.
Honestly if you are a good player you will still do well no matter what race you are, but if you like to have as much burst as possible, you know what to go for.
If you prefer to try get a stun and then throw a heal or CC an enemy then you will easily find the obvious choice as well.
Same goes with the haste affect, you like to have faster spells than usual.
What I am trying to say is: Surely you will lose a game sometimes where you sit back "If I were a X we would had won", but in the end do not pick something a for a race if you hate the size/look or whatever.
WF/FB or WF/FT for pvp?
- ES hits significantly harder than FS and don't forget slows attack speed now. Being undispellable is huge for FB snare as well since most enh teams play with few debuffs. If you get unlucky and don't get FB procs, just frost shock until its up. - Snerp
LHW Versus HW ~restoration
I'd say going HW with full mp5 gear is by far better than LHW due to the simple fact that LHW is just way too much RNG based.
First of all, I guess people tend to go for LHW specc thinking its way more mana efficient than HW which it isn't in my opinion.
In order to gain the mana efficency from LHW-specc you first of all need a crit on your LHW and on top of that have luck with 60% chance of a Mana Orb to procc of that LHW crit which is just way too much based on luck for my taste.
If the Mana Orb had 100% chance to proc on LHW like it did before, LHW specc would have been somewhat more decent.
As for HW, stacking with an insane amount of mp5 will give you a very steady/passive mana efficiency which feels alot more comforting than having to rely on the RNG from LHW/Water Orb Proccs.
And now the healing! A none critting LHW heals for ~5-6k on a target with Earth shield while a none critting HW heals for ~11-12k on the same target. So, you're heals with LHW specc are just insanely depended on crits If you don't crit it's like a 100% loss of healing which you could have gotten on demand with HW specc. Imagine facing an ARP capped bladestorming warrior and you're LHW specc just won't crit. It's pretty much GG!
A good thing with LHW specc is having Ancestral Healingway buff way more often, but that's only good against cleave teams pretty much which again is just depended on wether you face a cleave team or not since it's just waste of talent points against casters cleaves. But I'd still rather have 11-12k heals over having Ancestral Healingway pretty much.
So in my opinion, HW specc is pretty much a LHW specc with 100% crit chance - Adden
Recommended restoration stats
Hit (spell)- 5%
Spell Penetration - 110
23,500 - 25,000 HP
Restoration you need a base of 110 Spell Penetration in order for your purges not to be resisted and wasting precious globals/mana. Three Stormy Majestic Zircon (see below) with 35 Spell Penetration to cloak brings you up to exactly 110. Again it's helpful to keep a balance between your Resilience/Stamina but if you're more comfortable with running with a higher health pool then gem more towards stamina and reversely, if you prefer more damage reduction then gem for more Resilience but I highly suggest you stay within the stated parameters (1,000 Resilience/23,500-25,000 HP).
As for your meta, I've personally used Insightful Earthsiege Diamond and Powerful Earthshatter Diamond as an Orc and a Tauren and in both cases I've found the Insightful Earthsiege Diamond to provide a significant amount of Mp5 over even a short match. However, for those who aren't in full Relentless gear it's suggested that you use the Powerful Earthshatter Diamond, especially if you're an Orc, in order to adjust for your lack of Resilience/Stamina.
When you wish to gem or enchant as restoration it comes down to your comp and which playstyle there is required: Offensive / Defensive
Using Spell power+X sockets is the best idea since those gems will end up you having more "itemlvl" than normally.
I.e. socketing 23 sp and 20resilience into your chest will make you lose 1 spell power, if you would socket 12 sp 10resilience, that’s one guideline to use if you care about details.
Currently in 3s there is no point to socket mp5, don’t think it’s even that viable in 2s.
Please note that these suggestions are only for the 3v3 and 5v5 bracket due to Blizzard removing 2v2 Gladiator standings.
Now there's a long standing debate between gearing for full Mp5 (Ringmail) or full Critical (Mail) (Haste no longer plays a significant factor due to the haste given by Riptide and Lesser Healing Wave already having a base 1.5 second cast time) but a general consensus I've gathered is you should gear depending on your comp. If you're going to be running a comp that's designed to last longer than three minutes, or a comp not designed to beat the opposing team in the opening Bloodlust or shortly after, such as Double Healer Warrior, then it's more beneficial to gear for Critical gear because without significant Riptide abuse you should be able to keep up your mana pool. Remember though that for gearing full Mp5 gear you significantly reduce your capabilities as playing Elemental for your off-spec!
For which pieces, I see most people, including myself, running 3/2 in order to have the two set bonus (100 Resilience!) but I've found that 5/0 pays greater dividends vs. caster heavy comps such as Spell Cleave so if possible then you should pick up both and swap around accordingly.
As stated previously, LHW spec relies heavily on keeping up the riptide +Critical. Although this is entirely possible, a lot of the time I've found you can't keep hitting someone with riptide just to gain the buff because enough pressure is being put out that if you're not healing they will fall. Personally I swear by the HW build, it makes healing through massive damage manageable and despite it not being cost effective in the long term, I can safely say that 1/5 games includes a large HW save, particularly vs. a rogue/x combo where you've manage to fake cast the kick.
I use 0/13/58 which is a mana/survivability build that sacrifices Critical talents for other tools such as Nature's Guardian. My comp, Retribution/BM/Restoration, makes me a very appealing swap target. Depending on what you're planning on running, you should change the talents around accordingly. For example as RLS, a comp which has two much sexier swap targets then yourself in most situations, I've swapped the 4 points out of Nature's Guardian for Thundering Strikes and then took out the 4 points to spec to Mana Tide for an additional 3 points into Tidal Waves. Because of the very heavy-burst capabilities in this comp I traded some survivability and mana tools for more ability for more damage.
Basically there's a few things to keep in mind and a few options, considering the fact you can only have a maximum of 3 sets at a time.
-Can I afford manawise to put in 4 totems in a set or do I only really need 2-3, thus saving a few hundred mana every time I use this set?
-Should I prioritize my sets vs certain classes/setups or vs certain situations?
-Do I think I can keep track of using more than 3 sets and just change them accordingly to what I meet while queueing?
Useful sets against several classes:
Against rogues: Earthbind, Nature Resistance, Cleansing. I leave out the fire totem here because you may or may not find that flametongue totem is a waste of mana (like I described in my first point mentioned above). This is a personal opinion and it's up to you to decide whether you think you can afford it/think it is necessary.
Against rogue priests: Tremor, Grounding, Cleansing. Grounding is optional here because you may want to have it off cooldown for when you really need it - for example to avoid a mana burn. Instead you could add a Nature Res totem for instance.
Against Wizardcleaves: Tremor, Grounding, Fire Res, Frost Res. (A possible option is to cast this set and then use Flametongue totem after if there is no mage)
Against Warlocks: Tremor, Grounding, Mana Spring, Flametongue (I add Flametongue here because against warlocks mana is generally not a problem at all)
Against warriors: Tremor (this basically saves you a trinket if he times his fear properly), Mana spring.
thanks to moonies and dionysus
Recommended elemental stats
Hit (spell)- 5%
Spell Penetration - 135
In order to achieve those stats, you may use the hit ring & neck and enchant your cloak with 35 spell penetration and you can gem some spell power/spell pene.
When you have met the recommended stats, you should be going pure spell power (red gem), but if you lack a little bit of survival I would recommend mix some spell power/resilience, just like you can do with spell power/spell penetration in order to obtain the proper stats overall.
Meta gem should be 3% extra damage on crits/21 critical rating
http://www.wowhead.c...qfdhtGfuAoMhGco - This is the spec I(blowi) use when going arena, if someone got other variants please post.
1. General Set
1. This one consists of Totem of Wrath, Cleansing Totem and Tremor Totem. It is quick to place if you are running behind a pillar, and then run forward again.
2. I rarely use this, only it’s good for the situation, but Stoneclaw and Grounding Totem.
3. This is Earth Bind/Fire Nova totem, and make sure you use stoneclaw right after if some people just throw at it or ice lance once!
Recommended enhance stats
Hit (melee)- 5%
Hit (spell)- 4%
To achieve these numbers I would use s7 ring, either hit neck/cloak and 1 20ap/10hit gem for 110 rating for 3.35% melee hit and 4.19% spell hit. To reach 5% melee hit I put at least one point in DW spec. You can also supplement your hit with pve gear if it's available.
(racials and talents can add another 2-6% miss, but I wouldn't recommend gearing for that much hit)
Spell penetration - 75
Once you've hit the recommended stats, +40ap gems should fill red sockets. Use a +10 stats gem in one blue socket (recommended in weapon since it's likely used in pve as well). You can elect to fill the remaining yellow/blue sockets with ap/resil, ap/hit, ap/crit, or ap/stam if you're a socket bonus whore like me. For non-orcs your meta should be +21crit +3%crit dmg or +21agi +3%crit dmg if you prefer slightly more defensive stats and play with kings. For orcs I prefer using +42ap +10% stun duration reduction to stack with hardiness.
Harliya speaks about wolves
Alrighty to add a few things to the enhance section. Wolves usually come up every month or so and someone is upset about the broken mechanics and wondering if it is a common problem. As most shaman know that have played enhance since wotlk came out they have been bugged since release and have yet to be fixed in any way. The main issues come in that the pets are considered temp pets and not a full time pet. Therefore their abilities come out on auto-cast and will always come out on auto-cast even if you turn them off or attempt to macro them to turn off when you cast the Wolves spell. Pretty much just tell new shaman to expect the stun to come in a matter of seconds after the wolves reach their target and the spirit walk ability can be used as long as your fairly close to your wolves. It will only be auto-cast if the wolves themselves are stuck in a root or nova and will not auto-cast it if only the shaman is stuck.
I don't think we can agree upon a single "best" enhance spec right now because of the nova totem change in 3.3 it is changing the spec quite a bit and we'll likely need a thread to itself to argue over specs for a bit before we can decide what will perform the best post 3.3. So long story short more on this later.
My recommendations per bracket are as follows:
2v2: 650-850 res depending on your comp (double dps vs. enhance/healer)
3v3: 800-1000 res again depending on comp (amount of CC vs. amount of damage on the team)
5v5: 875-1050 res less about comp and more about any 3-4 dps in this game can kill any class in 5s just having enough to let your healers keep you up is much more important then your personal enhance damage.
My sets usually look like this
1. General Set
2. Offensive/Alternative Set
1. This set usually consists of flametongue, tremor, cleansing and windfury. Once the opposing team shows I will swap tremor for SoE if there is no fear, cleansing for mana spring if no DK/hunter/rogue. It is also useful to swap windfury for nature resist against rogues and DKs when garg is up.
2. This set includes flametongue, SoE, cleansing, and windfury. Honestly this set is rarely used and could be set up for non-fearing/poison/disease teams.
3. Stoneclaw/grounding. Also useful to macro this set with battlemaster's and healthstone for a ghetto 'oh shit' button.
For the most part the first 2 sets are only dropped at the start of the game or when switching pillars/position. Keep in mind most totems only have a 30yd range, which is relatively short. Try to avoid using 4 totem sets excessively as it's a huge mana sink. - Snerp/Harliya <3
Addons & UI
This is my UI.
Let me give you some basic tips which could be said to any newcomer shaman:
- Don't try to use too many addons, just play with sound on and use your eyes. It helps your gameplay way more than you can imagine -- It might be hard in the beginning to get used, but so what? It's a new season, so perfect to try it out.
Dangerous addons are: Afflicted saying every single spell from a class, SpellAlerter which makes you just look at the middle of your screen or where you've placed it.
I would advice people to use an addon such as:
- Dominos (http://wow.curse.com....s/dominos.aspx) Then place all the spells you don't need to know the cooldown of in a different bar which is invis and therefore you are forced to know the keybinding, and eventually you'll be happy with some more space in your UI.
Do not use MSBT, or some other sort of combat text - The one built within Blizzard is brilliant, and way less messy than that. You are getting way too much "useless" information which is jumping all over your screen.
Try not to separate your unit frames too much all over the screen, as you will waste time looking (:
Hope any of these suggestions help you, be free to ask any other questions about anything. Remember there is not a specific "HOW AN UI SHOULD LOOK" so just go with what you like, as you spend hours staring at a screen.
***IF YOU FIND IT IMPOSSIBLE TO KEEP TRACK OF EVERYTHING IN THE BEGINNING AND DO NOT WISH TO DO WHAT I SAID ABOVE***
~You might need an announcer for grounding totem and shocks. This is to help relay the information with your teammates so you can better coordinate your abilities.
ShamanFriend is a perfect addon in this case: http://wow.curse.com...man-friend.aspx
~An addon such as TotemTimers might be helpful as a new shaman as well, if you are forgetting to refresh your shields or simply keeping track of your Earth Shield, or you can moderate your totems to be displayed anywhere at the screen you wish and find it the most comfortable:
-- thanks to everyone who contributes --