Another interesting thing about the new legendary chest, it gives us a ranged dps option for when we have to run away from the boss to do something. Maybe that's the point? Idk.
Another interesting thing about the new legendary chest, it gives us a ranged dps option for when we have to run away from the boss to do something. Maybe that's the point? Idk.
It could definitely be useful for certain bosses like Ursoc. I dunno how it will feel to need to pool energy then do a long channel but I'm really not turned off by the prospect -- on paper. I want it and I want to play around with it. give me naow
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"I would let Anduin ravish me." - aiko
So guys, I've made a different approach to the artifact path and went with RSK before the other two(I went clockwise in the start). I'm ~2k AP away from getting lvl28 and I'm thinking what is the best thing to get here, ToD or dodge chance? I'll mostly be doing M+'s, I don't plan to do mythic raiding anytime soon at least.
I can't post pictures yet because I don't have enough posts apparently. I can pick between those three(I went clock wise and then went from Gale Burst directly to RSK 15% increase dmg. I can pick between: Light on Your Feet, Death Art and Good Karma traits. Everything else I already got.
Good Karma is going to be the most useful trait in the most situations. Death Art is theoretically the best if you are really good/lucky at predicting how much damage a mob is going to take in the next 8 seconds. If you can do that then you can use ToD on trash a lot and it'll be the best trait, but if you mess up in either direction it's worthless, and it will be pretty useless on most bosses as well. Light on Your Feet is a tiny PvE damage reduction buff that basically never comes into play. You might save a run once out of 500 dungeons with it, otherwise you'll never notice it.
Good Karma is the best choice left, but at this point you're mostly just rushing to get your 5% damage boost - the important traits are pretty much already taken care of.
Quick question, did some searching and I couldn't find anything concrete. It's relatively common knowledge that SEF is buggy and thus makes Drinking Horn Cover largely useless for the time being.
At any point has there been a blue post acknowledgement of SEF being broken, and is there any hope for a fix in the upcoming patch?
Babylonius claims they are working on it but i have never seen any clarification from the blues.
My SEF with bracers sims 8k more then Serenity and I think it's better on short fights where you can line up second SEF with some add. (Longer fight = less advantage from having 2 chargers instead of 1 serenity) (Ursoc/Cenarius).
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Storm, Earth and Fire:
- Transfer the Power is not getting applied to SEF's Fists of Fury
- SEF's Fists of Fury is only hitting for 4 ticks instead of 5 ticks
Crosswinds:
- Only 7 Wind Spirits are summoned/hit (should be 8 summons)
Granted I haven't checked RECENTLY (last week or two) but that was my list from a few weeks ago.
Hey, so I've been using Serenity for about a week now, and I was wondering how you guys manage burst AoE and sustained AoE with it? At present, I've been firing off SotWL first, spamming SCK, then getting FoF in at the last hit in both situations. Is there a better method than this?
Blizzard have been working on SEF bugs since it came out and that was when SEF was more simple.
Perhaps Blizzard will come through with the gold but as for now it would probably be better if SEF was removed until Blizzard have it working with full functionality. Serenity is doing its job well as PH the only problem is that it requires a talent (which makes ad feel as though we are missing an ability/talent a bit.