I used RJW for a lot of T15 honestly, maybe a few fights where I might use Xuen. I can see using the new RJW on trash, maybe on a few bosses that have lots of adds that spawn, but I'll prob end up using Xuen on more fights in T16, especially with the changes they did to him.
edit: Yeah, Gordon Ramsey from Kitchen Nightmares/Hell's Kitchen/Master Chef/every other major cooking show between UK and USA.
RL, GM and DK Tank for Guild redacted, EU-Gorgonnash
Chars: Blood DK / Prot Paladin
Battle Tag: Riemu#2789
I saw it in the other thread and figured as much.
RJW does look really interesting, but I've not tested it much. I seem to recall it's a loss at certain breakpoints since the DPS is a bit lower than SCK, but the tick time is longer, meaning a net gain in NRG. However, for BRM that pretty much means just an extra jab, so not a ton of DPS and certainly not a ton of AOE.
Apparently it's 4.
Hmm, really? I thought RJW would get more use. Don't get me wrong, I love the changes to Xuen, but figured with more than a few fights featuring cleave situations that RJW would be better. I need to monk more
Gonna derail the converation abit but I'm sure you'll pick it up again :-)
I have 2/2 brutal talisman, 0/2 hc feathers, 0/2 hc twins-str-critproc
Should I just stick with the talisman? or upgrade feathers and use them? or use feathers without upgrading them (i actually hope to get 1-2 items im missing and i dont have any valor left)?
All those trinket changes confuse me
RL, GM and DK Tank for Guild redacted, EU-Gorgonnash
Chars: Blood DK / Prot Paladin
Battle Tag: Riemu#2789
The problem with the new RJW is it's directly less damage than SCK. EVEN if you can manage to get a jab or two in, it's still less damage. Using 522 MH/OH and 150k ap:
31,102-37,325 SCK = 273,708 for 2 SCK
18,606-22,343 New RJW or 184,270 for 1 RJW
Two Jab's won't come close to the almost 100k damage difference.
Thinking ahead to the new gear and the possibility of my getting to a 50% haste "cap", how can you gauge this? Is it just your % haste stat in the armory or are there any complications (like raid buffs, melee vs spell haste etc that I am all vague on)? Right now I think the game says I'm at about 30% haste or so, so it's a long way to go for me but just curious.
Hey all, just wanted to ask, did the macro to calculate avoidance got removed? Cuz i can't see it anywhere. If it did can anybody send it to me?
Avoidance?
Ignore it completely. -> Problem solved!
Long version:
There is no point in optimizing your D/P ratio anymore. Simply reforging the highest avoidance stat on your gear to haste/mastery/hit/expertise nets the highest benefit. As their value is way higher than that of avoidance.
Ok I got two questions, first how do I create mousover link for wowhead?
Second I am wondering between these two shields, atm I got the lfr version from spirit kings:
http://www.wowhead.com/item=86778
But I just got the heroic thundeforged healer shield from twins:
http://www.wowhead.com/item=96910
My question is the healer shield alot better or not, from my pov it seems like I should use the healer one, but I could be wrong...
My 10 man 2 nights 6 hours a week raiding guild at 7/7M + 3/3M + 5/10M
www.avalerion.euo
Healer shield without a doubt. It is so much better than the spirit kings shield.
One is 541....the other 476...
Strength/avoidance would have to be REALLY good to offset that difference.
Oh ok thanks didn't know that.
On a semi-offtopic sidenote:
I was on PTR yesterday (Flexraid testing) in a 10-man raid. I got completely obliterated by our Prot Warrior. It wasn't even funny anymore. Maybe something to do with the gear scaling to 520 (still had 41% haste though because of gems/sockets). But seriously, the buffs to prot warrior are really something to look at. Single target tanking as well as aoe tanking. It's like kegsmash all over again. Jump -> Thunderclap -> 1-2 Deep Wounds ticks -> GG aggro. If there are 3 mobs or less, it gets even worse because of the revenge rage change.
It's especially noticable in a 0 vengeance szenario.
----
The change they did with ground / aoe effects not affecting vengeance really bothers me. Especially in conjunction with the decline in multi-target vengeance. We did Galakras yesterday and this fight just sucks to tank. It literally sucks.
You take so much damage from AoE effects / Ground effects / Fire effects / Tidal Wave whatever. And it just doesn't add to your vengeance. I mean, you don't even try to stand in shit. You just can't avoid it when you're tanking 5 mobs or 2 prot drakes and the bowmen keep shooting stuff at your feet. Even though flexraid is abit overtuned atm - I think in normal / hc it's gonna be even worse.
I tanked 3-4 mobs most of the time + took alot of damage, really alot of damage at times - and my vengeance just never climbed past 50-70k. Mostly because nothing that counts as aoe / ground or whatever damage gives you vengeance anymore and those mobs don't give you enough vengeance due to the 1/n? diminishing return thingy. You really need to make sure to split the adds right down in the middle now in order to maximize vengeance / damage.
Anybody else notice that?
Last edited by Riemu2k3; 2013-08-19 at 10:53 AM.
RL, GM and DK Tank for Guild redacted, EU-Gorgonnash
Chars: Blood DK / Prot Paladin
Battle Tag: Riemu#2789
It's my experience that vengeance levels rise a lot from lfr > normal > heroic (and I'd assume flex too) without the actual damage intake rising all that much even single target. I don't think it'll be that bad although I must admit doing Galakrond was slightly dissapointing consideirng how much dmg I was taking at times and how low vengeance I gained from that.
Iron Juggernaut felt a lot better vengeance/dps wise.
The new 1/n vengeance scaling for mobs is just retarded. It would be fine if they didnt design add fights, but they do.