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  1. #61
    Quote Originally Posted by tikcol View Post
    So you have an idea, pre raid bis is better than full naxx gear but not by a lot
    The TBC gear also has some superior itemisation like no strength on rogue gear that gives it an advantage.

    IIRC the aldor rep epic sword was 81 dps and was the best thing until spiteblade from kara which was 87?. KT sword has 73 dps. That is the sort of gradient there is so likely people will be raiding kara in naxx gear.

    Quote Originally Posted by Nak88 View Post
    TLDR: Don't farm Naxx, it is not worth the time/gold investment, those items will go to the trash can in a few months.
    I simply cannot relate to this idea at all. If you do not enjoy getting the gear then why play at all. What are you going to do when you get your gear from naxx? Probably exactly what you were doing before you got it...
    The whole problem with the world is that fools and fanatics are always so certain of themselves, but wiser people so full of doubts.

  2. #62
    I am Murloc!
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    Want to know the actual truth?

    Whether intentional or not (probably just ignorance in what's good/bad), gear in earlier raids for the most part was itemized terrible and only towards the end of Vanilla did gear start to be itemized properly. In TBC they pretty much do the same thing, where gear in the lower tiers of raiding is itemized fairly poorly and towards the end everything is hyper optimized. This means that most AQ/Naxx gear has the stats you want, and a lot of the MC/BWL gear is a mix match of things that are good and bad.

    What this means is it's not uncommon for questing gear (greens and blues) to usurp MC gear as early as HFP and Zangarmarsh. There is a small caveat here though. In different eras of WoW, iLvL was allocated differently. In Vanilla WoW the more of a primary stat an item had on it the more expensive it's budget was. What this means is that for a lot of physical DPS classes, a helmet with 41 strength and 20 stamina was pretty expensive. Alternatively you could take the same iLvL helmet and have an item that has 29/30 strength, 25/26 agility and close to 30 stamina. In nearly all cases (except when you were approaching crit caps), the second helm was universally better. Vanilla is also the only era of WoW that used flat percent for secondary stats, meaning that it's virtually impossible (due to how they budgeted items) for an item to have 3% hit or 3% crit on a single item. Breaking this down into stat ratings instead allowed further flexibility in items. Lastly, how stamina was allocated in WoW is different depending on the expansion. Stamina in Vanilla was just as expensive as other stats and took up a lot of iLvL budget, whereas in TBC stamina is less expensive and thus an item without a lot of stamina isn't going to suffer the loss of performance stats. In modern day WoW stamina is free, isn't considered part of the iLvL budget, and is uniform based on the iLvL of the item in question.

    Towards the end of Naxxaramas and AQ40, you started to see the evolution of how they made items. You stopped seeing items like I listed above (massive amounts of stamina, strength of agility), and more *uniform* items as a result. It became less common for rogue items to have strength on them (which was expensive as the primary stat load increased), and you started to see more and more items physical items move away from expensive primary stats and into a static AP. Attack power as opposed to primary stats didn't have a gradient like primary stats where it got more expensive the more of it you had, so it scaled perfectly with iLvL increases. I don't remember entirely, but I'm pretty certain that most leather and mail gear was void of strength entirely, whereas that certainly wasn't the case in Vanilla.

    Taking the above into account, it's pretty common for your raid gear in MC/ZG/BWL to be replaced in the first few leveling zones. Offensively the raid gear might still be slightly better, but defensively this usually isn't the case. Stamina being cheaper means that you'll start to notice items with loads of health on them, with similar offensive stats, and the only reason they aren't better offensively (or close) is simply because most people aren't going to enchant leveling gear. Keep in mind that AQ gear has a vast range of iLvL (because of how the raid was designed), so some of the AQ gear will be replaced fairly early, while stuff that drops around Twin Emperors to C'Thun will be replaced in the last few leveling areas. Again, keep in mind that it entirely depends on if you want more stamina, and what pieces of gear we're talking about. Enchanted items will usually push things over the edge in most cases.

    This finally leaves us with Naxxaramas gear, which will meet a similar fate once you hit max level. A big reason why a lot of people kept Naxxaramas gear when TBC launched is because offensively with loaded up enchants it was often slightly better than other max level gear. Naxxaramas gear was very well itemized, and like my opening statement, they either purposely designed the starting dungeon/raid gear to have terrible stats, or they still didn't know how to itemize properly. Regardless of the intention, the big reason people kept Naxxaramas gear was because a lot of the content was bugged and unrewarding at the start of TBC. They literally went through in the early stages of TBC and raised iLvL, all the while making loads of epics in all of the raid content just flat out better. So while lots of people ran around with Naxxaramas gear in early TBC, it was mostly a symptom of the gear at max level being under tuned, and not so much the power of Naxxaramas gear in question.

    On a final note there is one final caveat that usurps pretty much all gear from Vanilla or puts them petty damn close right out of the gate, and that's items that have access to sockets. Some of the dungeon gear during leveling dungeons have 2-3 sockets on them, which pretty much puts them on par, or better than a lot of raiding gear (if you have access to gems). Sockets on gear are relatively cheap budget wise, and you can make some pretty retarded gear once you have access to gems. So while Naxxaramas gear was indeed very strong at the start (due to various reasons stated), it wasn't uncommon to see people rocking several pieces of blue items that had 2-3 sockets on their character. Also it's not hard to upgrade your weapons (again, not counting enchants), with heroic dungeon blues.

    TLDR; People who never touched raiding and have characters sitting at 60 are going to upgrade their character in each zone. If you raided throughout all of Vanilla the amount of upgrades you will pick up while leveling to 70 are going to be slim, and will be mostly relegated to odd things like trinkets or dungeon blues with a few sockets occupying the item. If you find yourself somewhere between these two ranges, the first several zones (when not accounting for enchants) will replace 20 man/MC/BWL gear, while the last few zones will replace your AQ gear. Trinkets that were retarded in Vanilla (DFT, Tear, Naxx trinkets, etc) will continue to hold value for quite sometime.

  3. #63
    Quote Originally Posted by WaltherLeopold View Post
    Because that's how haste works, it doesn't increase your damage, it increases the amount of casts you can do in the same window. If you overcap that window (boss duration), it is 100% wasted procs, if you do not reach that window (i.e not proc enough times to give you a "free" shadow bolt) you have not gained any damage.
    Haste rating does increase your overall damage by increasing the amount of casts you get off. It doesn’t require you to have enough casts to grant you an ‘extra’ shadow bolt in order to do something, if a target dies while you were in the middle of casting a shadowbolt, then even if that trinket saved you the amount of time it takes to cast half a shadowbolt then it just gave you that much dps. Not to even mention how beneficial it is for overall raid dps, if the damage gets out faster, the boss dies faster, simple logic.

    It gives you 320 haste rating at level 70, which is 15% spell haste. If this is on a 25 sec icd that means about 20-25% of the fight you should have this buff up. (Potentially it could ‘technically’ be up longer if you casted your 3rd shadowbolt near the end of the buff essentially making the buff last one more cast than it should have)

    Even 20% of the fight giving you 15% haste is a massive buff idk even know why you would argue against this lol. Generally when we speak about what’s better for what, we are generally talking about boss fights, all of which last well beyond 100seconds anyway so even if there is truth to that statement it’s still a silly one.

  4. #64
    Quote Originally Posted by Diabloish View Post
    Haste rating does increase your overall damage by increasing the amount of casts you get off. It doesn’t require you to have enough casts to grant you an ‘extra’ shadow bolt in order to do something, if a target dies while you were in the middle of casting a shadowbolt, then even if that trinket saved you the amount of time it takes to cast half a shadowbolt then it just gave you that much dps. Not to even mention how beneficial it is for overall raid dps, if the damage gets out faster, the boss dies faster, simple logic.

    It gives you 320 haste rating at level 70, which is 15% spell haste. If this is on a 25 sec icd that means about 20-25% of the fight you should have this buff up. (Potentially it could ‘technically’ be up longer if you casted your 3rd shadowbolt near the end of the buff essentially making the buff last one more cast than it should have)

    Even 20% of the fight giving you 15% haste is a massive buff idk even know why you would argue against this lol. Generally when we speak about what’s better for what, we are generally talking about boss fights, all of which last well beyond 100seconds anyway so even if there is truth to that statement it’s still a silly one.
    The fact that you can't even get your rating correctly just shows us all that you have absolutely no idea about what you're talking about.

    Let's pretend your shadow bolt does 100 damage per cast just for simplicity.

    Let's say it's a 100% patchwerk fight and you have no latency issues and robotic ability to press shadow bolt, in 180 seconds (3 minute fight, pretty common), you will cast shadow bolt 60 times without Quagmirran's Eye.

    With eye, which has a 25s icd and procs about every 3 casts off cd, so for all intents and purposes it has a ~33 sec cd on the clock, during the first 100 seconds of the fight, you will proc 3 times. 6*22 = 1,3 so in this moment you have generated 100 damage from your Quagmirran's Eye in procs. During the remaining 80 seconds, you will proc twice again, so that is 4*22 = 0,88, then + the 0.3 you gained from before you have now generated 200 damage with Quagmirran's Eye. Using this formula, you will not generate another 100 damage until another minute and 40 seconds pass, roughly.

    So while yes you can ""earn"" time using a haste proc, you won't start doing so until 100 seconds of the fight has passed, by which time you have cast 33,3~ shadowbolts.

    also do note 22% haste is being a bit generous, it's not exactly that.
    Last edited by WaltherLeopold; 2021-02-05 at 09:56 PM.

  5. #65
    Quote Originally Posted by WaltherLeopold View Post
    The fact that you can't even get your rating correctly just shows us all that you have absolutely no idea about what you're talking about.

    Let's pretend your shadow bolt does 100 damage per cast just for simplicity.

    Let's say it's a 100% patchwerk fight and you have no latency issues and robotic ability to press shadow bolt, in 180 seconds (3 minute fight, pretty common), you will cast shadow bolt 60 times without Quagmirran's Eye.

    With eye, which has a 25s icd and procs about every 3 casts off cd, so for all intents and purposes it has a ~33 sec cd on the clock, during the first 100 seconds of the fight, you will proc 3 times. 6*22 = 1,3 so in this moment you have generated 100 damage from your Quagmirran's Eye in procs. During the remaining 80 seconds, you will proc twice again, so that is 4*22 = 0,88, then + the 0.3 you gained from before you have now generated 200 damage with Quagmirran's Eye. Using this formula, you will not generate another 100 damage until another minute and 40 seconds pass, roughly.

    So while yes you can ""earn"" time using a haste proc, you won't start doing so until 100 seconds of the fight has passed, by which time you have cast 33,3~ shadowbolts.

    also do note 22% haste is being a bit generous, it's not exactly that.
    What in gods name is this math? What is the 22 that you’re multiplying the 4 and the 6 by? Do you think when you get 22% haste you multiple that by the number of casts and that’s how much damage you get back? Gunna have to explain your math here.

    Again none of this is even relevant because this isn’t how dps works in the first place but go ahead lol.

  6. #66
    Quote Originally Posted by Diabloish View Post
    What in gods name is this math? What is the 22 that you’re multiplying the 4 and the 6 by? Do you think when you get 22% haste you multiple that by the number of casts and that’s how much damage you get back? Gunna have to explain your math here.

    Again none of this is even relevant because this isn’t how dps works in the first place but go ahead lol.
    22 is 22% haste gained from 320 spell haste rating. How are you not getting this, have you never played with haste before?

    It's closer to 21, but 22 is a number easier to work with in this case.

    If you fight window is 60 seconds, if your trinket only procs 2 times, that is 22%*4(number of casts during procs), you have gained 0 extra spells cast during this 60 second fight window, increased your damage by exactly 0 for the duration of the fight compared to every other warlock.

    The combat log will look like this:

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    2.34 sec Shadow Bolt
    2.34 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    2.34 sec Shadow Bolt
    2.34 sec Shadow Bolt

    Total casts: 20

    Combat log without Quagmirran's Eye:

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt

    Total casts: 20

    ergo 0 damage done increase in 60 sec fight window.
    Last edited by WaltherLeopold; 2021-02-05 at 10:13 PM.

  7. #67
    Quote Originally Posted by Factsbeforefeelings View Post
    Gear upgrades from good Classic pieces to early TBC pieces aren't as large as people make them out to be.

    Karazhan ring VS Nefarian ring:



    Heroic Durnholde neck VS C'thun neck:

    You just cherry picked some bad examples. There are many very bad pieces of gear in Karazhan and heroics.

  8. #68
    Quote Originally Posted by WaltherLeopold View Post
    22 is 22% haste gained from 320 spell haste rating. How are you not getting this, have you never played tbc before?

    It's closer to 21, but 22 is a number easier to work with in this case.
    Okay but you just casually through out that number without explaining a god damn thing so that’s where it needs to make sense.

    But I’ll play along. Now if you want to do the math for this you would now have to figure out how much dps or in this case how many ‘extra shadowbolt’ damage a tear brings over the duration of a fight. Or better yet how long does it take for quag to surpass tear.

    You can either do this math with stat weights etc if you want or you can just go to any BiS tier list that has already done the math for us aaaaand...

    https://docs.google.com/spreadsheets...gid=2110811594

    It looks like if you go to the mage tab nel tier with hit cap is about 20 below quag. If you are below hit cap then it surpasses it by a couple point but in this case if you needed hit you’re better off with scryers anyway it seems.

    Again, all of this doesn’t matter at all because of course when we are talking about what’s better we will be talking about fights that last over a minute and a half... lol obviously. And secondly, even IF it doesn’t... it can still generate you an additional shadowbolt given the scenario that your 50% ahead of your cast before the boss dies allowing it connect to the boss where as without it you would still be casting.

    Idc man like I said none of this matters to my original statement at all, I don’t mind doing math with someone who can’t even explain it properly when all of this has already been done a million times and it’s there for you to see.

  9. #69
    Quote Originally Posted by Diabloish View Post
    It looks like if you go to the mage tab nel tier with hit cap is about 20 below quag. If you are below hit cap then it surpasses it by a couple point but in this case if you needed hit you’re better off with scryers anyway it seems.
    Mage has completely different values to warlock, because they actually benefit from haste in more ways than just "cast spells faster", it's so obvious at this point that you're just grasping here and have, in reality 0 clue about how gear works in tbc if you are just quoting sheets without context, or better yet alluding that mages = warlocks.

    Do yourself a favor and read what I wrote and stop replying.

  10. #70
    Quote Originally Posted by WaltherLeopold View Post
    22 is 22% haste gained from 320 spell haste rating. How are you not getting this, have you never played with haste before?

    It's closer to 21, but 22 is a number easier to work with in this case.

    If you fight window is 60 seconds, if your trinket only procs 2 times, that is 22%*4(number of casts during procs), you have gained 0 extra spells cast during this 60 second fight window, increased your damage by exactly 0 for the duration of the fight compared to every other warlock.

    The combat log will look like this:

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    2.34 sec Shadow Bolt
    2.34 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    2.34 sec Shadow Bolt
    2.34 sec Shadow Bolt

    Total casts: 20

    Combat log without Quagmirran's Eye:

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt

    Total casts: 20

    ergo 0 damage done increase in 60 sec fight window.
    Except shadow bolt is 2.5 and quaggs lasts 6 sec, so you may be able to get in 3 hasted shadow bolts depending how fast you queue the next spell after porc, and you only need to have the buff at the start of the cast, so if a sb is cast with miliseconds left it's still fully hasted.
    Last edited by kranur; 2021-02-05 at 10:36 PM.

  11. #71
    Quote Originally Posted by kranur View Post
    You just cherry picked some bad examples. There are many very bad pieces of gear in Karazhan and heroics.
    Why is the ring bad? Why is the neck bad? The neck is fully itemized for healing and MP5. These aren't cherry picked at all; there's plenty of gear in Classic that is comparable to early raid and heroic dungeon gear in TBC.

    KT shield VS badge shield:



    I'm not saying everything is comparable, but plenty of stuff is.

    Sapphiron off-hand VS Heroic off-hands:



    One is optimized purely for healing and the other has the same stat makeup as the Sapphiron off-hand. How many more examples do I need to link before I'm no longer "cherry picking?"
    Last edited by Master Factician; 2021-02-05 at 10:45 PM.

  12. #72
    I think too many things changed between the two that it was worth it to swap to some of the early pieces even if the stats weren't higher, they were just better placed. Especially trinkets, ring/neck, weapon.
    I'm a thread killer.

  13. #73
    Quote Originally Posted by kranur View Post
    Most of t3 and some aq40 won't be replaced by quest items, not even by the 70 quest chains. Maybe only by the ones with 3 gems. Very few pieces are almost as good as t4 gear if not on par.
    You'll replace most of t3 with normal and heroic gear.

    Most of t2 and below will be replaced before level 70 or shortly after.

    - - - Updated - - -



    You played the game wrong ... Icon of the silver crescent, scyer's bloodgem and quag's eye says hello. All 3 available righ off the bat.
    I'd completely forgotten about Icon, that's a straight upgrade to sapphiron trinket and is easy to get. Difference is very minor and it'd be the last thing I bought with badges, but nevertheless, it's unquestionably better. (and the Hex Shrunken Head is a direct upgrade to that). I don't know if I'd take it unquestionably over Nef's tear though.

    Nef's tear is really dependent on the hit you're getting from the rest of your gear. It's not like retail where you can largely end up with the exact pieces you want, you had to take what dropped. The thing with tear is my gear (outside of trinkets) ended up settling (i.e - stuck for months in sunwell with no upgrades) at a level where I couldn't use the full benefit of the hit rating on the bloodgem, but got enough hit out of the tear that it was preferable to most of the other trinkets. If I'd been able to get rid of more of the other hit gear, I'd have used bloodgem instead, and if I'd have been able to get more hit, Icon/Quag's Eye. Then you have the people that went aldor for whatever reason and didn't have access at all

    I don't see too many people ending up in that specific situation, but I wouldn't vendor the tear, just keep it in the event the gear works around it.

  14. #74
    It's not like current expansions where when you hit max level your old tier doesn't work anymore. Tier 3 depending on your class is BIS during Karazhan/Gruul/Mag until you get tier 4. Like Prot warriors will use their Tier 3 for example.
    The only thing I replaced on my rogue were the naxx weapons, as several Heroic drops were better and trinkets. Considering you'll be using those trinkets forever until DS drops anyways, you might as well pick up a trinket or two.

    But no, outland greens won't even replace Tier 2 ilvl gear.

  15. #75
    Quote Originally Posted by Belloc View Post
    Starter BC greens and blues absolutely replaced tier 1 and tier 2 epics, no questions asked. The early-level socket pieces replaced tier 3 epics. Level 70 blues were absolutely better than any items available in Vanilla, period. None of this is a lie.
    I was talking BC level 57-60 starter, responding to OP of this thread. Never did I say anything about van wow gear compared to level 70.

    BC 57-60 starter gear had more base stats. But even MC set bonuses, along with added stats like resistances, hit, etc. was seriously stronger than the BC 57-60 starter gear which was lacking
    Last edited by pinkz; 2021-02-06 at 07:49 AM.

  16. #76
    You replace most Vanilla epics by mid 60s TBC gear, and finally, NAXX gear with T4.

  17. #77
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    i feel like i did kara in all pvp gear

  18. #78
    Quote Originally Posted by Oxyfuelcutter View Post
    How far did you go with tier3?
    All of it is replaced with pre-bis/t4 gear (for WLs).

    - - - Updated - - -

    Quote Originally Posted by WaltherLeopold View Post
    22 is 22% haste gained from 320 spell haste rating. How are you not getting this, have you never played with haste before?

    It's closer to 21, but 22 is a number easier to work with in this case.

    If you fight window is 60 seconds, if your trinket only procs 2 times, that is 22%*4(number of casts during procs), you have gained 0 extra spells cast during this 60 second fight window, increased your damage by exactly 0 for the duration of the fight compared to every other warlock.

    The combat log will look like this:

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    2.34 sec Shadow Bolt
    2.34 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    2.34 sec Shadow Bolt
    2.34 sec Shadow Bolt

    Total casts: 20

    Combat log without Quagmirran's Eye:

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt

    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt
    3 sec Shadow Bolt

    Total casts: 20

    ergo 0 damage done increase in 60 sec fight window.
    You talk about people having no clue and post an "obvious" calculation, but use 3s Shadow Bolt cast time.

    Icon of the Silver Crescent gives you 155 spelldmg 1/6 of the time (20s every 120s). In this 20s you cast 8 shadowbolts, (dunno the scaling, 120% roughly I guess), meaning you gain 1488 dmg, which is only slightly more than 1 SB with preraid. If we stick with your calculation you already saved 8/3s, meaning you did cast 8/9 Shadwo bolts extra, resulting 16/9 shadowbolts in 2 minutes. So unless Shadowbolts hit less than 1488*9/16=837 which requires you to have less thant 200-300 spell power), Quagmirrans proc is already better than the badge trinket.

    TL;DR it is pretty rich of you to tell other people that they have no idea what they are talking about lol

  19. #79
    Don't want to get too invested in the caster battle of ages. But regarding haste, huge part of the strength of it is being able to finish casts before moving and being less punished for cancelling a cast because you have to move, it just makes the game easier so you perform better. More importantly perhaps, it's also about stacking synergies, for example if a haste buff allows you to finish a cast slightly before a dps buff falls off (lets say a spell power proc) or before a phase switches it's allowing you to squeeze out more dps.

    It's like in Legion or SL for Warriors, haste has breakpoints where we can just clip the last ability within the CS window (or in Legion the Reck window) by having 20% haste. And on Autoattack, the more haste you have the more likely you're to finish your swing fighting mobs that are close to death. To use a MM hunter example, like when you're casting Aimed Shot at a mob and it gets gibbed by the group just at the end of your cast, while with haste buffs up it's infinitely easier to maximise.

    Boiling it down to "I can cast "x" amount of shadowbolts over the fight duration" is really low resolution.
    Probably running on a Pentium 4

  20. #80
    Quote Originally Posted by Cidzor View Post
    T3-quality stuff could hold up for a while, but yeah, it was pretty easy to replace most Classic WoW epics early in BC.

    Although....we couldn't transmog stuff in those days. So:

    Yea random gears specially plate and mail looked like something from a circus.

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