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  • Docrev
  • Member Since May 12th, 2009

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Recent Comments:

Cataclysm: Blood will be the only Death Knight tanking tree {WoW}

Apr 6th 2010 6:11PM It hasn't been the primary tanking tree for a while, especially with the DW changes.

Cataclysm: Stat and system changes for DPS death knights {WoW}

Mar 3rd 2010 2:46PM If they do have an Agility to Strength conversion talent in the Frost tree, I hope they restrict it to agility on weapons, sort of like Predatory Strikes in the Feral tree only scales off of weapon attack power. While it would be nice to have proper itemization for my frost DK, I'd rather not have it come at the cost of plate wearers rolling against my rogue.

Cataclysm: Stat and system changes for shadow priests {WoW}

Mar 2nd 2010 5:53PM The difference is that shadow priests will share gear with warlocks and mages, giving you seven specs rolling on the gear, while the healing priests will share gear, giving them two specs rolling on the gear. This is better than the situation you'd have had with either resto/balance and resto/elemental, where you'd end up with four specs each with their own gear set. Merging leather and mail would help fix that issue, but they seem not to want to go down that path for whatever reason. This also still leaves the issues of holy paladins, with them being the only class that wants or can use spellpower plate.

Encrypted Text: Mutilate 101, Page 3 {WoW}

Feb 24th 2010 11:47PM Yes and no. They revised the hit table assumptions recently, due to the fact they were getting some incorrect data due to blocks being reported as hits. So rather than the old 100-D-M-G-4.8, the current correct calculation for crit cap is 100-D-M-G.

Encrypted Text: Mutilate 101, Page 3 {WoW}

Feb 24th 2010 3:54PM I kind of have to agree. I miss running around in my 4/5 T8 with the rupture rotation, though I never liked the old style of HfB. Though do to the raid comp I've been running, I probably should switch over to combat.

Encrypted Text: Mutilate 101, Page 3 {WoW}

Feb 24th 2010 3:47PM It may intuitively seem that way, but the numbers that have been run show the energy gain from 2/5 points in RS tend to be worth more than the mutilate damage, which actually makes up a fairly small percentage of our damage (~12%), which is dwarfed by white damage and instant poison damage. The energy gain allows more frequent envenoms, increasing the instant poison damage.

Encrypted Text: Mutilate 101, Page 3 {WoW}

Feb 24th 2010 3:42PM Combat is actually usually favored for heroics, though mutilate can do fine.

Encrypted Text: Mutilate 101, Page 3 {WoW}

Feb 24th 2010 3:41PM Gemming for agility is giving up potential DPS, though. Due to the 3.3 changes, poison damage has increased, and it doesn't scale with agility very well due to operating off of spell crit instead of melee crit. So while you still get some benefit from gemming for agility and crit, as we used to in 3.2, doing it now (along with using Mongoose in place of Berserker) would come at the cost of about 0.5% of your total DPS, at least with the gear I'm using, which is mostly ToC25 grade gear and does not remotely have issues with the crit cap.

Encrypted Text: Mutilate 101, Page 3 {WoW}

Feb 24th 2010 2:57PM Deadly Brew is occasionally used for situational uses (I've heard of some rogues using it along with fan of knives on the LK's valkyrs), but in general, not very useful. You'd probably only take it if you were dual specced mut/mut.

Encrypted Text: Mutilate 101, Page 3 {WoW}

Feb 24th 2010 2:43PM The hit more than cancels out the crit, as it adds around 0.36% chance to hit and 0.26% chance to crit. The crit cap factors in hit, as it's defined as 100 - D - M - G, with D being dodge chance, M being miss chance, and G being glancing blows (fixed at 24%). Therefore, adding expertise to the dodge cap (26 expertise) raises the crit cap, as does adding hit to the white hit cap (722 assuming 5/5 Precision, but without the Draenei hit buff).