Jun 13th 2010 2:47PM @Friday_Knight: There is a lot of people who switch glyphs very regularly. I usually sell a few hundred glyphs a week, and there are some glyphs that just sell in larger quantities because they are often switched. This basically kills the vast majority of the profit potential of Inscription
Jun 9th 2010 12:11PM The two in particular that you mentioned I had soloed in Ulduar 10/25 gear. Gear helps, but as has been said, skill and patience are more necessary.
Jun 9th 2010 12:09PM Don't forget that this expansion has heirlooms, using the dungeon finder to level, and pvp leveling to make altaholism far more rampant than I had seen in either of two previous 'pre-expansion' times.
Jun 9th 2010 12:01PM Another tip I'll add that I'm surprised wasn't mentioned.
On some pulls, if you start with shadowfiend (i.e. the fiend has aggro on all mobs) hit fade, you can mind sear your heart out while the shadowfiend tanks. I've done this many times and it more often than not works out amazingly well.
Also, if you try and solo Heroic Durnholde, the second boss cleanses DoT's and Dieases and heals, so have fun....
Jun 4th 2010 9:11PM Hunter's can currently solo it. It just takes a very specific set up to do so.
Jun 4th 2010 9:03PM It's also not that simple. How many people actually got to raid KZ after the attunements were removed and you just needed one key or a rogue? Difficultly is also hard to say. The amount of knowledge you'd expect from someone going into KZ versus Wrath raids is vastly different. Also, believe it or not, you can still wipe in Sarth or Naxx when you outgear it if people are stupid. You didn't wipe in KZ in SSC/TK without someone doing something stupid.
May 27th 2010 12:59AM Those are the current best from everyone who uses world of logs.
BQL though is a rather bad comparison example. Being the first bite means a difference of several thousand DPS. Not to mention, depending on how the guild does things, rogues should tricks the first bite.
On a different, if you want want a fun boost of damage, convince the rogue to tricks you early in a fight that you can keep SW:P up. 15% extra damage on 10% of ours is a fun 1.5% boost
May 20th 2010 12:47PM Imp spirit tap is not really that good. Done right mana regen shouldn't be an issue. The effect of the bonus is vanishingly small. Two examples:
The BiS set over on shadowpriest.com has an astounding 328 spirit. Raid buffed we have
So, improved spirit tap adds 50 spirit, or 25 spell power. That would be assuming it has a 100% up time. While it will likely have a very high uptime, it will not have a 100% uptime. Say it's 90% uptime, then that's 22.5 spell power average. The more you target switch (and thus the less you flay because you are dotting) the lower the uptime. If you drop mind blast, the uptime can also take a blow.
As for the other example, my priest (I'm the only Naphomci in the US or EU) has 461 spirit.
So, I would have an average 29.25 spell power gain from it. For 5 talent points you gain 5-7 spell power per, I'd much rather have the fun of say Silence (and usefulness).
May 20th 2010 12:29PM A few things people forget about Dispersion.
1. It removes movement reducing effects and makes you immune to them. During heroic rotface, you can sling through a slimed corner of the room and catch/meet the kiter.
2. Living through a hard enrage at 1%. My guilds first heroic beasts (Icehowl enraged before the smash, one shotting everyone in the raid but me, with 300k or something left), our first normal and heroic BQL kills and at least one other fight, I was the only one left standing because of dispserion. Hell the world first 25 man firefighter was won on the back of a shadow priest using dispersion.
3. You can use items while dispersed. The healing trinket from BQL (heroic version has a 2 min cooldown on use 7600-8400 heal) can be used while in dispersion (amazing in PvP) and various other items can be used to be quite helpful and pull some fun little tricks out.