Aug 26th 2011 10:15AM This is very much the case - in many cases, bad luck with weapon drops can seriously dent the output of an otherwise great melee or hunter DPS. Our enhancement shaman has legendarily poor luck with drops and still doesn't have two ilevel 359 weapons or higher. He dies a little inside each time we kill Baleroc and no Gatecrasher drops. However, weapons can be offset by skill - as evidenced by the fact that despite his substandard weapons (for the tier) this same shaman tends to average somewhere in the top 3 on DPS for the raid over the course of a lockout.
Likewise, certain fight aspects or roles can seriously gimp the output of a given spec. Use caution when looking at Rhyolith for DPS comparison, for example - the DPS for the people on his legs is going to look really poor in comparison to the people who are on add duty.
Basically, be smart about it. There are always a few decent benchmark fights in a tier - not a Patchwork necessarily but at least a fight where most of the DPS are operating under similar conditions. Look primarily to those for your comparisons, if you can.
Aug 18th 2011 11:10AM "Alternatively, it could be called talking congas."
And if there is an achievement for transmogrifying a piece of gear, this would make my usual typo in guild chat of "conga rats" oddly appropriate.
Aug 12th 2011 11:26AM How many green orcs could a gnome, affected by a fully tinkered world shrinking device, punt if a gnome, affected by a fully tinkered world shrinking device, could punt green orcs?
Jul 29th 2011 6:01PM To expand on Angus' point, the core DPS abilities of the following specs are all very concerned with top end weapon damage (regardless of the weapon type) - Arms Warrior, Frost DK, Ret Paladin, and Enhancement Shaman. I believe Fury Warriors and Unholy DKs are also interested it, but perhaps not to the same extent that the previous specs are. Essentially, the less important white damage is to your total damage output the more important top end weapon damage is to you. For example, three main attacks of an Arms warrior (Mortal Strike, Overpower, and Colossus Smash) are all based on 150%, 125%, and 150% weapon damage, respectively. For Ret paladins it's even more exaggerated - their basic Holy Power generator, Crusader Strike, is based on 135% weapon damage and their finisher, Templar's Verdict, does 235% weapon damage with 3 Holy Power. That's before additional modifiers such as glyphs, set bonuses, and mastery.
Jun 6th 2011 8:25PM It's Kalimag (I think that's how it's spelled), the language of elementals. In one quest in Nagrand, you're given a fire elemental to burn down a corrupted lost one village. When you set it free in each of the buildings, it says "Reth! Reth! Reth!" as it grows and sets fire to the place.
May 13th 2011 3:53PM Regarding Break tanking - the debuff affects healing done, not healing received, so you aren't any more difficult to heal. Admittedly, your own attempts at healing - WoG and Holy Radiance - will be diminished but those should be supplemental at most. One other thing my raid does - once the tanks have a solid threat lead, all of our paladins start using Hand of Salvation on cooldown on the DPS to help force them below the healers on the threat list - it really helps our Boomchicken out. When we were first learning the fight, it allowed our DPS to bounce Chimaeron around the room in phase 2 because they still had their aggro reducers available after the healers were killed.
Apr 1st 2011 11:02AM Given the new Dungeon Helper feature and its... musical preferences, is this an indication that a Blizzard employee is actually moonlighting for WowInsider? Is it, perhaps, evidence that Adam Holisky is a pseudonym for Greg Street?
Mar 24th 2011 2:32PM I love this addon for the exact scenario Mat mentions - interrupting on Maloriak. This addon was mentioned in Encrypted Text a few weeks ago and I immediately jumped on it as a possible remedy to my interrupting woes in that fight - my main has never had an interrupt and I'm still working on adding those reflexes. I added Gnosis to my setup, added a bar for just Maloriak, and watched my DPS go up by several K on that fight because I was no longer gimping my rotation out of fear that I'd miss an interrupt. That week was the smoothest kill we'd had on him to that point. I'm looking forward to seeing what else I can do with this gem of an addon.
Mar 2nd 2011 11:26AM If I remember correctly, Valor points are used for the "top end" gear for whatever is current tier. Justice points are used for all other gear. Think of it like emblems of Frost vs emblems of Triumph at the end of Wrath, if that helps. Whenever a new tier rolls out - T12 in 4.1- all existing Valor gear should be "downgraded" to Justice gear, much like your Valor points will be downgraded to Justice points like Alex mentions in his answer to today's first question.
Dec 29th 2010 12:27PM Believe it or not, it's the camels (watch out, they spit!) At least I like to think of it that way. I have observed this specifically by the quest giver for the Thieving Little Pluckers Daily. (As an aside that may be my favorite daily, ever.) I was waiting for a friend to get back from AFK when I noticed that my mounts had greyed out on my action bars and that I was in combat with... something, but was immediately dropped back out. I didn't see anything I could have been in combat with but 20-30 seconds later I popped back into combat. I noticed that my Threat Plates over one of the nearby camels was brighter and highlighted as if I was in combat with it, but oddly, it was not marked as aggressive to me. As soon as I dropped back out of combat, the nameplate went back to the normal, out of combat style of nameplate. I waited another 20-30 seconds and the same thing happened again. It's also possible that it's some hidden/out of phase mob that is effectively entering combat with random players and mobs in the area, but then resetting because it can't reach us. However, I think my explanation is more satisfying.