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Posts with tag Haste-Rating

Arcane Brilliance: Mists of Pandaria mage guide to stats and reforging

Human fire mage
Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, we talk about how awesome mages are. But did you know that you can make your mage even better? I know! It's like chocolate-covered chocolate. Or a cheesecake that also grants you three wishes. Or an Avengers movie that is also directed by Joss Whedon. Or a warlock that is also dead.

With just over a week of this pre-expansion/post-patch limbo to go, it's high time we covered one last piece of patch 5.0.4 mage business before we turn our eyes almost exclusively toward the impending influx of pandaren and monks and ... pandaren monks. But good news! Most, if not all, of what we discuss here today will also apply in Mists. Though there are always small shifts in stat weight at endgame, we're still quite far removed from knowing exactly how things will shake out when we're all doing hard mode raiding.

This expansion brings some major changes to our stats, radically altering the benefits they do and don't provide. Before we get to each spec and its stat weights, let's look at each stat and familiarize ourselves with its Mists of Pandaria version.

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Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Mists of Pandaria

The Light and How to Swing It: The road to 3,500 haste

haste rating
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome.

I love the stat break points in WoW. The idea is that at certain values of a stat like critical strike rating or haste, your character's power improves dramatically due to some complex interaction. Not ever spell scales linearly, and so as you reach certain thresholds, your potency can vary wildly. Holy Radiance's interaction with haste rating is a perfect example. The haste rating we acquire obviously lowers the spell's base cast time, which is how every spell works.

However, at certain values of haste, we can actually cause Holy Radiance's AoE HoT to proc for an additional tick of healing. The extra tick of healing tacks on an extra 10% to 15% healing to each Holy Radiance we cast, dramatically affecting the spell's potency. The problem is that while the first haste break point for HR is easily achievable at 777 haste rating, the next break point requires nearly 3,500 haste rating to achieve.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

Totem Talk: Why enhancement hates haste

Every week, WoW Insider brings you Totem Talk for elemental, enhancement, and restoration shaman. On Saturdays, Josh Myers tackles the hard questions about enhancement. Can we tank? Can we DPS with a two-hander? How does one shot web? The answer to the first two is "no," and roll a hunter for the third!

The era of Icecrown Citadel was a strange time for enhancement shaman. After spending 2/3 of the expansion gemming primarily attack power, haste rating became our king. I still remember the odd whispers I got from concerned guild members as they saw all yellow gems lighting up my gear, and how my go-to jewelcrafter was always certain to ask "are you sure" every time I asked him to cut a Quick King's Amber.

The enhancement of ICC breathed haste. It sped up our white attacks, which in turn increased Flametongue procs, Static Shock procs, and the then all-important Maelstrom Weapon procs. This wasn't necessarily a good thing, because nearly every other melee at the time was scaling with armor penetration, a non-linearly scaling stat that absolutely murdered its victims. While other melee classes and hunters saw their damage climb steeply, the graph of enhancement shaman's damage plodded on in a straight line.

Cataclysm brought about a change for enhancement shaman and their old wingman, haste rating. With Maelstrom Weapon being lowered in the priority list, Static Shock being tied into our weapon abilities, and having our actual abilities hit for more damage, haste rating went from being our best friend to our worst enemy. It's like high school, but for stat ratings.

To understand why haste is so bad for us now, it's necessary to first understand what makes it so good for other classes. Up first, HOT and DOT classes.

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Filed under: Shaman, Analysis / Opinion, Raiding, (Shaman) Totem Talk, Cataclysm

Spiritual Guidance: The mechanics of shadow priest haste

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Every Wednesday, shadow priesting expert Fox Van Allen rains sheer purple destruction down on all who oppose him. Proceeds from this week's Spiritual Guidance will be donated to Li'l Sebastian's favorite charity, The Afghan Institute for Learning.

Haste. It's a really easy to understand concept, right? It makes spells get cast more quickly. The end.

Except that's not quite the end. Haste reduces the casting time of our spells, sure, but there's a limit to how much it can do so. Haste also make our DOTs tick more quickly, meaning there are certain levels of haste where our DOT spells gain an "extra tick."

These factors give different weights to each point of haste, creating weird, nebulous concepts such as haste soft caps and haste plateaus. With a little bit of math, we can pinpoint the exact value of haste where these caps and plateaus are said to exist. But how much weight should we give these numbers? And how should these numbers affect how we gear?

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Filed under: Priest, (Priest) Spiritual Guidance

Encrypted Text: Dissecting rogue stats

Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any article suggestions!

Do you remember when armor penetration was all the rage? While combat rogues lusted after all the ArP as they could get their hands on, the other physical DPS classes shared the same desire. I forgave all of the feral druids who asked for the leather gear with armor penetration on it; I know we have to share the agility-based leather gear with our furry friends. I didn't put my foot down until hunters, warriors, and even death knights started rolling on our stuff. While having such a powerful stat allowed us to scale competitively, it also created a massive amount of gear competition.

Blizzard's developers decided to end armor penetration's reign as the top stat and actually named a successor to the throne -- agility. Agility is now a rogue's best stat, and since it's always on our gear, we never have to worry about whether we'll see it or not. The plate DPS classes now only want strength, and so our precious leather is safe from their clutches. The stat redesign also shifted the balance of power between the other secondary stats, and we saw several stat functions changed as well.

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Filed under: Rogue, (Rogue) Encrypted Text

Encrypted Text: The challenges of haste and energy regeneration


Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Email me with any topics you'd like to see covered!

One of Cataclysm's biggest changes came in the form of the stat redesign. Blizzard's team made several huge changes to the stats we were used to seeing on our gear. Attack power was rolled into agility's base potency, while armor penetration was never to be seen again on an item. We picked up a new, role-agnostic stat in mastery, with the hopes that it might help consolidate gear between the various rogue specs. Finally, haste was changed to increase the resource regeneration of melee classes and specifically accelerates the rate of energy regeneration for rogues.

Haste has always boosted our energy recovery in PvE, although that mechanic was reliant on talents like Focused Attacks and Combat Potency. Now, all three specs see an energy boost from their haste, with combat still regenerating the most energy due to Combat Potency. The idea is that as your character gains gear, you get the ability to push more buttons per minute. As we progress through raiding tiers and the ilevel of our gear climbs, our rotations should be becoming more robust.

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Filed under: Rogue, (Rogue) Encrypted Text

Totem Talk: Elemental stats and reforging principles in 4.0.1


Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Get some Fulmination with your Lightning Bolts! Sort the shocks from the flames with Totem Talk: Elemental, brought to you by Sarah Nichol, otherwise known as Pewter from The 'mental Shaman and the Obscurecast and founding member of TotemSpot.

The lead-up to Cataclysm represents an ideal opportunity to take the time to get re-acquainted with with the new principles around which a class revolves, without the pressures of normal progression raiding or leveling. I've always felt that the puzzle of perfecting a character can be absorbing even if you are not particularly inclined toward numbers and spreadsheets. Knowing the principles also makes it easier to adapt the common knowledge to your personal playstyle and circumstances. The new 31-point talent trees and three-tier glyph system make it much harder to go wrong with a basic spec these days, with glyphs so easy to swap in and swap out. I've found the past few weeks have been stressful, but there has been a wonderful sense of freedom in many of the discussions I've participated in.

In case you can't tell, my maudlin draenei is being supplanted by a very cheerful dwarf shaman with a much more optimistic persona! Despite my grumpiness about Panquakes of Doom, and the lack of aesthetic pay-off for Fulmination, despite the bugs with Reincarnation and the expected stealth nerf of the elemental T10 two-piece bonus, I'm really enjoying this tremor phase of the Cataclysm buildup. The more I investigate and test things, the more I grow to like them. Even Earthquake is starting to look good, albeit in a chocolate chunk kind of way.

Right, I was talking about shaman wasn't I? Ah yes. So there's a lot to cover this week, from reforging, to haste and mastery, to dots and totems and damage modifiers. It seems that the devil is in the details.

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Filed under: Shaman, (Shaman) Totem Talk

Totem Talk: Hasteybaby


Axes, maces, lightning, Windfury, and wolves. It can mean only one thing: enhancement. Rich Maloy lives it and loves it. His main spec is enhance. His off-spec is enhance. He blogs about the life and times of enhance at Big Hit Box, pens the enhance side of Totem Talk and leads the guild Big Crits (Week 2 now out, Week 3 coming!) as the enhancement shaman Stoneybaby.

Haste. It's the killer stat for enhancement shamans in end-game raiding. In the beginning of the expansion, the killer stat seemed to be attack power, and it continued to maintain dominance through Ulduar. Around ToC (i245) level of gearing, we could choose between AP stacking and haste stacking. Personally I tended toward AP stacking until midway through ToGC, when I ran some sims and realized haste will be the killer stat for Stoneybaby going forward. Why is that? Let's take a look at haste and how it affects our damage output.

For starters, let's use the ICC equivalent of Patchwerk (at least for melee), Deathbringer Saurfang. This is a fight where we get to stand in one place and only focus on our rotation while the ranged go crazy with picking up, slowing, DPSing and evading angry blood beasts. While the healers frantically watch the marks, the paladins call out the bubble rotation and the tanks scream at the ranged about Saurfang's ever-increasing blood power.

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Filed under: Shaman, (Shaman) Totem Talk

Totem Talk: Haste and restoration shaman

Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration will show you how. Brought to you by Joe Perez, otherwise known as Lodur from World of Matticus and the For The Lore podcast.

Last week we talked about choosing a role for restoration and in that piece we talked about how raid healing shaman prioritize haste as their top stat. Haste is one of those stats that gained massive popularity around the time of Ulduar. Shaman were having a hard time fitting into hard mode kills as healers, and Chain Heal was slipping behind Wild Growth and Circle of Healing due to limited range between jumps and the need of many people to spread out beyond the maximum range (at the time 8 yards). Haste allowed healing shaman to use other spells to greater effect in these times, helping to close the gap somewhat.

Through Trial of the Crusader and now well into Icecrown Citadel, haste has remained on top of most end game raiding shaman stat priority lists. Almost any blog you visit now will exalt the virtues of haste as the primary stat. Truth is it can be useful in many situations and there are many boss fights where haste really is king of the stats.

So what do you need to know about haste? Let's take a look!

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Filed under: Shaman, (Shaman) Totem Talk

Moonkin may receive a buff soon

Balance druid performance has been noticeably lagging in raids. While moonkin have long had a problem being too easily +haste-capped with Wrath, there's another issue on the not-too-distant horizon in the form of the "lunar +crit cap." Essentially, when a lunar eclipse procs and the player turns to the Starfire portion of the rotation, the combination of raid buffs, gear, and procs make Starfire crits all but inevitable. While this may sound like a welcome DPS increase, it does have the unhappy result of the spec seeing increasingly less benefit from the +haste and +crit that exists in abundance on Icecrown raid gear.

Blizzard has known about this for a while, but the issue with Nature's Grace and the soft +haste cap isn't easily fixable without impacting both Restoration and Starfire (where the NG proc is still useful), and the +crit cap is the effect of unintended stat inflation in Wrath. Enter Zarhym on Wednesday to announce news of a possible change to the Earth and Moon talent in a future mini-patch, granting 2/4/6% spell damage to the moonkin, up from 1/2/3%. While this isn't set in stone (and Balance players are already aware that an overhaul to the Nature's Grace issue probably won't happen until the Cataclysm content patch at the earliest), it's been greeted as a decent short-term fix. It's also a means of improving the scaling of what remains the moonkin's best stat (+spellpower).

Zarhym did warn that the change may not go through in this form, and we're also waiting for news on when this mini-patch will hit. Stay tuned for future announcements.

Filed under: Druid, Analysis / Opinion, Raiding, Classes, Buffs

Shifting Perspectives: A 3.3 miscellany


Every week, Shifting Perspectives examines issues affecting druids and those who group with them. Today we root around our inbox and herd a series of scribbled notes across our desk, trying to get what we actually know about patch 3.3 in order. Also, Zach Yonzon's PhotoShop skills for the win, but we already knew that.

This week's column is going to be a little bit of a grab bag in much the same way that our patch 3.1 miscellany post was, because there have been a few changes on the PTR recently that we haven't yet discussed.

Before we get any farther, I'd also like to give a shout-out to our readers and commenters on last week's column, "The disappearance of the bear." I was a little antsy over how it was going to be received (lengthy articles on what's going wrong with a spec can get derailed into QQ-fests pretty easily, and that wasn't my intent), but was heartened to see so much quality discussion. One of the things I realized after reading through the comments was that Blizzard may actually have succeeded a little too well in their quest to make tanking more attractive and fun to the average player. WoW's four tanking classes (warrior, paladin, druid, and death knight) comprise 4 of the 5 most popular classes in the game right now. As I've written previously, the druid functions as the proverbial canary in the coal mine as a harbinger of class balance concerns, and with each of the game's plate classes numbering among the most played at 80, it's impossible for this not to have an impact on druid spec choice.

Anyway. For the moment, we are going to turn away from this rather depressing situation, and concern ourselves with what's going on in patch 3.3.

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Filed under: Druid, Patches, Analysis / Opinion, Features, (Druid) Shifting Perspectives

The Daily Quest: Of Ulduar and Haste


We here at WoW Insider are on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere.

There's a good selection of places for you to visit today for more interesting articles. Show me a Mookin raiding in Ensidia who's haste capped on himself and on his priest alt that is doing better than a survival hunter in Ulduar and not Naxxramas, please.

Filed under: Druid, Hunter, Priest, The Daily Quest

Arcane Brilliance: Statistically speaking



Arcane Brilliance is a Mage column on a weekly spawn timer. It shows up all of a sudden on your computer screen or your iphone and starts wandering about, waiting for somebody to come shake it down for loot. What does this rare and wondrous column drop, you may ask? It drops a magical potion that, when imbibed, grants the magical ability to waste about 15 minutes of your employer's time reading a column about Mages. Hurry up and tag it, before the guy in the next cubicle does!


I'm listening to a playlist full of old NES chiptunes as I write this, Zanac, Ninja Gaiden, Mega Man, Crystalis, Shatterhand, Tecmo Super Bowl, Legacy of the Wizard--just some awesome old stuff, some of which comes from composers who went on to become even more awesome. I love the game music from that era; I find it absolutely amazing what those guys could make that tiny sound chip do. And yes, I am a massive and unrepentant dork. Why do I bring this up? I have the playlist on shuffle, and the overworld theme from Dragon Warrior just played, and it got me thinking about this week's subject: stats.

Dragon Warrior was my first role-playing game. It was my first exposure to such concepts as experience points, and leveling up, and hit points. Stats in games of that era were pretty simple. You had strength, which affected how hard you hit things, and agility, which...made you more agile? Who knew? That was about it. Hit points measured how many whacks you could take before you died, and magic points ran out as you used spells. There wasn't a whole lot to it.

When I first started playing WoW, knowing which statistics were important to my Mage and which weren't was comparatively simple too. As you leveled, you looked for intellect and spirit. At max level, you learned the value of a few other stats, like spell crit, spell damage, and spell hit rating. Generally, if it said "spell" in front of it, your Mage wanted it. Now, though, we have so many different stats--one covering every aspect of every spell we cast, and so many different ways to customize the amounts of each that your Mage's gear has--that it can be quite daunting trying to decide which ones to prioritize. Follow me through the break where we'll discuss the various caster stats and the relative value of each to our class.

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Filed under: Mage, Analysis / Opinion, Features, Raiding, Guides, Classes, Talents, (Mage) Arcane Brilliance

Encrypted Text: I roll on caster loot

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we'll be talking about hit rating and the seeming lack thereof in Northrend gear.

After a few all-nighters in a row and a lot of showing up to work very tired, I finally reached level 80 this weekend. After a few victory laps in Dalaran to celebrate my victory over experience points and blue bubbles and Hemet Nesingwary (not for long, I'm sure); the looming realization of level-cap responsibilities started to enter my mind. Reputations, heroics, arena points, and honor – I had a lot of work to do.

So, I took my own advice and decided to start some heroics, but not before spec'ing into my PvP mutilate build. I thought about trying out the truly insane DPS of Honor Amongst Thieves builds, but decided to postpone that until I've got some more gear to give it a real trial. Read on to see what I discovered on the way to my first Emblem of Heroism.

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Filed under: Rogue, Analysis / Opinion, Tips, Raiding, (Rogue) Encrypted Text, Wrath of the Lich King

WWI '08 Panel: Hunters

The first WoW panel has come and gone at the Worldwide Invitational. It was focused on class abilities in WoTLK, and there was some absolutely juicy stuff, especially for Hunters. As the proud player of a 70 Hunter, I'm feeling amazingly awesome about my class right now. Two of the biggest, most universal Hunter complaints have not only been answered, but answered in a way that I think a lot of Hunter players are going to be incredibly excited about.

Steady Shot Clipping

First up, it looks like Shot Rotations as we know them will soon become a thing of the past, or at least be incredibly simplified, as Steady Shots will no longer clip Auto Shots. This is actually an issue that has gained some blue post love in the past, but it's nice to see it so directly confronted and dealt with.

There may still be a shot rotation of a type for fitting in Arcane Shot and various stings, but it looks like Hunter DPS will no longer be a complicated dance of weapon speed, haste rating, macros, and server latency. That in itself is amazing news.

Pet Talent Trees and Uniqueness

One of the other major complaints of Hunters is the lack of pet diversity. It is generally expected that if you are min-maxing, you will go for a Cat, Ravager, or Scorpid and nothing else, because they are the only pet families that have the right combination of ability and DPS to get their jobs done. Some pet classes, like Sporebats, languished due to a complete lack of useful family skills.

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Filed under: Hunter, Analysis / Opinion, Events, News items, Expansions, Talents, Buffs, Wrath of the Lich King, Worldwide Invitational

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