Blizz had caved... Honor and BG tokens will not be resetting with launch of Wrath, time to work on getting honor capped again. (9/30/08)
(source)
Tuesday, September 30, 2008
Monday, September 22, 2008
Brewfest @ BRD
Ok, so I had the chance of running this last night (4-man: Kinzlayer, Caharin, Nereid, & Beta) and it is very doable. Considering that we went 2-3, the 3rd failing b/c of just bad luck with the tank being CC'ed... it is a relatively easy place to farm and very doable with 4... and should be even easier with 5 (AOE is a plus). It just stucks flying down there and walking into BRD.
This is your boss fight: http://www.wowwiki.com/Coren_Direbrew
with epic drops comparable to being bought with 41 Badge of Justice at the vendor.
This will be running I believe till Oct, which gives us plenty of time to farm it, esp farm it 5x with each group of 5. Any interests in doing these?
- JP (Betadine)
This is your boss fight: http://www.wowwiki.com/Coren_Direbrew
with epic drops comparable to being bought with 41 Badge of Justice at the vendor.
This will be running I believe till Oct, which gives us plenty of time to farm it, esp farm it 5x with each group of 5. Any interests in doing these?
- JP (Betadine)
Hit Cap 101
Taken from http://blessingofkings.blogspot.com/2007/07/hit-caps-for-bosses.html
Enjoy the read, pasted below as well.
- JP
--------------------------------------------------
Spell Hit Rating
Base Spell Miss: 16%
Spell Hit % = spell hit rating / 12.6
Spells actually have a 17% chance to miss, but you cannot eliminate that last 1%, so the effective cap is 16%.
The following is the amount of spell hit rating you need to minimize misses for raid boss fights, depending on your class and talents.
Mage
Base: 202
w/ Elemental Precision (Fire/Frost): 164
w/ Arcane Focus (Arcane): 76
Warlock
Base: 202
w/ Suppression (Affliction): 76
Note that a warlock might still want extra spell hit rating for Shadowbolt and Soulshatter, in which case Suppression becomes redundant.
Priest
Base: 202
w/ Shadow Focus (Shadow): 76
w/ Focused Power (Smite, Mind Blast, Mass Dispel): 152
w/ Shadow Focus + Focused Power (Mind Blast): 26
Druid (Spell)
Base: 202
w/ Balance of Power: 152
Shaman (Spell)
Base: 202
w/ Elemental Precision: 126
w/ Nature's Guidance: 164
w/ Elemental Precision + Nature's Guidance: 88
Paladin (Spell)
Base: 202
w/ Precision: 164
Other Factors
Mage/Priest/Shaman Draenai Aura: -12.6 spell hit rating needed
Shaman Totem of Wrath: -38 spell hit rating needed
Hit Rating
Base Melee Miss (Dual-Wielding): 28%
Base Melee Miss (2H/1H+Shield/Special Attacks): 9%
Base Ranged Miss: 9%
Hit % = hit rating / 15.8
For example, as a paladin wielding a two-handed axe, I need to get 9% worth of hit rating, which is equal to 9 * 15.8 = 142 hit rating, in order to never miss the boss. Hit rating beyond 142 is not useful. After hitting 142 hit rating, I should concentrate on other stats like attack power and critical hit rating to increase my DPS.
For dual-wielding, the 28% miss chance applies to both Main-Hand and Off-Hand weapons. However, special attacks, such as Backstab, only have a 9% miss rate. For most classes though, regular melee damage is a significant portion of your total DPS. For a more involved discussion of this, see here.
Unlike spells, when you reach your hit rating cap, your attacks will never miss. Melee attacks can still be dodged or parried. Melee attacks can only be parried if you are in front of the mob.
For tanks, please note that Taunt uses melee hit rating to avoid misses/resists. However, testing at Elitest Jerks has shown that Taunt has a much higher miss rate (~16-18%). It is unknown whether this is intended, and it may vary by boss. For example, Nalorakk in Zul'Aman is more vulnerable to Taunt than other bosses.
The following is the amount of hit rating you need to minimize misses for raid boss fights, depending on your class and talents.
Druid (Melee)
Base: 142
Rogue (Dual-Wield)
Base: 442
w/ Precision: 363
Note that current wisdom holds that rogues should attempt to reach the cap to maximize their damage.
Rogue (Special Attacks)
Base: 142
w/ Precision: 63
Hunter
Base: 142
w/ Surefooted: 95
Shaman (Dual-wield)
Base: 442
w/ Dual Wield Specialization: 348
w/ Nature's Guidance: 395
w/ Dual Wield Specialization + Nature's Guidance: 300
Note that current wisdom is that a Shaman only needs about 9% hit, and should not focus on reaching the cap.
Shaman (Two-Handed/One-Hand + Shield/Special Attacks)
Base: 142
w/ Nature's Guidance: 95
Warrior (Dual-wield)
Base: 442
w/ Precision: 395
Note that current wisdom holds that warriors should not focus on hitting cap, though they should get at least 9% to ensure that their specials always hit.
Warrior (Two-Handed/One-Hand + Shield/Special Attacks)
Base: 142
w/ Precision: 95
Paladin (Melee)
Base: 142
w/ Precision: 95
Other Factors
Hunter/Paladin/Warrior Draenai Aura: -15.8 hit rating needed
Druid Improved Faerie Fire: -47 hit rating needed
[Spicy Hot Talbuk]: -20 hit rating needed
Expertise Rating
Base Melee Dodge: 5.75%
Base Melee Parry: Varies by boss, at least 5.75%
1 Expertise = expertise rating / 3.95
1 Expertise = -0.25% Dodge and -0.25% Parry
Expertise rating is a stat introduced in Patch 2.3. It replaced Weapon Skill rating. Expertise rating reduces the chance of your melee attacks being dodged or parried.
Melee DPS should always be behind the boss to eliminate parries, so they only need to worry about dodges. Expertise rating is essentially as valuable as hit rating for melee DPS.
Because tanks are in front of the boss, and can have their attacks dodged and parried, expertise rating is twice as valuable as hit rating for them.
When you reach your expertise rating cap, your attacks will never be dodged. Melee attacks can still miss. If you reach both your hit rating cap and your expertise cap, your melee attacks will never miss or be dodged.
The following is the amount of expertise rating you need to minimize dodges for raid boss fights, depending on your class and talents.
Druid (Melee)
Base: 91
Rogue
Base: 91
w/ Weapon Expertise: 52
Shaman (Melee)
Base: 91
Warrior
Base: 91
w/ Defiance: 68
w/ Weapon Mastery: 60
w/ Defiance + Weapon Mastery: 37
Paladin (Melee)
Base: 91
w/ Combat Expertise: 72
Enjoy the read, pasted below as well.
- JP
--------------------------------------------------
Hit rating, expertise rating, and spell hit rating are one of the best ways to increase DPS against raid bosses. As raid bosses are considered level 73, you have a much higher chance of your attacks missing than normal. Additionally, hit rating tends to be a "cheap" stat when gear is itemized, meaning that an equivalent amount of hit rating usually does more for your DPS than the same amount of critical hit rating.
However, eventually you have enough hit rating to never miss the boss, and accumulating more hit rating is unnecessary. This is usually referred to as hitting the "hit rating cap".
Spell Hit Rating
Base Spell Miss: 16%
Spell Hit % = spell hit rating / 12.6
Spells actually have a 17% chance to miss, but you cannot eliminate that last 1%, so the effective cap is 16%.
The following is the amount of spell hit rating you need to minimize misses for raid boss fights, depending on your class and talents.
Mage
Base: 202
w/ Elemental Precision (Fire/Frost): 164
w/ Arcane Focus (Arcane): 76
Warlock
Base: 202
w/ Suppression (Affliction): 76
Note that a warlock might still want extra spell hit rating for Shadowbolt and Soulshatter, in which case Suppression becomes redundant.
Priest
Base: 202
w/ Shadow Focus (Shadow): 76
w/ Focused Power (Smite, Mind Blast, Mass Dispel): 152
w/ Shadow Focus + Focused Power (Mind Blast): 26
Druid (Spell)
Base: 202
w/ Balance of Power: 152
Shaman (Spell)
Base: 202
w/ Elemental Precision: 126
w/ Nature's Guidance: 164
w/ Elemental Precision + Nature's Guidance: 88
Paladin (Spell)
Base: 202
w/ Precision: 164
Other Factors
Mage/Priest/Shaman Draenai Aura: -12.6 spell hit rating needed
Shaman Totem of Wrath: -38 spell hit rating needed
Hit Rating
Base Melee Miss (Dual-Wielding): 28%
Base Melee Miss (2H/1H+Shield/Special Attacks): 9%
Base Ranged Miss: 9%
Hit % = hit rating / 15.8
For example, as a paladin wielding a two-handed axe, I need to get 9% worth of hit rating, which is equal to 9 * 15.8 = 142 hit rating, in order to never miss the boss. Hit rating beyond 142 is not useful. After hitting 142 hit rating, I should concentrate on other stats like attack power and critical hit rating to increase my DPS.
For dual-wielding, the 28% miss chance applies to both Main-Hand and Off-Hand weapons. However, special attacks, such as Backstab, only have a 9% miss rate. For most classes though, regular melee damage is a significant portion of your total DPS. For a more involved discussion of this, see here.
Unlike spells, when you reach your hit rating cap, your attacks will never miss. Melee attacks can still be dodged or parried. Melee attacks can only be parried if you are in front of the mob.
For tanks, please note that Taunt uses melee hit rating to avoid misses/resists. However, testing at Elitest Jerks has shown that Taunt has a much higher miss rate (~16-18%). It is unknown whether this is intended, and it may vary by boss. For example, Nalorakk in Zul'Aman is more vulnerable to Taunt than other bosses.
The following is the amount of hit rating you need to minimize misses for raid boss fights, depending on your class and talents.
Druid (Melee)
Base: 142
Rogue (Dual-Wield)
Base: 442
w/ Precision: 363
Note that current wisdom holds that rogues should attempt to reach the cap to maximize their damage.
Rogue (Special Attacks)
Base: 142
w/ Precision: 63
Hunter
Base: 142
w/ Surefooted: 95
Shaman (Dual-wield)
Base: 442
w/ Dual Wield Specialization: 348
w/ Nature's Guidance: 395
w/ Dual Wield Specialization + Nature's Guidance: 300
Note that current wisdom is that a Shaman only needs about 9% hit, and should not focus on reaching the cap.
Shaman (Two-Handed/One-Hand + Shield/Special Attacks)
Base: 142
w/ Nature's Guidance: 95
Warrior (Dual-wield)
Base: 442
w/ Precision: 395
Note that current wisdom holds that warriors should not focus on hitting cap, though they should get at least 9% to ensure that their specials always hit.
Warrior (Two-Handed/One-Hand + Shield/Special Attacks)
Base: 142
w/ Precision: 95
Paladin (Melee)
Base: 142
w/ Precision: 95
Other Factors
Hunter/Paladin/Warrior Draenai Aura: -15.8 hit rating needed
Druid Improved Faerie Fire: -47 hit rating needed
[Spicy Hot Talbuk]: -20 hit rating needed
Expertise Rating
Base Melee Dodge: 5.75%
Base Melee Parry: Varies by boss, at least 5.75%
1 Expertise = expertise rating / 3.95
1 Expertise = -0.25% Dodge and -0.25% Parry
Expertise rating is a stat introduced in Patch 2.3. It replaced Weapon Skill rating. Expertise rating reduces the chance of your melee attacks being dodged or parried.
Melee DPS should always be behind the boss to eliminate parries, so they only need to worry about dodges. Expertise rating is essentially as valuable as hit rating for melee DPS.
Because tanks are in front of the boss, and can have their attacks dodged and parried, expertise rating is twice as valuable as hit rating for them.
When you reach your expertise rating cap, your attacks will never be dodged. Melee attacks can still miss. If you reach both your hit rating cap and your expertise cap, your melee attacks will never miss or be dodged.
The following is the amount of expertise rating you need to minimize dodges for raid boss fights, depending on your class and talents.
Druid (Melee)
Base: 91
Rogue
Base: 91
w/ Weapon Expertise: 52
Shaman (Melee)
Base: 91
Warrior
Base: 91
w/ Defiance: 68
w/ Weapon Mastery: 60
w/ Defiance + Weapon Mastery: 37
Paladin (Melee)
Base: 91
w/ Combat Expertise: 72
Monday, September 15, 2008
Warth of the Lich King (LK) arives November 13th 2008
Let the count down begin! According to Wowhead.com the expansion will be available in stores 11-13-08.
It is going to be a very interesting few weeks.
The PTR for 3.0.2 is up, crashing servers (PvE) and all.
Be sure to get that last minute leveling, item grinding and get ready to start working on those achievements!
It is going to be a very interesting few weeks.
The PTR for 3.0.2 is up, crashing servers (PvE) and all.
Be sure to get that last minute leveling, item grinding and get ready to start working on those achievements!
Friday, September 12, 2008
Thursday, September 4, 2008
Kara/ZA Raid Saturday 9/6
Sorry for the late notice. Throwing this out to see who will be interested or can make it. What we end up doing depends on who can make it. Tanks, healers, CC/DPS types. Post below if you can make it. We'll start @ 8pm PST
JP
- Betadine/Haohmaru
JP
- Betadine/Haohmaru
Good bye Dr. Boom.
From the Warlock's Den (the better Warlock's forum):
The beta currently has target dummies implemented in certain cities. I believe thjey have always been there in some form but now you can attack them.
The cool thing comes from a post from Kalgan today: (He has to be good for something!)
"In an upcoming update one of the dummies will be level 80 with normal level 80 mob stats, the other will be a "boss" dummy with normal level 80 boss mob stats.
Enjoy! "
WoW Forums -> Thanks for the training dummies!
Should be a handy way to try out different spec/gear/rotation combinations.
I'm loving what we are getting from Wrath, getting better and better.
Edit: also St. Louis is boring and WET!!!
2nd Edit: It has been confirmed by a blue that xp from 60-70 will be upped when 3.0 hit live so that people can get to 70 faster in prep for Wrath... I think Brent was hoping for this one.
The beta currently has target dummies implemented in certain cities. I believe thjey have always been there in some form but now you can attack them.
The cool thing comes from a post from Kalgan today: (He has to be good for something!)
"In an upcoming update one of the dummies will be level 80 with normal level 80 mob stats, the other will be a "boss" dummy with normal level 80 boss mob stats.
Enjoy! "
WoW Forums -> Thanks for the training dummies!
Should be a handy way to try out different spec/gear/rotation combinations.
I'm loving what we are getting from Wrath, getting better and better.
Edit: also St. Louis is boring and WET!!!
2nd Edit: It has been confirmed by a blue that xp from 60-70 will be upped when 3.0 hit live so that people can get to 70 faster in prep for Wrath... I think Brent was hoping for this one.
Subscribe to:
Posts (Atom)