Numerous fixes, additions, new content & new gear. Now if I can only log on...
Tuesday, April 14, 2009
Loot Rules
As much as I would hate to impose rules, since we're all in here for the fun and love of the game, somethings that were not said need to be said. We all want to have the best gear and itemization, but we also need to keep others in mind who may way want the same thing. So, these are the rules that I and the officers have come to an agreement to. We tried to design these rules while keeping in mind player specs, their roles, and overall the benefit for raid progression.
These are not set in stone and there can be exceptions to these rules (decided by the loot master). These are primarily guidelines for common courtesy for your fellow raiders who may also want loot.
These rules are hierarchiacal, ie. Rule #1 will always supersede Rule #2, etc.
1. Main Spec (MS) > Off-Spec (OS)
2. Epic Weapons: main hand, off hand, and thrown is 1 per raid instance
3. Epic BOP: Only 3 items per raid instance (mainly Naxxramas)
a. Rolls that count: MS uncontested roll-win, OS contested roll-win
b. Rolls that don't count: OS uncontested roll-win
4. Tier Token: 1 per raid instance
a. Tokens will count towards your 3 item count.
b. Rolls that count: MS uncontesteed roll-win count, OS contested roll-win
c. Rolls that don't count: OS uncontested roll-win
5. Epic BOE drops are MS > OS, and should be equipped immediately
a. Will not count toward your 3 epics.
6. All rolls are FINAL. If winner declines, goes to 2nd highest. No bartering.
7. 1 Boss instances
a. 1 item limit (spoils & bag don't count)
b. 1 tier item, unless you're the only class that it applies to
Raid Etiquette
This is just something that I and some of the officers have come to an agreement to in order to streamline our "raiding experience" more. The overall message I want to portray here is just to be considerate of others who are often going above and beyond to make the raid happen.
1. Show up on time (Recommended: 10 min prior to raid start)
2. Come Ready (Gear Repaired, Foods Cooked, Potions & Scrolls bought)
3. Log on to Ventrillo prior to raid start, regardless of if you have a mic or not
4. Please don't spam in Vent or Raid chat, try to keep it clear esp. during fights
5. Be ready to commit to stay for the duration of the raid
6. Ask the raid leader if you urgently need to go AFK
7. No False or fake rolls on drops
Any Q's about these, feel free to follow up on this post, else I will assume that you're in agreement with these.
Thursday, April 9, 2009
Main Spec vs. Off Spec
I'm curious to know what people are thinking about the Dual Spec ability within 3.1. I have a few different ideas for my chars and could be swayed one way vs another depending upon what the rest of the guild is doing.
If possible I think it would be cool to compile a list of what people are going to do as 3.1 hits vs what they might do later.
Bansai = DK = Frost / Unholy (both builds will be tank or dps depending upon gear)
Caharin = Druid = Feral ? / Boomkin ? [this is the char that i'm unsure what to do with]
If possible I think it would be cool to compile a list of what people are going to do as 3.1 hits vs what they might do later.
Bansai = DK = Frost / Unholy (both builds will be tank or dps depending upon gear)
Caharin = Druid = Feral ? / Boomkin ? [this is the char that i'm unsure what to do with]
Monday, January 26, 2009
Spider Wing
The following is the best guide that I have seen for all three of the bosses in Spider Wing. http://feardotwin.wordpress.com/2009/01/20/l2p-arachnid-quarter-naxx-10/
I'm checking with the author so once he gives me permission I will copy/paste the guide to Arachnid Quarter on here directly. (EDIT - See below)
Anub'Rekhan
Abilities:
* Impale - Targets raid member, sending ground spikes toward them in a straight line. Affected players are punted in the air. Deals upwards of 6k damage + 50% fall damage. Notice DPS spread apart on the diagram.
* Locust Swarm - Every 1 to 2 minutes he will surround himself with bugs dealing damage over time and silencing anyone effected. Lasts 16 seconds and spawns Crypt Guard. Silence effect is odd as it prevents any action at all (auto attack, shield wall, etc.).
* Summon Corpse Scarabs - Summons 10 non-elite Scarabs from the corpse of dead Crypt Guards or 5 from the corpse of dead players. No set timer. Should be AoE’d down.
There are a few different ways to do this fight but our method uses a DK as a MT. Any tank should be able to do it this way though. We have our MT position himself in the entrance and have Anub’Rekhan MD’ed to him by the Hunter. As Anub makes his way to the MT, the dps/healers move in to position in a semi-circle toward the center of the room while the OT stands near Anub’s initial location to pick up the Crypt Lord spawns.
The group needs to stay spread out to avoid Impale hitting too many people. He shoots the ground spikes in a straight line to a random player and it will knock anyone hit up in the air. Spreading out usually means only one person will be hit.
During Locust Swarm our MT just stays in and eats it while getting spam-healed. Locust Swarm spawns a Crypt Lord that is picked up by the OT and DPS’ed down hard before Locust Swarm is over and the DPS switches back to Anub.
This repeats for the duration of the encounter. The only change is the spawning of Crypt Scarabs from the corpses of the Crypt Lords or dead players. These are non elites with very little health so have someone with AoE positioned in the center of the room to pick these up.

Grand Widow Faerlina
Abilities:
* Poison Bolt Volley - Hits 3 closest players every 15 seconds for 3k nature damage plus about 3800 damage over 4 seconds.
* Rain of Fire - Every 10-15 seconds she will target a random raid member and cast this fire based AoE for 8 seconds.
* Frenzy - 60 second cooldown. Increases +150% melee damage & +50% haste. Can only be dispelled by killing a Worshipper near her.
The trash in the Grand Widow’s room is all AoE packs. Shadow Resist Aura from a Pally or Shadow Protection from a Priest helps with the mass Shadow Bolt Volleys but just have your tank(s) group them up to be AoE’d down ASAP.
Have the MT get in position as shown on my awesome MS Paint diagram and have your Hunter (you DO have a Hunter, right?) MD Faerlina to him. Have your OT run up to her platform and grab the attention of the Worshippers. The OT’s job is to take a beating while keeping aggro off the healers - not to kill the Woshippers.
The OT will be getting hit by Fireballs constantly so anything that helps mitigate the damage (i.e. Warlocks Fire Shield from their Imp or Fire Resist Aura/Totem) will put less stress on the healers. The damage really isn’t that bad.
While DPS’ing Faerlina, everyone needs to watch out for Rain of Fire which hits pretty hard and is casted fairly often. She targets a random player and it surrounds them so staying spread out is advised. The only other thing to watch out for is Poison Bolt Volley which hits 3 nearby players and adds a DoT.
When she Frenzies, the only way to dispel it is to kill a Worshipper close to her. We use a DK tank and mark the 4 Worshippers in a kill order before we start. When Frenzy starts we have him Death Grip them over to her in order, kill them to dispel it and then go back to DPSing her. Rinse and repeat.
Non-DK tank advice From Luiniel - “..what we’ve found most effective is just bringing the Widow over to the adds when it’s the right time — we’ve found it’s much easier to move her around than them.”
NOTE: This could be a little more difficult with a non-DK tank but I’ve never done it with anyone else. If you have any feedback on how you bring the Worshippers to Faerlina, let me know and I’ll add it in here.

Maexxna
Abilities:
* Poison Shock - Deals up to 4500 nature damage in a frontal cone every 10 seconds.
* Necrotic Poison - A dispellable poison that reduces healing effects by 90% for 30 seconds. Cast on anyone in front of her within melee range. Dispel ASAP.
* Web Wrap - Cast at the 20 second mark and every 40 seconds after, sending a random raid member (never the MT) flying to a random wall in the room. Wraps the player in a cocoon with 6k health and deals up to 3k nature damage every 2 seconds that the cocoon isn’t destroyed.
* Summon Spiderlings - Before the Web Spray phase she will summon 8 non-elite spiders with around 7k health at her rear.
* Web Spray - Every 40 seconds she will wrap the entire raid in cocoons, incapacitating them for 6 seconds. All HoTs on tank BEFORE this happens as they will be taking full damage. Cannot be resisted and deals around 2k nature damage.
Maexxna is the final encounter in the Arachnid Quarter of Naxx and a pretty nice jump in the challenge factor from the previous two bosses. Looking at the super cool (see; ghetto) diagram I made below, you’ll notice she is faught in a circular room and tanked close to where she stands at when you enter the room.
One of your ranged DPS will be assigned to what our guild calls “cocoon duty” for Web Wrap victims. Maexxna will send one of your raid members that isn’t your MT flying across the room and sticking to the outter wall. BE VOCAL about your position and “ping” the map so the cocoon duty player doesn’t have to guess which dot on the map is yours.
Everyone else should group up tightly near the rear of the spider for the duration of the encounter. She will summon non-elite spiders behind her that need to be AoE’d down ASAP because she’ll be casting Web Spray in about 7 or 8 seconds. Web Spray is the most crucial part of this encounter.
There are a few things to do BEFORE Web Spray. Are all of the spiders dead? Is every HoT possible on your tank? While your tank is incapacitated during Web Spray they have no way to mitigate any damage at all. They cannot block, dodge, parry, block, etc., so they NEED to have HoTs on them before the Spray phase to help with the damage. As a Priest, I’m spamming my PW: Shield button on the tank so I can shield him as soon as the phase is over and make it a little easier for the healers to bring him back up to full.
At 30% Maexxna will enrage. If it is almost time for another Web Spray phase, stop DPS until it’s over and THEN resume. You want to avoid Web Spray as much as possible during the enrage phase if your tank isn’t in mostly epics or they’ll wind up taking a dirt nap. At this point I leave Shadowform before Web Spray to put up Renew and Prayer of Mending for some extra healing and then go back in to Shadowform to DPS afterwards.
The key to this fight is communication. Keep vent clear of chatter so cocoon victims can call our their names and ping the maps. Your raid leader should call out the Spider spawn phase and Web Spray phases about 5 seconds early so your healers can get HoTs on the tank and DPS can prepare to nuke the spiders. It might take a few tries to get her pattern down but you’ll get her eventually.
**Yes, I know.. my diagrams suck.. but I wanted to give you all an idea of how we position our raid group and typing it out was becoming a hassle. These strategies are also how our raid guild does it. If you do it differently, feel free to comment and I’ll be happy to add your strategy in as well.**
I'm checking with the author so once he gives me permission I will copy/paste the guide to Arachnid Quarter on here directly. (EDIT - See below)
Anub'Rekhan
Abilities:
* Impale - Targets raid member, sending ground spikes toward them in a straight line. Affected players are punted in the air. Deals upwards of 6k damage + 50% fall damage. Notice DPS spread apart on the diagram.
* Locust Swarm - Every 1 to 2 minutes he will surround himself with bugs dealing damage over time and silencing anyone effected. Lasts 16 seconds and spawns Crypt Guard. Silence effect is odd as it prevents any action at all (auto attack, shield wall, etc.).
* Summon Corpse Scarabs - Summons 10 non-elite Scarabs from the corpse of dead Crypt Guards or 5 from the corpse of dead players. No set timer. Should be AoE’d down.
There are a few different ways to do this fight but our method uses a DK as a MT. Any tank should be able to do it this way though. We have our MT position himself in the entrance and have Anub’Rekhan MD’ed to him by the Hunter. As Anub makes his way to the MT, the dps/healers move in to position in a semi-circle toward the center of the room while the OT stands near Anub’s initial location to pick up the Crypt Lord spawns.
The group needs to stay spread out to avoid Impale hitting too many people. He shoots the ground spikes in a straight line to a random player and it will knock anyone hit up in the air. Spreading out usually means only one person will be hit.
During Locust Swarm our MT just stays in and eats it while getting spam-healed. Locust Swarm spawns a Crypt Lord that is picked up by the OT and DPS’ed down hard before Locust Swarm is over and the DPS switches back to Anub.
This repeats for the duration of the encounter. The only change is the spawning of Crypt Scarabs from the corpses of the Crypt Lords or dead players. These are non elites with very little health so have someone with AoE positioned in the center of the room to pick these up.

Grand Widow Faerlina
Abilities:
* Poison Bolt Volley - Hits 3 closest players every 15 seconds for 3k nature damage plus about 3800 damage over 4 seconds.
* Rain of Fire - Every 10-15 seconds she will target a random raid member and cast this fire based AoE for 8 seconds.
* Frenzy - 60 second cooldown. Increases +150% melee damage & +50% haste. Can only be dispelled by killing a Worshipper near her.
The trash in the Grand Widow’s room is all AoE packs. Shadow Resist Aura from a Pally or Shadow Protection from a Priest helps with the mass Shadow Bolt Volleys but just have your tank(s) group them up to be AoE’d down ASAP.
Have the MT get in position as shown on my awesome MS Paint diagram and have your Hunter (you DO have a Hunter, right?) MD Faerlina to him. Have your OT run up to her platform and grab the attention of the Worshippers. The OT’s job is to take a beating while keeping aggro off the healers - not to kill the Woshippers.
The OT will be getting hit by Fireballs constantly so anything that helps mitigate the damage (i.e. Warlocks Fire Shield from their Imp or Fire Resist Aura/Totem) will put less stress on the healers. The damage really isn’t that bad.
While DPS’ing Faerlina, everyone needs to watch out for Rain of Fire which hits pretty hard and is casted fairly often. She targets a random player and it surrounds them so staying spread out is advised. The only other thing to watch out for is Poison Bolt Volley which hits 3 nearby players and adds a DoT.
When she Frenzies, the only way to dispel it is to kill a Worshipper close to her. We use a DK tank and mark the 4 Worshippers in a kill order before we start. When Frenzy starts we have him Death Grip them over to her in order, kill them to dispel it and then go back to DPSing her. Rinse and repeat.
Non-DK tank advice From Luiniel - “..what we’ve found most effective is just bringing the Widow over to the adds when it’s the right time — we’ve found it’s much easier to move her around than them.”
NOTE: This could be a little more difficult with a non-DK tank but I’ve never done it with anyone else. If you have any feedback on how you bring the Worshippers to Faerlina, let me know and I’ll add it in here.

Maexxna
Abilities:
* Poison Shock - Deals up to 4500 nature damage in a frontal cone every 10 seconds.
* Necrotic Poison - A dispellable poison that reduces healing effects by 90% for 30 seconds. Cast on anyone in front of her within melee range. Dispel ASAP.
* Web Wrap - Cast at the 20 second mark and every 40 seconds after, sending a random raid member (never the MT) flying to a random wall in the room. Wraps the player in a cocoon with 6k health and deals up to 3k nature damage every 2 seconds that the cocoon isn’t destroyed.
* Summon Spiderlings - Before the Web Spray phase she will summon 8 non-elite spiders with around 7k health at her rear.
* Web Spray - Every 40 seconds she will wrap the entire raid in cocoons, incapacitating them for 6 seconds. All HoTs on tank BEFORE this happens as they will be taking full damage. Cannot be resisted and deals around 2k nature damage.
Maexxna is the final encounter in the Arachnid Quarter of Naxx and a pretty nice jump in the challenge factor from the previous two bosses. Looking at the super cool (see; ghetto) diagram I made below, you’ll notice she is faught in a circular room and tanked close to where she stands at when you enter the room.
One of your ranged DPS will be assigned to what our guild calls “cocoon duty” for Web Wrap victims. Maexxna will send one of your raid members that isn’t your MT flying across the room and sticking to the outter wall. BE VOCAL about your position and “ping” the map so the cocoon duty player doesn’t have to guess which dot on the map is yours.
Everyone else should group up tightly near the rear of the spider for the duration of the encounter. She will summon non-elite spiders behind her that need to be AoE’d down ASAP because she’ll be casting Web Spray in about 7 or 8 seconds. Web Spray is the most crucial part of this encounter.
There are a few things to do BEFORE Web Spray. Are all of the spiders dead? Is every HoT possible on your tank? While your tank is incapacitated during Web Spray they have no way to mitigate any damage at all. They cannot block, dodge, parry, block, etc., so they NEED to have HoTs on them before the Spray phase to help with the damage. As a Priest, I’m spamming my PW: Shield button on the tank so I can shield him as soon as the phase is over and make it a little easier for the healers to bring him back up to full.
At 30% Maexxna will enrage. If it is almost time for another Web Spray phase, stop DPS until it’s over and THEN resume. You want to avoid Web Spray as much as possible during the enrage phase if your tank isn’t in mostly epics or they’ll wind up taking a dirt nap. At this point I leave Shadowform before Web Spray to put up Renew and Prayer of Mending for some extra healing and then go back in to Shadowform to DPS afterwards.
The key to this fight is communication. Keep vent clear of chatter so cocoon victims can call our their names and ping the maps. Your raid leader should call out the Spider spawn phase and Web Spray phases about 5 seconds early so your healers can get HoTs on the tank and DPS can prepare to nuke the spiders. It might take a few tries to get her pattern down but you’ll get her eventually.
**Yes, I know.. my diagrams suck.. but I wanted to give you all an idea of how we position our raid group and typing it out was becoming a hassle. These strategies are also how our raid guild does it. If you do it differently, feel free to comment and I’ll be happy to add your strategy in as well.**
Tuesday, January 20, 2009
RAID Scheduling
OK... looking at our roster looks like we finally have a decent 10 level 80s with some decent gear to start doing 10-man raids. Our line-up actually looks somewhat balanced too.
Roster check:
2 tanks: Kyron (warr), Caharin (druid)
2 healers: Stonebarr (druid), Jagannath (shaman), Sarahn (holy or ret??? paly)
6 dps: Stringfellow (druid), Leinad (hunter), Firedoog (mage), Raphi (mage), Murdinaj (rogue), Sylvandah (rogue), Kinzlayer (warlock)
backup: Haohmaru (rogue)
So below, please post avail or perferred dates. We plan to have a Northrend raid night as well as a Retro Raid night (Pre-BC or BC).
- JP
(haohmaru/jagannath)
Roster check:
2 tanks: Kyron (warr), Caharin (druid)
2 healers: Stonebarr (druid), Jagannath (shaman), Sarahn (holy or ret??? paly)
6 dps: Stringfellow (druid), Leinad (hunter), Firedoog (mage), Raphi (mage), Murdinaj (rogue), Sylvandah (rogue), Kinzlayer (warlock)
backup: Haohmaru (rogue)
So below, please post avail or perferred dates. We plan to have a Northrend raid night as well as a Retro Raid night (Pre-BC or BC).
- JP
(haohmaru/jagannath)
Sunday, January 11, 2009
Wednesday, December 10, 2008
Interesting website
This looks like an interesting website that we could use to track our progress in content.
http://www.wowjutsu.com/us/chogall/Shadow%20Templar/roster
Lemme know what you think.
http://www.wowjutsu.com/us/chogall/Shadow%20Templar/roster
Lemme know what you think.
Wednesday, December 3, 2008
Fun and game...
I saw this over at Megan's blog so I had to share with you guys, I think Kyron would like this best...
Thursday, November 13, 2008
Wrath of the Lich King
Both JP and I have done some quests and the Northrend quests seems to give around 20k xp per while the dailys that I turned in on the island gives 15,800 xp while the ones from Shatt gives 9,500 xp or 12,650 xp depending on which ones.
Just a bit of news.
Just a bit of news.
Tuesday, October 21, 2008
In Game Calendar
A recent addition to patch 3.0 is the new calendar. You can now schedule events, dungeon raids, or other in game content activities to share with other guild members. I know that Google calendar exists with this blog, but I think the in game calendar works even better (esp. for those who don't check this blog... although they would be reading this and know anything of what I just wrote since they don't check the blog anyway).
So, with the new calendar system in place, please please take advantage of it, as well as check it periodically. I have already placed 2 events in there and some of you guildies have already used it to plan events (or to help others level, congrats to Shastarose on level 70). Keep an eye on it on occasion especially since we hope to do some of the Pre-BC dungeon raids (Onyxia, MC, ZG, AQ, and etc.) to see the old school dungeons as well add to our achievements list. With the attunment of these dungeons gone, we shouldn't have any problems of running in there and killing dragon shaped pixels.
That's it for now. I'll catch you guys in game.
JP (Haohmaru)
So, with the new calendar system in place, please please take advantage of it, as well as check it periodically. I have already placed 2 events in there and some of you guildies have already used it to plan events (or to help others level, congrats to Shastarose on level 70). Keep an eye on it on occasion especially since we hope to do some of the Pre-BC dungeon raids (Onyxia, MC, ZG, AQ, and etc.) to see the old school dungeons as well add to our achievements list. With the attunment of these dungeons gone, we shouldn't have any problems of running in there and killing dragon shaped pixels.
That's it for now. I'll catch you guys in game.
JP (Haohmaru)
Sunday, October 12, 2008
Sometimes you feel like a nut?...or chicken
Everyone knows that jingle from almond joy right?
Sometimes you feel like a nut...sometimes you don't.
Almond joy's have nuts, Mounds don't.
Well for some silly reason that's what I think of whenever I see...

Sometimes you feel like a...chicken?!
By the way my kitty felt like being in the picture, so that's the kitty's @$$.
Sometimes you feel like a nut...sometimes you don't.
Almond joy's have nuts, Mounds don't.
Well for some silly reason that's what I think of whenever I see...

Sometimes you feel like a...chicken?!
By the way my kitty felt like being in the picture, so that's the kitty's @$$.
Wednesday, October 1, 2008
Main vs. Alt
Howdy folks,
We know we all have alts... with exception to String who only has 1 character in his character selection screen. We also know that WotLK release is coming real soon and all end game content will be doable with 10-man raids. So with that in mind, who are you guys bringing up to the expansion and will focus primarily on getting gear so we can really see the end game content? Please post on who you are thinking of bringing up to the expasion.
This list will be used to determine rolls on item/loot drop. Main characters will always get priority over Alts. If for some reason you hit 80 and you just don't like how its panning out, you can declare one of your Alts to be your Main, but don't abuse the system. We all want hawt purplez, and mostly I think we all wanna see the end game content... so lets get our Mains geared for it. Thoughts?
Post below on who you intend to bring up first, other concerns, etc... I'll have a compiled list on another post as we get deeper into WotLK.
- JP
We know we all have alts... with exception to String who only has 1 character in his character selection screen. We also know that WotLK release is coming real soon and all end game content will be doable with 10-man raids. So with that in mind, who are you guys bringing up to the expansion and will focus primarily on getting gear so we can really see the end game content? Please post on who you are thinking of bringing up to the expasion.
This list will be used to determine rolls on item/loot drop. Main characters will always get priority over Alts. If for some reason you hit 80 and you just don't like how its panning out, you can declare one of your Alts to be your Main, but don't abuse the system. We all want hawt purplez, and mostly I think we all wanna see the end game content... so lets get our Mains geared for it. Thoughts?
Post below on who you intend to bring up first, other concerns, etc... I'll have a compiled list on another post as we get deeper into WotLK.
- JP
Tuesday, September 30, 2008
Honor and Tokens
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)
(source)
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.
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