Melee hit cap is 8%. From what I’ve read, there’s no need to worry much about spell hit–it will just come naturally with gear. It’s higher (17%, I think) but not as important as melee hit to be capped. You certainly shouldn’t be gemming for it.
Can’t get to that map from work, but I can tell you that after you release to the GY, the first entrance you come across is the back door. The main entrance is across the courtyard.
Definitely a new nick.
And yeah, being an asshole isn’t the best way to go, but I’ve even caught myself going down that road. (Although I at least try to be civil at first.) There are just so many resources out there for people to figure things out on their own.
It’s okay for “bad” stats to go down, as long as “good” stats go up.
**Good Stats for Wolkie **(focus on these)
Strength
Hit Rating
Armor Penetration
Attack Power
Critical Strike Rating
**Okay Stats for Wolkie **(a nice bonus if you can get them, but not required)
Agility
Stamina
Armor
Haste Rating
**Minimal Benefit Stats for Wolkie **(these might give you some small benefit, but you shoudln’t care unless they’re literally the only difference between two pieces of armor)
Defense
Dodge
Parry
**Completely Useless Stats for Wolkie **(don’t even look at these)
Intellect
Spellpower
Spell Penetration
Resilience
Block Value
Block Rating
Lookin’ good!
Were you standing in the lightning on the ground? That’ll kill you dead really quickly. (Someone else mentioned her enrage, which she goes into if an acolyte reaches her, but I’m not sure if that affects anyone but the tank.)
TC has done physical damage for a long time, and with the latest patch, it now works like a physical attack instead of a magical one (calculated against physical vs. spell hit and crits like a physical attack).
8% is melee hit; 17% is spell hit. Tanks shouldn’t ever waste gem slots on hit unless the +Hit on their gear is so abyssmal they can’t hold aggro (and if he’s geared to tank ICC10, he shoudln’t have that problem). The only think you want to worry about is your taunt; if that’s missing, glyph for it* (not 100% sure that Paladins can, but I know that the other tanks have glyphs for it, so they probably do).
*You can even keeps stacks of alternate glyphs in your bags, so you can glyph your taunt for fights where it’s essential that it doesn’t miss (i.e., fights with tank swapping) and swap it out for ones were it’s not as big an issue (i.e., fights were you’ll only need to taunt if a DPS pulls off you).
The leveling druid as balance experiment has been pretty good this weekend. Queueing for RDF as healer/dps kept getting me healer(obviously) and I was doing ok at it. Had one group where the tank was keeping a pretty mean pace and I wasn’t able to drink fully up, on the other hand he was a druid and saved himself a couple times. Plus the other dps balance druid pitched in a couple times too. So then I queued as just dps, and although my dps is pretty low compared to everyone else, I seems to be holding my own. In the end, it’s still a lot of drinking.
Where I really shined though was in Arathi Basin BG this weekend. (And BTW, how awesome was that?!) My burst damage is pretty good, if I can get a starfire off without drawing notice, then I can pour it on and nuke even pallies.
I’ve been running my leveling druid as Balance too, at least in instances. I don’t think I’ll be comfortable questing as anything but Feral (access to tank armor is too useful), but I’ve been running a lot of dungeons as Balance, and I’m pleased to see that my DPS is pretty consistently high. It’s so satisfying slamming down Starfire crit after Starfire crit, and the AOE is fantastic too.
Level 80 will be something of a dilemma, though. I don’t want to give up Feral or Balance, but I would really rather have a healing spec at 80 than two DPS or DPS and tank.
Or even worse, when a shaman you group with regularly has a -reputation- for casting water-walking when folks long-fall into water. Splat!
Some of the DKs in my old guild thought it was a scream to put up Path of Frost right before we dropped (involuntarily) down into Anub’arak’s lair in Trial of the Crusader.
Yeah, funny, guys. Really.
:rolleyes:
I like to cast Levitate on folks just before they jump down the into the pit to Anub in AK. Nobody gets hurt, but most people are all ???! as they float down. Very rarely to people think to right-click the buff to remove it.
It’s really funny if they don’t remove the buff and attempt to jump down the stairs toward Anub… they tend to float right into the guards at the bottom 
That’s not funny!
(And I’m not just saying that because I almost aggro’d them in a random. And I was the priest who cast the Levitate in the first place, to get myself up out of the pool.)
AFAIK, they’ve fortunately removed the ability for people to teamkill like that. Now, anytime you hit the water from a height that would kill you, you just go under it instead (the same way you would have if you fell without the buff).
Yes, it uses physical hit/etc and deals physical damage, but I believe it’s still a spell internally. It’s still stopped by Silence effects, is it not? Admittedly my warrior hasn’t been BOPed in a while now, but Thunderclap is still a strange beast when it comes to technical function.
All of the changes they’re announcing for Cataclysm sound great, especially the recent one of killing off 25-man raids.
They’re not killing off 25 man raids. I’m sure a lot of 25 man guilds will still continue to do 25 man raids (I’m pretty sure ours will, for example)–it’s just that they’re giving the option to get the same loot (albeit less of it) and the same challenge from a 10 man raid.
I’m not sure how I feel about it. I think I’m leaning toward “like,” because it means that I might be able to get some good loot for my geared alts on off nights, and won’t feel like I have raid both 10- and 25-man content on my main in order to keep up with the SOTA.
Man, you guys are doing a really good job of convincing me that I’d really better go get caught up on WoW news.
Hrm. Goooood question. I haven’t tried to TC while BoP’d or silenced since the change went through (that I can recall).
IMO, 10- and 25-man raids will never be able to offer the same level of challenge; some fights will be easier on 10, and some will be harder. It’s all a matter of numbers (the sheer number of bodies you have to throw at the encounter) and balance (the range of classes/specs, and therefore abilities, you have available to handle the fight elements). There are mechanics you can throw at a 25-man that a 10-man just can’t be expected to handle (MCs, e.g.).
And, of course, finding 25 people who won’t stand in fire.
That, too, can cut either way, depending on the encounter. It’s easier to find ten people with good raid awareness, but the loss of 1/10th of your raid is much more damaging than that of 1/25th.
Me and da Wolk’ can beat you without even going to Bladestorm!
Still lookin’ for that guy’s claw though.
Kinda don’t matter, 'cause we’re 52% on level 72!
And plus, forgot to tell y’all: I freed some Winterfin Tadpoles?
And those cute little friggers just followed me around while I was killing their kin!
Hated killin’ the Orcas, though, y’all.
Especially seeing them belly-up.
I think WoW needs to take another look at that…
Quasi
If Blizzard had any sense at all, they’d make that quest a daily. That’s my favorite quest in the whole game, and I don’t think I’m alone. Those things are cute as hell, and they make the coolest noises. I’d gladly fly out there fairly often to rescue them again.
No kidding. I loooooove those lil guys.
Woot! Refer a Friend 2-seater rockets will be available tomorrow, April 27! I can’t wait!
If you’re sitting on a turn-in code from before and you want a Zhevra mount, turn it in tonight or it’s gone forever. Existing codes will be converted to rockets tomorrow.
Heh. 10-man hard mode Deathwhisper gets her MC back and it’s not that big of a deal. But I agree with the general premise that it’s very difficult to keep difficulty the same between 10 and 25 while still keeping the fights relatively similar. Sartharion+3 had its 25-man version seriously undertuned in both healing and DPS numbers required relative to 10-man, but even without that, the basic raid quantity became a hurdle in and of itself. Going from 2 tanks to 3 isn’t a big deal in a 25-man but it’s a loss of 20% of your total raid DPS in 10.
However, I fully support their decision to bring 10 and 25 in line with each other finally. I don’t think it’ll kill 25 - all three 25-man raids I’m familiar with will still be going - but it will definitely solve the really idiotic problem they’ve created where my hard-mode 10-man raid, despite having our pick of the loot from challenging encounters, is still “encouraged” to PUG ridiculously easy 25-man crap because the easier content offers better or unique loot. It’ll also keep them from balancing the badge cost of items around doing 2 or even 4 raid instances a week, which just utterly screws people who would rather focus on what they enjoy.