January 14, 2009

Lets Talk About Rogues

Posted in General, Questing, WoW tagged , , , , , , at 7:21 pm by Andrea

dpsMy rogue is currently level 75. I had never been one for melee classes, but I am enjoying her. I admittingly am NOT a rogue expert, as I am still learning the class. I however hope to play her equally as well as my other classes, and maybe get to run with her every now and again. I am completely noob to the rogue, still learning all the ins and outs… but at level 74 I pulled over 1k in an instance… which isn’t bad. For now, I am just leveling her up, mostly through questing but lately Ive been pulling some instances, and I also took a good hard look at her spec. I knew I didn’t know what I was doing, so I hit up a senior rogue in our guild, and asked his advice… here’s what we came up with.

Poofnstab is running 15/51/0 (eventually it will be 20/51/0 when she finished leveling) Lets take a look at her spec thus far:

Combat

Tier 1

Improved Sinister Strike (2/2): Reduces the energy cost of Sinister Strike by 5. Being as this ability is rogue bread and butter (unless you are sub, then its hemo) I figure a little less energy cost is a good thing.

Duel Wield Specialization (5/5): This increases the damage done by my offhand weapon by 50%. Since combat is about sustaining damage, this is a good one to pick up.

Tier 2

Improved Slice and Dice (2/2): Increases  the duration of Slice and Dice by50%. I use Slice and Dice on every fight, when soloing I only put up one or two points before I pop this and it lasts me the whole fight. For a boss fight putting up all five points will last you quite a while.

Percision (5/5): Increases chance to hit with weapon and poision attacks by 5%. This helps with that whole hit rating noise Im still working on.

Tier 3

Endurance (2/2): Reduces the cooldown of Sprint and Evasion by 1 min, and increases stamina by 4%. Adds a little surivability for when you go aggro happy.

Tier 4

Aggression (5/5): Increases the damage of my Backstab, Sinister Strike and Eviscerate abilities by 10%. I don’t really use backstab, but two out of three isn’t bad.

Tier 5

Blade Flurry (1/1): Increases attack speed by 20% and also hits a second mob. I usually pop this ability after getting Slice and Dice up and follow it up with Murder Spree when there is more then one mob around. Watch the numbers fly.

Sword Specialization (5/5): Gives a 5% chance to get an extra swing in on your mob. Now I just like swords. Some people prefer maces, or daggers. I’m a sword kinda girl, and thats all it is.

Tier 6

Weapon Expertise (2/2): Increase Expertise by 10. I’m still learning about this attribute, and will write more on it at a later time.

Blade Twisting (2/2): Increases damage of Sinister Strike and Backstab by 10%. Also has a 10% chance to daze your target. Again, I don’t tend to use Backstab, but Sinister Strike is constantly going off, so that 10 percent is worth it. Also, an occasional daze doesn’t hurt.

Tier 7

Vitality (3/3): Increases energy regeneration by 10%. Rogues are always out of energy, this helps lesson how often I recieve the “I can’t do that yet” error message.

Adrenaline Rush (1/1): Increases energy regeneration by 100% for 15 seconds. Great for those extended boss fights.

Tier 8

Combat Potency (5/5): Gives your offhand autoswings a 20% chance to regen 15 more energy… this is starting to sound like Mp5 right? Well thats the idea, except rogues don’t get to have mana pots.

Tier 9

Unfair Advantage (2/2): Gives a chance when you dodge an attack to strike back with 100% of your weapon damage. Yeah… that is a little bit unfair. I reccomend you read the comments on this ability under the link… its uses are truly entertaining.

Surprise Attacks (1/1): Finishing moves cannot be dodged, and gives Sinister Strike, Backstab, Shiv, Hemo, and Gouge abilities a 10% damage increase. Those little increases to Sinister Strike are really starting to add up now.

Savage Combat (2/2): Increases Attack Power by 4% and physical damage taken by mobs by 2% when they have poision effects on them. All in all, a more damage please kind of talent.

Prey on the Weak (5/5): Increases the chance to crit by 20% when the target has less health then you (as a percentage). This means if you kill it faster than it kills you, you’re gonna whoop his ass with some high numbers.

Tier 10

Murder Spree (1/1): Allows you to step behind multiple mobs hitting them every .5 seconds with both weapons until five hits are finished. You can also do this to a single target. I usually pop this with Blade Flurry when there are multiple mobs around. Its really a quite nice talent.

Assassination

Tier 1

Evisercate (3/3): Increases damage done by Evisercate by 15%. I use evisercate a lot when Im soloing, and as part of a rotation for bosses, so really, this is used often.

Malice (5/5):  Increases crit strike chance by 5%. Rogues are well known for popping out of no where and killing a mob before they even realize whats happening. Crit is a major factor in this.

Tier 2

Ruthlessness (2/3): Gives finishing moves a 40% chance to add a combo point to the target. Always nice for getting started on the next rotation.

Tier 3

Lethality (5/5): Increases crit strike bonus of all combo moves by 30%. In the previous tree we worked on the direct damage, on this tree, we’re grabbing some crit.

Obviously, that isnt all the points, but its as far as Ive gotten. I imagine I’ll continue down the Assassination tree and grab up some poision talents before Im done. Ive tested out this spec, and recently replaced a lot of gear… even going so far as to craft my new epic engineering goggles. My unbuffed attack power sits at 2168 and my crit strike is at 26.34%. I believe this is decent for a 75 rogue, but I don’t know what final numbers should look like yet. I’m going to have to start focusing on my hit more as I get closer to 80… but I imagine that will come on its own in time. Hope this helps any nublet rogues like me out there!

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December 15, 2008

Holy Paladin Spec

Posted in General, WoW tagged , , , , , , at 5:48 pm by Andrea

Hope everyone had a Happy Weekend! On a personal note a young girl passed away this weekend that was suffering from a tumor in the brain for the last four years. Please keep Hadley Fox’s family in your prayers as they spend this Christmas season coping with the loss of their daughter.

I managed to hit 80 finally this weekend, and that means its time to start gearing up and choosing a spec, here’s the one Im pretty set on.

Here’s my intended spec for level 80 raid/pve healing: (51/0/20)

The first thing you might notice, is that I did not take Blessing of Kings. Why not? Well, I’m going to try out this build and see what it does for a Crit/Haste build.

So, now, lets break down the spec. Starting with the Holy Tree.

Tier 1:

Spiritual Focus (5 points) – Reduces pushback on spells by 70 percent. I put five points here. Its always nice to get a spell off even when you’re getting the beat down

Tier 2:

Divine Intellect (5 points) – Increases Int by 15 Percent. This should be a “duh” factor but just in case it isn’t, in this crit/haste build (or any holy build) I will not be focusing on Int or Mp5 as top priority, so i gotta take it where I can get it.

 Healing Light (3 points) – Increases healing on Flash of Light and Holy Light and effectiviness of Holy Shock by 12 percent. The ultimate thing about being holy? Packing as much punch into a heal as you can. This talent will help you there.

Tier 3

Illumination (5 points) – Gives mana back 100 percent of the time when you crit. This is essential to the paladin’s ability to sustain for long period of time! Do not skip this one.

Improved Lay on Hands (2 points) – Give the target 50% armor bonus for a few seconds, and reduces the cooldown by 4 mins. Its not an essential talent, but I needed to stick in two points somewhere to continue down the tree, and this seemed the most reasonable for healing.

Tier 4

Improved Blessing of Wisdom (2 points) – Increases the effect of Blessing of Wisdom by 20 percent. ZOMG what? More mana and Mp5? Wootness!

Tier 5

Divine Favor (1 point) – Grants a new spell that, when activated, gives my next heal spell (Flash of Light, Holy Light or Holy Shock) a 100% chance to crit. I usually pop this with a Holy Shock when I run into trouble and the tank takes a massive hit.

Sanctified Light (3 points) – This grants a 3% increase on the chance to crit when using Holy Light or Holy Shock. Both are not spells I use often, but when I DO need them, it’d be awesome if they crit.

Tier 6

Holy Power (5 points) – Increase the crit chance of my holy spells by 5%. This should be self explanitory for a crit build. Holy Pallies get mana back on crits, get high enough crit rating and Mp5 issues are a thing of the past… at least, thats the theory.

Tier 7

Light’s Grace (3 points) – Gives my Holy Light spell a 100% chance to decrease the next cast of Holy Light by .5 seconds. This is awesome for healing up a tank. Yes Holy Light can and does hit for 11k healing in crap gear at 1300 spell power, but a well geared tank can be sporting 30K health… so if they’re really low it will take a couple of shots to fill them up. This spell can speed up that process.

Holy Shock (1 point) – Gives the new spell, Holy Shock. This is an instant cast heal or DPS spell with a 6 second cool down. It is not mana effient to spam it when healing, but its occasional use can save a party member from very near death. I use this a lot when doing dailies and such, too.

Tier 8

Infusion of Light (2 points) – When Holy Shock crits (use Divine Favor, and it will!) this ability reduces the cast time of Holy Light by 1 second and Flash of Light by 1.5, making it an instant cast. This works out great in a situation where many people in your group are low at once. Pop Divine Favor and Holy Shock on one, and then an instant cast Flash of Light on another. If you had Beacon up on your tank, you’ve just fully healed three out of your five in two seconds or less.

Holy Guidance (5 points) – Increases spellpower by 20% of my intellect. Every little bit helps, right?

Tier 9

Divine Illumination (1 point) – Gives a new spell that when activated reduces mana cost of spells cast by 50% for 15 seconds. I usually pop this after Divine Plea has run out, increasing how long I can keep healing for. I try to predict heavy healing before I pop it though.

Enlightend Judgements (2 points) – Increases the range of my judgements by 30 yards, and increases hit chance by 4%. Not really a nessecary addition to this spec, you could put these two points anywhere in the tree. I choose this because I like to throw judgement of light on a boss sometimes and watch my tank throw heals of his own.

Tier 10

Judgements of the Pure (5 points) – Using judgements increase haste by 15% for 1 minute. This is a crit/haste build, after all.

Tier 11

Beacon of Light (1 point) – Gives a new spell that I usually put up on a tank. Allows any healing I do to anyone else in the group to heal the tank, too. You can do this the other way around, and put it on a squishy and then spam the tank. This spell effectively allows a paladin to heal two people (three or more if you have the Holy Light Glyph) at the same time.

Ret Tree

Tier 1

Benediction (5 points) – Reduces mana cost of instant spells by 10 percent. Divine Favor, Illumination, Beacon of Light, and Holy Shock are all instant cast spells. This talent has potiental.

Tier 2

Heart of the Crusader (3 points) – Judgements increase crit chance against the target. Obviously you aren’t going to be judging your tank, so really, this spell is not needed, but we needed to get to the next tier so we put the points here.

Improved Blessing of Might (2 points) – Increases the attack power by 25%. Melee love this stuff.

Tier 3

Conviction (5 points) – Increases crit strike of spells and attacks by 5%. Yay more crit means more mana back and bigger heals. We like bigger heals.

Pursuit of Justice (2 points) – Decreases disarm effects by 50 percent, and increases movement speed by 15%. These were the last two points I had and I put them here on the idea that if Line of Sight becomes an issue, I can get to my target that much faster. You can put these two points anywhere you like, including into Blessing of Kings if you wish. I decided I wanted to run fast XD

Tier 4

Sanctified Seals (3 points) – Increases crit chance by 3% with spells and attacks. Also reduces chance of seals to be dispelled by 100%. This of course adds to my crit stat for this build… which is what I intended it to do… but has the added bonus of your seals not being dispelled.

And there you have it. So far I’ve had success with this build. Let me know if it works out for you.

July 3, 2008

To Tank or Not to Tank?

Posted in Gear tagged , , , at 3:12 am by Andrea

Now that we’re past the introductions, I feel it is time to get down to business. My first topic of discussion? Paladins. So far played this class has been the most work. Why might you ask? Well not only are the spec’s so incredibly different from each other, but also, the amount of gear for each spec is limited, and really, a pain in the butt to come by.

So far in my experiences, Paladin prot gear mostly comes from badges. With the additon of the Sunwell Badge Vendor there were some neat and very much needed upgrades available to us. There really are not many options for the Paladin Tank. (Well, except for the Paladin Tanks who think they are Warriors. This infuriates me, and is another topic for another day). The average Paladin needs 102.6 percent avoidance (Including thier holy shield) To become uncrushable. Acheiving this number is not all that terribly difficult, unless you are like me and like to push the bar as far as you can.

In my prot set, I didn’t just hit the run of the mill uncrit/uncrush… I also managed to get 18k Hitpoints in buffs, and a nice 450 spell damage. This made tanking a breeze, but was quite the challenge to achieve. I of course took my badge gear like a good pally should, but I also squeezed in some spell damage where ever I could, and got trinkets that did nothing for my avoidance, only added to my stamina and gave a proc. The gems were all avoidance gems to make up for the stats I lost in not having avoidance trinkets, and when everything was said and done, I had a fancy purple pixel protection set, and tanking became a breeze.

However, now the tables have changed, and my guild is in need of a healer. Being a hybrid class I decided it was time for a change of pace and stepped up to the challenge. I shelved my hard earned tanking gear and set out to earn some new shiny purples in which to heal. My first thought was that after all that number crunching for tanking and badge farming, surely healing would be much easier. And technically it is. Healing has two spells (Well three, with my racial of Gift of the Naaru). Spam and go, for the most part. But the gear farm, is about the same. There are a couple of nice items out of Kara that I can easily farm out, and with the addition of Season 2 Arena Gear available to purchase, I might invest in a shield. At least, until I see the one out of ZA. But being a Paladin healer has begged a new sort of debate… Mp5 or Spell Crit?

I was discussing this with my guild today. Some say that if I do not stack Mp5 I would never survive some fights like Lady Vashj or Kael. However others say that with talents, if I stack spell crit I will recieve mana back, and be fine. So far I decided to try the road less traveled, and went with crit. the Spell Crit gear seems to be easier to find, though also a badge farm quite like the prot set was. So far the choice in gear has served me well in Kara, ZA, and one encounter in Mount Hyjal. But I assume more testing will be required to achieve an accurate opinion in all. I will have to find more places to read up on the spell crit vs. Mp5 idea, and share them here when I have more information.

As for Ret? Lawl. I haven’t a clue. So far Ive not really given it a try, and when I do, it will likely be in PvP as currently, the guild does not seem to use them much. Eventually I will piece together all of my knowledge on this wonderful hybrid class and post a guide. Until then, you advice is appreciated.