Post by Grul on Sept 18, 2006 12:19:20 GMT 1
This is a bunch of stuff I've picked up, which is (in my opinion) worth knowing, because most of it isn't that obvious... (I may be slightly out on some numbers, feel free to correct me!)
Demoralising Shout
Despite what the tooltip says, this ability scales. Therefore it should always be kept up at all times (preferably by someone other than the MT) on raid bosses.
It's a pretty massive reduction in damage (somewhere between 16% and 20% damage reduction on most raid bosses). Imp. demo shout takes this up to the 25% mark in some encounters, so keep it up at all times!
Bloodrage
Think most people know this since the installation of KTM, but bloodrage generates aggro (around 100 I think). It's worth using after pulls rather than before for this reason.
Also, it's very useful in BWL for getting bosses into position. If a hunter pulls with his/her pet using a body pull, the hunter will have almost 0 aggro (but enough to aggro boss). Using bloodrage when you're in line of sight of boss should then be enough to aggro the boss to you.
Battle Shout > Demoralising Shout for aggro
Tests have shown that a Battle Shout which buffs 5 people generates far more aggro than a Demoralising Shout hitting a mob. Lots of warriors swear by spamming Battle Shout in the Nefarian fight to keep aggro on all the dragons.
Taunt Mechanics
For one person to steal aggro from another, they need to go over 110% of the aggro of that person (for a melee player).
So if a warrior has 1000 aggro on a mob, a rogue would need to go over 1100 aggro on that mob to steal aggro.
For ranged attackers, they need to go over 130% of the tank's aggro level to steal aggro.
So if a warrior has 1000 aggro on a mob, a hunter would need to go over 1300 aggro on that mob to steal aggro.
Using taunt on a mob when you have aggro, does nothing at all. Using it when another player has aggro, gives you just enough aggro to steal aggro (you permanently gain the aggro, even when taunt fades).
So if a hunter has 3000 aggro on a mob, and you taunt it, you go up to 3300 aggro (110% of 3000, since you're a melee class), and keep this amount of aggro when taunt fades.
Because of this, some people use this to build aggro for tanks quickly, i.e.:
1. Hunter pulls with aimed shot, autoshot and multishot, generating 3000 aggro just example numbers).
2. Tank taunts, and goes up to 3300 aggro.
3. Hunter feigns, goes to 0 aggro.
4. The tank now has 3300 aggro, equivalent to a whole bunch of sunders, at 0 rage cost!
Of course if taunt/feign are resisted, this can cause problems...
Mocking Blow
This does not behave like taunt at all. All it does it force a mob to attack you for 6 seconds, it doesn't change the threat levels at all.
+Weapon Skill FTW against raid bosses
It's not common knowledge, but for DPSing raid level mobs and bosses:
Edgemaster's Handguards (thottbot.com/?i=12420) result in better DPS than Flameguard Gauntlets (thottbot.com/?i=40365), due to the +weapon skill having a much bigger effect on DPS than than the +AP and crit on the Flameguards.
If you want to do the maths yourself, see:
www.wowwiki.com/Formulas:Weapon_Skill#Glancing_blows
Shield Block vs. Crits and Crushing Blows
Using Shield Block should reduce the number of crushing blows and crits that you receive.
When a mob hits you, a roll is done internally on a table looking something like:
1-5 Miss
6-15 Parry
16-25 Dodge
26-50 Block
51-90 Hit
91-95 Critical hit
96-100 Crushing Blow
These are rough numbers, assuming:
10% parry
10% dodge
25% block
When you use Shield Block and add +75% to block, the chance to block and attack is taken away from the high end of the roll table, rather than the low end. So using the example above, when Shield Block is up, the table looks like:
1-5 Miss
6-15 Parry
16-25 Dodge
26-100 Block
Meaning that while Shield Block is up, you can't be critted or hit with a crushing blow if your base block rate if 25%. If you had a 20% block rate, table would look like:
1-5 Miss
6-15 Parry
16-25 Dodge
26-95 Block
96-100 Crushing Blow
So still a huge damage reducer, which is why Improved Shield Block is a great talent.
Demoralising Shout
Despite what the tooltip says, this ability scales. Therefore it should always be kept up at all times (preferably by someone other than the MT) on raid bosses.
It's a pretty massive reduction in damage (somewhere between 16% and 20% damage reduction on most raid bosses). Imp. demo shout takes this up to the 25% mark in some encounters, so keep it up at all times!
Bloodrage
Think most people know this since the installation of KTM, but bloodrage generates aggro (around 100 I think). It's worth using after pulls rather than before for this reason.
Also, it's very useful in BWL for getting bosses into position. If a hunter pulls with his/her pet using a body pull, the hunter will have almost 0 aggro (but enough to aggro boss). Using bloodrage when you're in line of sight of boss should then be enough to aggro the boss to you.
Battle Shout > Demoralising Shout for aggro
Tests have shown that a Battle Shout which buffs 5 people generates far more aggro than a Demoralising Shout hitting a mob. Lots of warriors swear by spamming Battle Shout in the Nefarian fight to keep aggro on all the dragons.
Taunt Mechanics
For one person to steal aggro from another, they need to go over 110% of the aggro of that person (for a melee player).
So if a warrior has 1000 aggro on a mob, a rogue would need to go over 1100 aggro on that mob to steal aggro.
For ranged attackers, they need to go over 130% of the tank's aggro level to steal aggro.
So if a warrior has 1000 aggro on a mob, a hunter would need to go over 1300 aggro on that mob to steal aggro.
Using taunt on a mob when you have aggro, does nothing at all. Using it when another player has aggro, gives you just enough aggro to steal aggro (you permanently gain the aggro, even when taunt fades).
So if a hunter has 3000 aggro on a mob, and you taunt it, you go up to 3300 aggro (110% of 3000, since you're a melee class), and keep this amount of aggro when taunt fades.
Because of this, some people use this to build aggro for tanks quickly, i.e.:
1. Hunter pulls with aimed shot, autoshot and multishot, generating 3000 aggro just example numbers).
2. Tank taunts, and goes up to 3300 aggro.
3. Hunter feigns, goes to 0 aggro.
4. The tank now has 3300 aggro, equivalent to a whole bunch of sunders, at 0 rage cost!
Of course if taunt/feign are resisted, this can cause problems...
Mocking Blow
This does not behave like taunt at all. All it does it force a mob to attack you for 6 seconds, it doesn't change the threat levels at all.
+Weapon Skill FTW against raid bosses
It's not common knowledge, but for DPSing raid level mobs and bosses:
Edgemaster's Handguards (thottbot.com/?i=12420) result in better DPS than Flameguard Gauntlets (thottbot.com/?i=40365), due to the +weapon skill having a much bigger effect on DPS than than the +AP and crit on the Flameguards.
If you want to do the maths yourself, see:
www.wowwiki.com/Formulas:Weapon_Skill#Glancing_blows
Shield Block vs. Crits and Crushing Blows
Using Shield Block should reduce the number of crushing blows and crits that you receive.
When a mob hits you, a roll is done internally on a table looking something like:
1-5 Miss
6-15 Parry
16-25 Dodge
26-50 Block
51-90 Hit
91-95 Critical hit
96-100 Crushing Blow
These are rough numbers, assuming:
10% parry
10% dodge
25% block
When you use Shield Block and add +75% to block, the chance to block and attack is taken away from the high end of the roll table, rather than the low end. So using the example above, when Shield Block is up, the table looks like:
1-5 Miss
6-15 Parry
16-25 Dodge
26-100 Block
Meaning that while Shield Block is up, you can't be critted or hit with a crushing blow if your base block rate if 25%. If you had a 20% block rate, table would look like:
1-5 Miss
6-15 Parry
16-25 Dodge
26-95 Block
96-100 Crushing Blow
So still a huge damage reducer, which is why Improved Shield Block is a great talent.