Hello, one feedback here - it seems Seventyupgrades is wrong about the Goblin Nutcracker mace, the max roll is +15 healing not +22 healing. Therefore the BiS healer mace is the one from SM with also +15 healing but some spirit too. For healer class that can use dagger there is Sacrificial Kris that can roll +18 healing.
 
Hello, one feedback here - it seems Seventyupgrades is wrong about the Goblin Nutcracker mace, the max roll is +15 healing not +22 healing. Therefore the BiS healer mace is the one from SM with also +15 healing but some spirit too. For healer class that can use dagger there is Sacrificial Kris that can roll +18 healing.

Nice, thanks for confirming that. I had sort of assumed those rolls were too optimistic, one reason I didn't include the 'of healing' offhand. I was thinking "No way that gets +22 healing."
 
Yeah, also looking at it again I think SoJ is better for all the classes who might be trying to heal and use an OH. Ofc you want a good one hand combo for skull still but otherwise I don't think there's really a need.
 
For rogues, I noticed you suggest mongoose/agil with the dagger build and mongoose/mongoose with the hemo build. Any reason for this or were these just chosen arbitrarily?
 
Mongoose is great? Nothing is arbitrary, you could go +7 main hand for dagger builds and +20 OH for hemo if you want but with the expertise and hit rating, and the extreme gain that rogues get from mongoose it's def worth dual wielding with the hemo build. With daggers your contact time is shorter and you don't want to be waiting for oh proc chance, so you should take the reliable +20 agi.
 
Mongoose is great? Nothing is arbitrary, you could go +7 main hand for dagger builds and +20 OH for hemo if you want but with the expertise and hit rating, and the extreme gain that rogues get from mongoose it's def worth dual wielding with the hemo build. With daggers your contact time is shorter and you don't want to be waiting for oh proc chance, so you should take the reliable +20 agi.

Ok, thanks for clarifying
 
Is Expert Goldminer's Helmet rly better then say Miner's Hat of the Deep for enhancement shaman? How much value is the expertise?

Also is SoJ good vs PoD? Or is PoD always preferable?
 
Is Expert Goldminer's Helmet rly better then say Miner's Hat of the Deep for enhancement shaman? How much value is the expertise?

Also is SoJ good vs PoD? Or is PoD always preferable?

MHotD isn't even a consideration for enhancement, it has all caster stats. Goldminer's is expanding your hit table by 5.5% vs anyone who parries and 2.75% vs everyone else. Possibly the single most OP item for enhance tbh. PoD procs are a must, SoJ is a good backup but it's not going to get you those meme hits.
 
MHotD isn't even a consideration for enhancement, it has all caster stats. Goldminer's is expanding your hit table by 5.5% vs anyone who parries and 2.75% vs everyone else. Possibly the single most OP item for enhance tbh. PoD procs are a must, SoJ is a good backup but it's not going to get you those meme hits.
I see, thanks for the info:) Miner's Hat of the Deep was prob a bad example, was thinking that the spell damage + int was good since you also get alot of spell damage from Mental Quickness. But i'm guessing the shock damage and sometimes Lightning Bolt/Chain Lighting/Healing is not worth it compared to the 6 agy and expertise.
 
I'm going to be rocking miners hat, using a spellhance build. To start anyway. Since you're less reliant on melee white damage, expert goldminers isnt as essential. If you're going conventional 2h enhance theres no competition to expert goldminers.
 
Is there anywhere you can see the numbers for how much the scaling of spell damage, crit chance, hit chance, expertise etc are for lvl 39? Since they are different then 60, 70 etc right?
 
I'm going to be rocking miners hat, using a spellhance build. To start anyway. Since you're less reliant on melee white damage, expert goldminers isnt as essential. If you're going conventional 2h enhance theres no competition to expert goldminers.
Ah, i guess i thinking of something like a "spellhance build". Its a bit hard for me to figure out what is "best" with no experience in actually playing yet. Hard to know how things actually plays out, how much mana you use/need, if you need to rely more on spells if you get kited/slowed etc.
 
Ah, i guess i thinking of something like a "spellhance build". Its a bit hard for me to figure out what is "best" with no experience in actually playing yet. Hard to know how things actually plays out, how much mana you use/need, if you need to rely more on spells if you get kited/slowed etc.
I would be lying if I said I remembered the details back then. What i do know is my pod started collecting dust because of how much better spellhance played in a pug environment. The idea is giving up meme wf one shots for survivability, better healing, and better shocks. And of course you still do decent melee damage with a slow 1 handers. Were going to have to play around and find what the right amount of mana is.
 
Is there anywhere you can see the numbers for how much the scaling of spell damage, crit chance, hit chance, expertise etc are for lvl 39? Since they are different then 60, 70 etc right?
Take the number it requires at 60 for 1%, divide it by 60, multiply by 39. There ya go. That's how much it requires at 39 for 1%.
 

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