Monday, November 19, 2007

Difference beetween PVP and PVE elemental build

I use 2 builds with my shaman, one for PVE, which is 41/0/20

PVE Build

and one for PVP, which is 40/0/21

PVP Build

This is all the difference beetween the two builds, yet it makes a huge difference in PVP....

4% less expensive spells - PVE
.8 second quicker shocks - PVE
10% less threat - PVE
9% more chance to hit - PVE
totem of wrath - PVE
15% less expensive totems - PVE
10 more yard range on totems - PVE

100% chance gain focus casting after being hit by melee or ranged crit - PVP
6% less chance to be crit by melee and ranged weapon - PVP
70% chance to avoid interupt while healing - PVP
25% more amour on critcal heals - PVP
.5 seconds quicker Healing Wave - PVP
natures swiftness - PVP

Basically, in PVP I use more mana, but gain survivability, in PVE I use less mana, loose survivability, and gain more group support functionality.

There isn't a huge difference beetween the two builds, yet a few simple features, like 70% chance to avoid interupt while healing, makes a massive difference in the way an opponent has to tackle your class.....

I like that the game can be so versitile from such a few small changes, it adds depth to the game, and keeps it interesting. What ever build you choose for your class adds a different perspective to the game, another class and build have to take into account.

2.3 is Big, Bigger and Better

2.3 is a great patch, by far one of the best they have ever done, it was looking like dreafully horrible patch to us elemenental shamans, but it has turned out fantastic.

Guild banks are quite cool, I'm a 375 LW, so I have been taking leather scraps and knothide leather, and turning it into Heavy Knothide leather for the guild. I will donate some gold toward it tommorow as well, I can really see that guild bank working out great in everyone's favour, it allows players within a guild to trasnfer gold quickly to one and other, or items and not even have to be in the same main city.

The new 48 hour auction house is fantasic, no more logging in once a day to check things, you can afford to sit back a while and collect money it is a fantastic idea.

Zul'Aman is a great instance, looks fantastic, plays well, and the boss fights seem to be more fun the Kara.

The new amoury, is alot faster, and alot easier to use, with guild bank instituted in to it it seems to be very very good.

The new WOW interface changes are very good, my wow seems to run 9x faster then before, even with out of date mods, and the incoorperated idea from some of the custom mod people consitently get is great.

I have recently respec'd to PVP shammy, to give it a whirl, and I'm enjoying PVP as elemental, I can't imagine a fully deck'd S2 elemental shaman atm, with 70% spell push back I can imagine they are quite unstoppable, which is good. They have pretty much bandaided the situation at the moment, allowing us to be on top at this point of the game, and even out in Black Temple, Hyjal, Sunwell Plateu, and WotLK with other casters.

Seeing I am at the stage of SSC/TK I feel quite strong at the moment, I have updated my wishlist with the new items I am wanting, I would love some of the new ZA gear, fantastic stuff, but I am trying to honor grind my way to the S1 mace when it becomes avalible, its another 78 dmg to my destructive powers, currently I stand at 759 nature dmg, and a consitent 80 with my trinket and 121 with totem down in PVE sitatutions. I suspect with my wishlist fullfilled I will be sitting on roughly ~1250 raid ready dmg.

Thursday, November 15, 2007

Organising Raids

So, our guilds version of organising raids is to have an Absent forum, in which players give a reason if they can not make a raid.....

Then in the game the post a time people are meant to arrive, at an unknown location, to fight an unknown boss....

This is due to the fact that the guild doesn't know what encounter we can complete successfully, based on what players we have online at the given raid time....

Which I fully understand, without a pali tank we can't do x, with a druid tank we can do x, with no mage we can't do x, it makes sence, but its not very efficent...

In an attempt to rectify the situation I have started making threads on the forums we have so that people can /sign saying they will attend the raid tonight....I was hoping this would allow the Officers to say, we can do Gruul, Mag, Lurker what ever tonight because we know we have x,x & x....

Its still not a very good way of keeping track of the players though, if one can't get to the internet before the game, we won't know till raid time any way....

So I ask you, what does your guild do to keep track of what the next enemy you will conquor be, and how do you keep track of who will be attending prior to the raid actually starting???

God's of Zul'Aman

So 2.3 is out finally, 2.4 isn't far behind according to blizzard, so I'm looking forward to Sunwell Platuea, even tho I won't get a chance to get in there, but never mind.

Right so the state of the shaman is as follows, we bitch moaned and whigned enough, to get 2000 accounts banned for a few days, and over 5000 threads deleted from the forums resulting in 2 changes, for the better.....

No more DR on Earth Shock, and they are giving Elemental Shamans a 6% spell coefficent for free, for 1200 spell dmg, now I assume that spell coefficent raisees and lowers for every hundred odd spell damage above and below 1200....

Because they say that below 1200 spell dmg has been buffed very slightly, and anything above it recives a minor nerf, according to the forums, 1500 spell damage is roughly 0.5% damage reduction....

Which is fine considering we got no DR on Frost Shock, Earth Shock, and shitloads more MP5, and more chance of Overload Proccing :D

So overall I'm pretty happy, I did however here, that you can not use Elemental Mastery any more and get 3 critical hits from you Chain Lighting.....Not sure exactly what caused that, probably a full 5 elemental 5v5 team lol....

Anyway I have renabled my account, to have a crack at 2.3, and also because I've actually had some spare time on my hands lately....I got so busy last month, I always get busy in summer, places to go, people to meet.

Monday, October 15, 2007

Overload 2.3

Ok so I've been playing on PTR, all is well so far, we have some bugs which seriously need to be ironed out before the release, but its a DPS increase never the less, mana increase and threat reduction....

Exciting times for an elemental shaman...

The 50% of damage from overload is 50% base damage and full +dmg added...so its about a 3% increase at 1000 spell dmg....now I havent seen one Overload Overload proc yet, infact neither has anyone else so its safe to assume thats not there any more...

But the biggest importat bug atm are 2 things, clearcast is being sonsumed by overload, which isn't right and also if your mid cast a lightning bolt when overload procs, the lighting bolt you've cast, which should hit for a normal amount is hitting for the overload amount...



Here is a screen shot of the bug :D

Thursday, October 4, 2007

Class Design & Hybrids

I was having a conversation with some guildies the other day, and their justification for elemental taking a 5% damage nerf is that, because my class Shaman is a Hybrid, I shouldn't be topping the damage meters anyway....

So lets take a look at this for a bit, we have 3 Hybrid classes.....Druids / Paladins / Shamans....Lets break down the different listings of things each Hybrid can do....

Drudis - DPS (Caster) / Tank & DPS (Feral) / Healing (Resto)

Pali's - Healing (Resto) / Tank (Prot) / DPS (Retri)

Shaman - DPS (Caster) / DPS (Enhance) / Healing (Resto)

Shamans are different from Paladins and Druids, as we can't tank....so our DPS classes should work more along the lines as a DPS class, DPS classes get CC, they get raid buffs, and do great DPS....we should probably be a little under there DPS, if we brought CC and raid buffs to the groups....but both DPS classes have party buffs not raid buffs, and have no form of CC, and a weak form of snare....SO I belive that the classes DPS has been risen to compensate...bringing us on par with mages, or rogues as enhancement....which we still have a lot of trouble keeping up with....and now after 2.3 elemental will have some more trouble...enhancement will be doing better...Tanking / Healing / CC / DPS is the order of importance I would rate raiding in, tanks are most important, healing second, long as u can heaal ur tank and raid your alive...CC is thrid, because you need to just simply take extra things out of the fight, and DPS is last, because as long as ur healing & tanking and CC is above par, DPS cna be slow but you will prevail...So that right away puts shamans at a weaker position in hybrids...we make up for it by supplying DPS, so it shouldn't be nerfed!!

So druids, druid's healing power is mental, it rivals that of a shaman's healing power by crap loads, they are formidable tanks, and can do some really decent damage, basically with different gear they can spec one tree and swap beetween damage and tanking rolls....And as a caster, the moonkin has more amour then an elemental shaman, more burst damage, and Crowd Control....by far as a hybrid choice, druids are the best you can get....I know for a fact that a moonkin druid can heal almost as well as a resto druid, and that a well geared resto druids does incredily good healing....

Paladins, ok so DPS for a paladin is fairly poor, retri needs some work, to make it viable in raids and get that side of the class fixed.....Paladins are great tanks, and they are great healers, I'd say a paladin healer is on par with a druid healer....yesterday I copp'd a 10k heal from a resto druid in kara gear....paladins also have buffs, raid buffs and damn goods ones, so do druids...

Ok Shaman, right we have no tanking class, so basically we have 2 DPS classes and one healing class....our healing side is fairly strong, I would have to say a healing paladin or druid is stronger, pre TBC we had a really damn good healing class....not so much any more, but healing brings things to the raid like Earth Sheild....umm yep thats the only thing it brigns to the raid! We can buff our party, thus placement of a resto shaman is important....but you can't compare party buffs to raid buffs, 3 paladins can buff an entire raid for 30 minutes...3 shamans can do 3 partys, so 2 groups are still missing, and we rebuff every 2 minutes....and get a great mana regeneration toll once every 5 minutes....so yeh resto shamans are a little under par as far as healing goes compared to a druid or paladin, and also we can't do raid buffs as good....Right now our DPS, now, we have 2 DPS classes, elemental and enhancement, this should technically mean that we can DPS better then a feral druid, moonkin druid or retri pali, because we cant compinsate with raid buffs, and also can't take a tanking roll...enhancement has pretty good buffs for a party, but oh yep, no raid buffs...elemental has a fairly lame excusses a a 41 point talent that can buff a party, thats right PARTY...and thats it....now DPS for elemental is being nerfed, even just a tiny bit, I just don't see how we are going to be as welcome as we were before...im sure my guild will make an exception for me, but they shouldnt have to suffer a DPS nerf from me, when I don't bring as much as I should in that raid slot...

Right now onto the hybrid classification....a Moonkin druid can DPS great, bring CC, bring raid buffs, and heal somewhere in the middle....thats pretty damn hybrid to me, a feral druid can tank, or do decent DPS, they can change forms and there mana is full for the odd heal here and there....thats pretty damn hybrid, a resto druid can just heal, but they do a damn good job, this isnt hybrid! All the do is HEAL, so they should be good at it, damn good!! And all 3 specs can RAID buff...

Ok so paladins, a paladin can tank, and do some ok DPS while doing it...they can also fully raid buff....DPS, our guild doesnt have a retri pali for DPS, and I'm sure alot of guilds dont, this is a broken section, resto, now they raid buff, and heal very well....so I belive i would classify a paladin as not a hybrid, as they arent doing more then 1 thing at a time, they are doing 2 of the 3 things very well, but not all 3 at the same time....I think we need a new name for a class like this....maybe instead of hybrid we can call them "Segregate" meaning they have the option to do all 3 specs, but can only do 1 at a time...

If a shaman has a below the other hybrids average of healing, and no tanking roll in raids, and no CC, and no raid buffs, the DPS we do should be par with the other DPS'ers, if you invite a DPS shaman to a group, be it 5 man / 25 man, your after their DPS...you get some party buffs...but your after the DPS, if you make the DPS lack, the shamans so call hybrid will be just like pre BC, a healbot, and I'm certain thats not where blizzard are trying to go....

Wednesday, October 3, 2007

Shaman QQ

The wow forums are a joke, there is hundreds of "Nerf warlock" posts, which just get locked and disregarded, with a cheeky dev comment who plays a lock saying, "stop posting nerf threads we arent OP".....FUCK OFF......how many bloody posts does it take for blizzard to realise, that any other class vs a warlock feels underpowered.....if there is hundreds of posts coming from druids / mages / warrior everything!! Then there is a problem....

Almost every other class forum, are just using it for "random dribble"threads, with the odd, "bug here" or "suggestion here"thread....or "how do I beat a lock" thread....indicating, that locks are overpowered, and there is a bug or two but mostly the class are fairly fine....

And then you come to the shaman forum, and its "rebuild our class", "fix our class", "this doesnt work", and hundreds of "our class is very very very very broken" or "im going to roll a difference class" or "I spent so much time and you have borken this class now that I /quit" threads, we don't even get around to posting "nerf lock" threads, because our class is completely rooted and until thats fixed we cant do shit!! This is retarded.........and blizzard continue to nerf everyone else except warlocks, and not FIX the shaman class.....

WTF IS WRONG WITH YOU YOU STUPID COMPANY!! YOUR MEANT TO KEEP YOUR CUSTOMERS HAPPY AND LISTEN TO THEM!!

Link For Dumb Ass Blizzard Devs

Take a look at this link and do the maths you retards!

Tuesday, October 2, 2007

Simple Maths to Show Example

Lets try not to confuse the sitution with the maths for this, and keep it simple....

We need to add the spell coeffecent in, so we have 3/3.5 = 85% & we have 2.5/3.5 = 71% for the new version....

We'll use 100 as the avg spell dmg a lighting bolt hits for...

We'll cast 300 lighting bolts, thats a 10minute fight...

Well give ourselfs 500/1000/1500 spell dmg, so 3 calculations...

We'll do overload at 5% proccing on itself over 300, and also 20% procing on itself over 300, and see what the total dmg outputs are, for the 2 difference version...

And we'll have 40% crit to keep it simple...

Ok, so we go to get our coeffiecent
500*85%+100 = 525
500*71%+100 = 455
1000*85%+100 = 950
1000*71%+100 = 810
1500*85%+100 = 1375
1500*71%+100 = 1165

Now we cast 300 spells with 40% critting, and 20% overloading and 5% overloading, so lets work out exactly what we need to times by what...
300*40% = 120

So we have as far as crits & hits go...
120 Crits
180 Normal Hits

Now with this we can see how many LO's will crit and hit...
Version 2.2
120*5% = 6 Overload Crits
180*5% = 9 Overload Normal Hits
6*5% = 0 LOLO Crits
9*5% = 0 LOLO Normals

Version 2.3
120*20% = 24 LO Crits
180*20% = 36 LO Normals
24*20% = 4 LOLO Crits
36*20% = 7 LOLO Normals

Ok so we worked out so far...
Version 2.2
We have fired 300 shots....
120 Have crit..
180 Hit normally..
14 Overloads have proc'd..
6 LO Crits..
9 LO Normals..
0 LOLO's..

Version 2.3
We have fired 300 shots....
120 Have crit..
180 Hit normally..
71 Overloads have proc'd..
24 LO Crits..
36 LO Normals..
11 LOLO's..
4 LOLO Crits..
7 LOLO Normals..

So to calculate the damage now we can..
Version 2.2
500*85%+100 = ((525*120)*2) + (525*180) + ((525*6)*2) + (525*9) = 231525 Damage
1000*85%+100 = ((950*120)*2) + (950*180) + ((950*6)*2) + (950*9) = 418950 Damage
1500*85%+100 = ((1375*120)*2) + (1375*180) + ((1375*6)*2) + (1375*9) = 606375 Damage

Version 2.3
500*71%+100 = ((455*120)*2) + (455*180) + (((455*24)*2)/2) + ((455*36)/2) + ((((455*4)*2)/2)/2) + (((455*7)/2)/2) = 211916
1000*71%+100 = ((810*120)*2) + (810*180) + (((810*24)*2)/2) + ((810*36)/2) + ((((810*4)*2)/2)/2) + (((810*7)/2)/2) = 377258
1500*71%+100 = ((1165*120)*2) + (1165*180) + (((1165*24)*2)/2) + ((1165*36)/2) + ((((1165*4)*2)/2)/2) + (((1165*7)/2)/2) = 542599

So at 500 damage, the difference beetween 2.2 & 2.3 is...
231525 / 211916 = 9.25% Lower

So at 1000 damage, the difference beetween 2.2 & 2.3 is...
418950 / 377258 = 11.05% Lower

So at 1500 damage, the difference beetween 2.2 & 2.3 is...
606375 / 542599 = 11.75% Lower

Every time I do this, it seems to get more and more ovious that this is not good, for our DPS in general....I don't think people are also not realising, that this will essentially suck for resto as well...even though they can cast quicker lighting bolts...the damage decrease for them is huge, meaning instead of casting 3 lighting bolts at 3 seconds...they are going to need to cast 5 lightning bolts at 2.5 seconds...

Instead of taking 9 seconds to kill...it now takes 12.5...

Round about the truth....

I think we are all forgetting, this is probably to mold us towards WotLK, now unfortunately, a 30/0/41 build in WotLK is probably going to be way over powered as a shaman....

So I belive they are trying to restructure the elemental tree, to try and balance this out....

This has been noted by a poster on the European Forums...

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Eyonix basically confirmed the nerf, but only implicitly.

It's smart since my rants at least didn't pay attention to threat-caps or mana-efficiency (nor did anyone else's).
But other folks, with a lot of raiding experience as elemental, have basically waved the limits on both threat and mana - you can see their posts not only on the EU forums, but also on the US forums as well on the reputed EJ forums.

Reference: Link 1
"Some of the math looks good, some is far off. It really depends on the post. If my lightning bolt currently does 1076 damage for 1076 threat giving me 3.26 damage per mana, my new lightning bolt should do 1017 damage for 915.3 threat giving me 3.39 damage per mana.

If I'm threat limited, I can now do 11% more damage before generating too much threat.
If I'm mana limited, I can now do 4% more damage before running out of mana...." -Eyonix

This is a concrete example since he illustrates bolt values which include Lightning Overloads factored in (since the threat on the new bolt is lower then the damage dealt by the bolt).

Now we just take these figures and divide them; out rolls the nerf percentile.
This would be 1017 for the new bolt divide by the 1076 of the old bolt equaling a 0.9452 ratio.

Or rather a 5.48% nerf on Lightning Bolt spam according to his example whenever you are not threat and mana limited.

Most high end raiders dismiss threat and mana limitations because of their guild's properly understands raid layouts.
I'm not sure about PvP since I hardly play Arena - but I have this hunch, suspicion, that Elemental Shaman Gladiators don't just spam bolts and chain lightning in Arenas but rather reserve that for called short bursts (which now have been nerfed by around a little more then 5%).


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Let's dissect the US Community Manager Eyonix' post even more.
This to...
...find the base damage of the new Lightning Bolt.
...get the implicit damage nerf of Lightning Bolt without Lightning Overloads factored in.
...see how much the new Lightning Overload will buff the damage of our Lightning spells.

Skip to the TLDR caption if you cannot be bothered with wordy math.


Wordy mathematics and reasoning

Reference: Link 2
"Internal testing thus far has proved that the coefficient loss from your lightning bolt with five points in the new lightning overload results in an overall dps increase. And yeah, a larger portion of your dps being threatless should help...." -Eyonix, 26th September

The above quote is older and is misinformation. Eyonix has rectified that by generously providing the quote below -thank you again- even though he avoids mentioning the damage nerf explicitly and instead misdirected attention to the dps boosts you would get if you are constrained by mana or threat in your current game.

Reference: Link 1
"Some of the math looks good, some is far off. It really depends on the post. If my lightning bolt currently does 1076 damage for 1076 threat giving me 3.26 damage per mana, my new lightning bolt should do 1017 damage for 915.3 threat giving me 3.39 damage per mana.

If I'm threat limited, I can now do 11% more damage before generating too much threat.
If I'm mana limited, I can now do 4% more damage before running out of mana...." -Eyonix, 28th September

We can deduce the following from the quote directly above:
- Elemental Precision is not factored into these quoted values, since the current lightning bolt inflicts as much threat as the damage dealt by it.
- Lightning Overload is factored into the "new lightning bolt" damage in his quote; since it does 1017 damage for 915.3 threat and the new Lightning Overload is the only damage that is threatless.
- It's only logical to assume the current Lightning Overload is factored into the "current lightning bolt" figures, otherwise the comparison would be flawed.
- All the figures mentioned in the above quote are "over time" figures since that is the only way you can factor in Lightning Overload because it is chance based.

So knowing all that, we can begin to reverse engineer a few things.

Herodias mentions in post #79 that Lightning Overload needs to be modeled according to geometric distribution/sequences.
It boils down to the current 5% chance at Lightning Overload being, in fact, a 1/(1-0.05) = 1/1.95 = 5.26% increase in damage.
So the "current lightning bolt" that does 1076 damage actually hits for 1076/1.0526 = 1022.2 damage.
And the "new lightning bolt" that does 1017 damage has the new lightning overload modeled into it that is threatless; so the real bolt actually hits for the amount of threat which is 915.3 damage.

The average damage for which a Lightning Bolt hits in the current game with zero spelldamage is (563+643)/2 = 603 damage.
So, knowing the current coefficient is 3/3.5 = 85.7% and that the benefit of spelldamage on Eyonix' current lightningbolt is 1022.2-603 = 419...
We divide 419 by 0.857 and get a whopping 489 spelldamage used in the example.

The coefficient for the new lightning bolt is 2.5/3.5 = 71.4% so with the spelldamage calculated in the previous paragraph this is a benefit of 489 * 0.714 = 349...
Now, subtract this amount from the true damage of Eyonix' new bolt and we get the average value for which the new bolt hits with zero spelldamage; 915.3 - 349 = 566 damage.

Also the mana cost of the new lightning bolt, as calculated in another thread, is the 1017 damage Eyonix mentioned divided by it's 3.39 damage per mana = 1017/3.39 = 300 mana.

We can see that for the new bolt hitting at 1017 for 915 threat you have a bolt that hits for 915 and gets 1017-915 = 102 in lightning overload damage.
This implies that Lightning Overload, the new version, gives a 101.7/915.3 = 11.11% (repeating) damage boost to lightning spells.
This is lower then every calculated "new Lightning Overload" damage boost in this thread so far!
Does this imply a hard cap on the number of times that Lightning Overload can proc itself?
Or does it imply that an overload proccing from an overload is actually half of the previous overload; like a 50-25-12½-6¼- sequence?

I'm thinking, based on Eyonix' example plus the reasoning above, that the new Lightning Bolt base will be around 528-604 damage for 300 mana at a 2½ second cast time.


TLDR; conclusions and thread recap

Anyway, the above is not that interesting unless you want the mathematical reasoning behind the following conclusions.

What is interesting is that, if you ignore Lightning Overload that is factored into Eyonix' example, you're looking at the new Lightning Bolt itself being at 915.3 damage compared to the current one at 1022.2.
That means the new lightning bolt will be at 89.5% of the damage of the current one with the supposed 489 spelldamage from Eyonix' example.
This is a 10.5% reduction in power which some posters deduced earlier in this thread; and the reduction percentage is similar for Chain Lightning, obviously.

Actually, when taking the base values of each bolt and 800 spelldamage in account, which seems to be roughly the top end Season 2 Gladiators level, you're looking at the new bolt being at 88.3% of the current one; a rough 12% drop in damage.
As mentioned in earlier posts in this very thread; the Lightning Overload changes, implicitly presented by Eyonix as a 11.1% boost, do not compensate for this loss.
In fact; it is impossible to change (I mean; buff) Lightning Overload so that it will compensate for the damage loss - since the damage loss becomes a bigger percentage the more spellpower one has.

Let me preempt some folks trying to mention that -10.5 + 11.1 ends up in the positive.
Right now we have 100 increased by 5.26% = 105.
With the new patch it will go down to, and here come those percentages you wanted to add up, 100-10.5 being 89.5 which is increased by the new overload by 11.1% = 99.
Now you subtract from what we will get, 99, what we have now, 105, and you'll see that this equals -6; we lost in damage output.

The changes...
...devalue the Lightning Mastery talent to the point that the talent no longer belongs in such a deep spot in the Elemental talent tree.
...sell a "damage increase" only for rare situations in which you use Lightning Bolt and Chain Lightning exclusively and where the Shaman does not have time to drink up or does not have teammembers buffing the Shaman with additional mana regeneration and threat reduction.
...create a dependance (and not an option) on very deep talent investment in the Elemental tree.
...set the stage for a coefficient increasing talent at a "40+ or 45+ points required" WotLK expansion related talent tree update.


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I think he was on the right track till we got to the end, because the new lighting bolt spell, hasn't had its damage reduced, its had its mana reduced but not its overall damage....so the places a error could have occured is.

1. The 11.1% increase from Lighting Overload indicated is wrong....if the base dmg of Lighting Bolt isn't nerfed then the 11.1% he is talking about is more like 8%....

Or...

2. Lighting Overload doesn't proc near enough to the 20% it is indicated to in the talents....

So basically we get a nerf now, of roughly 5% still, to get an increase in WotLK, but we need to rely on Overload for it to work....meaning we can't excpect to do good damage as a Resto / Elemental hybrid....

Great news for WotLK, bad news till the nerf is fixed, but at least we are being looked into, imrpoved hopefully and listened to....

This is really hard to try and predict, would b easier if they just added the 10% coeffecent talent into the overload tree, so we had to put points into it and just even'd everything out...

I have to say tho that Eyonix is really trying, and this he did mention the mathmatics for this could change before PTR....and also the as I posted previosly, if there is any reduction it will be revamped in 2.4, and to exspect more changes in 2.4...

Someone in the DEV team actually listens!

I've been reading and watching the changes plans and direction the shamans are heading in, I'm quite happy to say that there is at least one person on the DEV team, playing, testing and leveling our class! Thank god....and he is doing changes, stuffs been changing alot for us, they are trying to molde us towards WotLK and imrpove the class and tree's as a whole.....

Although 2.3 is a dmg reduction for elemental shamans, apparently we'll be capable of doing 11% more dmg to threat, and if we were having mana issues, 4% more casting to mana.....

So looks like the changes as they are listed for us will go ahead, but at least we have a shaman Dev!! Eyonix, plays an Elemental Shaman at present, he is currently at Kara, and is working on improvements to the class......

So this patch is a improvement for anyone at Kara level gear now, as an elemental shaman.....but I have faith in him and hopefully as he gears more, and see's the changes, and plays more and listens to us.....thank fuck someones finally listening....

Improvments will be made!! Very Happy
After all the reading I've done on the upcoming changes, and calcuation I have made and stuff.....I say bring on 2.3! And looking forward to have the extra changes made to the shaman class in 2.4, by the sounds of things to fix the mistakes made in 2.3!

Friday, September 28, 2007

Patch 2.3 Destroys Elemental Shamans

Although I haven't tested this yet, theroycraft explains, with pretty basic mathematics, that this is seriously going to lower elementals dmg output, both in PVE and PVP....

Elemental relies on burst dmg to be able to kills its opponents in PVP, and in PVE I already am doing less damage then Hunters & Warlocks and some Mages, and I have pretty damn good ele shammy gear...

Now I understand that the mana work over we'll be reciving is going to be a good buff for us, maybe I wont need to spend 100's of gold on mana pots each week for raiding...

But I plain and simple won't get invites, if the DPS isn't there from my character...

So basically the way the mechanics work is, all your accumulated spell dmg is divided by the base cast time of the spell, over 3.5 seconds cast time, 3.5 seconds being the base rate all spells are divided by, so a spell that takes 3.5 to cast, gains 100% of your spell dmg....

So they have change it to Lighting Bolts & Chain Lighting, are not .5 seconds quicker to cast base time....what this means is....Lighting bolt used to be (3/3.5)* roughly 85% of your spell dmg, now its (2.5/3.5)* which is 71% roughly...

So if I have 1000 spell dmg, only 714 gets added to my lighting bolts instead of 857, now to try and make up for this change, they change Lightning Overload procs to proc 15% more then it did previously, so from 5% to 20% in patch 2.3, which is great, and would have worked, except they have half'd the damage Lighting Overload procs do, so instead of critting for a normal crit of 3k, it will crit for 1.5k....

The problem is who ever decided on these changes, doesn't realise that addition damage provided in your Lighting Overload, doesn't make up for the damage that is lost from the pure elemental damage loss, because of the casting time....

I do realise that something like this had to be done to resto shammys, to allow them to farm easier and level faster, but they need to add a talent that eliminates this for Elemental Shammys, hell if they made the Lighting Overload talent 25% instead of 20%, it would actually be a buff for our damage...

I did the calculations for Lighting Overload/Lighting Overload/Lighting Overload procs, assuming Lighting Overload still procs on top of itself, which we'll probably see alot more off since the change....it still doesn't add up, and that's taking into account the 2nd and 3rd overloads don't do half of one n other's damage....

I don't understand why blizzard keep making the shaman class harder and harder to play, each and every patch there seems to be something in place that makes it more difficult, the are nerfing us continually, while other classes get away with blue murder in my mind...

PVPing as a shaman is extremely hard as is, and this is going to make it even harder...I wonder how much more the shaman community can take, the % of shaman players has already dropped from 10% pre BC to 3%, after BC, and that's including the numbers picked up from all the new Alliance players....without them the Horde numbers would be nearing 1%...

Tuesday, September 25, 2007

Updated

So I haven't got any screenshots, I was hungover last night and really CBF getting anything prepare, I'm at work now, bored and so figured I'd post about whats been going on.....

My toon now has full Netherstrike Set, the Bracers, Chest and Belt, fantastic set, took me donkeys years to get, I'm pretty sure it was a solid 5 weeks of farming Primals....

The Netherdragon Scales weren't hard to get, the drop rate is quite good, and the respawn rate is also good, they are also worth quite a bit of money, about 30g a stack of 20, which isn't to hard to get, maybe half an hour of farming will grant you this.....But they sell quick, so its a good source of income if your a skinner...

Right, the Primal Mana, they also were not to difficult to collect, I found a terrific spot just outside Area 52, farming Mana Wrath, there was a specific route I took, which gave me, 1-3 Primal Mana in one route, if noone was there of course, it's a questing area, and I'm on a PVP server so I did run into a bit of trouble, nothing I couldn't handle....

One warlock gank'd me while I was farming, even after giving them clear indication I meant no harm, so I got him back, and hadn't burnt any of my cooldowns yet, so after he respawned and I killed him 5 times, 1 Fire elemental, 1 Earth elemental, 1 Bloodlust, 1 Elemental Mastery......etc I continued farming, and he left me alone....

So I collected my 36 Primal Mana and headed off to Elemental Platuea, where I attempted to farm Primal Air, as elemental.....this was a miserable failure, the Air Elemental are immune to lighting bolts, so, I believe I collected 3 Primal Airs, very very very slowly as Elemental and then respeced to a hybrid that I use in these situation....the spec is 29/32/0, basically its Enhancement, down to Stormstrike, and Dualweild, and Elemental down to 4 points into lowering the casting time of Lighting Bolts....

When I'm farming as this spec, I can easily Stormstrike, and Chainlighting for over 4k....I couldn't with the Air Elemental, but at least if another player tryed to gank me up there, I had a shot of killing them....So I farmed away, my I kept my +spell dmg mace in my Mainhand, and have an Offhand dagger that's got 93DPS, and basically put Flametounge on both weapons, which stacks with my +dmg, and just burn them down quickly....

So I farmed away, Primal Airs, although quicker as Enhancement still took ages, but I got them, I also used the area out the back of Shadowmoon Valley to collect them as well, when it was overcrowded on the Plateau....

The next step was collecting Primal Nethers, this step sucked, I kept being out rolled and things when I came to the last boss, but I managed to get them, I won 2 Primal nethers, only because they where guild runs and noone else needed them, and I bought the other 2 with the Tokens I collected over the 7 heroic runs I did....

I got +6mp5 enchanted to my chest, and socketed it with 2x Blue 2mp5 gems, and got Vitality on my boots, which is +4mp5/hp5....My unbuffed mp5 now for the shammy is 120, with AI / BoK / Wisdom / Spirit / Mana Spring & the elixirs and potions I buy each raid now, I have 230mp5 while casting.....my crits now 26.85% unbuffed, and 37.85% lightning....so need less to say I am doing alot better with Mana consumption in in raids.....

Also instead of buying Flask of Supreme Power, I have been buying Exlir of Major Mageblood, +16mp5, Adepts Exlir, and Superior mana Oil enchants for my wepon....my overall dmg in raids is allow higher then it was before, I am sitting 3rd on the dmg meters, with our 2 unbelievable hunters above me, I'm drawing less agro because the spells aren't hitting for an abnormally high amount, and the guild is putting a shadow priest in my groups from now on....

It is unbelievable, on Lurker I had to change my spell rotation, to add Chain Lighting shots in more often, just to go down in mana....

I also made my Hurricane Boots, which are more Mp5, so my wishlist has changed I was aiming for T4 shoulders to get the 4 piece bonus set, which I found out is bugged, the set has chance to proc, that give you 270 less mana for next spell cast within 15 seconds....atm its bugged and it takes 270 mana from all spells cast within that 15 second window...

So it would be lovely to get, but I am not going to bother, the guild still doesnt add DKP for Gruul runs, and with new members outrolling me on shoulder drops I have given up, same for the Mindblade in Kara, no DKP runs are just annoying me, so I am concentrating on T5 shoulders from Void Reaver, which we add & take dkp from, and the Rep for Lower City mace....

All and all that's about an extra 50 dmg, little more crit, more stats and more mp5 again...I think my PVE shammy is coming along very very nicely, I have +705dmg unbuffed nature atm, but a trinket that adds +80 dmg constantly in boss fights, after the first 10 shots, so technically I have +785 nature dmg, with another 50 Ill have +835, and my Wrath of Air alone adds +121, so I'm close to reaching that 1k barrier :D

Ill try to get around to adding picture when I get home....should be able to do it tonight during shutdown :D

Monday, September 24, 2007

New Site

I have renamed my site from Happyshield, to Lightning Overload, considering I'm an elemental shaman, always will be and have been for ages now, it suites the site better.

Also changed the template, and have updated my wishlist, I will post a new pic of Happypappy this afternoon when I get home, and put some posts in about, what's been going on, with screen shots etc....

Friday, August 31, 2007

Shaman lvl 80 Talent

This is my own build, this is not what Blizzard have decided, I was just experimenting and though tthat this would make most shamans happy in all 3 classes.

http://talents.utimer.ppvh.eu/?p=vt&i=36346

Thursday, August 30, 2007

Level 80 Shaman

Noone has seen any ideas of what the new level 80 talent builds are going to be like, but there has been alot of speculation going around the shaman forums.... I play as elemental so I devised up a few myself which I think is pretty cool, and from what I've been reading about enhancement and resto I have thought of a few which might be cool as well.... So here goes...

T1 Elemental:
Is fine, 10% of spell cost / 5% extra damage is great, keep that just the way it is.

T2 Elemental:
I think the only thing that could be changed for WotLK is, the 15% fire damage to your fire totems, should become 15% to your fire bonus dmg, so someone with 860 +dmg woudl recvie 960 fire dmg, which would stack with your fire elementa, your totems and Flame Tounge.

T3 Elemental:
I think this is fine...

T4 Elemental:
I think this is fine...

T5 Elemental:
Now because of the new talents I hava added, I took 2 points away from some old talents, Unrelenting Storm was 2% of your total intellect goes to mp5, per point. I would like to see this more as 3 point in Unrelenting Storm gives you 10% of your total intellect to mp5...

T6 Elemental:
I think this is fine...

T7 Elemental:
I think this is fine...

T8 Elemental:
This is were Lightning Overload sits, and I think its a great talent, it doesn't proc very often howevere so sitting here next to it to the right side, would be a 3 point talent called Improved Overload, which adds 1% extra to Overload per talent point, which could potentially mean there is a 8% chance...

T9 Elemental:
This has the 3% crit totem, which is great for raids, so thats fine, sitting along side it to the right underneath Improved Overload, would be a 1 point talent called Forked Lighting....this would do 550-650 dmg at around the cost of a shock, instant cast and could hit upto 4 people, kinda of like a mages Dragon Breath, it would have a 20 second cooldown...

T10 Elemental:
Here I have added 7 talent points, 5 in a new talent called Elemental Control, which takes 3 minutes of the 20minute cooldown per point on your elementals, 5 points in that would make your elementals on a 5 minute timer. 1 Talent point to the left of it is called Burning Ground, which would slow all enemys within a 15 yard radius of your fire elemental by 60%. And 1 talent to the right of Elemental Control is a talent that is called Earthen Storm, which gives your Earth Elemental an abaility, which is kind of like a dust storm, the storm in theory would be picking up rocks and throwing it at enemys within 15 yards of the earth elemental, so 25% chance to stun all enemys within 15 yards for 3 seconds...

T11 Elemental:
1 Talent point here called Molten Boulder, 4 second cast time, does 950-1050 damage, explodes on impact stunning enemys within 10 yards of impact for 4 seconds.

The tree would look like this....



For enhancement and things I was thinking, they should revise somne of the older talents which are to rarely used, maybe make toughness 10% reduction in spell damage done to them instead of 10% increase to amour.

I think restoratio is pretty good already, and they should proably make it just even stornger in WotLK, making a class full spec'd resto hard to kill is fair in my mind, its upto the other people around them to save him or her and things...

Wednesday, August 29, 2007

Wishlist Updated

I have managed to get 2 things off my wishlist in recent days, the T4 Pants dropped from Gruul and I rolled a 92 and won them, and I have saved up and bought Darkmoon Card: Crusade, which is essentially a +80 dmg trinket....So not worried about Quags Eye any more...

So Thursday / Friday, useall attempts to get Mindblade, Ring of Recurrence, Adornment of Stolen Souls, T4 Shoulders, they are the last 4 things on my wishlist that are drops from bosses....I have 56 Nether Dragonscales, and have reach 375 LW, so I don't have long to go before I managed to craft myself the set I want, I reckon another month maybe and I'll be full wishlist....

Should make raiding alot less expensive and alot more fun, the guilds kinda slowed down in progress at the moment. I haven't been raiding much though thats because I have been busy on the weekends and at the moment its better for me to spend gold improving my toon, by buying mats to craft my gear then it is spending in on potions and raiding essentials.....after I'm geared properly I'll get back into the swing of it, and start saving for my epic mount...

Should rip along nicely though with +950 dmg consistently and over +1k dmg buffed for raids...

Friday, August 3, 2007

Mindlbade NNOO!!

The Mindblade dropped yesterday, I was outrolled!! OMG sucks, now it won't drop for ever again, never mind, maybe next time!

I've been working on my Leatherworking, and have decided its less important this this stage to make money selling the items, as it is to basically just craft them and get my skill up, so I've dropped the price right down, 65-70g for the sale of the hats, or actually I may have put them on for 60-65g, so hopefully they sell quickly, and I'll be farming shadows like mad, only have 62 to go, they drop fairly good in Hellfire.

So it might take a whole couple of night farming but once thats done I can move to the other patterns and get my gear mad, thats going to make a huge difference and help.....

Thursday, August 2, 2007

Pimpin Hat

I bought 205g worth of Primal Shadows, they are for sale on AH for 11g each, but they oviosuly aren't selling, I bargined down my Shadows to 5g each, ended up with 41, which was enough to make 5 hats, I sold 2 over about 4 hours of yelling in trade for 90g each, and put 3 on AH for 85-90g, so we'll see how we go, I have enoguh mats excluding the Primal Shadows to make 10 more hats, I can take my time selling them and creating them, cause I want the gold from them just as much as the leatherworking levels....

So I basically need 79 more Primal Shadows and I'm done, can move to the next type of item to get closer to that treturous 375 mark!

World of Warcraft : Wrath of the Lich King

Could all be fake, but guess we'll find out tommorow, apparently the release of this will be showen at Blizzcon on the 3rd of August, I do think that the fact that http://www.worldofwarcraft.com/wrath saying forbidden instead of not found is a pretty good lead that effort to at least make a webpage has been done....

Pretty exciting anywayz!

Wednesday, August 1, 2007

Progress in Leatherworking

Ok, so I've collected all 90 Heavy Knothide leather, 30 Cobra Scales, 80 Zherva Leather. The Zherva Leather was the worst part.... It took ages!! The drop rate sucks so bad....worst part about it is that you can't collect anything useful while farming them, with the snakes I was collecting Knothide and Cobra scales, and they were dropping greens that I could get disenchanted to make some decent money....

I was running round barrens using rank 4 Earth Shock, smashing them in 1 hit, but the drop rate was below 2%, I ended up screaming in general chat buying Zherva Leather for 1g each, had an army of player under 30 get my the last 25 bits of leather....

So last bit of my creation is to get 120 Primal Shadows, they are selling on my AH for 5-8g each. I'll buy any primal shadows under 5g, and use them to speed thing up a little, as I wanna get these items built and my Leatherworknig up so I can concentrate on farming the mats I need for the gear I want...

----------------------------------------
350-365

Stylin' Purple Hat


120 Primal Shadow
45 Rune Thread

Sell:1275 Gold @ 85g x 15
----------------------------------------

I've been watching the market closely, because I don't want to loose out on to much gold reselling the items, now the cobra scales fluctuate between 12g - 18g, I've got 12 for sale on AH for 15g bid at the moment 18g buyout, so I'll see how the sale of them goes, and keep an eye on them, I managed to sell 6 of them for 14g each...

30 scales @ the fluctuating prices are...
Scales = 540 @ 18g each
Scales = 450 @ 15g each
Scales = 360 @ 12g each

The Primal Shadows which I haven't farmed yet, are sitting for anywhere between 3g and 8g on AH, now most of them are sitting at 5g and heading up to 8g, and the ones at 3g are selling really fast, and no one will pay more then 8g for them.....

120 shadows @ the fluctuating prices are...
Shadows = 960 @ 8g each
Shadows = 600 @ 5g each
Shadows = 360 @ 3g each

Knothide is pretty standard price and hasn't changed for a long time, so I'll take the out of the equation, if I sell the hats I make at the highest prices going of the sale price of Shadows & Scales, considering they are most expensive mats, the prices look like this...

Estimate High Value 106g
Estimated Mid Value 76g
Estimated Low Value 54g

Considering what I've said, and the fact that most of the prices on AH have been seen at mid to high, I'm going to be aiming to sell each hat for 75-85g, also because of the fact that I farmed them and I will have lots for sale at the one time, this will mean if they all sell for 85g ill make a nifty 1275g for my farming efforts :D

Tuesday, July 31, 2007

Cobra Scales

I researched these on thottbot, to find a good spot to farm them, there was only 1 spot listed there, but I have discovered a new spot, an awesome spot :D

There is no agro from the other mobs around the ones I need to kill, so I'm literally up on this ridge, dong a full circle, and by the time I get back to the start they are re-poping, so its really awesome, I farmed 27 cobra scales in about 5 hours.....

My god is that worth it, 27 cobra scales is estimated at 350g....and I got 65 heavy leather by the end of it, so I'm going to stick skinning out for getting gold, and just farm exotic leather, like scales, and heavy leather and stuff, they sell for a lot on AH.....

Well 3 more cobra scales, and some more heavy leather, and I can concentrate on the other objects I need to get my LW up to 365 :D I'm probably going to keep farming up there till I get my heavy leather up, and basically just sell any excess cobra scales...

Also I found 8 green items, and had them DE'd and my pattern I found in the same spot yesterday sold for 310g, so I have over 500g in the bank now....and basically 350g worth of items haha....epic mount plz!

So I have to finish leveling my leatherworking from 350-365 I have remaining to collect....I think the next hard bit will be getting all that Primal Shadow, I may end up spending a bit of my hard earnt money here, just to speed things up....

----------------------------------------
350-365

Stylin' Purple Hat

125 Knothide leather
25 Heavy Knothide Leather

120 Primal Shadow
80 Zherva Leather
45 Rune Thread
3 Cobra Scales

Sell:1050 Gold @ 70g x 15
----------------------------------------

Monday, July 30, 2007

Leatherworking Aim

This is a layed out plan of what I want to do to reach 375 Leatherworking from 350 now, I don't really have a problem till I reach 370, where I need the rep to continue :D Then its on to farming mats for my set peices....

----------------------------------------
350-365

Stylin' Purple Hat

450 Knothide leather
90 Heavy Knothide Leather

120 Primal Shadow
80 Zherva Leather
45 Rune Thread
30 Cobra Scales

Sell:1050 Gold @ 70g x 15
----------------------------------------
365-370

Heavy Clefthoof Boots
100 Knothide leather
20 Heavy Knothide Leather

100 Thick Clefthoof Leather
20 Primal Earth
10 Rune Thread

Sell: 325g @ 65g x 5
----------------------------------------
Exalted Keepers of Time Rep

370-375
Drums of Panic
50 Knothide Leather
10 Heavy Knothide Leather

10 Primal Shadows

Sell:350g @ 70g x 5
----------------------------------------
Netherstrike Set
Chest
Belt
Wrists
90 Knothide Leather
18 Heavy Knothide Leather

36 Primal Mana
36 Primal Air
3 Primal Nether
72 Nether Draonscales
----------------------------------------
Hurricane Boots
20 Knothide Leather
4 Heavy Knothide Leather

10 Primal Water
2 Primal Nether
6 Wind Scales
2 Rune Thread
----------------------------------------
Total

710 Knothide Leather
142 Heavy Knothide Leather

100 Thick Clefthoof Leather
80 Zherva Leather
72 Nether Dragonscales
30 Cobra Scales
6 Wind Scales

55 Rune Thread

130 Primal Shadow
36 Primal Mana
36 Primal Air
20 Primal Earth
10 Primal Water
5 Primal Nether
----------------------------------------

Primal Air is going to be the hardest to collect, most of the enemys that drop this are immune to nature damage....Primal Nethers might also take a while to collect...

Epic Mount

I seriously don't know how I'm gonig to save enough for this mount, I spent 340g yesterday prepareing myself for the Raids on the weekends, I went from 390g to 60g, and figured cause I spent it all I might as well blow the last 60 to increase my LW quicker.....

Anyway I found an awseom place to farm Cobra Scales, which are worth 12g a pop, and I am using them to craft Purple, Styling Hat to increase my skill, its 350 at the moment, which i was doing that I found a Recipe: Teardrop Ruby its the +18 healing gem recipe, there was one for sale on Ah for 300-350g, so I put mine for 275-325g, that will help me get my gold back up, I'm gonig to try and do the quests I have left in Netherwing, and see if I can rake up 1kg before this weekend...

I won't need to spend as much gold in this weekends raid, because I have a shitload of mana pots left that was the most expensive bit :D I'm still heading there, but the road is tedious :(

Thursday, July 26, 2007

$ QUESTS $

So I've been hammering quests like mad! I've decided that if I'm ever to get an epic mount and afford my raiding habbits in WoW I'm going to need to just QUEST QUEST QUEST.....I've currently got 330g in the back, this is from 4 hrs of questing in total, 2hr on Tuesday, 2hrs on Wednesday, it's nearly 100g an hour...I won't get any time tonight or friday night, might get some time on Saturday, but pretty much any money I make on Saturday will go towards pots and consumables for Sundays riad, Mag / Lurker / Void hopefully in one hit, and then off to another mob in SSC, to practise...

Tuesday, July 24, 2007

Waste of Time & Money

So I crewed 75g last night when I logged on, because I had sold some gear on AH, I thought I'd respec to PVP for a while haven't done that in a while and have some fun doing that.....I wasn't till after i spent the 50g to respec that I realised how crap PVP as a shaman is, no cc means when more then 1 person targets me at a time, I die.....great, this is really just great in Battlegrounds...

Anywayz I got annoyed and wanted to respec back, but I had to earn 25g to respec back, so I started farming, took ages, got invited to slabs, died 9 times finishing the bloody thing, got my 25g I needed for a respec, but now I'm -26g for repairs anyway....

Oh the joys of shaman, not only that once I have repaired I will have to spend at least 100g on flasks, mana pots and other things for raiding this weekend...and have extra gold for repairs...I need to work out exactly what Daily quests I can do, and just do them every single day....

Monday, July 23, 2007

Overall Aim

I have done a bit of PVPing, for just a few laughs, I'm speced completely for raids, and I tend not to have any trouble killing and staying alive in most battlegrounds, I don't have an incredible amount of +dmg or +crit and I still tend to down people quicker then they kill me, especially if I keep my distance, on that note I can't imagine what a good player, with good gear would be like as elemental....



While I was doing this, I though exactly that, I wonder what I'll look like if I complete my wishlist, which to be honest can't be that far off, and when its done I'll make a new one aiming at better higher gear...I reckon Happy looks pretty cool :D Got to love dressing room! Be nice to spec PVP once I got all this gear and have a crack, with all of this I'll barely run out of mana and have at least 22% crit and 800+ dmg unbuffed :D






This is a diagram of the stats I have now, compared with the stats I would have with a full wishlist, I did this in Excel, its just a screen shot, red is less, blue is better, its pretty straight forward :D These stats are the new items buffed with the same enchants, and green gems you buy from AH, as I get better gems they'll be better oviosuly, but because I can't get them right away I just added based on putting green gesm in...

Leatherworking

I have gotten past Rugged Leather thank god, now I can seriously make some gold back, I've been farming Clefthoof, because they dropped Rugged which I need to increase my Leatherworking and also drop Thick Clefthoof Leather, which is virtually a gold mine...

I can sell 3 Thick Clefthoof Leather for 4g a pop, and they sell quick, its very cool :D Also the mobs drop Clefthoof Meat, which can be turned into +str good, which I believe rogues, and warrior buy for PVP and Raiding, so they are selling for 4g a stack of 20, and also selling quick so its not to bad at the moment....

I did some research when leveling my Leatherworknig past 300, and found that I can farm Yeti in Winterspring very easily, they have a quick respawn and there is lots of them, so that's how I managed to farm Rugged so quickly, its funny pulling 15 mobs to you and nuking them down or dropping your fire elemental....




My damage and crit are fairly awesome now, I barely get hurt so I'm not having to stop very often to drink or eat, this is what tends to happen when I pull a mob in my combat log haha..

Lurker Down

Wow, seems as if Calefe is completly unstoppable at the moment, if we keep up a new boss every week our progress is going to be crazy, I have a feeling however that next week, we will be just trying to get them smoother, Mag, Lurker, Void in sequence would be nice, then we may be able to attempt another boss....



We spent a long time on Mag, much much longer then we were meant to infact, we learnt and killed Lurker quicker then we did Mag, and we have already killed him before twice, so I'm not sure exactly what happened, think there was a few unlucky mistakes, one including myself having the internet die on me.....Mag dropped double T4 Token for Warlocks, Mages, Hunters & the same Belt as last week, and his Head.

Lurker's drops don't impress me all that much, there really isn't anything I need from him, I'm keen to do Fathom-Lord, I think we are having a crack at him next week, but I'm not sure...the fight sounds fairly fun also, but yeh he drops Shammy trinket which adds significant mana back, and an awseom crit trinket...




I nearly rolled on the boots, they are more +crit and more +dmg then what I have now, I loose stats though, but thats not a problem, though my leatherworknig is at 330, I've got 45 more to increase with it and I can just craft my boots pattern that dropped in SSC....so I don't really need it....I'm very impressed with Quartz, and have basically filled up my entire Macro tray, I have a /stopcasting /cast for nearly everything lol, so that Quartz can be as effective as possible....considering my ping goes beetween 250-900ms, its been very useful , and it has increased my damage very very well....I got 3rd on DPS for Lurker, Lurker is a no agro ranged fight, which makes it awseom for me, I can go all out....

Monday, July 16, 2007

Void Reaver Down!

Well Calefe is on a war march, we did Mag again this week, proves it wasn't a fluke, we ventured to SSC afterwards, take a look at trash and have a look at the bosses....And while we were donig trash got some "Shineys"...I have dropped miming to take up leatherworking again, because of the fact we are venturing to SSC and TK, and the fact that recently leatherworknig has had new recipes, and may not be to bad after all...While we were doing trash in SSC, the Hurricane Boots pattern dropped...





This isn't my only choice for going leatherworking, I can level it up to make Netherstrike gear to, which is kind of like the elemental shaman Spellstrike set that mages get...Anyway I went from 0-240 leatherworknig yesterday alone. I may have to start farming leather soon though as it approaches Rugged Leather on the AH gets to costly....

Anyway, mag dropped, the Warrior/Druid/Priest T4 chest token, Mage/Warlock/Hunter T4 chest token....the same healing staff as last week...some Warrior Waist, and his head like last week, mages not really that bad, get a heap of epics from one person....






We ventured to TK after Mag, and after about 2 hr's of attempts on him, the first respawns where happening we killed him, we did 40%, 28%, dead...it was pretty cool, we were about 20 seconds from enrage timer when we got him, the raid was made up mostly of ranged DPS because thats the easiest way to kill him...we had one Rogue, and the rogue trinket dropped, lucky Tact....I only rolled a 48 on the T5 Shoulders, and Regoz won the roll with an 89...gratz Regoz..





This is what happy would look like with shammy t5 shoulders, I actually think the T4 shoulders look better, in a way I would rather have the T4 shoulders and chest, to get the 4 peice set bonus, but the T5 have such nice stats.....the bonuses are pretty lame though..



This is a few screenys of Void down :D And our group standing round :D It took about 2 hours from the start of TK to kill Void, maybe Ill win the T4 or T5 shoulders next week :D





Friday, July 13, 2007

New Build / Pure Raid Spec

Ok so I posted a couple of weeks ago explaining about the different builds I'm always doing for raids / pvp and arena entitled Poor Shammy, I did a a bit of research on the net of Shammy builds and have manipulated one to suit me really well...

I figured as much that if I don't generally heal myself while questing / raiding then I don't need 5 points in reduction of loosing cast time while healing..So my new spec is 41/0/20, which granted me 3% extra crit, 3% extra hit, 25% extra mana on healing crits at the cost of 10% more expensive totems, 6 yards less lighting bolt range and 0.2 seconds longer shocks...

Build 1: Elemental Pure Raid Spec


The range is good but I can defiantly live without it, the shock delay of 0.2 seconds won't even be noticeable with lag, and 10% less mana from totems is like a difference between 25/15 mana, so its not really noticeable...more noticeable is that I have dropped my +hit from 75 to 40, and changed that 35 extra hit I was wearing for crit...

I still make up my 14% in spell hit which is apparently the most you can have anyway, its just I get 9% from talents and 3% from my totem..so I think its a good build, the reason I picked Ancestral Healing is, when I do throw heals in raids, its a chain heal, and due to my nice crit rating I can potentially, give 3 people, most likely the main tank / rogues or melee near him, 25% extra amour for 15 seconds..

I still stand by my other 2 builds for 2v2 Arena, and PVP Battle Grounds that I posted in the Poor Shammy link earlier this month.....

Soloing World Bosses

I was leveling up my mining in Blasted Lands, which is now at 273, nearly at the 300 mark, I reckon leveling past 300 won't be to hard...Anyways was mining and this big ass dragon jumped me..



he had 100k HP I didn't know that when I started fighting him how ever, I ended up burning superior mana pots, 2 superior health pots, both my pet totems and bloodlust, but I managed to kill him...He dropped 3 blue things called Flawless Draenethyst Sphere's...



Which you have to take to a guy called Kum'Isha in Blasted lands, and when you hand them in, he creates a rift portal for his buddies to get home, he also rewards you with a blue item...So I landed 3 items...



That should fetch me some nice gold off the AH :D The swords for sale for 15g-25g buyout, the pants I sold already to a guildie for 5g and the gloves are for sale for 4g, not to bad really..



Kaz Epics

I did a run of Kaz last night, I just went mainly for rep I had 2k rep to go to get the next stage of my ring from Violet Eye.



We do Kaz in 2 stages, we do sort of the first half on Thursday night and then clear the second half on Friday night, so the bosses we get on Thursday are Attumen the Huntsman, Moroes, Maiden of Virtue, The Curator, and we do the Opera Event, which has a random boss, last night was The Big Bad Wolf.....I landed 3 epics from these fights, I got my Big Bad Wolf Head, which is great for PVP, and I landed some decent healing gear from Maiden..





Anyway, 45 green items dropped, 3 blue items dropped and 3 epics from trash, just clearing the first lot of trash and killing these bosses, I have never seen anything like it before...in every pull at least 1 item dropped....I've done entire runs of kaz and had maybe 3 items drop from trash all night...we had a nice epic cape drop, and some frost gloves drop, and I was yelling out loud in the instance to drop my ring, and it did !!





I also got to have the frost gloves, we had no frost mages in the run and I won the random roll for it...Frost Shock shammy FTW!!!

Tuesday, July 10, 2007

Leveling Mining

Ok, I leveled my mining from 205 yesterday to 257, I was running around Burning Steppes and Badlands, collecting a few different types from beetween those levels, Iron Ore 190 (Badlands) / Mithril Ore 205 (Badlands) / Truesilver Ore 230 (Burning Steppes) / Dark Iron ore 240 (Burning Steppes) / Small Throium Vein 245 (Burning Steppes)

Now, Mithril is worth a fortune at the moment on my server, its really easy to find in Badlands, and is selling for 7-9g a stack on AH, and quickly to, so I made a fortune from selling that....Also Throium Ore and Truesilver Bars are selling for a fortune, a stack of Throium Ore is selling for 12-14g, and a stack of Truesilver Bars, is on the AH for 12-14g...I can't believe it, I had level 360 Leatherworking, and I changed to Mining to try and make money, so at the momnent I skin and mine, and I'm hoping that as I get this skill up I can run around Nangarad, mining and skinning everything in site....

I made over 100g yesterday just leveling my mining, and if the ore's at this lower level are selling for that much I can't imagine what the ores on Outlands are selling for....Its pretty awseom knowing that if a little yellow dot on your minimap appears, its going to be a quick easy 1-2g :P