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4.3 Item Enhancement Guide

Get help with your character's gear

Moderators: Fridmarr, Worldie, Aergis, Sabindeus, majiben, lythac, Digren

Re: 4.0.3a Item Enhancement Guide

Postby Digren » Fri Jan 28, 2011 10:30 am

There are two questions here.

If you go for effective health, you would probably prefer mastery over avoidance, and combat table coverage over damage reduction. Surprisingly, almost no one who looks at the math prefers to sacrifice avoidance for CTC. People might run the macro for CTC and make poor decisions based on that limited bit of information, but you look at total damage taken almost everyone prefers to gear for less.

For effective health, though, you would prefer stamina over mastery. After all mastery isn't even partially EH until we can block cap. This could mean pure sta in blue gem slots, etc.

But... with Cata things have changed. I no longer feel like I'm going to die at any given time. My inherent stamina bulk has given me a level of durability without having to stack stamina in every nook and cranny. And I have a full bank of hotkeys dedicated to keeping me alive, which I am free to use regularly and frequently. I feel like I have more inherent and on-demand EH (which I do), and so I can afford to aim for less through gear.

Hence, I changed the recommendations from pure sta in blue slots, etc., to use combo gems everywhere.

Should I go a step further and suggest pure mastery? I think for someone who is working on farm content, yes. Farm content could favor mastery over stamina in all cases. However, I don't usually recommend for farm content. Heck, if you can survive and hold aggro, holy gear works fine for farm content. I think, though, that pushing progression content still warrants a nod to stamina, and thus my recommendations reflect a balanced approach.
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Re: 4.0.3a Item Enhancement Guide

Postby yappo » Sat Jan 29, 2011 6:52 am

Digren wrote:Should I go a step further and suggest pure mastery? I think for someone who is working on farm content, yes. Farm content could favor mastery over stamina in all cases. However, I don't usually recommend for farm content. Heck, if you can survive and hold aggro, holy gear works fine for farm content. I think, though, that pushing progression content still warrants a nod to stamina, and thus my recommendations reflect a balanced approach.


Well, is farming the result of gear or learned execution? Say you have a guild with 6/12 on farm since three weeks. They should be pretty decently geared by now. Progression is, I assume, more a matter of poor execution than a lack of gear (or they'd be wiping on heroics mode by now).

A tank in average 355 gear would still be progressing in normal mode raids, but will that tank have more use for stamina than CTC?
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Re: 4.0.3a Item Enhancement Guide

Postby Fivelives » Sun Feb 06, 2011 5:40 am

I'm curious about the head enchants. Wouldn't the 35 mastery on the Wildhammer/Dragonmaw arcanum be better for survivability than the 35 dodge rating on the Earthen Ring arcanum, thanks to diminishing returns? 90 stamina is a good chunk, but unless it pushes us over the "one more hit" breakpoint, wouldn't we get a better benefit from the mastery?
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Re: 4.0.3a Item Enhancement Guide

Postby econ21 » Mon Feb 07, 2011 7:48 am

I think head enchants would be an example of where Digren's old wotlk principle of efficient stamina trade-offs would be useful. The mastery head enchant would give you (a little) more melee damage reduction and particularly CTC, but the cost in stamina would be much higher than almost any other such trade off we make. I suspect it would only be for people who valued MDR/CTC extremely highly relative to stamina (e.g. gemmed pure mastery across the board, used only mastery trinkets etc).
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Re: 4.0.3a Item Enhancement Guide

Postby yappo » Mon Feb 07, 2011 7:58 am

econ21 wrote:I think head enchants would be an example of where Digren's old wotlk principle of efficient stamina trade-offs would be useful. The mastery head enchant would give you (a little) more melee damage reduction and particularly CTC, but the cost in stamina would be much higher than almost any other such trade off we make. I suspect it would only be for people who valued MDR/CTC extremely highly relative to stamina (e.g. gemmed pure mastery across the board, used only mastery trinkets etc).


While I'm (almost) one of those, give me my stamina head-chant will ye? Sure, I'll do something funny in the future if it brings me above 102.4, but, well, funny is only that :D
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Re: 4.0.3a Item Enhancement Guide

Postby Digren » Mon Feb 07, 2011 9:51 am

I think those ratios will be coming back, though this time I'll probably call them mastery stacking ratios instead of stamina stacking, and it will be stamina/mastery instead of the old avoidance/stamina.

It's looking like that will be necessary so that people can figure out when they need to dip back into stamina to bulk up in preparation for tackling progression content, and when they need to take mastery and smooth out once geared for the content.
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Re: 4.0.3a Item Enhancement Guide

Postby yappo » Mon Feb 07, 2011 10:02 am

Digren wrote:I think those ratios will be coming back, though this time I'll probably call them mastery stacking ratios instead of stamina stacking, and it will be stamina/mastery instead of the old avoidance/stamina.

It's looking like that will be necessary so that people can figure out when they need to dip back into stamina to bulk up in preparation for tackling progression content, and when they need to take mastery and smooth out once geared for the content.


While we're far from there. Hypothetically T13 fights could two-shot a tank taking two unblocked hits in an environment where it's perfectly possible to reach 102.4. In that case progression gearing would require mastery-stacking, but, sure, crystal-ball calculations have little worth until we know what will come.
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Re: 4.0.3a Item Enhancement Guide

Postby Digren » Mon Feb 07, 2011 3:43 pm

yappo wrote:
Digren wrote:I think those ratios will be coming back, though this time I'll probably call them mastery stacking ratios instead of stamina stacking, and it will be stamina/mastery instead of the old avoidance/stamina.

It's looking like that will be necessary so that people can figure out when they need to dip back into stamina to bulk up in preparation for tackling progression content, and when they need to take mastery and smooth out once geared for the content.


While we're far from there. Hypothetically T13 fights could two-shot a tank taking two unblocked hits in an environment where it's perfectly possible to reach 102.4. In that case progression gearing would require mastery-stacking, but, sure, crystal-ball calculations have little worth until we know what will come.

You say that, but someone like Theck is already taking all mastery options over stamina, except the head enchant trade off (which is a huge pile of stamina to give up for relatively little mastery). Thus, such a ratio already exists, and is being used, but it hasn't been quantified. That means people may be applying it inconsistently, something that I would want my guides to help correct.

By choosing combo mastery/sta gems in blue, yellow, and colorless slots, I've effectively chosen a ratio of about 1.5. (By choosing parry/sta over parry/mas for red slots with good bonuses, I've slightly tipped the ratio below 1.5.)

A lot of other people - Tankspot - big names here - are using pure mastery in yellow/colorless/poor bonus slots, mastery/sta in blue and parry/mas in red good bonus slots. Hence others have already picked a different ratio, and it's above 1.5. Where above? I don't know for sure. Is anyone using Enchant Chest - Greater Defense instead of Enchant Chest - Greater Stamina because the dodge option provides better combat table coverage? I sort of hope not, but someone out there probably thinks the CTC is better. That same person might by using combo sta/mas gems, and I can help them by pointing out this inconsistency.
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Re: 4.0.3a Item Enhancement Guide

Postby theckhd » Mon Feb 07, 2011 11:13 pm

And to add another wrinkle to this discussion, take a look at some of the tanks in top guilds. They're all gemming very heavily for Stamina (sta in blue, mas/sta in yellow, parr/sta in red).

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vodka: http://us.battle.net/wow/en/character/a ... o/advanced
Blood Legion: http://us.battle.net/wow/en/character/i ... m/advanced
Adept: http://us.battle.net/wow/en/character/b ... o/advanced
Method: http://eu.battle.net/wow/en/character/x ... kie/simple
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Re: 4.0.3a Item Enhancement Guide

Postby Poclain » Wed Feb 09, 2011 5:30 am

Treckie even uses the Heavy Savage Armor Kit. Is having a bigger Health Pool so much more important in the high-end content?
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Re: 4.0.3a Item Enhancement Guide

Postby lythac » Wed Feb 09, 2011 7:03 am

Poclain wrote:Treckie even uses the Heavy Savage Armor Kit. Is having a bigger Health Pool so much more important in the high-end content?


Seems it is not as important enough to use TBC's +18sta to shield over +40 Block. Haven't seen anyone go that far yet.
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Re: 4.0.3a Item Enhancement Guide

Postby Error_Demon » Wed Feb 09, 2011 10:38 am

Digren says, "With no defense gem, this list pretty much boils down to stamina and something, where something is 2% armor, 1% shield block value, or 2% reduced spell damage. For physical, blockable damage, 1% block value reduces incoming damage more than 2% armor once your avoidance+block is about 85%."

Avoidance + Block, it is just a Dodge + Parry + Block? Or something else is counted here too?
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Re: 4.0.3a Item Enhancement Guide

Postby KysenMurrin » Wed Feb 09, 2011 11:07 am

5% base miss chance is also counted.
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Re: 4.0.6 Item Enhancement Guide

Postby Fenris » Tue Feb 15, 2011 7:11 pm

* Professions
o Engineering Target Dummies are no longer able to taunt boss-level creatures.

From 15/2 hotfixes.

Guess this will kill the cardboard assassin,if i'm reading it right
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Re: 4.0.6 Item Enhancement Guide

Postby Gab » Wed Feb 16, 2011 7:18 am

Fenris wrote:
* Professions
o Engineering Target Dummies are no longer able to taunt boss-level creatures.

From 15/2 hotfixes.

Guess this will kill the cardboard assassin,if i'm reading it right


It sucks, but it doesn't necessarily "kill" the cardboard assassin. CA still works on Nef adds, Maloriak adds, and probably other boss "adds".
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