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Armor pen and me...
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Post by
439646
This post was from a user who has deleted their account.
Post by
Camerius
Gemming ArP won't do much good till you get to the higher levels of gear from 25 mans (264+). Until you reach that gear level, it is better to gemming for agility.
Post by
pelf
and yes, i realize alot is not enchanted, this is my offspec and just now really got into loving/playing it full time.
Also, gemming full Agility will help you get used to the cycle a lot more forgivingly than gemming full ArP will do if you're a beginner.
Post by
439646
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Post by
vic6string
You can't compare boss fights in 5-man heroics to raids. The 20 second boss fights barely let you ramp up to your max output. Add to that the fact that most people now have insane gear (5-mans avg over 5k gearscore) and there is only so much damage to go around. I have a rogue that regularly hits 11k on Saurfang (25-man) but the other day I didn't even hit 4k on the Black Knight in a ToC heroic because we burned through the 3 phases too fast for me to get rolling. If I have my same rogue running with 4 guys in lower tier gear, I would probably break 6k, but I was running in a group where the avg GS was almost 6k.
When judging gear, you need to pick what you are judging it for first (pvp, raids, questing, 5mans) and then only look at that aspect.
Post by
pelf
What you're seeing is probably just along the lines that vic is alluding to. Agility allows a lot of your DPS to move closer to self-sufficiency. Your DPS from Agility-based gearing is largely coming from your ability to generate CP very quickly. You don't need raid buffs to do that as your self-buffed crit rate is very high.
When you drop that Agility in favor of ArP, your damage comes from your direct attacks and your self-buffed CP generation is reduced. In raids with full raid buffs, almost everything is augmenting the benefit you get from ArP: haste, additional crit, damage multipliers, etc.
I did read your point about being old hat with the cycle, but I'll just mention again that the ArP gearing makes the cycle a lot less forgiving. Small mistakes can have pretty instant and -- while I won't say "devastating" -- significant effect.
I checked out your profile and I did notice that you're at 1287 ArP with the NES proc. You would probably see noticeable increases by finding another ~120 ArP. Some of your stuff still has Agility gems so that might not be too hard.
If you're only fighting in ICC or ToC, you could switch to the Scourgebane enchant for your weapon.
Since ferals don't need to be hit capped, if you have another trinket you can put in the slot you have that hit trinket, you would probably see an increase (DMC:G(Agility) is still a good option.). To recoup a small bit of that you could use Icewalker, if you want. Otherwise Agility is better for boots, I'm pretty sure.
You should respec to drop Improved Mangle and place those points into Feral Aggression. If you are used to having Survival Instincts in cat, then that point is fine -- otherwise, that can go into FA. If you're as good at the cycle as you say you are, the buff to your FB will show up in non-trivial amounts over the course of a boss fight.
The frost badge cloak is quite good.
Post by
pelf
Since I basically wasted my time posting this in another thread because I didn't read the second-to-the-last line in the OP, I'll duplicate it here so hopefully the information isn't wasted since I mentioned the fact that we don't need to hit cap in my previous post.
So you're saying that even if I drop at 4-6% hit, it won't be that much to worry about ?
Correct. The huge, long explanation is somewhere buried in a thread over at EJ, but the gist is that you...
Get a partial energy refund for CP-generating, yellow attacks that miss.
Talent into an 80% energy refund for finishers that miss.
You attack at <=1.0 with a 1.0 GCD. The itemization that you're skipping to raise your hit is better spent at improving your offensive stats. Again, this isn't just my opinion. If any of the regulars read this thread, they can vouch for the math on this.
As I said in another thread, there are two situations where Hit and Expertise become better than any other stat...
When you're at Crit cap and you're losing crits because you still have Miss and Dodge on your combat table.
When you're at or very near Armor Penetration cap and you have no more ArP to stack.
For some anecdotal data, this comes from an ICC
parse
of the bosses through Sindragosa from a few weeks ago. I have 4.48% hit from gear and 4.75% anti-dodge from 19 expertise. Across the whole night...
Shred -- 203 Hits + 641 Crits + 9 Dodges + 22 Misses
Converting those to percentages...
875 Total Shreds --23.2% Hits + 73.2% Crits + 1.0% Dodges + 2.5% Misses
If every one of those 3.5% (31) avoided attacks was followed by a 70-80% energy refund and I was paying attention to whether or not each attack lands, then it's going to have a fairly insignificant effect on my cycle.
Paring it down to one boss fight (Saurfang), the number of avoided attacks drops to 2 (1 Dodge, 1 Parry).
Post by
174429
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Post by
515106
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