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Skray last won the day on March 30

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About Skray

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  • Birthday 01/01/1990

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  1. SP Death Knight was apparently a thing on some private servers (maybe early TrinityCore?) they could use holy paladin gear and get some really high damage on their spells. But yeah, blizzlike is only AP scaling. I'm hoping Death Knight abilities do become available, but they will need a LOT of balancing as things like Unholy Presence reducing everyone's GCD to 1s will be an auto-pickup. I imagine these kinds of things will be class-masked to DK only abilities.
  2. It would be nice to have some more variety in tanking REs. I think the biggest issue for bears right now is just having to have so many RE slots just dedicated to small threat boosts. Blaze Ward itself isn't even that impressive for single target tanking, I only really notice it proc'ing a lot when in dungeons and mass pulling. Nice ideas though, I like the idea of these. A new bear legendary RE or 2 would be fantastic since the current one is so lackluster. I like the idea of that one, it's similar in style to Blademaster and also helps to address bears poor threat. Another RE change I'd like to see is Infected Wounds proc'ing on Swipe. It would give Bears an AoE Attack Speed Debuff like Thunderclap for 2H and SnB tanks.
  3. Heigan cast increase debuff range was also 30 yards instead of 20 in 10 man. In retail it was 20 yards in 10 man and 30 yards in 25.
  4. One other thing we noticed with Naxx, is the entrance is a little wonky. If you walk out the portal, you get placed on the platform in EPL and then immediately get ported back into the raid.
  5. Yes there are horde there with PVP specs that are looking to get Glory, WPVP is one of the most efficient ways to get Glory. But I would say the majority there are in PVE specs, or are fresh 60s looking to get geared. Horde sit at an invasion for a LONG time, trying to get everyone major. Horde tends to not down a boss until they've gotten everyone major. Which takes a long time with how many people there are, and especially with late arrivals. Use that to your advantage. The small ally groups can get major much faster than the horde groups, and can move onto new invasions. You can farm on the outskirts, kill a few mobs to get major and then leave for the next invasion. Horde will be there for a long time trying to get all their members Major. They will not touch the boss until the majority of the raid can get rewarded. That time they're spending on the old invasion means Ally can often move onto a new one before Horde can. The other day there was an invasion where 2 ally were watching our horde group, while there was another 60 invasion up with no-one at it. Those Ally could've gone to that new invasion and cleared it before the horde, or gotten major and left, and waited for the Horde to finally arrive to clear and they would've still gotten rewards. As an ally, you can also pull mobs into the horde. I cannot stress how effective this is. A couple banshees into the group will wipe the horde and it only takes 1 player to do it. The larger groups are often too uncoordinated to have everyone FD the mobs.
  6. You get reset to whatever you earned, spent and unspent. So if you earned 615 and spent 500 and have 115 left, you'll start next season with 615. Basically there's no reason to not spend points unless you just can't buy anything.
  7. One thing to know for invasions, is once you get major rank you can leave the area and still get a reward. I think one strategy ally can take is to sit on the far side of the invasion away from horde and quickly farm to major and then leave to the next invasion. When horde clear it, you'll still get your chest, and you can be working on major at the 2nd location. While horde are trying to get every member major at the 1st. Another strategy would be to wipe the horde with the mobs. Multiple banshees usually means a wipe, ally could have a few people pull mobs into the horde to wipe their group. The big thing I've noticed about the horde invasion groups is that they tend to be so large they're fairly uncoordinated, so pulling more mobs is pretty effective. And it'll give the alliance some time to farm mobs while horde respawn and regroup.
  8. I feel like we've also been ignoring poor old Mutilate and energy based specs in general that need some love now with losing 2x focused attacks and potentially a lot of crit they relied upon for energy regen.
  9. Volley and Arcane shot scale from RAP not from SP. Even though they don't deal physical damage, and you can increase their damage with % Arcane Damage modifiers, but they scale from RAP. Volley is RAP*0.083700 + base damage, and Arcane Shot ris RAP*0.15 + base damage. Same with Poisons, they do Nature damage and nature damage modifiers DO increase their damage, but they scale from MAP not SP. Generic % spell damage modifiers will also affect them (things like Arcane Power, etc.)
  10. I would still like to see numbers and a spec comparison to show that it does work. There are caster build varients that work really well in melee range that Renamed made, but I wouldn't call them hybrids, probably a Melee-Mage or Spellsword. They ignore half of what makes a hybrid a hybrid and instead they're a caster build that abuses things hybrid previously used and requires a traditional hybrid to get a completly new set of gear if it wants to try the new spec because they don't share a gearset at all (A huge issue on Andorhal and not so much on LS).
  11. I think this is kind of the problem with Hybrids. The old way of playing hybrid combined both AP and SP dual scaling abilties along SP scaling on-hit effects for good DPS. Now, because of the conversion nerfs, it's either more effective to completely embrace the Agi/AP side and just go phys DPS. Or embrace the SP side, and just go full caster.
  12. I'm not saying it's hard. I'm saying it's not an auto attacking build like you said. Pressing a few keys is how every DPS build works. I'm sure even this brand new hybrid build you have still presses 1-5 to DPS. Just a different 1-5 then they were before. PVE DPS always has a rotation of abilities it follows, or some sort of priority based system of what ability to use based on when they come off CD, or when there is a proc. The brainless builds are 1 button specs like Slam/Mutilate/Cat.
  13. Hybrid never were just auto attacking brainless monkeys. They had 5-6 different abilities to use in a rotation: Hammer of the Righteous, Bloodthirst, Whirlwind, Stormstrike, Judgement, sinister as a filler where needed. Then there were varients that fit in Lava Lash or a Maelstrom weapon proc. That made a complete rotation without any wasted GCDs where they weren't wasting any time. They brought the least utility to a raid due to having so many different abilties.
  14. Sword Spec REs/Talents were also used by TG with Bonereaver/Untamed blade at the same time that hybrid was using it. Which also kinda points to a lack of good REs for TG in the middle stages of the game. In MC/BWL the best weapons are Swords and a TG kinda lacks good REs to use. But once a TG obtains Dark Edge he can swap to the superior Poleaxe REs which are such a big damage % boost.
  15. This is simply not true. In AQ, the top melee DPS specs were Melee hunter, Thunderclap and TG. Hybrids were close, but did not top the meters over these specs. Slam and feral could also be contenders for some of the best melee specs as well. Since the nerfs, Hybrids have lost probably about 25-30% of their DPS in PVE, while Melee Hunter, Thunderclap and TG are still on the top of the meters doing around the same amount of DPS as always. They may not be rock bottom. But why would you want to play hybrid when you can just play a much better performing spec?

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