Spell haste lowers global cooldowns to a cap of 1.0 from 1.5 seconds.Originally Posted by 'Boylston',index.php?page=Thread&postID=66073#post 66073
Spell haste lowers global cooldowns to a cap of 1.0 from 1.5 seconds.Originally Posted by 'Boylston',index.php?page=Thread&postID=66073#post 66073
Sanctume [Paladin] + [Team Shaman] Sanctumea + Sanctumei + Sanctumeo
Totems already have a 1sec GCD. Shocks may have the GCD changed by Haste, but their damage doesn't change. I'm going to shock someone as a finishing move in Arena-- I'd rather have +Dmg working for me there rather than a very small decrease in GCD after I've shocked them. Can't chain shock anyhow do to the shock cooldown timer...Originally Posted by 'Sanctume',index.php?page=Thread&postID=66091#post 66091
Haste is a PvE improvement for long, extended fights in my opinion. There's plenty of instances where losing 200 spell damage (times 4-5) means that I need another volley to kill an elite anyhow. That totally negates the haste advantage, in my opinion.
I still don' think id lose more than 25 dmg if I didn't have the weapon.
From what i can tell, alot of the haste gear gives +haste instead of +spellcrit.Originally Posted by 'Boylston',index.php?page=Thread&postID=66322#post 66322
So the real issue will be crit or haste.. Only the weapon is really off-balanced, where you loose a ton of spelldamage.
When it comes to crit/haste i tend to choose haste, as pure reliable damage is better than random massive hits..
However.. with the +100% critdamage talent and the +3% critdamage gem, a crit = 209% damage and not 150%.
So its more of a preferance rather than a "whats best".
(feel free to shoot me down on this 1, as i am keen to see pure numbers on this)
Mulitboxing four shamen.
[s]Ravencrest-EU.[/s] Xavius-EU
Spell haste also indirectly increases mana used.
Kaegro/Unilia/Zaele's
Imagine a scenario where you are fighting a character in the arena with 12,000 HP in the arena.Originally Posted by 'Bluepants',index.php?page=Thread&postID=66513#pos t66513
Your team of (let's be crazy here) 4 Elemental Shamans is capable of doing one of the two amounts of damage:
a.) 4000 damage per second, with a minimum of 3000 damage per second if nothing crits or a maximum of 5000 damage per second if a couple of spells in a volley crit. They have a spell-cast that is on a 2second timer, so this really means the average volley impacts the target for 6000-10000 points depending on the number of crits.
b.) 4000 damage per second, guaranteed, consistent. They're totally pimped out with haste gear so that the 2 second cast time is reduced to a very quick 1 second. Each volley is hitting for 4000 damage every second.
If no one ever heals the target, it will die in either b.) exactly 3 seconds or a.) somewhere around 4 seconds (2x2sec volleys). If no one ever healed the target, haste would reign supreme.
But targets get healed, and if you're fighting a 2-healer team, they might be able to sustain about 4000 healing per second. In this case, the haste team with a damage profile in b.) can never win. The first team, however, can actually pull it off. They can get a lucky string of crits and work away at the reservoir of 12,000 health that the target has.
Team a.) can take advantage of their 4xEM+NS+CL combo to finish off a player if one of those 10,000 point volleys hits. Team b.) will never make a dent large enough to have their 4xEM+NS+CL combo kill anyone. (Their combo may be "gimped" too because if they traded spell damage for haste).
You used the word "reliable" when I think you meant "consistent". I actually agree with reliable in the sense of finishing someone off (4xEM+NS+CL is VERY reliable because of the guaranteed crit aspect of the combo).
For arenas in WoW right now, a very powerful combination is being able to do DPS with a reasonably unpredictable and large variation paired with something that does sizable, reliable, burst damage to finish someone off. Spell haste steals itemization budget from attributes (crit/+dmg) that contribute to that combination.
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