Smoothrustic wrote:
My math:
I logged into WoW (a good first step)
Looked at my agility, and divided by the crit chance gained from agility.
I get the number 45.91
That's how much agility it takes to get 1% crit, not 40.
Erm... 1 agi gives 0.025% chance to crit. 1 agi also gives 1 attack power. So, 40 agi = +1% chance to crit and 40 AP. No more, no less. This is how it's been since TBC patch.
So, Legacy vs. QB:
AP: 120 vs. 102.
Stam: 46 vs. 31.
Crit %: 1 vs. ~1.36.
MP5: 8 vs. 0.
So, if you pick Legacy over QB, you gain: 18 AP, 15 Stam and 8 MP5. You loose 0.36 crit chance. So, obviously, Legacy is the way to go both PvP and PvE, since resilience kills crits dead (and you benefit more from hitting harder regularly rather than bursty).
Smoothrustic wrote:
I agree that I'd use Legacy in PvE situations, but if I can slap on a melee weapon that only lowers my life by 150 points while giving me a half % crit, I'd take it. Who cares about mana/5 in PvP anyway? Not I. Dodge and armor? You're not trying to let people get in melee range...
Well, it's 150 HP for 0.36 crit, and needless to say I'd go with HP. Anything to get past the 10k line. Oh, and MP5 is essencial in PvP, unless you assume you die to ress with full mana. Dying should never be prerequisite for being able to PvP. Also, if you dodge a Hamstring and get out of melee range before GCD on Overpower, you've got yourself one sad warrior. If not, and the Hamstring hits, you've got a very dead you.
Smoothrustic wrote:
So if you've done heroic Black Morass:
Group composition
Add duty
Any differences on bosses you noticed
I've never made it past rift 10 or so on heroic, I'd appreciate some info.
Sadly I've never done heroic BM. I've been told that it's too hard (hence no PUG:s) and my guildies have raids or PvP to do. If I did go, though, it'd be for getting QB on my warrior.
My guess at the "best" group combo on this one would be:
Tank: Prot Warrior.
Healer: Resto Druid.
DPS 1: Affliction Warlcock.
DPS 2: Frost or Arcane Mage (Fire is overaggro deluxe).
DPS 3: Any. Hunter in this case.
Plan of action: Basicly ask the lock to keep DoT's up on the mini-bosses, and shadowbolt spamming. When the adds come, have the mage AoE them and the lock throw SoC (I'm not sure whether they die before SoC has any effect, but I'm going to assume otherwise). Druids for president as always. Just keep tank and the one that's got aggro on the adds HoT:ed. To break down the DPS, you've basicly got:
1 - Helps with adds and nukes boss.
2 - Nukes adds.
3 - Nukes boss.
A BM hunter would do "3" very well, since you can have the pet constantly attacking the boss, and WTF-nuke yourself. You can also try to keep Frost Trap down, so that the mage only has to pull the adds inside to get easier kiting.
I have no idea about the bosses, but your best bet is WoWwiki. That's where you get all the info. If the heroic bosses are anything like the normal, the 2nd will be the hardest. Your tank will need to go all out TPS, so that the DPS can go all out DPS. Burst him down, or you're gonna have a dead tank with all those healing debuffs. A good trick on the last boss (at least it works on normal mode) is for the tank to reflect the stun. Now, the boss is immune to stun, so it won't get stunned. Point is you've bought your tank some time. Also, druids are awesome here, since they loose little healing while being stunned or moving around (heroic mech 2nd boss, and arca 1st boss).
That's about all I can come up with.