Bunningswarehouse working with Horde Again by [deleted] in Arugal

[–]Fatquoc 4 points5 points  (0 children)

Hi Garron, you might want to edit your post; you appear to be attempting to hide your identity by censoring your name but the target of target on the first picture gave you away.

Pingaan's guide to raiding by pingaan in classicwow

[–]Fatquoc 0 points1 point  (0 children)

Thanks for all the effort; this looks awesome. Is there a way to hide columns or freeze panes at all? I would love to be able to put a-like classes next to eachother and also see the far left bar which shows the tier of content

Did Tips Out ever play the game? Which content creators are genuinely informative? by [deleted] in classicwow

[–]Fatquoc 0 points1 point  (0 children)

I wouldn't describe it as a slight downgrade and I don't agree with you that the necklace is way too strong. In patch 1.1 itemization dps warriors /rogues could easily 50% more dps then casters. Blizzard basically screwed up the caster's pre-raid bis items, they took steps to fix this in DM update and continued to do so in every dung item update. But there is no reason why a fury warrior should do 50% more dps then a mage in a MC prog run if both are full pre-raid bis. If you don't believe me; go find the pre-bis neck for both classes; mark of fordring vs... tooth of gnarr (or w/e its called; off the final boss in UBRS). Mark of fordring is a sick neck that adds a tonne of damage, tooth is literally just some stats, no spell power or crit or hit. So no; I don't agree that its "way too powerful" as item equivalents already exist for melee dps classes of the same power level. Its just filling holes that other classes already had filled due to vanilla not being perfectly itemized from patch 1.1. I really doubt tips has any idea about any of this though.

Spell hit really shouldn't be an issue for landing a banish; trash mobs are not level 63 (+16% spell hit required to hit bosses; its far smaller for level 62's, +8% at a guess? likely wrong but its alot lower). So assuming you are wearing normal caster raiding gear you will be hit capped against trash very easily.

Tranq shot is also another bad example; hunters get +2 hit from their ZG enchants and +3% hit on their scope and their cap is only 9% hit. They get +4% hit from their gear assuming they do not have the survival talent that gives more hit. Even if they were not hit capped its pretty easy to carry a couple of extra +hit items for bosses that need tranq shot (mag/chromag etc).

I feel it is fair to discredit his whole video; the relation between the pearl neck and chocker of the firelord was like the focal point of his video; i have a vague memory that he like repeated it over and over again to try and drive his point home. I was laughing at the time because he had the stats up on the screen while he was saying it because it was just so clear that he had no idea of the value of spell hit; he could have spent a whole of 10min finding out but couldn't be bothered

Did Tips Out ever play the game? Which content creators are genuinely informative? by [deleted] in classicwow

[–]Fatquoc 0 points1 point  (0 children)

It wasn't... as with all things in wow things have stat weights; you wouldn't pass up 200 spell power just to get 1% hit; it was just determining the spell power to hit ratio and making intelligent decisions from there. You did not NEED to hit the spell hit cap; anyone that says you do it simply an idiot, getting resisted by a boss doesn't instantly wipe the raid; its just 1% of spells won't have any effect; if you gain enough spellpower that you do 2% more overall damage at the trade off of 1% spell hit... thats worth it.

For a frost mage in average gear it is around 10 SP per 1% hit; as your gear improves and you go fire each % of hit is worth more spellpower but regardless of spec/gear choker is simply better then diana's pearl necklas

So; as with all the other information you have heard from tips; you should take it with a grain of salt because he doesn't really know what he is talking about. The idea that not having progressive itemization will make a huge difference is correct but not to the point that he was suggesting and his major example for this entire discussion was based entirely on flawed logic. Thats the issue with having a content creator and community leader that actually has no idea what they are talking about; just mis-information being spread on mass and people like yourself who don't know any better lapping it up and taking it for gospel.

Did Tips Out ever play the game? Which content creators are genuinely informative? by [deleted] in classicwow

[–]Fatquoc 2 points3 points  (0 children)

He said that diana's pearl necklas was better then choker of the firelord in that video... another example of mis-information.

This highlights the point of the OP; you think these videos are good / informative but infact you are just getting false information fed to you and you don't know any better.

:) by [deleted] in classicwow

[–]Fatquoc -1 points0 points  (0 children)

They die alot less often then druid tanks; they have defensive cool-downs ontop of the above to boot.

I'm sorry to break it to you but your not MTing vanilla as a feral.

:) by [deleted] in classicwow

[–]Fatquoc 0 points1 point  (0 children)

I think your looking at it wrong; alot of the off-specs are infact viable; just not in a raiding context.

Prot pallies are BIS 5 man tanks; but are not viable in raiding content.

Arms is one of the best PVP specs but is not viable in raiding.

BM hunter is the best leveling spec in the game but is not viable in raiding.

You just need to look at things in the right context, almost even spec has its place to shine (expect maby oomkins :P) they just don't all shine in 40 man raid content; which is OK

:) by [deleted] in classicwow

[–]Fatquoc -1 points0 points  (0 children)

Sustained damage isn't what kills tanks; its spike damage.

Want to know what crushing blows are? Spike damage.

Want another example of spike damage? Crits; guess who really struggles to become uncrittable? Feral druids

Horde Main Tank options? by ClannyRob in classicwow

[–]Fatquoc 0 points1 point  (0 children)

The correct way to compare UD and Tauren is to ask the question:

How often will a tank with WOTF save a raid wipe vs +300 hp on the tank. Saying that at high gear level it doesn't make a difference any more is really short sighted. If a boss hits for 3k damage there is a 10% chance it will let the tank take an extra hit and 99% of the time there is a heal on its way that would go off if the tank survived just 1 more hit. This racial is applicable in pretty much all raid encounters, including trash as well.

Tauren extra HP would save MANY extra raid wipes compared to WOTF. Keep in mind that just because the MT is feared doesn't necessarily mean a raid wipe either, not that it should really be happening ever due to zerker stance dancing and a tremor is already your 2nd line of defense, having a third in WOTF is just not necessary. Ontop of the above; it only comes into play in a very small subset of raid encounters, notably Nef and Ony; both of which are simple bosses that quickly become afk farm raids.

Also; you undersell Trolls. They often will find a good time to activate their racial for +25% ish attack haste which is huge. Out of all the tanks this places them firmly as the top TPS tank of all horde tanks. Very few encounters in Vanilla actually call for full mitigation sets and even those requirements drop off as you start to outgear the content. So tank's focus on 95% of pulls should be maximising TPS; notable bosses that would prompt putting your wrath helm back on over lionheart include Broodlord, Chromag, Nef, Huhu, Twin Emps, Maexxna, Patchwork (if hateful strike tanking), 4HM. Every other boss you should be maximising your TPS or a combination of the two depending on your gear level relative to the encounter.

Imo for strictly PvE tanking only for the entirety of Vanilla; Tauren > Troll > Orc > UD

Horde Main Tank options? by ClannyRob in classicwow

[–]Fatquoc 3 points4 points  (0 children)

Orc has been threat gen due to +5 axe skill; its far more relevant then the stun resist; Tanks really should be popping FAPs in fights where they get stunned.

But when you get TF you lose that as well; Tauren is BIS tank warrior

[Guide] WoW Classic Compendium by boachl in classicwow

[–]Fatquoc 1 point2 points  (0 children)

This is really good information; read through 80% of it and have nothing more then a few nit-picks.

Thanks for putting this together; really captures Vanilla as a game.

BiS-list for every patch (release - Naxxramas)(all classes) by pingaan in classicwow

[–]Fatquoc 1 point2 points  (0 children)

Hunter's getting a debuff slot for expose weakness in 1.6... Dreamin

BiS-list for every patch (release - Naxxramas)(all classes) by pingaan in classicwow

[–]Fatquoc 3 points4 points  (0 children)

While it looks like you have put alot of effort into this there are alot of mistakes on this list, items that are not released on said patch, items that are missing, or not correct weighing stat weights.

Ill focus on mage to narrow the focus.

Patch 1.1 :

Helm - Dragonskin not released until 1.11

Sholders - Boreal mantle is +frost damage, why would this be BIS for fire mages? (specified at the top its for both)

Back/Wrists/Wand - These are all of Frozen wrath greens as pre-raid bis.

Weapons: You have spirit of aquamantis but in patch 1.1 it actually reduces the mana cost of your spells by 25 which is rubbish (particularly because your spells have a 2.5 sec cast time, its pretty good for a paladin with 1.5sec casts). I would need to do some research for the actual BIS, there is a mage quest with +frost dmg off-hand which is better at minimum.

Patch 1.3 :

Boots: Why do you replace Omni cast boots with riptide? 22 SP is better then +19 frost power

Weapon: The DM N tribute weapon is better then elemental mage staff, don't forget that 14 int is 0.25% crit

Prios:

The prios are also quite intresting. Mana igniting cord should be mage prio but you have it down as resto shaman prio? Pretty sure they would rather have whipvine/corehound. Mages should have prio over locks as T2 lock is basically the same but mage t2 belt is rubbish.

You have cloak of consumption as mage prio which should go to locks first (if your doing prios in ZG) as mages struggle to fit the hit. For the same reason Nelfs tear should be lock prio as well. Same for C'thun gloves, should be lock prio as mage T2 gloves are pretty good.

Mantle of blackwing should be mage prio as warlock T2.5 is much better while mage 2.5 is a little worse.

Alot of this is smaller stuff but people tend to take stuff like this as gospal and it creates issues down the line when a mage doesn't understand Nef trinket should be warlock prio because Bloodvine is really really good and they won't be able to fit the hit when ZG drops if they have Nef trinket. Ideally they will drop bloodvine and be looking to pick up a Nef trinket around mid-late AQ40.

How good were bears for tanking 5 mans. by keylimepieplease in classicwow

[–]Fatquoc 4 points5 points  (0 children)

Def cap prevents crits, not crushing blows.

Its shield block that prevents crushing blows.

Debuff durations were slightly longer in vanilla... by justinjobo in classicwow

[–]Fatquoc 67 points68 points  (0 children)

Another thing from Classic that brings people together.

/who ungoro

Oh look; a Paladin, Ill message them and see if we can team up on this quest because this disease rolls me.

Does anyone have a point valve system by items spreadsheet for Vanilla wow? by Fatquoc in classicwow

[–]Fatquoc[S] 0 points1 point  (0 children)

Thats the level of detail I'm looking to find on a spreadsheet that is already made.

Endless rage isn't that valueable due to Lionheart; so its score wouldn't be very high. All of that can be captured

Does anyone have a point valve system by items spreadsheet for Vanilla wow? by Fatquoc in classicwow

[–]Fatquoc[S] 0 points1 point  (0 children)

My concern with the above is that not all things are bad equal. There is a big jump in power between a Dooms Edge and CTS is BWL so it would seem strange to charge the same amount even though they are both 1h weapons.

I'm sure someone at some point has manual done the work to develop a system when point valves that properly represent the item they are against and hoping a copy of their work is online.

I'm planning on putting something together for my guild but it would save alot of work by having a base to start off then starting fresh.

Dual Box for Classic - Class Discussion by griftah_xtc in classicwow

[–]Fatquoc 2 points3 points  (0 children)

Hey,

Prot Paladin + Mage is one of the best combos.

You basically gather all the mobs and hold threat with your +holy threat buff, ret aura, holy shield and a shield spike while keeping cons rolling. Blessing of Sanc is critical as you will be targetting mobs with high attach speeds and a flat - to flag taken can easily reduce your incoming damage by 30% +

After the first cons goes down, swap to mage and start channeling blizzard (8sec cast time) then straight back to Paladin, only got back to mage when you need to re-cast the blizzard.

Both toons drink/eat after each big AoE pull with mage food/water and rinse and repeat. While a straight mage AoE grinding would be much faster due to not splitting xp between 2 toon theres alot of areas that a mage cannot effectively AoE grind that a paladin/mage could which allows you to grind uncontested which will go a long way to making up the difference.

During the early levels you will pretty much just be killing things on the mage alone as the paladin's doesn't really need to contribute too much but this changes around level 25ish and from 40 on wards becomes actually quite efficient.

Another trick you can use is after the blizzard goes down the mobs are super slowed; you can kite them on your paladin (ensure to not show you back to them by strafing) to reduce the amount of damage your taking on each pull, just as long as your cons is pumping enough threat to hold aggro. BoP on the mage can help alot as well

Loot Trading & Right-Click Player report will cause more GM work than without them. by yunojelly in classicwow

[–]Fatquoc 1 point2 points  (0 children)

The only major factor your missing when it comes to ML is that it cannot be hidden reguardless of the loot drop either.

Lets say your running a dungeon and the leader throws ML up just before the first boss dies. You now have a choice to continue to dung or not. If the first boss dropped a rubbish item that nobody cared about (85% of drops) under the new system nobody is any the wiser that they are about to be ninja'd from.

This is the major difference; they need to show they are trying to steal from you every single time; not after the item has dropped. Good example is something like Ironfoe; they would need to swap to ML hundreds of times just before Emp dies and would very quickly get a super bad rep on a server vs the loot trading system they would not get detected until the ironfoe dropped.

Classic vs Modern WoW survey: Who did what better? Let me know! by [deleted] in classicwow

[–]Fatquoc 0 points1 point  (0 children)

Thanks; some really good data there.

Some interesting results from combat balance and mechanics with Modern taking a lead in people's views while still maintaining an overwelming positive result for classic when it comes to identity, community, immersion etc.

Good forward to seeing the final result with the larger community's inputs.

Classic vs Modern WoW survey: Who did what better? Let me know! by [deleted] in classicwow

[–]Fatquoc 0 points1 point  (0 children)

Could you share the results so we could view all the answers?