<Goblin Rocket Fuel Rats>
From the original post:
I think that probably answers your question.pingaan wrote: - Everything in this guide concerns the viable and partially viable PvE specs. To define partially viable, I mean hybrid
classes that deal damage but are able to step up and heal/tank if needed during the encounter. The specs which are not
mentioned in the sheet will not be added for the simple reason that they simply cannot perform well enough. I know
that some guilds will like to keep up the "Vanilla"-spirit and allow every spec, this guide might not be for them. *Keep up
the true Vanilla spirit*, is all I can say to them.
source? the most recent blue post stated-
Blizzard Entertainmenthttps://us.forums.blizzard.com/en/wow/t ... /185675/33
There is some code in 1.12 that explicitly adds a modifier that causes the first 1% of +hit gained from talents or gear to be ignored against monsters with more than 10 Defense Skill above the attacking player’s Weapon Skill.
This means that the so-called “hit cap” is in effect 9% rather than 8% for a player with 300 Weapon Skill fighting a level 63 monster with a Defense Skill of 315. With a Weapon Skill of 305, such as from Sword Specialization (Humans) or Axe Specialization (Orcs), this hit modifier is no longer in place against +3 level monsters, provided that you are using the appropriate weapon type to gain the passive bonus. Needless to say, this makes +Weapon Skill very good against raid-level monsters.
so the +5 removes the invisible 1% hit penalty, but also provides the usual hit gains of having a higher weapon skill. it basically says that the assumptions of the one forum post i linked were wrong (they didn't know about the invisible 1% hit penalty at >10 difference between enemy def and attacking weapon skill so they attributed it to a different formula), but their end results were still sound (that the +5 skill results in a hit cap of only 6%).
That's the announcement I'm referring to. The way I interpret it is that those 5 extra skill points also works towards 1% hit.
I have read nothing about 3%. I've heard a few guys talking about it, but no sources. Can you provide a source which actually proves that 5 skill points works as 3% hit?
5 skill points racials used to be broken but if it turns out that it actually is worth 3% hit as well it really is ridiculous. I mean, 1% hit on top of the less chance to dodge, parry and glancing is ridiculous enough.
I have never heard about a smite priest. Gearing it shouldn't be far from warlocks though, since they're getting no hit from talents.
Also a melee hunter? Why would a hunter go melee only? A good Classic-hunter outputs both ranged and melee to reach the highest possible DPS.
But to answer your question. Probably not. They are too niched specialisations.
<Goblin Rocket Fuel Rats>
@Selexin yup :) WoW is indeed weird. Made a whole video about it.
Update: Corrected bracers prot warrior pp2. Corrected hunter hit.
Update: I have extended the sheet to cover rets, prot paladins, enchancement shamans and moonkins.
I have been giving it some thought and I know that the specs may not considered to be viable in terms of outputting high enough DPS or TPS. But to be fair, to be able to clear the game you don't have to min/max. This sheet is meant to be used by the community and not only the top tier raiding players.
Full credit to Reddit user ghettojesusxx for compiling the ret column. My heart couldn't bare to add rets and not the rest which is why I've compsed the enhancement, moonkin and prot paladins myself. I have no experience playing either of the specs, so please help me out if you think they look totally off!
Updated caster weapons pp1-pp2.
Update: Removed 1h enchants from phys dps classes pre-BWL. 15 agi/str are not implemented until BWL hits. Also from peer pressure I changed the feral druid enchants from striking to agility/str and with this removed the weight/sharpening stones.
Update: Corrected the chest for elemental shamans and balance druids in pp1/2. Tunic of the Crescent Moon doesn't drop until "1.10".
Update: A lot of corrections: pp2-p3 healing neck, a ton of bear items pp1-p4, resto druid wrists pp1 and boots p3-4 (for 3-set bonus), caster gloves pp1-p2, fury warriors p6 shroud of dominion instead of cloak of the scourge, holy priest pp1-pp2 shoulders, resto shaman pp1 shoulders, prot paladin p4 boots, p3-5 weap, p5 bracers, prot warrior (defense, non-orcs) weap p3-4, ring p4.
@pingaan Some suggestions for phase 1 BiS lists.
List mentions https://classic.wowhead.com/item=14616 for dwarves only. However you're using 2H Axe as your BiS weapon, so human racial bonuses do nothing for you. Therefore all paladins must be using Bloodmail Boots (or other source of 1% hit) to reach the 9% hitcap.
I suggest that Ret paladin Legs, Gloves and Shoulders are replaced with https://classic.wowhead.com/item=15062 https://classic.wowhead.com/item=15063 and https://classic.wowhead.com/item=13066
1) The mentioned combination of gear provides better passive DPS stats (as in not counting the USE from Cloudkeeper)
Current gear totals: 30 Str (66 AP) 25 Agi (1,25% crit), 24 AP, 1% crit, 2% hit, 15min CD use: +100 AP.
Suggested gear totals: 12 STR (26 AP), 8 Agi (0,4% crit), 74 AP, 2% crit, 2% hit.
Difference: +10 AP, +0,15% crit chance.
I didn't do any math for the Cloudkeeper buff, so perhaps for 30 seconds you will be better off using the Current gear, but for the remaining 14 minutes of cooldown you won't.
2) Considering Cloudkeeper Legplates are a rare world drop while the Devilsaur set can be crafted, it should also be much easier to obtain.
3) In UBRS you will be competing with Warriors, Rogues and possibly other classes for the 2% hit shoulders. Since ret paladins are still incorrectly viewed by a lot of the "public" as a joke spec, chances are that your group won't be happy with you rolling on those shoulders. Switching to Devilsaur set and ignoring Truestrike Shoulders will save ret pallies a LOT of headaches regarding that (speaking from experience).
Finally a tiny thing, the Ret Pally list features Painweaver Band, but the ring icon used in the sheet belongs to Blackstone Ring.
Legs and Gauntlets should be replaced with Deathbone set https://classic.wowhead.com/item=14622 and https://classic.wowhead.com/item=14623
Current gear totals: 1134 armor, +25 defense, +9 STR, +14 STA
Suggested gear totals: 955 armor, +23 defense, +34 STA, +9 MP5, +15 all resistances (4/5 setbonus), +1% parry chance (5/5 setbonus)
The reasoning: You're not reaching def cap either way in phase 1 pre-raid, so 2 more def points won't help. The 180 armor and STR is overshadowed by the extra 20 Stamina, MP5, resistances and parry chance.
Trinket - Demon's Blood should be replaced by https://classic.wowhead.com/item=13966 / https://classic.wowhead.com/item=19024
PS: How would you factor in an Archivist's Cape of Holy Wrath (4 MP5, +21 Holy spell Damage) as a tool for threat generation?
@psojed Sorry, I totally missed your message. Looks like a few good arguments. I'll look into it in the week to come.
Alright, looked over your suggestions and corrected the ones I agree on... The first part about the axes and hit gear for dwarves was a mindslip, obviously! =D
About the arguments in swapping those three pieces, I don't agree. I feel that the 15 min CD is enough to be used on each boss. Sure, you can swap gear on trash, but 30 secs of fame is what I'd go for.
Updated all of the prot pieces you suggested, both in pp1 and pp2. Good stuff!
..and regarding the cloak; yes, I have been thinking about a TPS gear for prot paladins as well, however I have no experience at all doing it. Do you? I'd love to pick your mind! ;)
Those gloves and legs need to be updated in p2 and p3 too :) Oh and in the dressing room links.
But wait, there's more!
Remove https://classic.wowhead.com/item=14555 from fire rez gear (pally can't use dagger).
Remove https://classic.wowhead.com/item=18203 from p2 (pally can't use fist weapon).
Remove https://classic.wowhead.com/item=19138 from p2 (we use Naglering, then switch to this, then switch back to Naglering for p3?)
Change https://classic.wowhead.com/item=12619 to https://classic.wowhead.com/item=14623 in p3 (basically a downgrade if we switch to Enchanted Thorium Legs).
In "preparation for Suppression room" I would use MP5 trinkets https://classic.wowhead.com/item=17064 and https://classic.wowhead.com/item=18371 and https://classic.wowhead.com/item=13243 to abuse our Blessing of Sanctuary (35 Holy dmg returned with each block).
TPS gear for Paladin would be spell damage gear. That usually has no tanking stats, so you need to find the balance between tank gear and spelldmg gear. The usual way is to just use spelldmg weapon, and keep tanking gear in other slots, as there is also not much to choose from:
The only spelldmg Plate in pre-raid are: https://classic.wowhead.com/item=11632 https://classic.wowhead.com/item=13168 so that's not very helpful. In p1 you have T2 pieces (head, legs), p2 unlocks PvP gear with spell damage, p3 unlocks rest of T2. Then you wait for T2.5 in p5 and off-set gloves from Viscidus, then p6 unlocks off-set "Grand Crusader" epics. There are few off-set spell dmg plate pieces from AQ20, which are of course inferior to T2.5. You already have T2/T2.5 in the Tankadin bis lists :)
TPS Weapons - pre-raid it's https://classic.wowhead.com/item=22383 then p1 https://classic.wowhead.com/item=17103 (mages will hate you :D ) then p3 https://classic.wowhead.com/item=19360 then p6 https://classic.wowhead.com/item=22988 Enchant with spell damage, apply spell damage oil. I would consider using just the weapons as regular part of tankadin bis instead of making a separate TPS list.