Below is my some of the best raiding specs from an end-game perspective. (Waiting on Sunwell ATM) Druids
Feral [Only registered and activated users can see links. ]
Restoration [Only registered and activated users can see links. ]
Balance (Limit 1 per raid) [Only registered and activated users can see links. ]
Hunters
Beast Mastery [Only registered and activated users can see links. ]
Survival (Limit 1 Per Raid) [Only registered and activated users can see links. ]
Mages
Arcane (Requires 2PC Tier 5) [Only registered and activated users can see links. ]
Fire [Only registered and activated users can see links. ]
Paladin
Kings [Only registered and activated users can see links. ]
Kings w/ Imp Conc Aura [Only registered and activated users can see links. ]
Might [Only registered and activated users can see links. ]
Protection (3% Crit Buff) [Only registered and activated users can see links. ]
Priests
Holy [Only registered and activated users can see links. ]
Discipline (Pain Suppression) [Only registered and activated users can see links. ]
Shadow [Only registered and activated users can see links. ]
Rogues
Combat Swords [Only registered and activated users can see links. ]
Combat Hemo Swords [Only registered and activated users can see links. ] [Only registered and activated users can see links. ]
Shaman
Restoration [Only registered and activated users can see links. ]
Enhancement(Limit 1 per raid) [Only registered and activated users can see links. ]
Elemental(Limit 1 per raid) [Only registered and activated users can see links. ]
Warlock
Destruction [Only registered and activated users can see links. ]
Affliction (Limit 1 per raid) Due to curses there's a ton of different variations that would work well for the raid. [Only registered and activated users can see links. ]
Warrior
Protection [Only registered and activated users can see links. ]
Fury [Only registered and activated users can see links. ]
Arms (Limit 1 Per Raid) [Only registered and activated users can see links. ]
===
All these are purely from experience with raiding with each of the classes in an end-game environment. Hope you enjoy!
Last edited by WickedCitizen; 12-24-2007 at 11:46 PM.
Re: Best Raiding Specs - A Guide to Win -
11-29-2007
mm, your balance druid build has no balance of power, a key talent in any balance build, other than that its pretty much perfect, although I prefer control of nature over naturesgrasp/improved
Re: Best Raiding Specs - A Guide to Win -
11-29-2007
You did your research it looks like, I've only looked at a few builds but they all look good. Except the first paladin spec has Pure Of Heart instead of Purifying Power. Cheap cleanses are awesome.
Re: Best Raiding Specs - A Guide to Win -
11-29-2007
Quote:
Originally Posted by lilboom
mm, your balance druid build has no balance of power, a key talent in any balance build, other than that its pretty much perfect, although I prefer control of nature over naturesgrasp/improved
Balance of Power is overlooked due to availability of hit on end-game spell damage gear. The raid's increased dps from IFF (Melee specifically) will make up for any sort of loss of stats to wearing more spell hit. You could go Moonkin without IFF, but then you've taken away one of the bigger advantages of having one in the raid.
Re: Best Raiding Specs - A Guide to Win -
11-30-2007
Quote:
Originally Posted by Ancathon
The 2h arms spec could use two improvements to it.
1: I would definitely take Improved Overpower over Improved Intercept
2:I would take Weapon Mastery over Improved Execute.
1: Yeah, that was a mistake on my part.
2: This is sort of a tossup really. Our warriors swear the amount of executes they can squeeze off from the Improved Execute more than makes up for the dodges they receive. Usually somewhere between 4-8 a fight max from WWS sheets.
Re: Best Raiding Specs - A Guide to Win -
11-30-2007
Quote:
Originally Posted by WickedCitizen
Balance of Power is overlooked due to availability of hit on end-game spell damage gear. The raid's increased dps from IFF (Melee specifically) will make up for any sort of loss of stats to wearing more spell hit. You could go Moonkin without IFF, but then you've taken away one of the bigger advantages of having one in the raid.
Situational, really, Balance of Power allows you to skip on spellhit gems and go for spelldamage gems, since as you say theres alot of spellhit on end game gear.
Imp FF is a nice talent, but decreases in value the further you progress, as it becomes easier for melee and even tanks to reach their hit caps, and it also costs you DPS time to apply it.
Re: Best Raiding Specs - A Guide to Win -
11-30-2007
Quote:
Originally Posted by lilboom
Situational, really, Balance of Power allows you to skip on spellhit gems and go for spelldamage gems, since as you say theres alot of spellhit on end game gear.
Imp FF is a nice talent, but decreases in value the further you progress, as it becomes easier for melee and even tanks to reach their hit caps, and it also costs you DPS time to apply it.
With the recent change to weapon skill, its actually hard to find a melee class that's hit capped now considering it's up to 363 for a boss.
Re: Best Raiding Specs - A Guide to Win -
11-30-2007
Quote:
Originally Posted by WickedCitizen
Care to explain?
you put points into Murder, Nerves of Steel, Endurance.
Murder: not all mobs are Human, Dragon, Beast, Gaint.
Nerves of Steel: Should be getting feared or stunned.
Endurance: Don't need to pop evasion or sprint in pve.
should be more like this. [Only registered and activated users can see links. ]
You're a Pro or You're a noob.
That's Life.
Being a cop is just hours of boredom interrupted by moments of unbelievable horror.
Re: Best Raiding Specs - A Guide to Win -
12-03-2007
Quote:
Originally Posted by Kryuki
you put points into Murder, Nerves of Steel, Endurance.
Murder: not all mobs are Human, Dragon, Beast, Gaint.
Nerves of Steel: Should be getting feared or stunned.
Endurance: Don't need to pop evasion or sprint in pve.
should be more like this. [Only registered and activated users can see links. ]
1) Rupture > Evis.... especially with a feral druid in your raid. Wasted 3 pts.
2) Indeed not all mobs are Human, Dragon, Beast, Giant. But when they are, 2% increased dmg is 2% increased dmg.
3) Improved Kick is nice in PvP... there isn't a single mob end-game that having Improved Kick over regular will benefit you.
4) Nerves of Steel will save your ass on Archimonde... and the only reason why you'd ever want to get feared or stunned is for the threat reduction. If you and your MT are having threat control problems this late in the game, you have much bigger problems then your 2 talent points.
5) As opposed to what... an extra dodge or improved kick? If you don't need evasion, you don't need to dodge. Not to mention... the faster you can move between mobs... the more damage you can put out. If you're not using Sprint in PvE, you're slower than someone who is.
Site n00b.. (A leecher if I've been here for more than a month and can't earn 5 rep)
Rep Power: 0
Reputation: 1
Posts: 1
Join Date: Dec 2007
12-08-2007
That spec for feral druids is pretty much the standard spec for tanking in any instance once you hit 70, there could possibly be some tweaks to it. With the right gear this spec will allow the druid to either Tank/OT or DPS in cat.
good thread...accurate specs at least for warlocks but you should put a disclaimer for the 0/21/40 spec.
you need to cap your spell hit at 202 for your SB will be resisted ALOT. people say, well my crit % will make up for it. LOL @ you. your crits will be resisted at well.
to have this spec really make sense, you should have the following specs:
At least T5/T6 items (spell hit is huge on these items)
+1200 spell dmg (unbuffed preferred)
202 spell hit
around 25% crit (with talents)