No just no just no just no. 25agi is shit for poor people on retail who cant afford mongoose. If you arent a poor retail fag, there is no excuse to get the shit enchant.cinu97 wrote:2h sucks... this is the best build: http://talenty.hellground.pl/talents.ht ... 0000000000
enchant one hand weapon with mongoose and main hand with 25 agi.
I think that u don't need more advices :) Enjoy
Enchant Shammy dmg ??
Re: Enchant Shammy dmg ??
Blue wrote:Yo Seret, can you untie Mayor?
Re: Enchant Shammy dmg ??
Not to mention you should always put the enchant with a proc on your mainhand, not the offhand if you really do wish to go with mongoose AND +25 agi.
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Re: Enchant Shammy dmg ??
First of all you are all totally wrong. Before you explain something to someone be sure you know how to play your class and make sure you are really good at it, either way dont reply. 12 agility 3% crit gem (3% increases damage only for 40-60) and there is no use of that, go for 24 AP and minor speed so you can put surefooted to your boots (More Snare Root resist and hit rating). If you put yellow gems in your sockets you obviously put 5 strength and 5 crit rating (not 5 crit 10 AP) strength is much better for enh shamans then AP. For yellow sockets you dont need crit rating you need spell hit rating (more purges, opponent wont resist it, shocks hit more they wont be resisted) 30 crit is enough and you get it without crit gems, if you purge your target totally (spell hit gems make you purge target faster) you will do better damage in less time and when. And thing about your weapons... should I use dual wield or 2 hand ? You make macros and you switch between dual wield and 2 hand, for example if you dps the priest, fully purge him, pop bloodlust while hes at half HP, he wont have time to dispel your bloodlust because he will be busy with healing, if he dispels he loses GCD and make you hit him for 2 more times (with some luck you will get WF and you will shock next heal) you equip your 2 hander and just nuke (on any clothers 2 hand is really good). Some free tips for you guys, no problem you dont have to pay me. Vengeful Gladiator Daveyjones, Vengeful Gladiator Rain, Vengeful Gladiator Asumi, Vengeful Gladiator Ming, 2183 RD xped, 2.2k+ RM, 2.1k PM, 2050+ Enhancement / Rdruid, 2.1k PR. For more help about mage/rogue/priest/shaman whisper me in game. Inflames, Asumi, Ming, Kanehx (My shaman)
Re: Enchant Shammy dmg ??
And you need 20 strength on both weapons, not some mongoose or agi shit
Re: Enchant Shammy dmg ??
I notice this is quite an old thread, but in case someone stumbles upon it looking for guidance I think I'll try and correct a few things.
First off, and I can't stress this enough, Elemental Devastation is a lie, what I mean by this is, as an enhancement shammy you lack the spell critical strike chance to make this an efficient investment, the points are wasted here and if you don't believe me, do the math, check the proc chance.
Secondly, and this can very much depend on your game play style, Frostbrand Weapon vs Windfury weapon on offhand, in end game level PvP gear, (and I lack the numbers for this, so if I'm wrong someone please tell me) WF does more dps than FB by quite a margin, of course if you use FB and like the slowing effect, then this is definately worth using, but I have found that earthbinding totem and frost shock suffice, so I tend to go for WF. Also, I'm not sure where everyone gets the R5 and R4 idea from, but R5 R5 should proc the same, how ever I'd love to see someone prove otherwise.
As for enchants on weapons, Mongoose on both is the only way to go, with a chance to proc of WF and Stormstrike aswell as white damage, the uptime is insane, and for those of you doubting Agility and think that 120 agility with 4% haste (I think it's 4%) is somehow worse than +20 Strength, I'm not entirely sure what you're thinking.
Lastly, spell hit gems, don't bother, this effects very little of your rotation and with the off chance your spell don't hit, you have backups anyway, for example Frost Shock gets resisted, you can quickly lay an earthbinding totem, and there are very rarely situations where a purge is desperate enough that waiting 1 second to cast again isn't an option, and it's hardly mana consuming, plus a lot of classes have resistance to dispel built into their talents. I would go for all of the +12 bonuses before anything else, e.g. +12 resilience, +12 Hit Rating and +12 Critical strike as quite often those extra 2 points outweigh the difference between stats.
This is just my recommendation, do research into it yourself, a lot of it is down to preference and the balance you want between survival and burst damage, but plz use mongoose and don't spec elemental devastation (unless someone can prove otherwise).
First off, and I can't stress this enough, Elemental Devastation is a lie, what I mean by this is, as an enhancement shammy you lack the spell critical strike chance to make this an efficient investment, the points are wasted here and if you don't believe me, do the math, check the proc chance.
Secondly, and this can very much depend on your game play style, Frostbrand Weapon vs Windfury weapon on offhand, in end game level PvP gear, (and I lack the numbers for this, so if I'm wrong someone please tell me) WF does more dps than FB by quite a margin, of course if you use FB and like the slowing effect, then this is definately worth using, but I have found that earthbinding totem and frost shock suffice, so I tend to go for WF. Also, I'm not sure where everyone gets the R5 and R4 idea from, but R5 R5 should proc the same, how ever I'd love to see someone prove otherwise.
As for enchants on weapons, Mongoose on both is the only way to go, with a chance to proc of WF and Stormstrike aswell as white damage, the uptime is insane, and for those of you doubting Agility and think that 120 agility with 4% haste (I think it's 4%) is somehow worse than +20 Strength, I'm not entirely sure what you're thinking.
Lastly, spell hit gems, don't bother, this effects very little of your rotation and with the off chance your spell don't hit, you have backups anyway, for example Frost Shock gets resisted, you can quickly lay an earthbinding totem, and there are very rarely situations where a purge is desperate enough that waiting 1 second to cast again isn't an option, and it's hardly mana consuming, plus a lot of classes have resistance to dispel built into their talents. I would go for all of the +12 bonuses before anything else, e.g. +12 resilience, +12 Hit Rating and +12 Critical strike as quite often those extra 2 points outweigh the difference between stats.
This is just my recommendation, do research into it yourself, a lot of it is down to preference and the balance you want between survival and burst damage, but plz use mongoose and don't spec elemental devastation (unless someone can prove otherwise).
?ó?é¼?ôWell if you were a man, I?ó?é¼?äód punch you. Punch you right in the mouth.?ó?é¼?¥ ?ó?é¼?Ç¥ Ron Burgundy
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