Pisshands

Like Water - The Brewmaster's Resource [5.4]

585 posts in this topic

Healing spheres last 2 min. but GotOx spheres only last 20 seconds as I recall. I'll have to go in and see if they changed this, but I believe this is how it still is. Either way since there are few good choices for us on glyphs I think EHS is a good one. Thanks again and keep up the good work!

I tested it out myself, and you are right. GotOx last only 20 sec by default and the glyph takes it to 3:20. Not a bad choice for fights with tanks swaps, adding it to the list.

Share this post


Link to post
Share on other sites
Elusive Brew uptime is a function of crit chance, hit, expertise and haste

Hit & Expertise does not matter for Elusive Brew, only haste and crit.

Share this post


Link to post
Share on other sites

On the subject of Xuen, he has saved my life on Heroic Shek'zeer adds and he survives surprisingly well.

Based on my logs, I think he inherits our dodge and parry. I've had him offtank an add for over 30 seconds before dying. I think with the Chi Wave buff in 5.2 we will be able to keep him up much better.

I think perhaps they should design him similar to the way Glyph of Leer of the Ox works (Glyph of Leer of the Tiger?) so that we can situationally choose who (and if) he should taunt.

Share this post


Link to post
Share on other sites
Hit & Expertise does not matter for Elusive Brew, only haste and crit.

Yep. I thought I had fixed that a week ago.

On the subject of Xuen, he has saved my life on Heroic Shek'zeer adds and he survives surprisingly well.

Based on my logs, I think he inherits our dodge and parry. I've had him offtank an add for over 30 seconds before dying. I think with the Chi Wave buff in 5.2 we will be able to keep him up much better.

I think perhaps they should design him similar to the way Glyph of Leer of the Ox works (Glyph of Leer of the Tiger?) so that we can situationally choose who (and if) he should taunt.

I'll do some digging through my logs to see on the dodge and parry inheritance. It may be. Chi Wave will definitely help keep him up when he taunts. My biggest issue with him taunting is the absence of a Vengeance transfer.

As for actively choosing who and when he taunts, I decidedly agree.

Share this post


Link to post
Share on other sites

Guys is there a way how to track guards casted by statue? I would like to show my guild how the statue is valuable, but healing export from my recount is counting only EH, Chi Wave etc.

BTW great guide Pisshands!!!

Share this post


Link to post
Share on other sites

I believe Skada tracks statue absorbs. They will also show in world of logs reports.

Share this post


Link to post
Share on other sites
I believe Skada tracks statue absorbs. They will also show in world of logs reports.

Both will show 2 instances of Guard, the one cast by statue should be higher frequency and on WoL won't have the self healing increase in the tooltip.

Share this post


Link to post
Share on other sites
Both will show 2 instances of Guard, the one cast by statue should be higher frequency and on WoL won't have the self healing increase in the tooltip.

It also will not have a mana Chi cost, which is how I believe WoL differentiates between the two.

Share this post


Link to post
Share on other sites

Yeah the statue's guard have a different TT in WoL, easily spottable by many caracteristics, one of the being them amount (in the tooltip, not the real amount) being flat -and not function of the AP- and a 100 yd range.

Examples, with the same log :

MY guard : Spell details for Garde - 07-01 20:53 - Quichons - World of Logs

Statue's guad : Spell details for Garde - 07-01 20:53 - Quichons - World of Logs

Guys is there a way how to track guards casted by statue? I would like to show my guild how the statue is valuable, but healing export from my recount is counting only EH, Chi Wave etc.

On this fight, where I recall forgetting to recast my statue from one Zor'Lok's spot to another, it did 23k HPS (with, obviously a modest active time, but still ~4% of the healing on this pull). I don't find that so bad, actually very good for something you don't have to care once the statue is correctly placed ! :)

Hope that helped, and if no one is WoL-ing in your guild, you shoud do it. It's pretty easy and it's a good tool !

Share this post


Link to post
Share on other sites
On this fight, where I recall forgetting to recast my statue from one Zor'Lok's spot to another, it did 23k HPS (with, obviously a modest active time, but still ~4% of the healing on this pull). I don't find that so bad, actually very good for something you don't have to care once the statue is correctly placed ! :)

Hope that helped, and if no one is WoL-ing in your guild, you shoud do it. It's pretty easy and it's a good tool !

Yeah, none of my guild mates is WOLing, we are more like casual players, at least before 5.2:-). My question was more about recount, because that’s my main tool for measuring dmg taken/done, healing taken/done etc. I can obviously install Skada, but maybe there is some magic box that’s need to be checked in recount options. I have to test it with guildie today and find that “box†:-). 23k HPS seems pretty solid to me, I made WA to track my buff from statue so I won’t forget to recast it. Thx for help anyway!

Share this post


Link to post
Share on other sites

Recount will not track it, most probably for the same reasons it does not track blood shield absorbs for death knights.

Share this post


Link to post
Share on other sites

Quick note from the latest hotfix on live.

You can buy another [iTEM]Eye of the Black Prince[/iTEM] from the VP vendor and if you are using DW Sha-Touched weapons, you CAN put an extra prismatic socket in both weapons and gem them. Can be seen from armory as well.

Share this post


Link to post
Share on other sites

Some of the initial t15 set bonuses were posted

Item - Monk T15 Brewmaster 2P Bonus (New) After Elusive Brew expires, the amount of damage you Stagger is increased by 12%. This effect lasts 1 sec per stack of Elusive Brew consumed.

Item - Monk T15 Brewmaster 4P Bonus (New) Each time you take damage from Stagger, you have a 10% chance to make your next Purifying Brew cost no Chi.

Item - Monk T15 Windwalker 2P Bonus (New) Your Chi generating abilities have a 15% chance to generate an Energy Sphere, which will grant you 10 Energy when you walk through it .

Item - Monk T15 Windwalker 4P Bonus (New) You have a 10% chance to gain an additional charge of Tigereye Brew every time you gain a charge of Tigereye Brew.

Both BM bonuses look pretty good, but so does the WW 2pc. Might be worth using 2pc + 2pc over 4pc.

Share this post


Link to post
Share on other sites

Very quick napkin math regarding set bonuses.

Assuming stagger is always ticking on you, on average the 4pc BM set bonus gives you one free chi every 10 seconds (which can only be used to PB).

2pc WW on average gives 10 energy every 6.67 chi generator, which all cost 40 energy (ignore CJL). So after 26.67 attacks you've generated enough bonus energy for one extra chi. Assuming 15 energy/sec regen, that would take 72 seconds.

Not really a contest, assuming you are staggering damage. That said, BM bonuses look REALLY good. With the mastery buff, if you went for like 15k mastery with t15 gear, you'd be approaching 90% stagger with fort brew and 2pc up.

Share this post


Link to post
Share on other sites

Another few points:

1. Big idea for tanking T15 is: 2T - moar healz, 4T - moar resourcez! Our tier is an exception.

2. I believe I already am at 15% mastery raidbuffed w/ my Stuff and Bottle. That'd be 67% total stagger percentage under 2T15 effect. Given that it might be an option to cancelaura EB for immediate 12% stagger (similar druid tier worked this way in Firelands, i think), we have a good option for mitigating undodgeable damage. Like if everything else wasn't enough.

3. I'd go for 2T15 with 2 pieces of upgraded heroic T14. I simply don't like the concept "take more damage to take less damage". It might be good for monks running with low haste and mastery, though, since they won't get hit frequently and will be sitting on green stagger much more often, than I do, and benefit from free PB more, than I do.

4. 2T15 increases value of crit for BMs until EB's uptime reaches 50% in the long run. Afterwards it's value should be lower. Still higher than it is now, I guess. After buffs to mastery and removal of T30 Chi cost, I will have a chunk of stats available, and now I know where to put them :)

Edit: I never said we should aim for 50% uptime. I still think smoothening DTPS is our best tactic. We have other cooldowns to use and be used. For instance, one should not use Dampen Harm together with other cooldowns unless that is necessary to survive that Big Boom - it is just an overkill. Using guard together with elusive also turns on your Chuck mode for a short while, but leaves you without anything to cover your kung fu ass when they both fade. Same for Fortifying Brew. And that's before accounting for tank swaps. I just said the value of crit will be higher.

Share this post


Link to post
Share on other sites
Very quick napkin math regarding set bonuses.

Assuming stagger is always ticking on you, on average the 4pc BM set bonus gives you one free chi every 10 seconds (which can only be used to PB).

2pc WW on average gives 10 energy every 6.67 chi generator, which all cost 40 energy (ignore CJL). So after 26.67 attacks you've generated enough bonus energy for one extra chi. Assuming 15 energy/sec regen, that would take 72 seconds.

Not really a contest, assuming you are staggering damage. That said, BM bonuses look REALLY good. With the mastery buff, if you went for like 15k mastery with t15 gear, you'd be approaching 90% stagger with fort brew and 2pc up.

I think that 2pc may change the way we use Elusive Brew. I'm not certain on that, mind you, but if we use EB at 5 stacks, that's 5 seconds of EB and 5 seconds of 2-piece with only a 9-second cooldown on EB. I don't think current gear provides crit chances that can quite support 100% uptime of EB/2-piece, but it may be possible next tier. If that does become a possibility, this will provide significant damage reduction over the course of a fight.

With secondary stat values increasing with item levels inflation, 4pc t15 providing a free PB every 10 seconds (kind of), and Chi-based heals now being free, maintaining 100% Shuffle uptime should be the easiest thing in the world come 5.2, and 2pc t15 creating another buff to struggle with managing 100% uptime on is a mechanic that should prove rewarding and potentially challenging.

4. 2T15 increases value of crit for BMs until EB's uptime reaches 50% in the long run. Afterwards it's value should be lower. Still higher than it is now, I guess. After buffs to mastery and removal of T30 Chi cost, I will have a chunk of stats available, and now I know where to put them :)

Yes. Well said, I think the most basic mathematical analysis for this 2pc is that it puts a soft cap on the value of EB at 50% uptime. It also obviously improves the value of critical strike rating as a damage reduction statistic.

Now, what crit change is required for 50% uptime? That is a function of weapon type (which controls EB procs per crit) and swing speed. Sticking with simplicity, let's say it's a perfect 2.0 swing speed with a polearm, so 3 stacks per crit. To achieve perfect uptime, we need to land two crits every twelve seconds. Two of every six attacks must crit, meaning we need 33% crit chance, plus another 3% to make up for crit suppression on bosses, so 36%. That's actually not a high value, but it also assumes perfectly even spacing on crits, which is a completely unreasonable expectation.

So, I feel that, if you have a perfect 2.0 swing speed, aiming for ~36% crit is the minimum value of crit to shoot for once you have acquired t15 2-piece. Now, once weapon speeds shift around, that's where it gets murky.

There's math to be done.

Share this post


Link to post
Share on other sites

Weapon speed and type don't significantly affect EB uptime, they just mess around with RNG. That said RNG will be the main problem with maintaining 50+50% EB uptime, because the stats to statistically get 1 stack every 2 seconds are not that hard to get, even in T14 content.

However I don't think that gearing for 50+50% EB uptime is a good strategy. It might be a sweet spot in overall damage reduction against constant damage, but I don't think it's possible to time it properly to special attacks while still maintaining (nearly) 50+50% uptime. Also with DH being tunneled by most attacks we already have pretty few cooldowns, so it would be unwise to throw away another by just blanketing it in my opinion.

I'd rather say the 2p adds an alternative way of using EB, which is just canceling it right away to just get the stagger bonus.

P.S. It still needs to be tested if the 2p buff gets removed when you activate a new EB. If not, this soft cap wouldn't even exist.

Share this post


Link to post
Share on other sites

I looked through the thread and did not see it mentioned. Maybe it should be obvious based on the stats. However I do not see which weapon enchant you are suggesting. I have seen different places where it is suggested that especially when dual wielding that using windsong is best. However I could easily manage to imagine that Dancing Steel was good also. I really don't have an opinion on which is better but would enjoy any insight.

Share this post


Link to post
Share on other sites
Weapon speed and type don't significantly affect EB uptime, they just mess around with RNG. That said RNG will be the main problem with maintaining 50+50% EB uptime, because the stats to statistically get 1 stack every 2 seconds are not that hard to get, even in T14 content.

However I don't think that gearing for 50+50% EB uptime is a good strategy. It might be a sweet spot in overall damage reduction against constant damage, but I don't think it's possible to time it properly to special attacks while still maintaining (nearly) 50+50% uptime. Also with DH being tunneled by most attacks we already have pretty few cooldowns, so it would be unwise to throw away another by just blanketing it in my opinion.

I'd rather say the 2p adds an alternative way of using EB, which is just canceling it right away to just get the stagger bonus.

P.S. It still needs to be tested if the 2p buff gets removed when you activate a new EB. If not, this soft cap wouldn't even exist.

Tl;dr version: EB is still massively more powerful than 2-piece, and the only situation in which you should ever cancel EB early is if you are being hit by nothing but unavoidable attacks.

The listed critical strike values to maintain a certain uptime are the minimum required to mathematically expect said outcome on average. RNG occurs and we must deal.

The situations in which cancelling EB to obtain the bonus will provide the most damage reduction will be minimal, and predicated upon using increased Stagger on undodgeable mechanics.

A soft cap, since you need a review, is the value at which continued acquisition of a statistic suddenly incurs a dramatically reduced value of whatever it does (damage increase, reduction, etc.). A hard cap is when continued acquisition of a statistic has ZERO value.

T15 2-piece creates a soft cap on critical strike rating for EB regardless of whether EB and t15 2-piece are exclusive or stackable, the only variable is how hard of a downturn occurs after the soft cap. If the two values are exclusive, critical strike will incur a greater decrease than in the alternative situation. In either situation, you should try not overwrite or overlap the two buffs.

As for hard capping, the hard cap for EB occurs when you can no longer gain EB uptime from critical strike rating.

Let's throw down the procrate table for reference:

[table] Weapon Speed | Minimum Charges per crit | Maximum Charges per crit

2.6 (1h) | 1 (50%) | 2 (50%)

3.3 (Staff) | 2 (25%) | 3 (75%)

3.6 (Polearm) | 3 (100%) [/table]

To find the average buff time provided by an individual crit, we simply multiply the charge value provided by the proc chances and add them together.

(1 * .5 + 2 * .5) = 1.5

2 * .25 + 3 * .75 = 2.75

3 * 1 = 3

In order to maintain 100% uptime on EB, we must, at the bare minimum, reach an average time between crits equal to these times.

[table] Weapon Speed | Average time between crits

2.6 (1h) | 1.5s

3.3 (Staff) | 2.75s

3.6 (Polearm) | 3s[/table]

Now, haste values and attack speeds being varied, this results in a high-60's crit chance required to hard cap EB. Not a realistically attainable value.

The soft cap is a result of continued overlapping of EB and the 2-piece buff, as doing so is counterintuitive and diminishes the returns of the 2-piece. Let me demonstrate using numbers:

Assume with Stagger and raid buffs a Monk has 50% base avoidance, Staggers 53% of damage and has 21k armor (~31% damage reduction). In 2-piece t15, these numbers should be a reasonable/low estimate.

Let's walk through a 10-hit cycle a few times with various buffs up and compare damage taken. This is not a Purifying Brew exercise, so I won't use it in this scenario. It will create unrealistic Stagger damage. As such, I will perform no analysis on Stagger damage taken, but I am leaving it in the scenario for completeness.

Assume a mob is dual wielding with a swing timer of 1.0 sec and hitting for 200k per swing.

Monk: 25% passive damage reduction, 31% damage reduction from armor, 53% Stagger, 50% avoidance

Swing #1, 48645 Hit, 54855 Stagger

1 sec, 5485 Stagger tick

Swing #2, Dodge

2 sec, 5485 Stagger tick

Swing #3, 48645 Hit, 98740 Stagger

3 sec, 9874 Stagger tick

Swing #4, Dodge

4 sec, 9874 Stagger tick

Swing #5, 48645 Hit, 133847 Stagger

5 sec, 13384 Stagger tick

Swing #6, Parry

6 sec, 13384 Stagger tick

Swing #7, 48645 Hit, 153663 Stagger

7 sec, 15366 Stagger tick

Swing #8, Dodge

8 sec, 15366 Stagger tick

Swing #9, 48645 Hit, 177786 Stagger

9 sec, 17779 Stagger tick

Swing #10, Dodge

10 sec, 17779 Stagger tick

Damage from melee strikes: 243225

Total Stagger Damage: 123776

Total Damage: 367001

Now, using Elusive Brew and no other cooldowns:

Monk: 25% passive damage reduction, 31% damage reduction from armor, 53% Stagger, 80% avoidance

Swing #1, 48645 Hit, 54855 Stagger

1 sec, 5485 Stagger tick

Swing #2, Dodge

2 sec, 5485 Stagger tick

Swing #3, Dodge

3 sec, 5485 Stagger tick

Swing #4, Dodge

4 sec, 5485 Stagger tick

Swing #5, Dodge

5 sec, 5485 Stagger tick

Swing #6, Parry

6 sec, 5485 Stagger tick

Swing #7, 48645 Hit, 76800 Stagger

7 sec, 7680 Stagger tick

Swing #8, Dodge

8 sec, 7680 Stagger tick

Swing #9, Dodge

9 sec, 7680 Stagger tick

Swing #10, Parry

10 sec, 7680 Stagger tick

Damage from melee strikes: 97290

Total Stagger Damage: 63630

Total Damage: 160920

To compare the melee damage taken: 97290 / 243225 = 40% of damage taken in the initial scenario. This reflects one of the fundamental elements of EB: it is a huge white damage reduction cooldown, providing ~60% damage reduction when at 50% base avoidance. It's not entirely reliable, but this is the price we must pay for its potency.

Now with 2-piece bonus and no other cooldowns:

Monk: 25% passive damage reduction, 31% damage reduction from armor, 65% Stagger, 50% avoidance

Swing #1, 36225 Hit, 67275 Stagger

1 sec, 6728 Stagger tick

Swing #2, Dodge

2 sec, 6727 Stagger tick

Swing #3, 36225 Hit, 121095 Stagger

3 sec, 12110 Stagger tick

Swing #4, Dodge

4 sec, 12109 Stagger tick

Swing #5, 36225 Hit, 164151 Stagger

5 sec, 16415 Stagger tick

Swing #6, Parry

6 sec, 16415 Stagger tick

Swing #7, 36225 Hit, 198596 Stagger

7 sec, 19860 Stagger tick

Swing #8, Dodge

8 sec, 19859 Stagger tick

Swing #9, 36225 Hit, 226152 Stagger

9 sec, 22615 Stagger tick

Swing #10, Dodge

10 sec, 22615 Stagger tick

Damage from melee strikes: 181125

Total Stagger Damage: 155453

Total Damage: 336578

Comparing the total damage from the initial scenario: 336578 / 367001 = 91.7%. This buff provides about a 9% damage reduction in this situation.

Comparing direct strike damage: 181125 / 243225 = 74.5%. The buff, with 53% base Stagger, provides a roughly 25% transfer of direct strike damage into Stagger. Combined with more liberal PB usage, this will result in a sizeable damage reduction as well.

Lastly, let's compare having both EB and 2-piece up at the same time:

Monk: 25% passive damage reduction, 31% damage reduction from armor, 65% Stagger, 80% avoidance

Swing #1, 36225 Hit, 67275 Stagger

1 sec, 6728 Stagger tick

Swing #2, Dodge

2 sec, 6727 Stagger tick

Swing #3, Dodge

3 sec, 6728 Stagger tick

Swing #4, Dodge

4 sec, 6727 Stagger tick

Swing #5, Dodge

5 sec, 6728 Stagger tick

Swing #6, Parry

6 sec, 6727 Stagger tick

Swing #7, 36225 Hit, 94185 Stagger

7 sec, 9419 Stagger tick

Swing #8, Dodge

8 sec, 9418 Stagger tick

Swing #9, Dodge

9 sec, 9419 Stagger tick

Swing #10, Parry

10 sec, 9418 Stagger tick

Damage from melee strikes: 72450

Total Stagger Damage: 78039

Total Damage: 150489

Melee hits do 72,450 when overlapping EB and 2-piece. This is still a ~25% damage reduction from the 97290 of using EB alone. No surprise or complaints there.

I've left the Stagger damage in so you can look at it and math things out on your own, but there is a huge amount of selection bias going on in here. If I switch the dodged swings around a bit I can greatly increase or decrease the amount of Stagger damage taken in the 10 second window. Additionally, using PB will decrease the Stagger damage by a dramatic amount as well. Best to not try and make many arguments based upon numbers so easily manipulated.

On the other hand, the melee damage directly taken is consistent regardless of when the attacks land, so here is a quick recap ignoring Stagger damage:

Melee damage taken in the 2-piece scenario: 181125/243225 = 25.5% damage reduction

Melee damage taken in the EB scenario: 97290/243225 = 60% damage reduction

Melee damage taken in the double buff scenario: 72450/243225 = 70% damage reduction

There is a clearly diminished return in overlapping EB and 2-piece. Other than that, EB is far and away a larger damage reduction skill (in that it actually is one, whereas 2-piece is only a damage redistribution). 2-piece is a decent damage reduction on its own and will have effect against undodgeable attacks.

As it stands, canceling EB is only worthwhile if you will not live through a large special attack without the extra 12% Stagger redistribution (just use another cooldown, you clown car) or if there are no avoidable attacks being thrown your way.

Share this post


Link to post
Share on other sites

With Chi healing spells becoming free in terms of Chi costs, keeping up shuffle or purifing more will be fairly trivial. As Pisshands demonstrated above how powerful EB is above and that is at a modest 50% avoidance, this should be easy to get to 55% even in some decent T15 gear, now throw in the T14 2 set bonus there and EB even looks more lucrative and upon reaching 90% avoidance, the DR will start to be significant.

The synergy between 2 piece T14 and T15 plays quite well off each other (hopefully you can have both buffs up), how long will T14 2set bonus stay viable?

Share this post


Link to post
Share on other sites
With Chi healing spells becoming free in terms of Chi costs, keeping up shuffle or purifing more will be fairly trivial. As Pisshands demonstrated above how powerful EB is above and that is at a modest 50% avoidance, this should be easy to get to 55% even in some decent T15 gear, now throw in the T14 2 set bonus there and EB even looks more lucrative and upon reaching 90% avoidance, the DR will start to be significant.

The synergy between 2 piece T14 and T15 plays quite well off each other (hopefully you can have both buffs up), how long will T14 2set bonus stay viable?

We will have to see, but I imagine it will probably be a "Rogues in DS" situation, in which we are better off running 2pc and 2pc forever for damage reduction, and using 4pc t15 will be for dps. We'll see, but I would seriously expect that, even with how greatly diminished the extra 5% dodge becomes, it is still an increase in damage reduction to 10% chance to free PB. 5% dodge is still a lot of avoidance.

What we can all agree upon even without supporting math is that being able to Purify for free and turn that PB Chi into more Blackout Kicks is going to be a significant damage increase (should you use it that way). Add in the increased stats on t15 compared to t14 and it's even more of a damage increase.

We shall see. I would like to compare how much damage reduction t15 4pc actually provides next to t14 2pc. I am going to need a math genius to model optimal PB usage for me, though. Someone who can do better than my basic algebra and staged fight sequences.

Quickly, light the Venyasure signal.

Share this post


Link to post
Share on other sites

@pisshands

You are calculating the 2pc as being a simple +12%, ie 50%+12%=62%. But it might be possible that it will be 50*1.12=56%. That needs to be checked.

50-55% aboidance without EB? How are you doing that? Lets say 3% miss + 15% Dodge + 10% parry + 20% shuffle = 48% total. But you need to deduct 4.5% from Miss/Dodge/parry = 13.5 in total for fighting a Boss, as you lose 1.5% per Level difference.

Share this post


Link to post
Share on other sites
@pisshands

You are calculating the 2pc as being a simple +12%, ie 50%+12%=62%. But it might be possible that it will be 50*1.12=56%. That needs to be checked.

50-55% aboidance without EB? How are you doing that? Lets say 3% miss + 15% Dodge + 10% parry + 20% shuffle = 48% total. But you need to deduct 4.5% from Miss/Dodge/parry = 13.5 in total for fighting a Boss, as you lose 1.5% per Level difference.

Good call on the avoidance DR, but no chance on the Stagger value increase being multiplicative. Every single other Stagger value increase is additive.

Edit:

I was a bit groggy from waking up when I first read this, but no, you only lose .6% of each avoidance stat against raid bosses, giving a total of 1.8% avoidance lost. I am not sure where you came up with 4.5% for each avoidance.

Nevertheless, reducing base avoidance simply increases the relative damage reduction value of Elusive Brew. I would think that's obvious.

Share this post


Link to post
Share on other sites

They changed the mechanics how enemies ignore dodge/parry/miss in MoP. It used to be .6% per level, now it is 1.5% per level. As bosses are considered level 93, they ignore 4.5% dodge/parry/miss always, 13.5% together.

Edit: Clarified. Base chance for boss to miss an attack at you is 0.5% and 4.5% dodge/parry is ignored always.

Share this post


Link to post
Share on other sites

Can't post a link as the class balance thread is gone. But it was posted by GC himself. Maybe there is some quote at mmochampion or wowhead...

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.