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| Looking at the glyphs coming soon I'm seeing: Glyph of Taunt Major Glyph Classes: Warrior Requires Level 15 Use: Increases the chance for your Taunt ability to succeed by 8%. Glyph of Growl Major Glyph Classes: Druid Requires Level 15 Use: Increases the chance for your Growl ability to work successfully by 8%. Now, I always thought taunt effects worked off your chance to hit - if that's the case, I'm surprised these glyphs are needed. Is there an extra chance for them to be resisted etc? Or is it that tanks stack so much defensive stats that they end up with a really low hitchance? I've so far made a point of keeping my druid hitcapped even in tanking gear so as to not lose threat due to misses, am I taking the wrong approach there? Obviously at 64 now I won't be hitting anything beyond normal 5-mans before lvl 80 so don't need to worry about raid level gearing but still, I'd like to be sure I'm understanding this right :-) Bit disappointed with druid major glyphs tbh, there's no feral ones that stand out as ones I'd really like to have... I guess the extra healing while frenzied regeneration is up is kinda nice (for all I'll hardly ever use it), otherwise nothing I really want for bear *or* cat, seeing as I intend to tank in groups, not do dps :-/ Semi-related sidenote - since druid become uncrittable from talents alone in 3.0, there's obviously less need to stack defence. Am I better replacing all +def stuff with agility etc? I went and made a full set of heavy clefthoof gear before finding out about that change, and since it's already made and enchanted it's going to get worn anyway, but I guess regemming the yellow sockets I'd used enduring talasites in would be a good idea - glinting noble topaz (4 agi/4 hit) looks the best match, or else just ignore socket bonus and use solid star of elune or shifting nightseye? Oh and does defence still give enough avoidance for it to be worth continuing to use of the champion rings etc, or should I just bin it entirely and go for bandit/beast? -- EU-Draenor: Sagart (70 Undead Priest) Eilnich (70 Blood Elf Warlock) Buinne (70 Troll Shaman) Tairbh (64 Tauren Druid) Balgair (70 Human Rogue) Naomh (70 Draenei Priest) Rosad (70 Human Warlock) Sealgair (70 Dwarf Hunter) Beag (60 Dwarf Paladin) |
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| On Oct 3, 4:43*pm, Catriona R <catrionarNOS...@totalise.co.uk> wrote: > Looking at the glyphs coming soon I'm seeing: > > Glyph of Taunt > Major Glyph > Classes: Warrior > Requires Level 15 > Use: Increases the chance for your Taunt ability to succeed by 8%. > > Glyph of Growl > Major Glyph > Classes: Druid > Requires Level 15 > Use: Increases the chance for your Growl ability to work successfully by > 8%. > > Now, I always thought taunt effects worked off your chance to hit - if > that's the case, I'm surprised these glyphs are needed. Is there an > extra chance for them to be resisted etc? Or is it that tanks stack so > much defensive stats that they end up with a really low hitchance? I've > so far made a point of keeping my druid hitcapped even in tanking gear > so as to not lose threat due to misses, am I taking the wrong approach > there? Obviously at 64 now I won't be hitting anything beyond normal > 5-mans before lvl 80 so don't need to worry about raid level gearing but > still, I'd like to be sure I'm understanding this right :-) > > Bit disappointed with druid major glyphs tbh, there's no feral ones that > stand out as ones I'd really like to have... I guess the extra healing > while frenzied regeneration is up is kinda nice (for all I'll hardly > ever use it), otherwise nothing I really want for bear *or* cat, seeing > as I intend to tank in groups, not do dps :-/ > > Semi-related sidenote - since druid become uncrittable from talents > alone in 3.0, there's obviously less need to stack defence. Am I better > replacing all +def stuff with agility etc? I went and made a full set of > heavy clefthoof gear before finding out about that change, and since > it's already made and enchanted it's going to get worn anyway, but I > guess regemming the yellow sockets I'd used enduring talasites in would > be a good idea - glinting noble topaz (4 agi/4 hit) looks the best > match, or else just ignore socket bonus and use solid star of elune or > shifting nightseye? Oh and does defence still give enough avoidance for > it to be worth continuing to use of the champion rings etc, or should I > just bin it entirely and go for bandit/beast? > -- > EU-Draenor: > Sagart (70 Undead Priest) > Eilnich (70 Blood Elf Warlock) > Buinne (70 Troll Shaman) > Tairbh (64 Tauren Druid) > Balgair (70 Human Rogue) > Naomh (70 Draenei Priest) > Rosad (70 Human Warlock) > Sealgair (70 Dwarf Hunter) > Beag (60 Dwarf Paladin) Given the changes to the +hit talents to sever caster classes, the assumption is that the %miss on a raid boss will be 9%, as opposed to the current 16%. SO that means that even with no hit gear, you can put your taunt at 99% hit rate. |
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| On Oct 3, 7:43*pm, Catriona R <catrionarNOS...@totalise.co.uk> wrote: > Looking at the glyphs coming soon I'm seeing: > > Glyph of Taunt > Major Glyph > Classes: Warrior > Requires Level 15 > Use: Increases the chance for your Taunt ability to succeed by 8%. > > Now, I always thought taunt effects worked off your chance to hit - if > that's the case, I'm surprised these glyphs are needed. Taunts are spells, not melee damage. Thus, 9% hit needed for melee, if you are wielding a single weapon, against a raid boss 17% hit needed for spells against a raid boss So basically, the glyph lets your taunt become spell hit capped for raid bosses, if you are already melee hit capped. -- // T.Hsu |
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| On Mon, 6 Oct 2008 12:58:39 -0700 (PDT), ting@thsu.org wrote: >On Oct 3, 7:43*pm, Catriona R <catrionarNOS...@totalise.co.uk> wrote: >> Looking at the glyphs coming soon I'm seeing: >> >> Glyph of Taunt >> Major Glyph >> Classes: Warrior >> Requires Level 15 >> Use: Increases the chance for your Taunt ability to succeed by 8%. >> >> Now, I always thought taunt effects worked off your chance to hit - if >> that's the case, I'm surprised these glyphs are needed. > >Taunts are spells, not melee damage. Thus, > >9% hit needed for melee, if you are wielding a single weapon, against >a raid boss >17% hit needed for spells against a raid boss > >So basically, the glyph lets your taunt become spell hit capped for >raid bosses, if you are already melee hit capped. Ohhh, I see! Now I knew I couldn't growl when silenced, but never realised taunts acted like spells for hitchance as well, that's pretty nasty indeed. All of a sudden that glyph seems a lot more useful to anyone who plans to raid - thanks! -- EU-Draenor: Sagart (70 Undead Priest) Eilnich (70 Blood Elf Warlock) Buinne (70 Troll Shaman) Tairbh (64 Tauren Druid) Balgair (70 Human Rogue) Naomh (70 Draenei Priest) Rosad (70 Human Warlock) Sealgair (70 Dwarf Hunter) Beag (60 Dwarf Paladin) |
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