Thursday, January 24, 2008

On Consumables

my guild's been trying to get a bit more organized with regards to raiding and part of that effort has been providing guidance for some of our up-and-coming raiders. here's a post on raid consumables that I wrote up for our guild forum. if I get around to it, I'll do another one for casters and healers.

Non-Caster DPS

buff food:
Spicy Hot Talbuk: +20 hit/spi
Warp Burger: +20 agi/spi
Roasted Clefthoof: +20 str/spi
Ravager Dog: +40 ap/spi

if you aren't hit-capped (varies from class to class, but about 9% for hunters), go with the +hit food. otherwise, use whatever's appropriate (e.g., +agi for BM & Surv hunters, +ap food for MM hunters, +str food for enh shammies, etc.)

buff food for pets:
Kibler's Bits: +20 str/spi
Sporeling Snack: +20 stam/spi

if you're a BM hunter or Demonology 'lock, use Kibler's Bits. otherwise, use Sporeling Snacks. your pet should always be buffed (as a side note, make sure your pet has all appropriate raid buffs as well - fort, int, kings/might, etc.).

weapon buffs:
Superior Mana Oil: +14 mp5
Elemental Sharpening Stone: +28 crit rating
Adamantite Weightstone: +12 dmg/+14 crit rating to blunt weapon
Adamantite Sharpening Stone: +12 dmg/+14 crit rating to sharp weapon

several things to note here. first off, you can only have 1 temp buff on any given weapon. that means either a shaman totem buff or self-weapon buff (e.g., wind furry), rogue poisons or any of the items listed above. so if you're a rogue or you're in a party with a shaman that's dropping WF totem, you probably don't want to use one of these. as a side note, I've read (but not confirmed) that shaman totem buffs only affect the main-hand weapon. so, dual-wielders might be able to use one of the buffs listed above on their off-hand weapon (e.g., Elemental Sharpening Stone). another note for dual-wielders; you can have one temp buff on each weapon and they stack. so, a dual-wielding hunter could use two Superior Mana Oils (28 mp5) or a rogue fighting poison-immune mobs (e.g., the trash leading up to Curator in KZ) could slap on two Elemental Sharpening Stones (+56 crit rating). for feral druids, note that the crit rating buff from Elemental Sharpening Stones does apply to feral forms and, despite it's name, they can be applied to both blunt and sharp weapons. for hunters, note that all of the weapon stone buffs apply to melee only (use the mana oil instead). lastly, as was mentioned earlier these buffs persist through death so they're a very good deal.

battle elixirs:
Elixir of the Mongoose: +25 agi/+28 crit rating
Elixir of Major Agility: +35 agi/+20 crit rating
Elixir of Major Strength: +35 str
Onslaught Elixir: +60 ap

I've read some theory crafting that says Elixir of the Mongoose might be slightly better in terms of overall crit than Elixir of Major Agility. given that the mats to make them are probably far cheaper, mongoose might be the better deal. note that it's generally better to take direct stat buffs (e.g., str and agi) over rating buffs
(e.g., ap and crit) because the direct buffs will scale with affects like Blessing of Kings.

guardian elixirs:
Elixir of Major Mageblood: +16 mp5
Elixir of Major Fortitude: +250 health/+10 hp5
Elixir of Major Defense: +550 armor

if you're a hunter, you want Elixir of Major Mageblood. rogues, enh shammies & dps warriors want Elixir of Major Fortitude although I'd consider this one optional. Elixir of Major Defense is intended for tanks, but a flask will most likely be used instead.

flasks:
Flask of Relentless Assault: +120 ap
Flask of Fortification: +500 health/+10 def

flasks are tricky. they last a long time (2 hours) and persist through death, but they're expensive. they also lock you into one type of buff, since you can't combine them with elixirs. you need to think about what's going to make the most sense for your spec/gear/playstyle. for example, MM hunters drool at the thought of an extra 120 ap, but having the mana regen from an Elixir of Major Mageblood is probably more beneficial to them unless they have a large amount of mp5 on their gear, are running with a shadow priest, etc. for tanks, though, Flask of Fortification is a no-brainer if you can afford it.

potions:
Fel Mana Potion: +3200 mana over 24 sec/-25 spell dmg/-50 healing for 15 min

carry a huge supply of healing and mana potions (10+ of each). if you can get your hands on Mana Potion Injectors or Healing Potion Injectors they're a great way to save bag space. Fel Mana Potions deserve special mention here. For non-caster dps that uses mana (i.e., enh shaman, hunters, possibly prot and ret pallies), you should use these over Super Mana Potions for two reasons: 1) it's a guaranteed 3200 mana instead the average 2400 mana you get from Super Mana Potions and 2) they generate less threat since you gain the mana over time instead of all at once (yes, drinking healing and mana potions generate threat).

1 comment:

Bell said...

You can always steal my write-up on consumables for healers! I can even give you reasons ;)