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Old 08-08-2007, 07:14 PM  
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Default Re: changes to +spell dmg and Infusion

Well like the one dude said, they hardly have any effect now, so I still think it's a bonus. Stacked with Wild Regen, our 2 regens are becoming fairly large direct heals with big regens tacked on... we're Wardens now!
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Old 08-11-2007, 07:47 PM  
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Default Re: changes to +spell dmg and Infusion

I'm probably going to get rid of it... I don't know about anyone else,
but it sure seems to burn up my mana pretty quick.
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Old 08-12-2007, 02:33 PM  
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Default Re: changes to +spell dmg and Infusion

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I'm probably going to get rid of it... I don't know about anyone else,
but it sure seems to burn up my mana pretty quick.
thats our price to pay for dps...
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Old 08-13-2007, 06:11 AM  
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Default Re: changes to +spell dmg and Infusion

nothing a right group setup and some totems of the beholder cant fix
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Old 08-13-2007, 08:47 AM  
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Default Re: changes to +spell dmg and Infusion

your wrong tbh
unless your guild waits xx secs after each pull you will need good power proc gear and power klickies to mentain dps

i also sometimes use totems but they are not of much use if you chainpull
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Old 08-13-2007, 08:54 AM  
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Default Re: changes to +spell dmg and Infusion

i never had a problem with power and chain pulling, if you dont consider EH there's not enough trash in the EOF zones to cause this

yes it costs alot of power to maintain dps, but not to the point where it becomes a problem

if we were talkn about energy vortex then id agree with you
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Last edited by Kurazao; 08-13-2007 at 09:08 AM.
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Old 08-13-2007, 11:51 AM  
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Default Re: changes to +spell dmg and Infusion

If you dont have the power dont use it. Its easy to toggle on and off. Use energy vortex sparingly. Just b/c you see some big 2800 single target parse doesnt mean u are using your abilities to their fullest. Also most people use the wrong spells to proc infusion and are completely wasting power.
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Old 08-13-2007, 09:46 PM  
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Default Re: changes to +spell dmg and Infusion

Yeah for DPS there is right and wrong spells to use for infusion.

For mana conservation: you want to use your group buffs, lowest level shriek grp heal, grp water breathing spells.

For DPS: you want 1s cast time spells which is Shriek + Hibernation, or Grp Elem/Nox cure (5 set bonus time redux)

I myself use my lowest lv shriek + Hibernation, its not the most efficent but always having that hibernation ticking does allow me to top of the grp without having to slow dps (assuming its lite damage like small aoe's)

I find that in my casting orders 2 1sec spell infusion procs is best for me, using 1 or 3 infusion procs and I loose dps, so you will need to play around with it for yourself.
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Old 08-24-2007, 06:50 AM  
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Default Re: changes to +spell dmg and Infusion

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you figure that Swarm and tempest will hit the intial tic for almost 1K
My Fury is only Level 48 at the moment, but I've got Swarm banked Master I and as far as I remember the damage said like 200 a tick. I know that I need far more INT, but how can the initial tick hit for 1k? And I assume that you mean with EV on. Just curious, how much +spelldamage do you have?
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Old 08-24-2007, 08:54 AM  
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Default Re: changes to +spell dmg and Infusion

Remember whatever you see an inspected spell you're looking at it precrit pre debuffs and pre vortex. I've had tempest tick for 1k under a dispatch before now.. after infusion it is generally my second most damage dealing spell; paired close with thunderbolt.
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