AutoHotKey is a program that mimics the behavior of keyboards like the G15. In the context of WoW it permits the user to create simple, yet incredibly powerful macros that can decrease key press latency and specifically for Retribution it can eliminate human reaction time from Divine Storm! procs. Usage of AHK may be in violation of the "one action per key press" rule that's been decreed by the blue oracles, however I doubt they'd start banning users for utilizing the features of their G15 keyboard. Although AHK has the possibility of becoming more prevalent, so it may raise a few more eyebrows.
I use AHK to perform two major functions that I believe makes my DPS both slightly higher and more consistent.
1) Key press latency
Standard WoW forces you to continuously press and release keys in order to minimize gaps between abilities. The macros I have designed allow you to hold a key down rather than continuously press and release until the previous GCD has finished. This function can greatly minimize key press latency, therefore increasing your DPS by squeezing more actions per unit time. It's also a huge quality of life improvement and may delay the onset of carpal tunnel syndrome.
2) 2P T10 Divine Storm! procs
Divine Storm is ahead of Exorcism, Consecration, and Hammer of Wrath in priority. Therefore it's a technically a DPS loss if you get a DS proc the split second before you use a lower priority ability, yet don't react quickly enough to press DS instead. AHK can automate this process, although it's "dumb" and prone to error until all of your abilities are on cooldown. For example, if I hold down my Exorcism key, then AHK will spam a loop of Divine Storm>Exorcism>Divine Storm>Exorcism until I release my Exorcism key.
Here's the logic of my macros:
J>DS (when I hold 1, it spams 13 in a loop)
C>DS (when I hold 2, it spams 23 in a loop)
DS (when I hold 3, it spams 3 in a loop)
DS>Conc (when I hold 4, it spams 34 in a loop)
DS>Exo (when I hold 5, it spams 35 in a loop)
DS>HoW (when I hold 6, it spams 36 in a loop)
Below is the AHK script that I currently use.
← Click Here
if not GetKeyState("1", "P")
if not GetKeyState("2", "P")
if not GetKeyState("3", "P")
if not GetKeyState("4", "P")
if not GetKeyState("5", "P")
if not GetKeyState("6", "P")
If only I knew how to write scripts for this mod...
Does anyone know of any links to a good tutorial on how to make this mod do what Bluedeep has gotten it to do? The guide that comes with the mod doesnt really give a good description of how to get started.
Based on the the changes the most recent patches have given us, including the T10 gear etc. For me to be at my most useful as dps in raids both 10/25 what should I be aiming for in my base and spell stats? Also, has the hit cap changed since the lastest patches because of the gear? Any helpful tips, links, or a breakdown of stats would be welcome advice. I am a destro lock and my spec is 3/13/55. Here is a link to my profile on wowarmory.com The World of Warcraft Armory - Necrodira @ Azshara - Profile. I know that I have a lot of gear that needs replacing, including a blue trinket that I haven't been able to get a drop for. Gear suggestions also welcome.
with 4+ meaning, if u get a ruthlessnes proc after ur previous envenom, u do a mutilate, and if it crits (yielding 3 cps) u use your envenom, the engergy spent to gain the last cp, is in most cases a loss of dps, compared to using the 4 pt's u currently have on an envenom (thus maintaining uptime on your envenom buff). in the cases where you end up without a ruthlessnes proc (or getting a mutilate that dosnt crit) resulting in 3 cps on target, you are better off getting in another mutilate, for the 5 cps.
when it comes to rapture for HfB, you will wish to spend as litte amount of energy on this as possible, so what i do personaly when there is no other bleed on my target is putting up a 1cp rapture to get hfb rolling, and then do the same when its about to expire to refresh it.
Holy pali has been a rough path for me to tread. I went from being a holy priest with the same 10 man group I've known for over a year to trying out for a 25 man group of brand new people. I thought I was doing much better....needless to say yikes. 10 to 25, let alone regular to Heroic took a huge hit on my throughput, mana pool and confidence.
The game is totally different, I need some insight. Any gear input, etc would be helpful, but what I'm most focused on is this:
~ My moving game sucks. The logs says it sucks, my own knowledge says it sucks. If I have to move I lose my focus and my game is completely shot.
On fights where I can stand still and do what we healers do best, my focus is better. However then I see huge HUGE chunks of my mana flying away at all times.
Any tips/tricks from pro raiders on mana conservation? Maybe it's in my gear? I already use DP on light phases, DI whenever I can, Arcane Torrent on cooldown, SoW melee when possible, pot as needed....there's something I'm missing I know there is.
Hey guys long time follower of this thread, first time posting here tho. Recently I've found myself with an overabundance of hit, usually hovering around 11%. I am supplying IIT to the raid so therefore I am missing out on 2/2 Endless Winter and the last point in BCB. I'm also 5/5 in KM and 2/2 CotG (only 1 resto druid, no discs).
Now, If I drop 3/3 NoCS to pick up the points in EW and BCB, I would be solving the hit quandry, and picking up some heavy DPS talents. However, I would lose the bonus offhand dmg. So what I'm wondering is if the tradeoff is worth it. I don't trust my sim results and I don't have a good opportunity to test in-game for about a week (Fester and SF already downed) and wanted to get some reliable feedback before we start on our progression fights Friday.
The main problem is that I lack in dps, I do around 9k with my current gear and people in my guild complains and says my dps is way too bad compared to the gear I have. I am starting to wonder if I am doing something wrong or if I just lack ArPRating and 4p set bonus? I start by using mangle SR rake shred TF shred berserk then I'm just playing by the cooldown algorithm and trying to keep everything up as much as possible by pooling and such.
All tips are more then welcome because I seem to be stuck :/
Sadly I dont have any logs available but I'll get one from tonights raid, I know I am about 2.5% over the hit cap(with draenei in the raid) and this is just because I dont have any other gear to put on instead. For the two rare quality gems I dont know why I still have them, I will change those now. So DBW and the frost trinket is actually that much of an upgrade if you look dps-wise? And yeah missing 4th piece is also kind of a dps loss since my rake is not able to crit.
If I recall correctly I think my rip uptime is about 80-85ish% and rake is a bit random from time to time.
and the infos for those like me who have a bad compagny firewall
[Soulburn]: (1 Soul Shard, 30s cd): Consumes a soul shard, allowing you to use the secondary effects on some of your spells.
[Soul Harvest]: (Canneled, 30s cd): You seek out nearby wandering souls, gaining 1 soul shard and regenerates 5% of your health every 3 sec for 7s. Cannot be used while in combat.
[Fel Flame]: (451 Mana, instant cast, 30 yd range): Deals 964 shadowflame damage to an enemy target, refreshing the duration of immolate or Unstable Affliction on the target.
[Demon Soul]: (1 soul shard, 1.4 min cooldown) You and your summoned demon fuse souls, granting the warlock temporary power depending on the demon currently enslaved.
[Dark Intent]: Increases the target’s chance for a critical effect with periodic damage or healing spells by 3%. When the target lands a crit, you get a buff to your damage for 10 seconds. This effect stacks up to three times.
[Demon Bolt]: Unknown properties
[Torment]: (Unknown properties /AoE threat)
[Suffering]: Taunts the target to attack you, but has no effect if the target is already attacking you.
[Hand of Gul'dan]: (45 pt demo, 537 mana, 1.59s cast, 30 yd range, 12s cd): Summons a falling meteor down upon the enemy target, dealing 4454 to 4735 shadow damage and igniting the ground underneath the target with falling embers, dealing 0 fire damage every 2 sec for 8 sec. (I am awake it is missing a damage value for the dot)
[Bane of Havoc]: (25 pt destro talent): Banes the target for 2 min, causing 10% of all damage done by the warlock to also be dealt to the baned target. Only one Bane per Warlock can be active on any one target.
[Impending of Doom]: Unknown properties
Soul Shard Mechanics:
Currently Soul Shards do not regenerate on their own. You mush Soul Harvest to recover them. You recover one soul shard every 1/3rd of Soul Harvest that you channel.
Changed Spells / Talents:
[Drain Soul]: now grants 3 soul shards on an eligible kill.
[Hellfire]: Hellfire will no longer deal damage to the warlock.
[Fel Domination]: Fel Domination has been removed, in favor of the new Soul Shard Mechanic, Soul Burn
[Pandemic]: Pandemic will now cause Drain Soul to refresh Unstable Affliction and Bane of Agony on targets below 25% health.
Curse of Agony and Curse of Doom will be converted into Bane of Agony and Bane of Doom. Bane spells are considered magic instead of curses. This means you will be able to cast one Bane (e.g. Bane of Agony) and one Curse (e.g. Curse of Elements) on a single target.
Soul Burn Effects:
[Summon (Imp/Voidwalker/Succubus/Felhunter/Felguard)]: Instant Cast.
[Demonic Circle: Telepot]: Increased Movement speed by 50% for 8sec
[Drain Life]: Cast time reduced by 60%
[Soul Fire]: Next Soul Fire is instant
[Searing Pain]: Next searing pain has 100% chance to crit: subsequent searing pans have a 50% chance to crit for 6s.
[Healthstone]: Increase max health by 20% for 8 seconds.
[Unstable Affliction]: Instantly deals damage equal to 30% of its effect.
Demon Soul Effects (These need confirmation)
[Demon Soul] (1 soul shard, 1.4 min cooldown) You and your summoned demon fuse souls, granting the warlock temporary power depending on the demon currently enslaved.
Imp: Critical strike damage on cast time Destruction spells increased by 60% for 30 secs. Each spell cast that benefits from this effect reduces the bonus by 20% until the bonus expires after 3 casts.
Felhunter: Increases periodic spell damage by 20% (Unknown duration and details)
Felguard: Increases your haste by 15% as well as increasing shadow and fire damage by 10% (Unknown duration and details)
Hello Paladins, during last raids, I had that chance to notice that a paladin in my guild (with a gear that seems not as good as mine) was easily scoring a clear higher Dps than mine. I've checked in Rawr his gear, what I've seen is that he has higher strenght than me. So I still wonder if it's the case to replace my cloak and Ashen Ring with the ones strenght based.
For the ones that want to spend/waste :P time to check too: