In the last few hours I read post here and there on this site, but I wonder if anyone can put together the calcs to understand which way go when 3.1 comes live.
Personally I tryed all 3 specs and I like them all.
Every tree has pro and cons, so for me has no importance going blood, frost or unholy.
The target is max my dps in raid, but maybe is too early to say wich template will be better for dps?
Thanks,
I'm sorry if this has been answered, I didn't see it, but in reference to the meta builds:
Why immolate glyph over metamorphosis glyph? When I run sims the meta glyph wins out by about 80dps or so consistently. Is it counting the second cast of immolation as a full 15 second duration and thats why I am getting inflated numbers, or does it actually win out?
Hi @ everyone, this is my 1st post in here, and first of all, i'd like to say THANK YOU Zak for all the good work you've done here ! And thanks to all who participate to this thread, that made it very very interesting !
Then, i would like to know why spirit scaling factor have had such an increase, since new scaling calculation is up ?
1. CoE -> Immolate -> Incinerate Spam, with Glyph of Felguard, Immolate, and Corruption
- Highest DPS on Patchwerk
- Lowest DPS on movement fights
- Most longevity (time before oom)
- Doesn't make use of Glyph of Corruption
2. CoE -> Immolate -> Corruption -> Incinerate Spam, with same glyphs
- Lowest DPS on Patchwerk
- Medium/High DPS on movement fights
- Medium longevity
3. CoA -> Immolate -> Corruption -> Incinerate Spam, with same glyphs
- Medium DPS on Patchwerk
- Medium/High DPS on movement fights
- Shortest longevity
Things to consider:
- Obviously Patchwerk-style fights/moments don't come often
- Longevity can be a null-issue in certain raid comps and fights
- Need to experiment with glyph of agony
This makes no sense... You should always have a shadow dot up if specced for MC.
I think i understand that haste rating sources are additive, and percent casting speed increases are multiplicative, so I'm just wondering how exactly Improved Moonkin Form, Celestial Focus, and Nature's Grace (post 3.1) are calculated as the wording used is not uniform across the three.
My first inclination is that it would be:
spell_haste = 1.03 (IMF) * 1.03 (CF) * haste_from_gear (or 1.2 (NG) * 1.03 (IMF) * 1.03 (CF) * haste_from_gear with an NG proc)
However, the wording of celestial focus makes me wonder if it might be a 3% increase of spell haste rating, so total spell haste would look a little different:
Slightly off topic question so I apologize! Do those of you that raid without Shamanistic Focus do much of soloing old content? I still do ZG and chunks of AQ every 3 days for mounts/gold and mana is kind of rough at times(especially on MSing mobs, for some reason NPC MS seems to ignore armor :|) and I'm curious if you have any experience without the talent and if you just fall over to the longer fights like Bloodlord due to running oom.
Son, to me a robot's just a garbage can with sparks comin' out it.
Slightly off topic question so I apologize! Do those of you that raid without Shamanistic Focus do much of soloing old content? I still do ZG and chunks of AQ every 3 days for mounts/gold and mana is kind of rough at times(especially on MSing mobs, for some reason NPC MS seems to ignore armor :|) and I'm curious if you have any experience without the talent and if you just fall over to the longer fights like Bloodlord due to running oom.
My tactic for the raptor boss (using my enhancement shaman) in ZG is the following:
1. Clear the entire space between the ramp and the bosses stairs. Equip a shield instead of offhand.
2. After pulling the boss, ignore the troll and bring the raptor to 10%
3. @ this time you pop the earth elemental (which will get the bosses aggro since you didn’t attack him more then necessary to pull) and finish of the raptor.
4. The boss will enrage by now seeing his mount die, use the time he is being tanked by the EE to turn into a wolf and run to said ramp.
5. Once there place tremor, mana spring, wind fury on 1 spot and searing a bit off
6. the reason for the slightly distanced searing totem is that he will attack it when you are feared, giving more breathing space.
7. When the boss reaches you, (should have max 40sec enraged time left as he had to kill the EE first and chase you afterwards) use wolves, SR and heroism/bloodlust (if you are alliance use your HoT as well).
8. Every time he uses his fear, your searing totem will be killed, place a new one and get a small distance from it.
9. Rinse and repeat until he drops dead.
This tactic may be slower then using dual wield against him, in my experience it however is less risky.
I mostly just read EJ, and i thank you all for your hard work as it has helped me improve alot as both a priest and a mage. But i've decided to post seeing as this guide (and forum) is lacking on actual stratagies on disc priests, and I hope I can help.
Disclaimer: I'm not a pro by anymeans, just trying to start a discussion and try to fill in this guide. If my methods are just wack, don't rail on me >.< I also want to appologize for the horribly named tips, and cheezy descriptions.
Discipline is all about shields. Throwing shields (PW:S), Procing Shields, (Aegis), Making the tank's 'shields' better (Inspiration), even getting mana back from shields! (Rapture). Use them often and wisely.
3.1 Note: This stands even more true due to Soul Warding. No CD and 30% reduced mana.
2) Everything runs on Borrowed Time:
Borrowed Time really is the best thing about being a discipline priest. Penance may get all the glory, but BT does the grunt work. It allows you to drop the 5 points in Divine Fury for Imp Renew and Healing Focus. Tank low? Through a shield and get a quick GH out. Party low? Pop a shield on a tank and grab a PoH*. 25% haste is a boat load. With a 4 sec cd, BT should be how you are getting your GHs out, not Divine Fury.
*I added this as this will be Disc's CoH come 3.1 With PoH being able to heal another group (finally!). BT + PoH will be the bread and butter raid healing for disc priests.
3) It's time to Flash your Buddies and get some (mana) beads.
Flash Flash Flash. A faster cast time with Flash means more chances to procs Aegis, which means more healing and mana for you.
3.1 Note: Imp Flash Heal! Woo. 15% mana redux, 10% increased crit on <50% health targets. More shields and mana for everyone!
4) C-C-Combo Breaker.
Shield, GH, Penance is your bread&butter move for tank healing. Toss a PoM and Renew after it, and leave him alone to focus on other things. You may also throw in a PS between Shield and Gh if the tank is super low.
This brings me to my final point. Disc is a very different type of healing than Holy. Holy is very preemptive. Disc however, is reactive. While you never want to be sitting still, throwing shields on a tank at full health wastes the weakened soul debuff and borrowed time IMO. Let the Pallies pre-heal. Disc priests are the only classes that can essentially stop incoming damage. Use this to your advantage! Toss a FH or Renew on a damaged DPSer, Just be careful not to get caught in a GCD, or even worse, a shield CD!
Thats what I got for now. Even if this is all trash, at least it will start some more discussion.
[A note about the last section. After re-reading that i also realized this is also an issue of the diffucluty of raids. If tanks can die in 2-3 seconds like some pre-wrath bosses, reactive healing just isn't safe. We will see how this works out in Ulduar]
Is there any chance that someone could summarize the current best knowledge regarding the expected best 3.1 specs for tanking and dps at the top of the thread? For those of us that aren't able to read the threads every day extracting relevant points is very difficult.
Taking a look at the tested 3/13/55 deep destruction spec again, I just realized there is a point spent on shadowburn. While i realize that strictly speaking this point cannot be invested into a talent which actually increases the warlock's boss dps, considering shadowburn isn't even in the list of casted spells makes me wonder if that talent point shouldn't be spent elsewhere. SL would be a good choice, a more situational one would be shadowfury or even nether protection, depending on ulduar boss encounters (I haven't done any myself yet).
personally i always opt for shadowfury if i have a spare point, as there will always be aoe/stunnable mobs.
While you will not be able to use it as the awesome MC-proc tool it is come 3.1, it is still a handy tool to lower incoming damage on your tank(s) slightly.
Not to mention it is your only aoe castable while moving (technically shadowflame, but i would rather keep at range than run into them and after that run out again).
It is hard to measure utility provided though, as well as aoe heavy encounters would require different simulations (and probably not be so meaningful in a min/max PoV).
Taking a look at the tested 3/13/55 deep destruction spec again, I just realized there is a point spent on shadowburn. While i realize that strictly speaking this point cannot be invested into a talent which actually increases the warlock's boss dps, considering shadowburn isn't even in the list of casted spells makes me wonder if that talent point shouldn't be spent elsewhere. SL would be a good choice, a more situational one would be shadowfury or even nether protection, depending on ulduar boss encounters (I haven't done any myself yet).
It's needed to get deeper in the tree is why. There are only 4 points at Tier 4 that you use and that gives you 19 total in Destruction tree. So you need to put a point somewhere in the first 4 tiers to get to the 20 so you can get deeper.
Also a general question involving the glyphs. Looking at Glyph of Life Tap, I might have missed this in the thread, but has it been determined if the Glyph goes first or whether the 4 piece bonus from Plagueheart goes first when Life Tapping? With BiS items most Warlocks, pre raid buffs, are looking at maybe 500 Spi (around 600 after raid buffs), if the Glyph goes before 4 piece bonus, this means only 100 to 120 more spirit (30 to 40 more Spellpower, not counting the 300 Spi or roughly 100 more Spellpower from the 4 piece bonus), if it goes after, then you're looking at another 75 Spi (roughly 22.5 non-improved armor Spellpower). For a deep destruction build, 3/13/55 or something else using CB, has a simcraft been run using Immolate, Incinerate, CB glyphs with a rotation where Conflagration and CB are run together (Conflag then CB followed by 2 incinerates) for rotation purposes and how did it compare to putting the Life Tap Glyph in for the CB?
My tactic for the raptor boss (using my enhancement shaman) in ZG is the following:
1. Clear the entire space between the ramp and the bosses stairs. Equip a shield instead of offhand.
2. After pulling the boss, ignore the troll and bring the raptor to 10%
3. @ this time you pop the earth elemental (which will get the bosses aggro since you didn’t attack him more then necessary to pull) and finish of the raptor.
4. The boss will enrage by now seeing his mount die, use the time he is being tanked by the EE to turn into a wolf and run to said ramp.
5. Once there place tremor, mana spring, wind fury on 1 spot and searing a bit off
6. the reason for the slightly distanced searing totem is that he will attack it when you are feared, giving more breathing space.
7. When the boss reaches you, (should have max 40sec enraged time left as he had to kill the EE first and chase you afterwards) use wolves, SR and heroism/bloodlust (if you are alliance use your HoT as well).
8. Every time he uses his fear, your searing totem will be killed, place a new one and get a small distance from it.
9. Rinse and repeat until he drops dead.
This tactic may be slower then using dual wield against him, in my experience it however is less risky.
Thanks. Been trying to find a way to deal with him.
But I have found that going with a shield produces too few hits so my Maelstrom buildup is far too slow. Last time I tried with a shield I didn't even get to kill the Raptor. Maybe I was just unlucky with crits, but I slowly got pushed into cast heals before I had the required charges, so the casting took longer and longer. Which obviously means less and less killing.
Btw, wouldn't you want to wait until the elemental is dead to drop Tremor?
Thanks. Been trying to find a way to deal with him.
But I have found that going with a shield produces too few hits so my Maelstrom buildup is far too slow. Last time I tried with a shield I didn't even get to kill the Raptor. Maybe I was just unlucky with crits, but I slowly got pushed into cast heals before I had the required charges, so the casting took longer and longer. Which obviously means less and less killing.
Whosawhatnow?
Maelstrom Weapon doesn't stack from crits. It hasn't stacked from crits since about halfway through the closed beta.
My tactic for the raptor boss (using my enhancement shaman) in ZG is the following:
1. Clear the entire space between the ramp and the bosses stairs. Equip a shield instead of offhand.
2. After pulling the boss, ignore the troll and bring the raptor to 10%
3. @ this time you pop the earth elemental (which will get the bosses aggro since you didn’t attack him more then necessary to pull) and finish of the raptor.
4. The boss will enrage by now seeing his mount die, use the time he is being tanked by the EE to turn into a wolf and run to said ramp.
5. Once there place tremor, mana spring, wind fury on 1 spot and searing a bit off
6. the reason for the slightly distanced searing totem is that he will attack it when you are feared, giving more breathing space.
7. When the boss reaches you, (should have max 40sec enraged time left as he had to kill the EE first and chase you afterwards) use wolves, SR and heroism/bloodlust (if you are alliance use your HoT as well).
8. Every time he uses his fear, your searing totem will be killed, place a new one and get a small distance from it.
9. Rinse and repeat until he drops dead.
This tactic may be slower then using dual wield against him, in my experience it however is less risky.
I'm well aware of how to deal with him, the question was if it was doable with or without shamanistic focus.
Son, to me a robot's just a garbage can with sparks comin' out it.
It's a filler talent to get down the tree, since the reduced casting time on fireball has no effect on the frostfire build. However, the 3 points in Incineration actually do help a little (6% crit to scorch).