Awesome. Thanks for the insight. This kindof goes against the overwhelming mentality that a lot of these caps should be reached first and foremost. I completely agree that this is likely to be changed in the future.
I had a chance to do some 10 mans in the past few days as Arcane.
The bosses consisted of Halfus Wyrmbreaker, Valiona and Theralion, Acendant Council, Omotron Defense System, and Magmaw non-heroic.
Inside the raid composition I had Elemental oath, shadowpriest haste, and warlock curse for synergy. I've been playing around with gemming and enchants, but my stats are generally ~7000 SP /w AI, ~750 haste rating, ~1200 mastery, ~15% crit self buffed. Hurricane weapon enchant, can't afford Power Torrent yet.
I had 90int/90 stam food buff and 225 critical strike elixir (300 int flask should help a lot on dps, didn't have one though). Volcanic pots were used in burn phase with arcane power/trinket/gem.
On fights like Magmaw I was able to get around 13-14k dps doing my burn phase and switching between 3xAB ABr Missles and 2xAB ABr missles in the hover phase(could have possibly been higher, I was helping on adds too). I can't remember what my exact dps was on Halfus Wyrmbreaker because of the damage boost you get, but I was 'competative' there, coming in between the aff lock and ele shaman.
On movement intensive fights like Valiona/Theralion and Ascendent Council my dps was pretty bad, coming in only around 10k-11k due to how much moving around there is. I expect fire is the way to go here. Omotron is debatable, with proper placement you can stand still most of the time.
I'm going to be trying fire soon, but I expect that to only pass arcane on the movement heavy fights so I might be switching between specs during raids a lot. On tank and spankish fights fire seems to be a luckfest for me.
This was the first time I had a chance to do these bosses, so I could have played better and could have had more consumeables / better enchants.
Apologies in advance for grammar / spelling. Just wanted to throw some rough numbers out so others could compare.
Answer: No. In Cataclysm DoT's have been entirely reworked. Rolling of stats in a DoT no longer applies as a mechanic. Spells will take your stats every time they are refreshed, and refreshing no longer causes you to lose a DoT tick. MMO Champ has a decent explanation of some of the DoT mechanics, as well as in the Warlock Affliction Thread here on EJ in the What about temporary buffs/debuffs and dots? section. The blue post link no longer seems to work due to the new community page system.
Ah, I was under an impression that Blizzard allowed it, so I didn't even bother to check whether the mechanic still applied. My bad. Thanks for clarifying this Zulkeir.
You pool energy while the envenom buff is running. If you envenom as soon as you have the combo points while you already have an envenom buff up, you're wasting envenom uptime, but if you wait til it falls off before you envenom, the buff is up longer. What they meant was you shouldn't pool energy higher than around 90 while doing this or you risk capping out.
Ok, thank you for clearing that up for me Shadowwaltz.
My only problem with stacking Avoidance rather than Stamina or Mastery is that Diminishing Returns kicks in passed the 1200 rating mark on both dodge and parry..which means your avoidance actually decreases the longer a fight goes on. Maybe we can look at this as a 'cap', rating wise, I mean. With 1200 in both (roughly) I have 10.5% chance to dodge and 11.4% chance to parry (so about 22% avoidance)..and it will -stay- that way all through the fight, where as when I had roughly 1720 rating of dodge (which was about 14%, not a huge difference) my avoidance would go down quickly the more 'swings' were taken at me, thus it was as if I had less dodge than what I have now. So I actually think it would be better to have a lower, but steadier amount of avoidance than have an amazingly high one (rating wise) and have it decrease over the course of a fight.
So, with all of that being said, I think that, passed the 1200 rating mark for both of our avoidance stats, Stamina and Mastery become more important than Avoidance does. More-so Stamina than Mastery (when it comes to gemming and enchanting and such) because I believe straight health gives you more EHP than mitigation (different from avoidance) does at this current tier level.
By no means do I think it's a waste, especially if you are judging on cooldown, but its effectiveness certainly is going to be situational.
After raiding a few times recently I've realised that having 2/2 in Imp. Judgements and 1/2 in EJ (as I currently do) is wasteful, and I'm going to be moving a point out of Imp. Judgements accordingly. I am going to have to look over some parses (which I can't really do from work) before I make any kind of decision, but I think that filling out 3/3 ToR will be more beneficial than going 2/2 EJ and keeping only 2/3 ToR.
I've noticed since dropping from 3/3 to 2/3 ToR about a week ago, I feel like I have significantly less HP to throw around. Since ToR's nerf I've seen quite a few people dropping it completely (and arguments supporting this), and to me it seems to be an all-or-nothing talent now - it just doesn't seem to work well in a raid situation without being 100% chance to proc. You either drop it and adjust your beacon placement strategy, or keep it and heal in a similar way to beforehand, albeit with less HP generation when tank damage is at a lull.
Try tossing the points in 1/3 TOR 2/2 Blessed Life. I've found nice HP gains using that ability.