The tests were done without 4pT11. They were also basically unbuffed as stated (I didn't even put a pet out). Since at least one person massively misinterpreted what I was trying to do by stating this information, it was intended to be viewed as a sanity check on the mathematical results obtained in the previous post, and followed up upon (but not posted) later.
The math I performed was based on numbers from the simulationcraft link posted earlier. I have lost any interested in going over this issue here, and it is a moot point given the likely incoming aimed shot nerf at any rate.
Has anyone been able to crunch any numbers to see if arcane can compete with fire with its new change? When i have run tests on rawr the conserve phase is such a dps loss i would find myself very low on the damage charts.
Im a bit lost when it comes to what stats we should be priortizing. due to the recent patch, some fellow warlocks had told me that stack mastery would be the ideal thing to do since there was an increase to mastery. i wasnt sure if this was true, which stat would provide to us with the most dps increase? haste, crit or mastery? or is it just honestly preference. im not sure what i need to be stacking or what i should be doing to increase my dps, im currently on an average of 16k dps but according to my simcraft i should be up around 22k during the boss fights? im just looking for some advice or if there is anything huge i am doing wrong. so any advice is greatly appreciated. thanks
Has anyone killed Sarth 1D or 2D? I managed to kill Sarth 0D last month, but since then havent had a chance to go back and attempt with some of the drakes up.. Wondering if yall think it'll be possible?
Once you get access to raid gear almost all pieces come with mastery. It's pretty easy to hit the 10.8% recommendation by just reforging mastery > haste. Since we're all hardcasting aimed for the moment the value of mastery isnt as high since we're delaying shots.
I've read through everything and first off wanted to thank everyone for putting in the time to crunch all of the numbers for this.
I was just curious about whether anyone had done much looking at surv vs marks damage in the 10man environment. I've seen all the theorycrafting and swapped back and forth myself, but sites like raidbot that track top parses by spec and are organized by date don't even show marks damage about survival at all for 10man raids, and this isn't counting raid buffs such as my guild has TSA buff covered by blood DK tank but has no one to cover my 10% haste buff if I switch from survival to marks which is probably a solid 4-5k overall raid dps nerf when I switch. No 10% haste buff also is a huge blow against having a viable marks AiS rotation too leading to the following.
Top DPS Bot - RaidBots - Web Tools for WoW Nerds -- this is the main example that leaves me scratching my head. At no point *ever* has marks > surv for 10man Argaloth. And if marks can't beat out survival in 10man raiding on the biggest tank and spank fight currently in the game, is it only a 25man viable spec?
I appreciate all of the rotation discussion and I'm definitely keeping up with it all, but can anyone comment on the 10 vs 25 man viability question please?
Assuming you are fire, the haste number that rawr wants is the raw haste you get from items(516 for first soft-cap) so put in something like haste>=516 and then haste<=520 and you'll get something right near the 12.5% haste mark that you want. Do know that various theorycrafting has suggested that crit is not as good as we thought due to ignite munching and it is probably beneficial to at least to get to 15%(812) for the extra combustion tick.
Is there anything that suggests we should be aiming for a lot more haste than the 812 for the second combustion tick? I ask this mostly due to the whole "these values are assumed at 372 ilvl, you should run rawr for your specific character" bit- the problem I'm having with this statement being rawr always tells me to get more and more haste, at the expense of crit at really low gear levels. I've had rawr gear me for 1100 haste at 350 ilvl, leaving me with relatively low crit levels, and in practice it has noticeably lowered my overall damage.(btw, I have all the correct settings for rawr- auto-armor off, molten on, proper buffs, etc)
This forum has given me a ton of information , but 1 thing still doesn't make sense to me. A couple posts back someone posted numbers that showed haste to be more valuable than crit or mastery as DW . Has anyone clarified this? and if so, has anyone compared extra hit to haste?
I'm sitting at about 9.5% haste from gear right now with no T11 4 piece and the CS - SS (x2) - AiS - SS (x3) rotation is pretty easy to maintain while not under dynamic haste effects, with full raid buffs and while standing still. I'd like to get more AiS in there, but with focus and cast time limitations I think this rotation works well for the time periods that it can be used and helps to not have to waste a GCD manually refreshing your Serpent Sting after it drops off from lack of focus due to trying to fit in 2 AiS between CS.
I've been working on coming to this conclusion all week and now that I've got it down pretty well I hope that I can push a little more dps this week as we push for more heroic bosses. I was typically getting 19-22k last week while completely mangling the MM priority system so we'll see what happens this week.
Untill 4.0.6 [Mandala of Stirring Patterns] gave Mastery instead of Intellect as it's proc buff, which could have written it off most Holy Pally's lists (unless they deperatly needed the spirit). Now it comes down to Spirit procing Int vs Int procing spirit. To use Mandalla you'll be losing atleast 301 Intellect for 321 Spirit and the chance to have nearly 2k Int for 10 seconds. From the OP I'd say you're better off with the passive Int trinkets as Spirit only affects our mana regen and we get some mana regen from Int (it affects our Combat Regen) and Int does so much more for us aswell, unless you're really dying for mana in fights and are already Judging/ATing on cooldown, aswell as using DP and a mana pot.
Yeah, I'm aware of the changes to the Mandala, which is the only reason I bought it this morning.
On most fights, I'm pretty okay with mana. Last night I helped out a friend guild of mine who was on Cho'gall, and both myself and the other paladin healer were running into a bunch of mana problems. We'd used DP on cooldown, arcane torrent, pots, had the divinity glyph, etc. Most of the mana issues were due to still learning the fight and not getting hit by stuff, but come phase two we'd run out of mana within a matter of seconds even on our better attempts, and we'd end up wiping at around 3-5% because every healer was just simply out of mana.
Haste was awful when I attempted to stack it and use unholy presense as DW. Until you are GCD capped in frost presence, it is a solid stat, but it starts to GCD cap so early (~7%), that there really isn't much gain from stacking it. There might be some point in UP where haste becomes a gain, but I'm having a hard time seeing where that is. With the Damage gain from being in FP, there just doesn't seem to be a viable way to beat it.