I have Glyph of healthstone and and 2 points on Improved healthstone - my guild like to have one warlock with good healthstone so i am the one :-)
According to my gears what to choose for other two major Glyphs ??
Did i miss something important in my talent tree buy having two point on Improved healthstone ?
I have two T7.25 and hit cup, but I do not have good DPS - last night ( Naxx 25 - !.8K)
With raid buff I have
spell damage 2589
my rotation - curse, immo, conflag, immo, CB, 4x inc, conflag, corruption, immo, CB, 4x inc and repeat
Please help me to have good healthstone and good DPS at the same time :-)
First thing you need to do is get the Conflag glyph, there is no reason to be casting Immolate after Conflag.
Hey, I've had a problem in my guild of pulling aggro off my tanks when I whirlwind/cleave (both glyph). It doesn't happen all the time but it happens enough that I'm dead after being two-shotted by the trash we are plowing through.
Usually what happens is that my whirlwind tags the one mob that the tanks don't have a lot of threat on. I never pull aggro of the target that the tanks are targetting. Anyway, I wondered if anyone else has had similiar issues.
I'm trying to take steps to prevent this from happening like ask for Vigilence when a warrior tank is present and wait a little longer before hit Whirlwind.
yeah im new to the whole fury dps thing my gig is tanking i got good gear for the dps i can spike 2k even tho i know it should be higher but then it strats to drop to 1600 which is lame i use the right rotation if u wanna call it that anyway and i feel like i know im doing something wrong so any help and suggestions would be great.
Is my first post here, but i read a lot of elitistjerks articles&forum.
Sorry if my english isnt good, but i try my best.
My build is 7/51/13 (see my wow armory, left, isnt?), and i got the best DPS of my guild (not all bosses, but a lot), with rogues mutilate and combat-eviscerate but my build is considered inferior here (other replys).
(On the future, i will change Sword spe 5%extra attack, to +5% crits dagger/fist, to change when i got Golden Saronite Dragon/dagger of FreyaHard, and T8)
My basic rotation is based on:
Rupture 5 combo point
Slice and dice 1-2 combo point
and if i have rupture +10seg and slice'n'dice +5seg, i use eviscerate.
Are u sure isnt the best? can i got more DPS?
On the other hand, the real question is here, if my build is based on rupture (ignore armor, isnt?), what trinkets is the best form my build?
A. we can get to your amory page from the details to the left of your post.
B. You won't be raiding for another 20 levels as, even if you'r interested in seeing old content, you won't find a group top go with, unless there are some higher level toons running it. In that case it won't matter what your spec is.
C. Read the threads in this forum. The already have the answers to your questions in them
Rotation I use for me Fire Spec :
( refresh LB)
1x Scorch to keep it up
And just spam pyro blasts when it come's up.
Also I am hit capped, And tried to follow as many things as you have been discussing here,
But still I am doing really low damage on raids and on HC Bosses.
Could u give me some advise what I should change,
And what stats I should try to improve, and to work on?
So I could work up me gear better up,
So do more damage.
I was flagged for "begging for hand holding" on this lol
Originally Posted by Grasnakh
I dont know what effectiveness it would bring if you change stance to Batt from zerk since you'll be reducing your rage to 20.. With your current AP (i checked from the armory) you'll deal around 1978 damage (when unbuffed) by the throw and the effect of it (%20 damage reduction) will last only for 10seconds.. you'll lose 3.5 seconds (1sec batt stance, 1.5sec shatt. throw cast, 1sec berserker stance) and a good deal of rage and that can break your cycle. instead of that you can steadily stock up sunder armor (I'm assuming you're sundering at a bossfight, that would be more than 1 minute) it lasts for 30 seconds and has the same effect with shatt. throw when stacked 5 times (20%), plus, you dont have to change stances and maybe give up afew HS dumps to maintain the armor reduction.
I dont find it sane to change stance and shatt.throw the boss then turn back to zerk stance... 10seconds is nothing... but whats more important, as a fury warrior you cant go back to battle stance every 10 seconds to renew it, that would make you worth nothing for the raid.
as for the arms warrior, if, being the only warrior in the raid, it is a liability upon the arms warrior to do the shattering throw... 10seconds is 10 seconds if nothing else is available...
P.S. Arms Warrior may not do shattering throw if he believes he can do more damage than the cumulative damage increase of a whole raid caused by the 20% armor reduction, within 11.5 seconds..
And in case he believes that, I strongly recommend the raid leader to kick him out of the raid :P
I have no idea about whether sunder armor and shattering throw stacks so I cannot comment on that aspect. But if they stacked different possibilities may have entered the scene...
Thx for all the other inputs.. i guess it is gonna come down to my first guess lol... Try and see how it goes.. but thx for the inputs.
[...]and without judgements eating seals (which was also part of the micro, the GCD loss has now been replaced by DS)[...]
Not like it matters much now, but I'm pretty sure Judgement by itself didn't used to trigger the GCD; having to re-seal did. So they allowed us to keep our seal up but made Judgement trigger the GCD instead. (Most people had Judge/Reseal macro'd so they didn't really notice the difference though.)
Originally Posted by Arikah
With the recent dev post looking for feedback and questions on the official forums, it sounds like they are truly interested in ways to fix the class. I plan on putting up a long-ish post on the official forums with the slim hope that we can get dev responses, but before I do that it'd be nice to have input from readers here. Since we haven't much left to discuss what with the total lack of bugs or theory (yes I'm referring to the squabbling on the last page), I'll pose some questions to you all:
- What would you like to see our "rotation" changed to and why would it be better than FCFS?
I've been thinking and posting alot about this lately, but my posts tend to be quite long and mostly go un-noticed on the Blizzard forums. What I am envisioning is a system which smooths out our damage while providing more consistency, synergy between abilities, and a more interesting and skill-based rotation (also more single-target dps and hopefully a higher skill cap). The following are my ideas for changes to the Retribution combat system:
Deals roughly half its damage up-front, and applies a ~15sec DoT dealing the rest of the damage. Our next Judgement spell unleashes the remainder of the DoT, in addition to it's normal effect.
Art of War procs can be used to cast Exorcism regardless of cooldown.
Exorcism is also moved to the melee hit table since our dps will be greatly affected if it's not up when we cast Judgement. (This should happen anyways, in my opinion.)
Damage reduced significantly, and cooldown removed.
Now adds a stackable debuff to the target which greatly increases Divine Storm damage received (stacks 3 times).
Base damage reduced significantly. Deals additional damage against targets with the CS debuff, and consumes the debuff stack when it lands.
An alternative form is added to our spellbook that is an instant-cast DoT (~10-yard range) which deals base damage equal to our normal Consecration, but the ticks each have a chance to critically strike. Also based on the melee hit table, because misses would burn the entire 10sec cooldown (not just the first tick like with our AoE Consecration).
These changes would result in a standard rotation of: Cons=>Exo=>Judge=>CS=>CS=>CS=>DS=>Repeat
Note the rotation lasts 10.5s, which falls nicely within the current cooldowns of Consecration and Divine Storm, and slightly longer for Judgement, but the extra damage from Exorcism should make up for that. Crusader Strike loses its cooldown as mentioned above, and the Exorcism cooldown is refreshed by using an Art of War proc.
Originally Posted by Arikah
- Is it time for us to get offensive utility (gap closers/snares/interrupts)? What would you be willing to sacrifice to get such tools?
Sacrificing burst and requiring more setup for our damage would require certain tools to help keep our time-on-target up and prevent our damage from being easily healed through. Perhaps Divine Storm could have an additional effect based on which Judgement is on the target: JoL reduces healing done by a percentage, JoW increases mana cost of spells, JoJ reduces base movement speed (see what I did there Druids? =P). Having to choose between these different effects based on the situation would be interesting and should separate the face-rollers from those who actually think before pressing buttons. Also note that it would be less effective to Judge then immediately DS because DS will hit like a wet noodle unless the CS debuff is stacked on the target.
Originally Posted by Arikah
- Would you enjoy playing a complicated spec over playing the faceroll game? If on a scale of 1-10 with sunwell sealtwisting being 9, and the current FCFS being 3 (vanilla autoattack/leveling up is about a 1), where would you like to see our difficulty-to-play at?
I can't say I ever had the opportunity to seal-twist in BC, but using your scale I would target somewhere around a 6 or 7 for raid dps. Our current situation of having our dps cap out too quickly is quite depressing. Let's admit it; it certainly doesn't take an expert to come close to theoretical maximum dps at the moment.
Originally Posted by Arikah
- Would you sacrifice some of our current "passive aoe" damage in order to gain more single target damage? If not, how would you increase our single target damage while keeping it balanced (hint: this ties in with question 1)?
Absolutely. I believe reducing the base damage of Divine Storm in exchange for Crusader Strike buffing the ability on the main target is a very good mechanic. Generally, Consecration deals more damage in AoE situations anyways, and it's not bursty so doesn't spike our cross-threat in a dangerous way like Divine Storm can. Offering the option to use a single-target version of Consecration with some additional benefits is another mechanic that I think is a very good idea.
Obviously I've not included any numbers here, mainly because the entire system would have to be re-balanced with this many changes. Essentially the goal is to increase sustained, single-target dps while reducing our dependence on passive AoE abilities. If tuning our damage in this system does not come out quite right, or is deemed to not be skill-based enough, I believe the addition of the following mechanic would be really interesting:
Now refreshes Seal of Vengeance on the target, but reduces the periodic damage done by Seal of Vengeance by 5% every time it's refreshed.
So, at the start of the fight you'd want to build a stack, but at some point you would have to rebuild it because its damage would be significantly reduced by refreshing it with Divine Storm. An interesting mechanic, which would require alot of theory-crafting and some skill to manage. Anyways, please let me know what you guys think, and I apologize for making such a long post here, but I feel this is an important topic worthy of exploration.
Thanks for reading,
Last edited by Methyl_Druius : 06/05/09 at 11:12 PM.
I seriosuly don't understand how people like the idea of getting more DoTs O.o
I signed to be a divine warrior not a Divine Doter. We clearly have only RV and would only gain like 1 or 2 more for the most part of people ideas, but I really think it doesn't fit with paladin, at all.
I agree that we cannot have more frontload nukes then what we currently have, otherwise our burst would just go up, but I'd like to see some ideas that cover both the tecnical issue of diminishing burst AND keeps the paladin feeling.
For example, the skill that would replace Consec at our single target, I'd like to see stuff that's not clear and plain like just a single target dot, but stuff more like...a skill that you cast and lasts, let's say 30sec. Every 3 sec, a mirror translucid image of the paladin appears at the target and slash/smash it, dealing X damage.
I know it's clearly a dot and mechanicaly it's could probably be implemented as a DoT, but I'd like people to actually think in the contextual paladin feeling.
I do know they said they're not making any big fuzz changes for us, but if from the very beginning of what we think we should move forward we start with watered down copies of other classes, what exactly will us end up with?
P.S. About the gain of stuff like interrupt, snare and such...I have been wondering many times about the idea of make a spell that would have the effect, like an interrupt. When you hit it, though, your FoL and HoL get's locked for X the amount of time that the target get's interrupted, for example:
I use Sanctum (interrupt skill) at Stinkypaw and Stinkypaw get's interrupted for, let's say, 2 seconds. When that successfully happens, I get my FoL and HoL locked for, once again for example, 6 seconds.
another long-time-reader, first-time-poster here... I was hesitating to go ahead and post something out of fear of exposing you all to my silliness and making a fool out of myself, but well, we'll see how that goes.
Here's my little Idea:
Seal of Consecration (could be called anything, I guess, but that's what it's for).
Has the effects of SoB/SoM but in addition it increases the Damage taken by Consecration by 20% (stacks 5x) by targets affected by it while decreasing the damage taken by other Enemies by the same amount.
That way WE would get to decide what to do with our Consecration by switching between Blood/Martyr and Consecration. Of course this wouldn't be the mother of all retribution fixes, but it would add some choice without adding a lot of complexity to our playing style.
I think anything that's going to really add more... well, depth to our class will be WAY beyond any definition of "minor tweaks"...
In response to Alrikah:
I'd like to see us in the 6-7 range, but with the strict neccesity of having to monitor all our cooldowns all the time, gone. I sort of like our current playstyle since it feels more "action-loaded" than just hitting the same key after the same amount of time over and over again. At the same time I hate to have my attention being locked to my freakin' action bars all the time...
i found as soon as i got over haste 400, i kept puttin more haste but still needed to keep my crit above 20% unbuffed in Normal Form, and my dps just goes up when i pack more haste, atm i got 458, and i was pulling 6k dps on certain bosses in 25 man uld, and im still in mostly t7.5 gear
Last edited by iceyboi : 06/06/09 at 5:27 AM.
Reason: mistake of who i was replying to