I am sorry this has probably been asked a million times but I have yet to get a definitive answer. I have read several pages back and cant figure it out. Is rolling diseases now official better then GODD and if so what is the rotation for it and what is the best way to use it properly.
re: Nitro Boosts. I'm currently using them and have been thinking about dropping them for a normal run speed boot enchant. The cooldown on them is too long to be of consistent use on fights involving movement.
yeah this was the conflict on the shaman forums as well but i feel that in the current end game, i.e. ToC, the minor run speed may be better here for most fights because of the size of the instance. but the 3 min CD ends up being used many times during the duration of the instance.
Has any experimentation been done regarding pushing bosses into negative armor through Sunder and Expose Armor? I know it is possible, but I am wondering if testing has been done which show the values of ArP at this level of penetration. If it were possible, does it make sense to get to 100% passive armor pen when there is a warrior or rogue providing these abilities? It seems it would but I haven't seen if there is math which reflects altered stat weights at this point.
I've looked through the thread and I don't see any specific testing regarding this. I would be happy to work on some myself if it is not already understood or has been discussed elsewhere.
what i am wondering about is that I usually dont dump my Runepower. I just use Death Coil as a filler when my Runes are all on cooldown and i dont have runetap. This means i always have 50 Runepower or so up whenever the fight ends.
I had the sigil of the vengevul heart and always used Death coil until my rp was gone. Thats why i have 2 points in frost for the extra rp. But now that the sigil of virulence is also proccing on Death strike i changed to this sigil.
without the extra dmg from VH is it still usefull to dump the runepower? is it a dps loss not to use Death coil? should i use it as a filler when runes are on cooldown? Or whenever i can use Death Strike or Heart Strike i shouldnt use Death coil beacuse DS and HS hits harder?
Has any experimentation been done regarding pushing bosses into negative armor through Sunder and Expose Armor? I know it is possible, but I am wondering if testing has been done which show the values of ArP at this level of penetration. If it were possible, does it make sense to get to 100% passive armor pen when there is a warrior or rogue providing these abilities? It seems it would but I haven't seen if there is math which reflects altered stat weights at this point.
I've looked through the thread and I don't see any specific testing regarding this. I would be happy to work on some myself if it is not already understood or has been discussed elsewhere.
It's not possible. Your armor penetration from gear/talents is capped at 100%, and that is counted after debuffs--sunder, faerie fire, and shattering throw each stacking multiplicatively. Depending on the target's armor, 100% armor penetration may not reduce their armor to zero (boss with sunder/ff currently has ~315 armor when you have 100% ArP), but it is not possible to reduce armor below zero.
what i am wondering about is that I usually dont dump my Runepower. I just use Death Coil as a filler when my Runes are all on cooldown and i dont have runetap. This means i always have 50 Runepower or so up whenever the fight ends.
I had the sigil of the vengevul heart and always used Death coil until my rp was gone. Thats why i have 2 points in frost for the extra rp. But now that the sigil of virulence is also proccing on Death strike i changed to this sigil.
without the extra dmg from VH is it still usefull to dump the runepower? is it a dps loss not to use Death coil? should i use it as a filler when runes are on cooldown? Or whenever i can use Death Strike or Heart Strike i shouldnt use Death coil beacuse DS and HS hits harder?
Sitting on your RP is a waste of dps, sigils won't change this. Even though HS may hit harder on average, the problem with not dumping your RP is you're going to be waiting on your cooldowns to finish your rotation, which is where the dps loss comes into play.
If you have runes ready as Blood, use them before RP, even if you have full RP. It's a simple thing of priority on gcd. HS or DS will always do more dmg than DC (especially without DC sigil as you said).
There are various ways you can get yourself capped on RP, like druid/s healing you or using AMS to survive on Jaraxx. In those cases it's important not to go into mentality that capping RP is bad. It's better to think 'What will do most damage on each global cooldown from the resources I have at the moment?'. Never let RP get in the way of spending runes, since for Blood spec runes deliver more damage than RP. Runes can wait unused one gcd, but not more.
(For expample, the above wasn't true in the time when frost 2h had Frost strike as hardest hitting ability. Then it was considered good to soak RP with AMS, and then if needed delay runes while you spent RP on Frost strikes).
Sitting on your RP is a waste of dps, sigils won't change this. Even though HS may hit harder on average, the problem with not dumping your RP is you're going to be waiting on your cooldowns to finish your rotation, which is where the dps loss comes into play.
like i said, just use DC when all runes are on cooldown (as a filler). But never priority dumping RP over DS or HS
ie: DS and HS > DC
What % of your DPS is Death Coil? I haven't compared my own breakdowns with any other Blood DK's in a long time, but DC tends to be 9-10% of my DPS these days using a GoD priority system. If you only use DC when your runes are on CD, I'd suspect you get something similar since that's usually how I strive to play. Doing that, I find that the only time I tend to have free GCDs are at the very start of a fight if I don't have time to build up Runic Power using Horn/D&D, and sometimes right after popping DRW if I don't have full RP when I do it.
Blood uses enough GCDs on rune abilities (because of Heart Strike and Death Runes) that RP dumping isn't really an important part of the play-style, in stark contrast to Unholy and pre-3.2 Frost.
What % of your DPS is Death Coil? I haven't compared my own breakdowns with any other Blood DK's in a long time, but DC tends to be 9-10% of my DPS these days using a GoD priority system. If you only use DC when your runes are on CD, I'd suspect you get something similar since that's usually how I strive to play. Doing that, I find that the only time I tend to have free GCDs are at the very start of a fight if I don't have time to build up Runic Power using Horn/D&D, and sometimes right after popping DRW if I don't have full RP when I do it.
Blood uses enough GCDs on rune abilities (because of Heart Strike and Death Runes) that RP dumping isn't really an important part of the play-style, in stark contrast to Unholy and pre-3.2 Frost.
I can check mine as well when I get to my other computer, but I generally only use Death Coil when I don't have a strike up or when I am for whatever reason not within melee range of the boss. (Fights that come to mind, switching between mobs on Iron Council, Freya, Yogg, doing extra DPS on the "head" during mimiron) Otherwise I dump as fast as I can before I get in range while still retaining enough RP to summon DRW when it's available.
Edit: Mine is generally around 10%, sometimes jumps to 12.
Edit2: And I'm using Dark Death instead of Disease, I've been debating for a week now about changing back to Disease so I'd have Death Strike, Disease and DRW.
Keep in mind the grace period on runes. Using a rune the instant is comes off cooldown puts it on cooldown for 10secs, but if you wait and cast a DC and then use that rune, it cools down only for 8secs, so essentially you are not delaying rune abilities by throwing that DC.
The grace period is useful for when you have less than a GCD left on a rune's refresh so you can use a Death Coil or some other ability in the mean time instead of simply waiting for it. In practice I still don't feel it encourages a specific "dump phase." Sometimes you have time two use two Death Coils before your runes are off cooldown, which is essentially a dump, but more often than not I end up weaving them in-between my other abilities.
Originally Posted by Defyapathy
Edit: Mine is generally around 10%, sometimes jumps to 12.
Edit2: And I'm using Dark Death instead of Disease, I've been debating for a week now about changing back to Disease so I'd have Death Strike, Disease and DRW.
I didn't notice GoDisease doing anything significant until I got my 4 piece bonus and replaced Mjolnir Runestone with Death's Choice. If you have an unholy DK in your raid you might see a benefit earlier, though. GoDD and not using Disease is probably why your DC damage is higher.
I find Disease to promote slightly more spontaneous ability usage which usually tends to lead to less Death Coils being used. Before I switched to Disease, I would always dump all my RP with Death Coils at the end the 20 second rune refresh cycle when your first are about to come off CD, since at this time your diseases are also about to run out and DC isn't dependent on disease damage.
With GoD, you have to goal of rolling diseases, so they're nearly always present on the target. This eliminates the natural dump phase present when using GoDD and promotes the constant usage of Heart Strike whenever a blood rune is up.
Coincidentally, this also makes keeping a strict rotation difficult especially if you start fights by using DS HS HS and then applying diseases (and Hysteria & DRW before that if you started the fight with around 25 or 30 RP). I've noticed that starting like that will throw off the way that your runes refresh and unless you waste a little time waiting (which maybe I should try to do from now on) or started out with completely full RP so you can use a Death Coil right off to buy time, your next four Heart Strikes start by using a Death Rune, then two Blood, and finally the Death Rune that got separated from the first one by the two refreshed Bloods. I expect the DPS loss from this is only slight if not completely non-existent, though. It hasn't cause me any trouble other than being annoying (it always irks me when rune pairs don't refresh together), in any case.
You can generally throw in a single DC anywhere in your rotation without screwing it up too much. If you do too many DC's throughout your rotation you risk diseases falling off on your last HS, then it becomes a loss.
At the end of your last HS, if you have readily available U/F runes to re-start your rotation, should you restart it or finish dumping the rest of your RP? If the U/F just come off CD as you finish your last HS should you take advantage of the grace period and throw 1 death coil, or break the grace period and throw 2?
I've found that the spontaneity provided by GoDisease to be very refreshing (pardon the pun). It allows much more prioritizing, and relies less on following any rigid rotations. I enjoy the challenge of managing my runes on the fly, and anticipating rune usage several GCDs ahead of time.
The downside is, as you mentioned, fewer death coils being used and an rp bar that is full more often than empty. Not complaining really, because for those times when you have to be sure you have at least one blood or death rune for Pestilence, using a few death coils is much nicer than letting GCDs go to waste.
If you have the T9 4pc bonus and haven't tried GoDisease, I can't recommend enough that you at least take it out for a spin one night. The difference for me was dramatic.
I went out on a limb and assumed you meant Blood Tap and tried it out just to see what would happen. Instead of having an FU pair mismatched, I just ended up with my two blood runes mismatched.
In the end having them mismatched doesn't really impact my DPS too much since I can just fill the space with Death Coils while the late rune catches up or else stall for a second and let my Blood Runes refresh before I start to use HS to prevent it all together.
Edit: I just decided to wait for my Blood runes to refresh during our attempts on Heroic Jaraxxus last night and coincidentally it turned out to be timed just right so that I could use my last Death Rune on Pest and spread my diseases to the first Nether Portal.
It's not possible. Your armor penetration from gear/talents is capped at 100%, and that is counted after debuffs--sunder, faerie fire, and shattering throw each stacking multiplicatively. Depending on the target's armor, 100% armor penetration may not reduce their armor to zero (boss with sunder/ff currently has ~315 armor when you have 100% ArP), but it is not possible to reduce armor below zero.
Looking at the arms warrior thread on EJ, they are recomending to gear for 100% armor pen.
"You will still stack ArP, you just have to reach a higher point before starting to stack it.
If you have a trinket with ArP proc, stack to the 100% - Value from proc, same as before, just a different number."
Everything I am reading there suggests that Sunder/Faerie fire does not count against what comes from gear/gems /talents. If they were counting Sunder they would be stacking to 80% ArP.
Looking at the arms warrior thread on EJ, they are recomending to gear for 100% armor pen.
"You will still stack ArP, you just have to reach a higher point before starting to stack it.
If you have a trinket with ArP proc, stack to the 100% - Value from proc, same as before, just a different number."
Everything I am reading there suggests that Sunder/Faerie fire does not count against what comes from gear/gems /talents. If they were counting Sunder they would be stacking to 80% ArP.
Sunder/Expose Armor and Faerie Fire stack for 25% armor pen. Aside from those abilities, everything else (gear and talents) are lumped into the character's armor pen. Debuff ArP and character ArP stack multiplicatively, not additively, and as such 100% character armor pen is what works on the mob after debuffs are calculated.
Sunder/Expose Armor and Faerie Fire stack for 25% armor pen. Aside from those abilities, everything else (gear and talents) are lumped into the character's armor pen. Debuff ArP and character ArP stack multiplicatively, not additively, and as such 100% character armor pen is what works on the mob after debuffs are calculated.
Sunder and faerie fire multiply for 24% armor reduction, not 25%. Calling that number "armor pen" is pretty misleading too, since the armor debuff calculation is separate from the armor penetration calculation. And saying that armor reduction from debuffs and that from armor penetration rating/talents "stack multiplicatively" is also not quite accurate; suffice it to say that armor removed by armor penetration is calculated based on the boss's debuffed armor value.
I'd recommend reading this post and subsequent discussion for more information about how effective armor is calculated, as the complete formula is a bit long and doesn't really bear re-posting.
I've been experimenting lately with different ways to optimize my use of Dancing Rune Weapon during its limited duration, and wanted to pose this question regarding priority for DRW ability usage, specifically, does the community find that its worth using a Heart Strike or Death Strike in place of Death Coil during the limited DRW duration even if the DK is sitting at the Runic Power cap?
Consider the following example of DRW usage, please assume that trinket procs are up, abilities have proced, bloodlust is off, potion of speed, and you are have four death runes up:
Dancing Rune Weapon > IT > PS > HS > HS > HS > HS > Blood Tap > HS > Empowered Rune Weapon
HS > HS > DS > DS (usually run out of DRW duration about here) > DC > DC > back to typical rotation.
Usually I find myself Runic Power capped at or just after my use of Empowered Rune Weapon, and there are a few Death Coils that I could likely add to this rotation, but is it a good idea?
You need to take into account how much damage your abilities do, and Death Coil is probably one of the weaker moves you could execute while DRW is up. If you have a free GCD and no runes, then by all means, DC away, but so long as diseases are up on the target and you can use Heart Strike or Death Strike, use those. DS and HS will always hit harder than DC and have higher crit rates.
In regards to Nighthavk's 2pcT9 ArP gemming being better than STR gemming:
Once you add in an add or two and you start tipping the scales more towards spell based damage(DnD, diseases, and deathcoil - both HS-free cast and manual cast) that very slight increase would become a loss.
Heck, the 4pcT9 alone would most likely do it.
When you have DRW up, or you have to burn something, like a portal, quicky you're not looking at what is DPS efficient. You are looking at what is DP-*NOW*.
A question regarding rolling diseases, would you benefit from using DRW on cooldown, or would you want to wait 45 seconds for all your buffs to have proced again, then use DRW and reapply diseases?