Look at the damage break downs. It's showing half as many plague strikes as Icy Touches in the dual wield sim and doubling the damage they show when i run the same report with strikes unmerged. The sim is just listing averages based on 2 strikes per swing. I don't know why. For reference:
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
959394644
19.1
209015
6605.8
42017
16.5
3212.5
103218
40.5
6600.3
45840
18
63780
25
2244.5
OffHand
596509139
11.9
211259
4044.5
44180
17.3
1981.7
103308
40.5
4072
43649
17.1
63771
25
1384.5
Ghoul
483016350
9.6
428138
1507.5
265161
61.9
1070.8
55254
12.9
2141.8
107723
25.2
749.5
DeathCoil
384281910
7.6
51269
7495.4
30951
58.9
5284
20318
38.7
10864.1
1281
2.4
ScourgeStrike
360434552
7.2
53484
6739.1
28427
52.7
4098.2
25057
46.4
9735.2
471
.9
FrostFever
269479856
5.4
107789
2500.1
107789
100
2500.1
99.4
BloodStrike
248182788
4.9
71978
3448
42903
59.1
2416.4
29075
40.1
4970.3
595
.8
BloodPlague
225130688
4.5
107943
2085.6
107943
100
2085.6
99.9
Gargoyle
217974022
4.3
45388
4802.5
39502
84.8
4250.7
5886
12.6
8505.7
1176
2.5
ScourgeStrikeMagical
192773896
3.8
53484
3604.3
28427
53.2
2192.5
25057
46.8
5206.1
Necrosis
186407102
3.7
209015
891.8
209015
100
Ghoul: Claw
151440781
3
90514
1673.1
78912
87.2
1604.5
11602
12.8
2140.1
WanderingPlague
145983655
2.9
64042
2279.5
64042
97.5
1636
2.5
BloodCakedBlade
136451808
2.7
61972
2201.8
61972
99.2
2201.8
511
.8
Necrosis(OH)
115880894
2.3
211259
548.5
211259
100
IcyTouch
86936149
1.7
18516
4695.2
11487
60.5
3352
7029
37
6890.3
485
2.6
BloodCakedBlade(OH)
86343431
1.7
63543
1358.8
63543
99.9
1358.8
74
.1
PlagueStrike
75415543
1.5
18514
4073.4
9893
53
2480.8
8621
46.2
5901
161
.9
Army of the Dead
39918271
.8
297395
134.2
259315
87.2
131.9
38080
12.8
150.1
UnholyBlight
38441078
.8
51269
749.8
51269
100
Saronite Bomb
15244572
.3
6172
2470
6172
100
2470
Global Thermal Sapper Charge
11457078
.2
2057
5569.8
1239
60.2
4514.3
818
39.8
7168.6
DPS
13964(+/- 2765)
Total Damage
5027.1m
in 100h
Total runic power used: 2225480 (70 wasted)
Threat Per Second
9581
Generated in
46s
Template:
17-0-54 Unholy DW
Priority:
Unholy
Presence:
Blood
Sigil:
Virulence
RuneEnchant:
FallenCrusader /
FallenCrusader
Pet Calculation:
True
Strikes unmerged. same setup again with strikes merged:
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
Melee
1555903783
31
420274
5315.3
86197
16.9
2581.6
206526
40.5
5335.6
89489
17.6
127551
25
1814.5
Ghoul
634457131
12.6
313187
3087.9
172036
54.9
2386.4
33428
10.7
4283.1
107723
34.4
749.5
ScourgeStrike
553208448
11
53484
10343.4
28427
52.9
6290.7
25057
46.6
14941.3
236
.4
DeathCoil
384281910
7.6
51269
7495.4
30951
58.9
5284
20318
38.7
10864.1
1281
2.4
Necrosis
302287996
6
210137
1438.5
210137
100
FrostFever
269479856
5.4
107789
2500.1
107789
100
2500.1
99.4
BloodStrike
248182788
4.9
35990
6895.9
21452
59.1
4832.7
14538
40.1
9940.3
298
.8
BloodPlague
225130688
4.5
107943
2085.6
107943
100
2085.6
99.9
BloodCakedBlade
222795239
4.4
62758
3550.1
62758
99.5
3550.1
292
.5
Gargoyle
217974022
4.3
45388
4802.5
39502
84.8
4250.7
5886
12.6
8505.7
1176
2.5
WanderingPlague
145983655
2.9
64042
2279.5
64042
97.5
1636
2.5
IcyTouch
86936149
1.7
18516
4695.2
11487
60.5
3352
7029
37
6890.3
485
2.6
PlagueStrike
75415543
1.5
9256
8147.7
4946
53
4962.2
4310
46.2
11803.4
80
.9
Army of the Dead
39918271
.8
297395
134.2
259315
87.2
131.9
38080
12.8
150.1
UnholyBlight
38441078
.8
51269
749.8
51269
100
Saronite Bomb
15244572
.3
6172
2470
6172
100
2470
Global Thermal Sapper Charge
11457078
.2
2057
5569.8
1239
60.2
4514.3
818
39.8
7168.6
DPS
13964(+/- 2765)
Total Damage
5027.1m
in 100h
Total runic power used: 2225480 (70 wasted)
Threat Per Second
9245
Generated in
47s
Template:
17-0-54 Unholy DW
Priority:
Unholy
Presence:
Blood
Sigil:
Virulence
RuneEnchant:
FallenCrusader /
FallenCrusader
Pet Calculation:
True
Same exact setup. Unchecking the Merge Strikes box halves the average damage and doubles the hits. I do not have Threat of Thassarian talented.
Also, I'm showing the same number of Saronite Bombs and Sapper Charge uses in all sims.
Edit: As for number of death coils/strikes between the 2, they aren't directly comparable. The dual wield set has more spell hit and more haste because I swapped 3 str/hit gems for str/haste and gained the hit from the Bloodvenom Blades. As a human, I also got 3 expertise from using swords. So the potential is there to open up new Global cooldowns to get more death coils cast. I realize ideally you'd compare exact sets, but i can't realistically get the same stats in a dual wield set as a 2h set.
Plus I'm not some kind of text browsing superhero, so I posted here to see if others could find fault/replicate it on their sims. So you won't hurt my feelings pointing out something I've failed to look at.
I think the simulator works this way:
When it finds you dual-wield it gives strikes a chance to hit with offhand. That chance is equal to 0%/30%/60%/100% where 0% is when you have 0 points in ToT. Instead of a chance to strike with the offhand, they simulation may use 0/30/50/100% offhand strike damage. You may ask why this doesn't aply to SS. The answer that such a mechanic was not needed for SS because you can't have both SS and ToT. The same should apply to HS.
So if my guess is right, you are getting x number of strikes with main hand and x number of strikes of 0 dmg with the offhand, which are not displayed. When checking merge, the 0dmg strikes of the offhand are added and the simulator now displays 2x number of strikes but for half the dmg.
As to imp UP up there, what was the latency set to? It shouldn't be wasting that much RP normally, even with BS prioritized. Also, what talent did you sacrifice for IUP? It obviously wasn't Necrosis or BCB, and some quick math shows it couldn't have been BI or Desolation.
Actually, it was Desolation. I lose a total of 17% damage between Blood Pres and the 2 points outa Desolation. The following sims were made with no ICC buff, Blood runes synced, and 300 lat.
DPS| 11084(+/- 653) Blood Pres
DPS| 11195(+/- 682) Unholy Pres
These next ones, Blood runes aren't synced, and lat has been reduced to 200.
DPS| 11326(+/- 725) Blood
DPS| 11201(+/- 608) Unholy
It appears that higher lat means you want to DPS in Unholy pres. Now the ICC buff is at 20%.
DPS| 13460(+/- 2781) B
DPS| 13287(+/- 2642) U
Now this saddens me. I really thought I was going to be able to DPS in Unholy Presence.
I ran one last test with DC over BS, but wasn't any closer. DPS| 13186(+/- 2793)
I also checked out the DPS at 500 lat.
DPS| 12725(+/- 2614) B
DPS| 12965(+/- 2565) U
tl;dr: The more lat you have, the better DPSing in Unholy pres with Imp. Unholy pres becomes.
If the DPS difference between blood presence and unholy presence is that low (~200 dps), then on virtually any fight with extensive movement such as heroic lich king or blood prince council, unholy presence will often result in higher DPS for the encounter. In addition (if not an engineer), you will be able to use 32AP or icewalker instead of tuskarr to boots which compensates slightly.
I was planning on using an IUP build for heroic lich king this week since I'm not an engineer and the run speed increase is of great value on that encounter, and I'll post some comparisons.
I've tried IUP build in ICC 25 normal modes, as well as unmodified movement speed in hardmodes. From my personal experience, the difference between normal and increased movement speed is barely noticeable on any fight, including movement-heavy Putricide and TLK.
Right now I'm sitting on 100% movement speed, and didn't have any inconvenience during yesterday heroic LK kill.
Speaking of TLK specifically, you might only really need speed increase for carrying out plague on phase 1 and defile on phase 2, and these can be easily offset with engineer boots enchant. You might run into some inconvenience if your LK tank is a paladin with 15% increase, but predicting tank movement and taking advantage of LK's frequent casts should help you.
Why suffer it? Because taking 2 points out from DPS talents is one thing you can't afford, considering how DPS-demanding the fight is (and the fact that you already have to spend two points on Desecration).
Edit: had to point out that even with IUP build, blood presence should yield more DPS.
I did some sims with my setup to see if IUP is really increasing dps or just the fact that you are switching to dual wield. Sims are with 250ms latency and ICC20% buff.
1) My normal 2h setup
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
983722159
22.1
160391
8201.3
68025
42.2
4839.5
51922
32.2
9966.4
960
.6
40444
25.1
3388.3
Ghoul
461137934
10.4
387621
1589
240091
61.9
1128.8
50108
12.9
2257.9
97422
25.1
790.1
ScourgeStrike
454911858
10.2
53496
8503.7
32920
61.2
5558.8
20576
38.2
13215.2
312
.6
DeathCoil
390636773
8.8
51644
7564
34163
66.2
5565.3
17481
33.8
11470.1
FrostFever
291290794
6.5
109865
2651.4
109865
100
2651.4
99.2
BloodStrike
288114116
6.5
65506
4398.3
44409
67.4
3279.4
21097
32
6753.5
349
.5
ScourgeStrikeMagical
251300640
5.6
53496
4697.6
32920
61.5
3070.6
20576
38.5
7300.6
BloodPlague
244307958
5.5
110236
2216.2
110236
100
2216.2
99.7
Necrosis
191117236
4.3
160391
1191.6
160391
100
Gargoyle
178763223
4
36693
4871.9
31986
87.2
4317.2
4707
12.8
8641.1
Ghoul: Claw
159874694
3.6
90514
1766.3
78912
87.2
1693.9
11602
12.8
2259
BloodCakedBlade
158685976
3.6
47810
3319.1
47810
99.5
3319.1
243
.5
WanderingPlague
132541681
3
54617
2426.7
54617
100
PlagueStrike
99081436
2.2
18517
5350.8
11429
61.4
3505.3
7088
38.1
8326.7
100
.5
IcyTouch
88136004
2
18518
4759.5
12517
67.6
3542.7
6001
32.4
7297.5
UnholyBlight
39066976
.9
51644
756.5
51644
100
Army of the Dead
37950301
.9
254123
149.3
221327
87.1
147.9
32796
12.9
158.9
DPS
12363(+/- 2487)
Total Damage
4450.64m
in 100h
Total runic power used: 2188760 (0 wasted)
Threat Per Second
8439
Generated in
36s
Template:
Unholy 0/17/54
Priority:
Unholy
Presence:
Blood
Sigil:
HangedMan
RuneEnchant:
FallenCrusader
Pet Calculation:
True
2) DW Setup with 2x Soulbreaker hc. 3 points in Nerves of Cold Steel instead of Black Ice
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
810529142
18.1
203760
5613.8
63635
26.8
2985.1
80747
34
6148.8
33430
14.1
59378
25
2089.6
OffHand
507550980
11.3
203953
3509
63851
26.9
1867.5
80792
34.1
3846.7
33236
14
59310
25
1307.2
Ghoul
445921176
10
398839
1493.5
246995
61.9
1060.7
51583
12.9
2121.7
100261
25.1
742.9
DeathCoil
374052444
8.4
52529
7120.9
34883
66.4
5248.4
17646
33.6
10822.4
ScourgeStrike
320853907
7.2
53486
5998.8
31894
59.6
3855.5
21592
40.4
9164.9
FrostFever
271645934
6.1
107937
2516.7
107937
100
2516.7
99.2
BloodPlague
226202914
5.1
108727
2080.5
108727
100
2080.5
99.7
BloodStrike
213927457
4.8
69337
3085.3
45738
66
2267.6
23599
34
4670.2
ScourgeStrikeMagical
174983092
3.9
53486
3271.6
31894
59.6
2102.6
21592
40.4
4998.3
Gargoyle
167934481
3.8
35380
4746.6
30830
87.1
4206.6
4550
12.9
8405.3
Necrosis
157496570
3.5
203760
773
203760
100
Ghoul: Claw
150247030
3.4
90514
1659.9
78912
87.2
1592
11602
12.8
2121.9
WanderingPlague
128890703
2.9
56320
2288.5
56320
100
BloodCakedBlade
124802166
2.8
60927
2048.4
60927
100
2048.4
Necrosis(OH)
98593432
2.2
203953
483.4
203953
100
IcyTouch
83929344
1.9
18514
4533.3
12562
67.9
3382.5
5952
32.1
6962.2
BloodCakedBlade(OH)
78766996
1.8
61445
1281.9
61445
100
1281.9
PlagueStrike
66764105
1.5
18514
3606.1
11068
59.8
2319.6
7446
40.2
5518.5
UnholyBlight
37394664
.8
52529
711.9
52529
100
Army of the Dead
35893164
.8
262395
136.8
228521
87.1
135.2
33874
12.9
147.4
DPS
12434(+/- 2606)
Total Damage
4476.38m
in 100h
Total runic power used: 2222120 (0 wasted)
Threat Per Second
8560
Generated in
48s
Template:
Unholy Dual Wield 0/17/54
Priority:
Unholy
Presence:
Blood
Sigil:
HangedMan
RuneEnchant:
FallenCrusader /
Cinderglacier
Pet Calculation:
True
3) DW Setup in UP
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
816282563
18.9
234831
4901.1
73583
26.9
2608.6
92968
34
5374.3
38458
14.1
68280
25
1826.3
Ghoul
513214319
11.9
457728
1497.9
283554
61.9
1064.1
59078
12.9
2127.7
115096
25.1
745.4
OffHand
511207056
11.8
235087
3065.1
73634
26.9
1631.6
93149
34.1
3360.9
38202
14
68304
25
1142
DeathCoil
359583350
8.3
57678
6234.3
38353
66.5
4601.9
19325
33.5
9474
ScourgeStrike
279941317
6.5
53486
5233.9
31894
59.6
3363.6
21592
40.4
7996.5
FrostFever
236066016
5.5
106972
2206.8
106972
100
2206.8
99.6
BloodPlague
197536482
4.6
108000
1829
108000
100
1829
100
BloodStrike
193553066
4.5
71935
2690.7
47438
65.9
1976.7
24497
34.1
4073.2
Necrosis
158553584
3.7
234831
675.2
234831
100
Ghoul: Claw
150801773
3.5
90514
1666.1
78912
87.2
1597.9
11602
12.8
2129.7
Gargoyle
138782134
3.2
29220
4749.6
25436
87
4205.7
3784
13
8405.7
ScourgeStrikeMagical
135337718
3.1
53486
2530.3
31894
59.6
1625.9
21592
40.4
3866.3
BloodCakedBlade
125696144
2.9
70118
1792.6
70118
100
1792.6
WanderingPlague
112464968
2.6
56029
2007.3
56029
100
Necrosis(OH)
99321745
2.3
235087
422.5
235087
100
BloodCakedBlade(OH)
79291222
1.8
70717
1121.2
70717
100
1121.2
IcyTouch
73515844
1.7
18514
3970.8
12562
67.9
2961.1
5952
32.1
6101.8
PlagueStrike
58248767
1.4
18514
3146.2
11068
59.8
2022.6
7446
40.2
4816.4
Army of the Dead
38757657
.9
303555
127.7
264904
87.3
125.2
38651
12.7
144.4
UnholyBlight
35949523
.8
57678
623.3
57678
100
DPS
11984(+/- 2527)
Total Damage
4314.11m
in 100h
Total runic power used: 2410800 (0 wasted)
Threat Per Second
8113
Generated in
54s
Template:
Unholy Dual Wield 0/17/54
Priority:
Unholy
Presence:
Unholy
Sigil:
HangedMan
RuneEnchant:
FallenCrusader /
Cinderglacier
Pet Calculation:
True
4) DW Setup with IUP
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
800074609
18.1
234346
4813.4
73436
26.9
2563.1
92781
34
5277.7
38366
14.1
68129
25
1793.4
Ghoul
512598289
11.6
456698
1499.5
282916
61.9
1065.2
58936
12.9
2130.5
114846
25.1
745.9
OffHand
501035051
11.3
234588
3010.5
73466
26.9
1602.4
92964
34.1
3300.8
38120
14
68158
25
1121.7
DeathCoil
383053763
8.7
62772
6102.3
41794
66.6
4506.7
20978
33.4
9281.2
ScourgeStrike
312104342
7.1
60748
5137.7
36162
59.5
3298.4
24586
40.5
7843
FrostFever
241651684
5.5
112432
2149.3
112432
100
2149.3
99
Gargoyle
211679649
4.8
45208
4682.3
39345
87
4144.1
5863
13
8294.2
BloodStrike
196652472
4.4
74519
2639
49166
66
1939.7
25353
34
3995.1
BloodPlague
182195648
4.1
102857
1771.3
102857
100
1771.3
100
Necrosis
155472624
3.5
234346
663.4
234346
100
Ghoul: Claw
150886608
3.4
90514
1667
78912
87.2
1598.7
11602
12.8
2131.2
ScourgeStrikeMagical
148035066
3.3
60748
2436.9
36162
59.5
1564.6
24586
40.5
3719.8
BloodCakedBlade
123036445
2.8
69959
1758.7
69959
100
1758.7
WanderingPlague
111623879
2.5
56614
1971.7
56614
100
Necrosis(OH)
97334272
2.2
234588
414.9
234588
100
IcyTouch
79215992
1.8
20509
3862.5
13892
67.7
2876.5
6617
32.3
5932.4
BloodCakedBlade(OH)
77600525
1.8
70568
1099.7
70568
100
1099.7
PlagueStrike
63409220
1.4
20509
3091.8
12267
59.8
1992.8
8242
40.2
4727.4
Army of the Dead
38961648
.9
303555
128.4
264904
87.3
125.9
38651
12.7
144.9
UnholyBlight
38302506
.9
62772
610.2
62772
100
DPS
12291(+/- 2555)
Total Damage
4424.92m
in 100h
Total runic power used: 2633100 (0 wasted)
Threat Per Second
8203
Generated in
57s
Template:
Unholy Dual Wield 0/17/54 IUP
Priority:
Unholy
Presence:
Unholy
Sigil:
HangedMan
RuneEnchant:
FallenCrusader /
Cinderglacier
Pet Calculation:
True
Also note that I have 26 expertise. Expertise is more valuable the more latency you have. The same holds true for UP. Thus, the less expertise and the higher your latency, the more valuable UP/IUP becomes.
Here are also the EP values for the DW setup without the IUP:
EP AttackPower | 1 (0.9 DPS/per AP)
EP Strength | 3.11
EP Agility | 1.31
EP CritRating | 1.91
EP HasteEstimated | 2.78
EP HasteRating1 | 3.09
EP ArmorPenetrationRating | 2.18
EP ExpertiseRating | 2.67
Personal Expertise value | 0
BeforeMeleeHitCap<8% | 4.11
EP SpellHitRating | 2.53
EP WeaponDPS | 5.56
EP WeaponSpeed | 277.78
| Template | Unholy Dual Wield 01754
| Priority | Unholy
| Presence | Blood
| Sigil | HangedMan
| RuneEnchant | FallenCrusader / Cinderglacier
| Pet Calculation | True
Hit rating over the 8% cap, has a 2.53 value, making it worth to stack pass the cap. It's actually the 2nd best stat after haste. Thus, going for a bis setup with these values in mind would mean an even bigger dps gap between 2h and DW setups.
Although simulations are insightful, there could be errors, so If anyone with the apropriate setup could test this, it could give us a definitive answer.
Talking about: [Frost Sub-spec Without Reaping] 0/17/54
Wouldn't it result in higher DPS, if I change points from "Dirge" to "Subversion"?
Another question
Do my diseases take a snapshot of my stats and will do the same damage for their whole duration or does the damage of my diseases change as my stats changes?
Some feedback on the new look:
I think the old one is better due to the fact that you could immediately mouse over individual gear pieces and see the details for it. You can always post the summary of the total stats beside it.
Also, what's the reason behind the expertise-cap gear sets? Did the EP of exp change in 3.3.5? Is it worth going for exp cap now?
Originally Posted by Urokan
Do my diseases take a snapshot of my stats and will do the same damage for their whole duration or does the damage of my diseases change as my stats changes?
I tried IUP (I am also specced desecration for HLK) for a while in our ICC 25 heroic 11/12 farm night yesterday. It definitely lagged behind on single target fights like saurfang and rotface, but not by an awful lot. I ended up going 2/5 necrosis and 4/5 desolation to find the 4 points. On marrowgar it lagged more because while I myself can keep up with the boss's movement better, my ghoul cannot and spent a lot of time running around during bone storm making increased pet damage rather useless. Encounters where you can freely soak RP via AMS will yield a small increase due to being able to cast 3x death coil at the end of a rotation due to the extra GCDs available.
After getting a DBW from saurfang I swapped back to the regular sub frost cookie cutter spec (still with desecration) for putricide onwards.
One highlight was on deathwhisper where I ended up WoL ranked somehow despite no DBW at the time or shadowmourne. The run speed increase and faster GCDs are somewhat good for adds which have a low lifespan, but with 25% we got a bit lazy and essentially ate ghosts for half the fight. Players in guilds still progressing on this encounter may find run speed of more use.
On heroic lich king last week, I used IUP and found it lagged behind non-IUP in overall damage by roughly 5%, however the additional run speed is indeed good for handling defile and keeping on raging spirits as you run in with one still alive post-transition. On our longest attempt in P3 (14 minutes) I actually pulled ahead of previous non-IUP numbers with IUP. IUP was a fair bit weaker on valks but very slightly stronger on LK himself due to a bit more melee time on him despite his movement, compensating for reaction time / server lag (which we have a lot of on KT). Because it is weaker on valks I'm not going to continue to use it as valk damage is where we need to improve the most.
Am I the only one who has difficulties to figure through the couple of last posts. What is this with UP and IUP and 2h or DW or UP+DW or what. I mean thanks Garyuutensei for the parses which give fair overview. But what should we learm from all this. Is this the revival of DW Unholy? Now the question is, where does Unholy DW stands compared to Frost DW? What about Unholy DW + Arp Setup? I would expect that ArP Setups would benefit from DW more than with 2h.
Honestly, I think the idea behind it is to show that DW Unholy is still feasible, but moreso related to the users personal preference. Realistically, while one setup appears 100 dps higher than the typical 2H, it also has a higher variance number by almost 200 points.
In the end, as mentioned, its purely going to be a matter of personal preference, read it as just that.
Lately, I feel like the burst/spike dps I put out at the start of encounters is lacking. What opening rotation do some of you (with top parses) use?
I do the basics: prepot haste with army and time gargoyle with cds/procs... Perhaps I'm missing something? Any advice is greatly appreciated.
If I am trying to maximize my initial burst dps, as 2H UH my opening looks a lot like:
Pre-pull Bone Shield, Pre-pull AotD, Pre-pull DnD to get Advantage up, Pre-pull Potion of Speed, Pre-pull HoW for the runic power
PS, IT, BS, SS, BS, BT, BS, DC, DC, SS, BS, SS, BS, ERW, SS, SS, Garg then twist the disease refresh (IT, PS) then commense with priority
If I am trying to maximize my initial burst dps, as 2H UH my opening looks a lot like:
Pre-pull Bone Shield, Pre-pull AotD, Pre-pull DnD to get Advantage up, Pre-pull Potion of Speed, Pre-pull HoW for the runic power
PS, IT, BS, SS, BS, BT, BS, DC, DC, SS, BS, SS, BS, ERW, SS, SS, Garg then twist the disease refresh (IT, PS) then commense with priority
You want to get your Gargoyle out before your pre-potted Potion of Speed runs out. Likewise, if you're an engineer, be sure your glove haste is up when you bring out your gargoyle. Watch for Speed of the Vrykul from your DBW. A perfect storm for your gargoyle is pre-potted PoSpeed, hyperspeed accelerators, Speed of the Vrykul, and Heroism. Your gargoyle's damage is linear to haste, basically, so these combine to do a significant amount of burst. I usually get mine out after my first SS because otherwise one or more of the above effects would wear out. In particular, you should pre-pot *after* the army, not before -- even one cast of your gargoyle should be 3-4x the damage of pre-AotD, and you want the haste effect on your gargoyle.
The gargoyle snapshots your haste when it is summoned, which is why the very short-lived modifiers actually have very big effects on your gargoyle's DPS (as opposed to your permaghoul, which updates his haste based on yours as it changes).
You want to get your Gargoyle out before your pre-potted Potion of Speed runs out. Likewise, if you're an engineer, be sure your glove haste is up when you bring out your gargoyle. Watch for Speed of the Vrykul from your DBW. A perfect storm for your gargoyle is pre-potted PoSpeed, hyperspeed accelerators, Speed of the Vrykul, and Heroism. Your gargoyle's damage is linear to haste, basically, so these combine to do a significant amount of burst. I usually get mine out after my first SS because otherwise one or more of the above effects would wear out. In particular, you should pre-pot *after* the army, not before -- even one cast of your gargoyle should be 3-4x the damage of pre-AotD, and you want the haste effect on your gargoyle.
The gargoyle snapshots your haste when it is summoned, which is why the very short-lived modifiers actually have very big effects on your gargoyle's DPS (as opposed to your permaghoul, which updates his haste based on yours as it changes).
Other than the timing of the haste pot, you're in agreement with his opening sequence?
Lately, I feel like the burst/spike dps I put out at the start of encounters is lacking. What opening rotation do some of you (with top parses) use?
I do the basics: prepot haste with army and time gargoyle with cds/procs... Perhaps I'm missing something? Any advice is greatly appreciated.
My burst dps is very good lately. I'm really surprised that Unholy can do that much burst damage (and the sustained damage is better than expected).
I'm not doing anything special. Use runes - Gargoyle (behind me) - ERW - Refresh diseases - Proceed as usual. It's more about the timing, there's a lot going on for the first 30s. I do not watch out for any buffs, I just assume they're up.
I Bone shield, Aotd, HoW, pre pot and go with PS,IT,BS,SS,BS,ERW,SS,SS, Gargoyle,BS, BS, Dump. Then reapply disease and go with your reg priority / rotation. Using that set up I have all procs up, including sigil at full when garg comes out and I can usually reapply diseases before procs fall and chaos bane comes off.
Power auras set up to make sure all buffs are up and hyperspeed accelerators macrod in on SS. fyi
Never saw that question asked on the unholy forum. I was curious as what people think would be best also.
You want to get your Gargoyle out before your pre-potted Potion of Speed runs out. Likewise, if you're an engineer, be sure your glove haste is up when you bring out your gargoyle. Watch for Speed of the Vrykul from your DBW. A perfect storm for your gargoyle is pre-potted PoSpeed, hyperspeed accelerators, Speed of the Vrykul, and Heroism. Your gargoyle's damage is linear to haste, basically, so these combine to do a significant amount of burst. I usually get mine out after my first SS because otherwise one or more of the above effects would wear out. In particular, you should pre-pot *after* the army, not before -- even one cast of your gargoyle should be 3-4x the damage of pre-AotD, and you want the haste effect on your gargoyle.
The gargoyle snapshots your haste when it is summoned, which is why the very short-lived modifiers actually have very big effects on your gargoyle's DPS (as opposed to your permaghoul, which updates his haste based on yours as it changes).
At least for me I can get both my army and gargoyle off before my pre-pot runs out.
Dnd > Haste Pot > Army > Horn > Blood Tap (purely for the rp, I haven't tested enough to see if I actually need the rp from this for Garg) > Then I usually rocket boots to the boss to get attacking faster depending on the fight and go into my opener on the boss, then use Garg with about 1 second left on the pot and try and let as many of my buffs proc as possible. I try and use ERW with all my procs up as well right after this.
It has been previously mentioned in a past discussion here that there may be a "haste cap" for gargoyle where additional haste rating becomes useless.
I tossed on a bunch of old haste gear with haste gems in it. 2128 haste rating (gear, food, elixir, fire festival food, haste pot, DBW 700 haste proc), in blood presence brought gargoyle cast time for me down to 1.08 seconds. This is in line with 25.21 haste giving 1% for DKs - the spell tooltip indicated 64.9% haste, but the cast time reduction went by melee haste (84.41%). The spell tooltip is different because the 3.1 patch which boosted the value of haste for DK/druid/shaman/paladin only boosted the per-point value of melee haste, not spell haste. The only thing spell haste will affect is our spell GCD. Keep in mind that while 2128 haste sounds high, with pot/trinkets and BiS gear plus raid buffs, this level of haste rating is quite attainable.
In unholy presence cast time went down to 0.94 seconds. Again, in line with multiplicative haste scaling, 1.08 / 1.15 = 0.939. Displayed cast time always rounds up.
Gargoyle cast speed benefits from icy talons (and thus presumably windfury). With 2128 haste, unholy presence and icy talons, I got the cast speed down to 0.79. This is without bloodlust, engineering gloves, battle chicken or badge on-use haste trinket. With this cast speed, it cast gargoyle strike 20 times during its spawn. There were moments where it would cast 2-3x in a row then pause for a half second before casting again. I could not get more than 20 casts.
I am not an engineer or troll and did not have a shaman around, or any other raid buffs. So what I'd like to see is if someone can get the cast time down even further and analyze whether this nets additional gargoyle strike casts, or whether there is indeed a cap on the number of casts attainable during the pet's lifespan. There is some downtime involved in the gargoyle landing and orienting itself, and it appears to interrupt an unfinished cast to fly away when its time is up. With windfury, bloodlust and troll racial I would have had the cast time down to 0.39.
It has been previously mentioned in a past discussion here that there may be a "haste cap" for gargoyle where additional haste rating becomes useless.
I tossed on a bunch of old haste gear with haste gems in it. 2128 haste rating (gear, food, elixir, fire festival food, haste pot, DBW 700 haste proc), in blood presence brought gargoyle cast time for me down to 1.08 seconds. This is in line with 25.21 haste giving 1% for DKs - the spell tooltip indicated 64.9% haste, but the cast time reduction went by melee haste (84.41%). The spell tooltip is different because the 3.1 patch which boosted the value of haste for DK/druid/shaman/paladin only boosted the per-point value of melee haste, not spell haste. The only thing spell haste will affect is our spell GCD. Keep in mind that while 2128 haste sounds high, with pot/trinkets and BiS gear plus raid buffs, this level of haste rating is quite attainable.
In unholy presence cast time went down to 0.94 seconds. Again, in line with multiplicative haste scaling, 1.08 / 1.15 = 0.939. Displayed cast time always rounds up.
Gargoyle cast speed benefits from icy talons (and thus presumably windfury). With 2128 haste, unholy presence and icy talons, I got the cast speed down to 0.79. This is without bloodlust, engineering gloves, battle chicken or badge on-use haste trinket. With this cast speed, it cast gargoyle strike 20 times during its spawn. There were moments where it would cast 2-3x in a row then pause for a half second before casting again. I could not get more than 20 casts.
I am not an engineer or troll and did not have a shaman around, or any other raid buffs. So what I'd like to see is if someone can get the cast time down even further and analyze whether this nets additional gargoyle strike casts, or whether there is indeed a cap on the number of casts attainable during the pet's lifespan. There is some downtime involved in the gargoyle landing and orienting itself, and it appears to interrupt an unfinished cast to fly away when its time is up. With windfury, bloodlust and troll racial I would have had the cast time down to 0.39.
Gargoyles are stupid and like to reposition, fly off, melee, etc, but I have verified in combat logs they absolutely can cast well under 1.0 seconds, and do so chain casting. I usually see 20-25 seconds of actual active DPS time from a gargoyle, depending on the encounter. I am skeptical that there is a hard cap on the number of casts, but it is possible, and we should get hard testing to confirm one way or another. We need more than anecdotes though -- actual raw combat logs are ideal. I'll test this tonight or tomorrow. If someone else wishes to, you can PM me the raw logs (from WoWCombatLog.txt; just the relevant gargoyle portion, of course) or upload them to WoL.
The old theory about a haste cap of 1.0s cast speed is easily disproven, but if there is a cast cap then there is an effective haste cap, and the simulators will need updated to reflect it.
This is a WoL snippet of a test on the heroic dummy in UC with 0.79 cast time. This time, it only cast 18 times despite the same amount of haste (2128) and same buffs. I do twist it as well to avoid it being in range to melee swing.
The socket bonus and str/stam gem you would put in does not make up for the strength loss. Given it says he has an etched in there which i think is an accident. I find it a bigger stat increase to put the nightmare tear in the chest and gem the pants all strength. IMHO
10str/15stam gem + 6str bonus +21crit meta = 94,07 EP
The pants are an even better place to put a blue gem since the Ep loss is only 1,5EP through the yellow gem and 6,22EP through the blue gem compared to the 12,44EP loss in the chest.
conclusion: go with sovereign dreadstone + nightmare tear and crit meta.