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.
Exactly, lots of people think that the one blue gem is a heavy DPS lose tho they do not take into consideration that the 20str gem at the place of 10str/15 is actualy only a 4Str gain (which becomes 4,68 with kings/endless winter/ravenous) and not to mention that 21 crit rating provides not only physical crit increase but also magical.
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.
Actually, while you are right, you would have to move the yellow gem in the chest elsewhere for the hit to maintain the hitcap. I, for example, would move it to the yellow slot in the cloak. It doesn't matter what yellow slot, any slot with fierce ametrine will do.
That's a gain of 6 str (socket bonus) and 21 crit (new meta) for a loss of 10 haste (old fierce ametrine is now etched ametrine) and a loss of 21 agi (old meta). The EP value of the first is still greater than the second though with BiS EP values. (Other stats are affected on the individual items but everything except the net gains/losses were factored out.)
6 str + 21 crit = 18.66 + 44.31 = 62.97 EP
10 haste + 21 agi = 29.7 + 29.61 = 59.31 EP
Overall gain: Roughly 3.66 EP
Of course, technically, this gem change may very, very slightly alter stat EP values, but not much on each individual stat weight. The margin for error is thus not high enough to consider debating this increase, it's a solid increase of at least 3.5 EP.
So nightmare tear in pants and dreadstone in chest or vice versa is the way to go, but you've gotta move the etched to a new yellow slot to maintain the hitcap.
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.
If I am wrong, please correct me.
I start out the fight with Army, put up diseases, haste pot, hit SS which also activates my eng glove haste enchant, then BS twice for desolation, ERW, DC once to remove excess RP and SS two more times to get my sigil STR bonus up. By this time my SM has proc'd Chaos bane, DV proc is still up, DBW proc is up, Unholy STR is most likely up and the haste pot/eng glove ench is still up and 3x stack of the sigil buff is up.
I have two questions based on the above.
1. Is getting all my buffs up as I do and then summoning my Gargoyle more beneficial than using a pre-haste pot and only having some of those procs up (no chaos bane, only 1x STR stack from your sigil, sometimes Unholy STR hasn't proc'd yet) or doing it how I outlined and not pre-haste potting and having every single buff you can possibly have up before summoning?
2. Assuming what I do is correct is me firing off a DC after ERW a good idea or should I just eat the RP?
You can get it done while still prepotting. Just time it correctly and it's no problem at all. Most encounters have a very clear point where combat starts, so you can prepot 1 second before engaging. Even when it's a bit risky, potting 3 seconds early will still let you complete the following:
IT, PS, BS, SS, BS, ERW, SS, SS, Gargoyle
If you can't make the last SS because you potted too early, just skip it. Using 2 potions, even if neither Gargoyle is summoned when you have the perfect buffs, is more dps than only using 1 potion.
I've been working on the IUP build myself and posted some of my results over on SA's games forum, but I have some input on the build KC102 posted on page 137.
Of all the places you can steal points from to get 2/2 Improved Unholy Presence, Impurity has the least impact on DPS. It's not a major difference though, using the same variables and gear nets me 11005 +/- 556 DPS with 3/5 Desecration, and 11016 +/- 562 with 3/5 Impurity. Dirge is a much bigger loss, and you can't take points from anywhere else in the tree. However, the one point I found that I didn't see in his spec was to drop a point from Epidemic. Unholy Presence with IUP talented has a 9-second rune cooldown, so two sets of runes will cycle every 18 seconds. It'll be very difficult to squeeze in one extra scourge strike with the 21 second diseases and no reaping, so I moved that point to Morbidity instead. Here's the sim differences:
Sim settings: Many 360s long fights, 65 RP/45 seconds, 250 ms latency, 0% ICC buff
2/2 Epidemic
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
908663130
22.9
197069
6151.5
69888
35.4
3434.2
77825
39.4
7068.2
406
.2
49356
25
2402.4
Ghoul
463103319
11.7
458115
1347.2
284060
62
957.8
59701
13
1915.6
114354
25
670.4
ScourgeStrike
387733746
9.8
60000
6462.2
32803
54.6
3979.6
27197
45.2
9456.6
117
.2
DeathCoil
369945702
9.3
69192
5346.7
41512
60
3757.4
27680
40
7730
BloodStrike
267157533
6.7
80000
3339.5
48535
60.5
2358.1
31465
39.3
4853.2
164
.2
Gargoyle
266501236
6.7
50512
5276
43982
87.1
4673.7
6530
12.9
9332.5
ScourgeStrikeMagical
184037547
4.6
60000
3067.3
32803
54.7
1889.1
27197
45.3
4488.4
FrostFever
183254464
4.6
103163
1776.4
103163
100
1776.4
99.7
Necrosis
176546440
4.5
197069
895.9
197069
100
BloodPlague
152894098
3.9
103223
1481.2
103223
100
1481.2
100
BloodCakedBlade
139251645
3.5
59060
2357.8
59060
99.8
2357.8
119
.2
Ghoul: Claw
134915211
3.4
90000
1499.1
78188
86.9
1436.3
11812
13.1
1914.7
WanderingPlague
96228003
2.4
59412
1619.7
59412
100
PlagueStrike
82232755
2.1
20000
4111.6
10844
54.1
2521.7
9156
45.7
5994.6
33
.2
IcyTouch
68282483
1.7
20000
3414.1
11894
59.5
2391.2
8106
40.5
4915.1
Army of the Dead
45097693
1.1
330016
136.7
286881
86.9
133
43135
13.1
161
UnholyBlight
36985859
.9
69192
534.5
69192
100
DPS
11008(+/- 692)
Total Damage
3962.83m
in 100h
Total runic power used: 2887680 (176380 wasted)
Threat Per Second
7161
Generated in
33s
Template:
Unholy Sub Frost IUP Upres Dirge
Priority:
Unholy
Presence:
Unholy
Sigil:
Virulence
RuneEnchant:
FallenCrusader
Pet Calculation:
True
1/2 Epidemic, 1/2 Morbidity
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
909065963
22.8
197218
6150.2
69972
35.4
3435.4
77839
39.4
7065.5
406
.2
49407
25
2402.8
Ghoul
463101851
11.6
458268
1346.8
284146
62
957.4
59718
13
1915.1
114404
25
670.4
DeathCoil
395130652
9.9
70262
5623.7
42111
59.9
3950
28151
40.1
8127.3
ScourgeStrike
349242401
8.8
54117
6453.5
29605
54.6
3975
24512
45.2
9446.9
110
.2
BloodStrike
266588373
6.7
79998
3332.4
48504
60.5
2352.1
31494
39.3
4842.3
164
.2
Gargoyle
264215412
6.6
50360
5246.5
43849
87.1
4646.8
6511
12.9
9285.3
FrostFever
188558307
4.7
105043
1795.1
105043
100
1795.1
99.5
Necrosis
176624628
4.4
197218
895.6
197218
100
ScourgeStrikeMagical
165774835
4.2
54117
3063.3
29605
54.7
1887
24512
45.3
4483.9
BloodPlague
158382333
4
105666
1498.9
105666
100
1498.9
99.9
BloodCakedBlade
139262957
3.5
59098
2356.5
59098
99.8
2356.5
119
.2
Ghoul: Claw
134911000
3.4
90000
1499
78188
86.9
1436.2
11812
13.1
1914.6
PlagueStrike
106970940
2.7
25873
4134.5
13986
54
2531.9
11887
45.9
6020
44
.2
WanderingPlague
99647484
2.5
60971
1634.3
60971
100
IcyTouch
88687759
2.2
25883
3426.5
15421
59.6
2400
10462
40.4
4939.5
Army of the Dead
45520363
1.1
335048
135.9
290929
86.8
132.2
44119
13.2
159.8
UnholyBlight
39503031
1
70262
562.2
70262
100
DPS
11087(+/- 649)
Total Damage
3991.19m
in 100h
Total runic power used: 2930480 (158020 wasted)
Threat Per Second
7229
Generated in
33s
Template:
Unholy Sub Frost IUP Upres Dirge
Priority:
Unholy
Presence:
Unholy
Sigil:
Virulence
RuneEnchant:
FallenCrusader
Pet Calculation:
True
I used this 0/17/54 spec, along with the old ICC25 Heroic Gloranzelg BiS gear. Another thing I discovered comparing Blood to Unholy Presence, if you use the Tuskarr's Vitality enchant for your boots you lose the big DPS gap between a typical sub Frost build and an IUP build. Here's a sim result of the OP's DPS spec, with the enchant on the boots removed to simulate what you'd have if you used Tuskarr's instead:
Cookie-Cutter spec with Tuskarr's
Ability
Damage done
hits
Crits
Misses
Glances
Uptime
Total
%
#
Avg
#
%
Avg
#
%
Avg
#
Avg
#
%
Avg
%
MainHand
902575151
22.6
171165
7030.4
60986
35.6
3932.9
67395
39.3
8086.7
344
.2
42784
24.9
2751.4
Ghoul
401277340
10
398791
1340.6
247338
62
953.3
51981
13
1907.2
99472
24.9
667.1
ScourgeStrike
398837684
10
53961
7391.2
29650
54.8
4565
24311
45
10838.2
110
.2
DeathCoil
337149900
8.4
52194
6459.6
31418
60.2
4543.2
20776
39.8
9357.5
BloodStrike
273926989
6.9
71948
3807.3
43869
60.9
2693.5
28079
38.9
5547.4
144
.2
Gargoyle
234763851
5.9
44664
5256.2
38916
87.1
4658
5748
12.9
9306.4
FrostFever
232205734
5.8
107331
2163.5
107331
100
2163.5
99.4
ScourgeStrikeMagical
213622253
5.3
53961
3958.8
29650
54.9
2445.6
24311
45.1
5804.4
BloodPlague
195675069
4.9
108104
1810.1
108104
100
1810.1
99.8
Necrosis
175352387
4.4
171165
1024.5
171165
100
BloodCakedBlade
138893030
3.5
51496
2697.2
51496
99.8
2697.2
104
.2
Ghoul: Claw
134228223
3.4
90000
1491.4
78188
86.9
1428.9
11812
13.1
1905
WanderingPlague
121452317
3
61482
1975.4
61482
100
PlagueStrike
84352504
2.1
18026
4679.5
9888
54.8
2888.8
8138
45.1
6855.3
27
.1
IcyTouch
74159727
1.9
18037
4111.5
10801
59.9
2889.4
7236
40.1
5935.8
Army of the Dead
41841535
1
289072
144.7
251860
87.1
142.1
37212
12.9
162.4
UnholyBlight
33720416
.8
52194
646.1
52194
100
DPS
11095(+/- 658)
Total Damage
3994.03m
in 100h
Total runic power used: 2207760 (417220 wasted)
Threat Per Second
7437
Generated in
28s
Template:
Unholy Sub Frost
Priority:
Unholy
Presence:
Blood
Sigil:
Virulence
RuneEnchant:
FallenCrusader
Pet Calculation:
True
Essentially, if you don't take any kind of runspeed bonus the standard build is better, but if you take any kind of runspeed bonus you should respec to 2/2 IUP and use UP instead.
Unholy Presence with IUP talented has a 9-second rune cooldown, so two sets of runes will cycle every 18 seconds.
Improved Unholy Presence doesn't extend the Runic Grace Period, it just means if you push back runes you aren't penalized by delaying your runes. That's one of the major reasons IUP isn't considered to be very good, because we don't really gain anything by taking it (other than 15% move speed in Blood/Frost Presence).
To reiterate in case I was unclear: IUP does not actually shorten your runic cool down due to the way the grace period works.
Improved Unholy Presence doesn't extend the Runic Grace Period, it just means if you push back runes you aren't penalized by delaying your runes. That's one of the major reasons IUP isn't considered to be very good, because we don't really gain anything by taking it (other than 15% move speed in Blood/Frost Presence).
To reiterate in case I was unclear: IUP does not actually shorten your runic cool down due to the way the grace period works.
This is false, and the sim doesn't support it neither does a really quick combat test against dummies. Here's what I got from a target dummy mashing scourge strike in Blood Presence:
7/4 21:50:28.005 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,7188,7187,1,0,0,0,1,nil,nil
7/4 21:50:29.585 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,3134,3133,1,0,0,0,nil,nil,nil
7/4 21:50:38.457 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,3044,3043,1,0,0,0,nil,nil,nil
7/4 21:50:40.283 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2842,2841,1,0,0,0,nil,nil,nil
7/4 21:50:48.784 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,6582,6581,1,0,0,0,1,nil,nil
7/4 21:50:50.536 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2769,2768,1,0,0,0,nil,nil,nil
7/4 21:50:58.815 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,3031,3030,1,0,0,0,nil,nil,nil
7/4 21:51:00.816 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,6778,6777,1,0,0,0,1,nil,nil
7/4 21:51:08.894 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2962,2961,1,0,0,0,nil,nil,nil
7/4 21:51:10.727 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,3136,3135,1,0,0,0,nil,nil,nil
Here's what I get mashing SS in Unholy Presence, with 2/2 IUP.
7/4 21:51:36.507 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2367,2366,1,0,0,0,nil,nil,nil
7/4 21:51:37.570 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,5920,5919,1,0,0,0,1,nil,nil
7/4 21:51:46.445 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,6344,6343,1,0,0,0,1,nil,nil
7/4 21:51:47.634 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,5845,5844,1,0,0,0,1,nil,nil
7/4 21:51:55.783 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,6483,6482,1,0,0,0,1,nil,nil
7/4 21:51:56.554 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2618,2617,1,0,0,0,nil,nil,nil
7/4 21:52:04.351 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2605,2604,1,0,0,0,nil,nil,nil
7/4 21:52:05.614 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2739,2738,1,0,0,0,nil,nil,nil
7/4 21:52:13.937 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2466,2465,1,0,0,0,nil,nil,nil
7/4 21:52:15.142 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,2449,2448,1,0,57,0,nil,nil,nil
7/4 21:52:22.667 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,6337,6336,1,0,0,0,1,nil,nil
7/4 21:52:23.570 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,6112,6111,1,0,0,0,1,nil,nil
7/4 21:52:31.766 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,5797,5796,1,0,0,0,1,nil,nil
7/4 21:52:33.258 SPELL_DAMAGE,0x05000000024D53D1,"Uevrek",0x511,0xF130007F1F0024F2,"Veteran's Training Dummy",0x10a28,55271,"Scourge Strike",0x1,5894,5893,1,0,0,0,1,nil,nil
In Blood presence, my first set of runes refreshes such that I can hammer out Scourge Strikes pretty consistantly on the -8 and -0 second marks, showing that even though there is a grace period the runes indeed refresh every 10 seconds. In Unholy presence though, my SSes happen at 36 & 37 seconds, then 46 & 47 seconds, then 55 & 56 seconds, 04 & 05, etc, pointing that the rune cooldown is indeed one second shorter. What this does to the grace period I didn't test, but IUP does indeed make your runes cooldown a second faster as it says on the tin.
Just wondering if when popping gargoyle if it is a dps gain to switch quickly to unholy presence for the added haste then back to blood after the gargoyle has been cast. I know I do this alot for pvp, but I was wondering if in pve if this is a substantial dps increase.
Just wondering if when popping gargoyle if it is a dps gain to switch quickly to unholy presence for the added haste then back to blood after the gargoyle has been cast. I know I do this alot for pvp, but I was wondering if in pve if this is a substantial dps increase.
Thanks.
It was mentioned somewhere a very long while back in this thread that it is not.
You lose two runes, one blood and one unholy.
You also lose two GCDs presence swapping. During bloodlust with cooldowns and trinket procs up, those two runes plus two GCDs is one blood strike and one scourge strike that you lose, to get perhaps two or three extra gargoyle strike casts in theory. 1 BS + 1 SS non-crit at say my gear level with procs up is approximately 13-14K damage and a loss of a desolation proc plus potential FC procs or drain life/shadowmourne procs. Two gargoyle strike non-crits is generally a bit less than this, -before- counting the two GCDs lost. Even three casts would be a loss due to the GCDs lost. In PVE, it is usually not worth stance dancing for gargoyle.
edit: Gargoyle strike also has a much lower crit chance than blood strike/scourge strike, and it only crits for 1.5x damage when it does. So going by average BS/SS damage with your BS/SS crit chance taken into an account, it is mathematically a DPS loss on average.
EDIT: From BTN's & Mericet's posts below that this is an issue with the debuff showing on the boss and not the actual gargoyle doing damage. Thank you for your help.
Original Post:
I have not seen this mentioned before, but I found an odd thing in several logs regarding the Gargoyle. It is supposed to last 30 seconds but does not seem to if there are multiple DKs.
If DK-A hits Gargoyle then 10 seconds later DK-B hits Gargoyle; DK-A will get all 30 seconds while DK-B will only get 20 seconds. For some reason when DK-A's gargoyle ends it also ends the Gargoyle for DK-B.
Here is an example (time is cropped for only 1 garg cycle): World of Logs - Real Time Raid Analysis
Look at Kendari and myself, Laraque. If you select us and go to the buffs cast tab to see our Gargoyle durations and graphically where we started and they stopped.
Kendari has 29.6 seconds duration of his Gargoyle (sounds about right for a log of a 30 second duration ability) while I only got 18.8 sections (I held mine back till I had 3 SS done) and they both end at the same time.
I'm also abit confused about the "BIS" Trinkets.
According to my sims DC HC is better than the RS HC trinket. Which I found abit wierd since the BIS list states that RS HC is "the best"
These are the EP values I get from different trinkets.
EP DeathChoice | 500
EP DeathChoiceHeroic | 565,59
EP SharpenedTwilightScaleHeroic | 518,28
EP SharpenedTwilightScale | 459,14
EP DeathbringersWill | 509,68
EP DeathbringersWillHeroic | 594,62
EP WhisperingFangedSkullHeroic | 439,78
These are the EP values I get from different trinkets.
EP DeathChoice | 500
EP DeathChoiceHeroic | 565,59
EP SharpenedTwilightScaleHeroic | 518,28
EP SharpenedTwilightScale | 459,14
EP DeathbringersWill | 509,68
EP DeathbringersWillHeroic | 594,62
EP WhisperingFangedSkullHeroic | 439,78
The EP generated by the sim only give the proc value. You have to add the static EP value of the trinket.
I have not seen this mentioned before, but I found an odd thing in several logs regarding the Gargoyle. It is supposed to last 30 seconds but does not seem to if there are multiple DKs.
If DK-A hits Gargoyle then 10 seconds later DK-B hits Gargoyle; DK-A will get all 30 seconds while DK-B will only get 20 seconds. For some reason when DK-A's gargoyle ends it also ends the Gargoyle for DK-B.
Here is an example (time is cropped for only 1 garg cycle): World of Logs - Real Time Raid Analysis
Look at Kendari and myself, Laraque. If you select us and go to the buffs cast tab to see our Gargoyle durations and graphically where we started and they stopped.
Kendari has 29.6 seconds duration of his Gargoyle (sounds about right for a log of a 30 second duration ability) while I only got 18.8 sections (I held mine back till I had 3 SS done) and they both end at the same time.
There is clearly something wrong with the way WoL is parsing and displaying the combat log, but if you take a look at the expression editor (which gives you pretty good access to the uploaded log), you'll see that the zone buff fades from the summoned gargoyles 10 seconds apart, which I presume means they despawned 10 seconds apart as one would expect.
I just tested the gargoyle issue. For some reason, the gargoyle's debuff doesn't apply to a training dummy, so you can't use that, but it does work on regular mobs (I used one of the giant skeletons on the wall North of Dalaran). The perceived problem is that when two gargoyles attack a target, it only receives 1 debuff; and when the first gargoyle finishes attacking, the debuff does drop off the enemy. However, the second gargoyle continues to attack even though no debuff is present, and does stay the full 30 seconds.
I don't know why blizzard even uses a debuff for the gargoyle - I guess maybe so you can track its target in pvp? Regardless, it doesn't change the duration of the gargoyle.
Guessing it has something to do with the Pet UI. Seeing as you can only have 1 pet at a time, the debuff was an attempt by blizzard to work around that limitation. Further backing this theory is the fact the the gargoyle responds as a pet, following the same commands that you give your ghoul. Also noted, when you change targets with your gargoyle/ghoul, your main target will lose the debuff, and the secondary target will not gain the debuff. Noticed this several times on PP when switching to the oozes.
Alas, I have no information to back these claimes up, just something that I have personally noticed.
I start out the fight with Army, put up diseases, haste pot, hit SS which also activates my eng glove haste enchant, then BS twice for desolation, ERW, DC once to remove excess RP and SS two more times to get my sigil STR bonus up. By this time my SM has proc'd Chaos bane, DV proc is still up, DBW proc is up, Unholy STR is most likely up and the haste pot/eng glove ench is still up and 3x stack of the sigil buff is up.
I have two questions based on the above.
1. Is getting all my buffs up as I do and then summoning my Gargoyle more beneficial than using a pre-haste pot and only having some of those procs up (no chaos bane, only 1x STR stack from your sigil, sometimes Unholy STR hasn't proc'd yet) or doing it how I outlined and not pre-haste potting and having every single buff you can possibly have up before summoning?
2. Assuming what I do is correct is me firing off a DC after ERW a good idea or should I just eat the RP?
You can get addons to watch the stats your gargoyle and pet gain, I use tectonic attack power and on screen stat display to show AP and haste. Then just once your talented/gear procs come up pop the haste on your gloves, blood fury, and a haste pot. With bloodlust if you're procs line up right off the bat unholy has some nice burst.
My DK is my first melee character.. and I'm noticing occasionally I am only auto attacking for a few seconds waiting for SS to come up. With casters, I'm used to always having a GCD being used.
Using the rotation on the first post, I PS IT BS SS BS DC HoW > PS IT SS BS SS BS DC DC
Now, on the second part, when I get to the second SS I have to wait ~2-3 seconds for it to come up. Is this normal, or am I missing something in the rotation.
I was talking with a warrior friend about his alt DK and he came up with a question I couldn't really answer. Is it worth reapplying your diseases when you have self procs trigger, ie trinkets, fallen crusader etc. I said no, but I couldn't really defend my answer when he started comparing tick differences. The best answer I could come with was by reapplying diseases you loose a SS and burn an extra GCD. Is that correct? The overall disease dmg you'd gain is not enough compensate for the SS and GCD loss.
Is this normal, or am I missing something in the rotation.
It's normal to have downtime in your cycle as Unholy. You just fill those gaps with either bombs if you are an engineer, or use Horn of Winter to gain some runic power, or do Blood Tap + Bone Shield if you need to refresh it. If you are smart about when to use AMS to gain runic power then you can minimize these periods of downtime.
I was talking with a warrior friend about his alt DK and he came up with a question I couldn't really answer. Is it worth reapplying your diseases when you have self procs trigger, ie trinkets, fallen crusader etc. I said no, but I couldn't really defend my answer when he started comparing tick differences. The best answer I could come with was by reapplying diseases you loose a SS and burn an extra GCD. Is that correct? The overall disease dmg you'd gain is not enough compensate for the SS and GCD loss.
You're not only losing a SS, your're also messing up your rotation by using F+U earlier than you should therefor clipping the diseases and losing the remaining ticks as well. Not worth it.
A thing came to my mind about Pestilence on Vile Spirits. As Pestilence's range starts from where you are and not from where the target is, would I be able to spread my diseases to more Vile Spirits by jumping and Pestilencing? I know there's an urban legend about your position not refreshing on the server when you jump until you touch the ground again, so I was just wondering if anyone has any information about that being true or false and if jumping increases Pestilence's range upwards or not.
E:
Tested by dueling and trying to Pestilence the diseases from a mob and it didn't work. If the Pestilence doesn't reach from where you stand it won't even if you jump. It might've been lag or something else as well, but at least I never managed to increase the range by jumping.
E2:
Originally Posted by Jeffy on Skype
Checks made against the player only rely on X and Y coordinates. On the other hand playermade checks like determining whether or not a mob is in range actually relies on the X, Y and Z data gathered by the client itself.
In theory it should work, but the time spent in air is so small when you consider all the variables, reaction time and lag it might not be possible or Pestilence as an ability just doesn't work that way.
As Pestilence's range starts from where you are and not from where the target is
As far as I remember originally Pestilence was centered on the target. Long ago, since for some very large mob it was giving problems, it was changed it so that it spreads from between the target and the DK.
As far as I remember originally Pestilence was centered on the target. Long ago, since for some very large mob it was giving problems, it was changed it so that it spreads from between the target and the DK.
On LK heroic I double Pest on Vile Spirits. Once standing still and once while moving LK to the other side to ensure i maximize my range. Seems to work well.
Why would you waste a GCD/rune on the Vile Spirits.
To put Ebon Plaguebringer on as many vile spirits as possible, thus allowing casters to burn them down faster. It is not to pad personal dps, but raid dps as a whole.