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Old 01/04/11, 2:06 PM   #16
aeonsmaycry
Glass Joe
 
Blood Elf Priest
 
Kil'Jaeden
Hi, fairly new to the forum. What's the most effective way to max out damage using shadowy apparition? It seems to me you need to be constantly moving in order for it to proc often but it's hard to get into the habit of moving while dpsing. Also how would you rate the tier 11 Spriest set? Is it worth the valor pts? The 4 piece set bonus doesn't seem to wow me in any way. Maybe I'm missing something here.

As for combat rotation, I've been casting MB whenever possible. However is it better for me to wait for at least an orb before casting MB? I tend to cast it whenever it'd cd's up because of the chance of orb not procing, and that seems like a loss of dps for me.

Nice guide, btw.

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Old 01/04/11, 2:25 PM   #17
Raiek
Von Kaiser
 
Human Priest
 
Moon Guard
Originally Posted by aeonsmaycry View Post
As for combat rotation, I've been casting MB whenever possible. However is it better for me to wait for at least an orb before casting MB? I tend to cast it whenever it'd cd's up because of the chance of orb not procing, and that seems like a loss of dps for me.
The general consensus seems to be that you never want to hit MB unless you have an orb up. MB doesn't do that much damage anymore without a few orbs, and the potential of losing a few seconds of Empowered Shadows is a far larger DPS loss than failing to MB every cooldown. It's not even recommended to wait for a full three orbs before casting MB either. If you get it, great, but the primary goal is to maintain maximum uptime on your Empowered Shadows. It's already been discussed in this thread that it may be preferable to drop Improved Mind Blast in favor of getting Silence instead. That should give you a good idea of the lower priority of mind blasting every cooldown.

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Old 01/04/11, 2:39 PM   #18
Inu
Glass Joe
 
Draenei Priest
 
Cenarius
Regarding the simulation craft results.

I see that in the priority list, that the casting rules refresh DP and VT at 0.5 Remaining.
I think this largely skews realistic stats weights (and expectations.)

I've yet to figure out how to edit and manage my own simcraft results successfully. But im willing to bet that Crit being as close as to haste already, is probably closer to being equivalent, or better than haste. Not to mention boss battles where its not possible to refresh in this manner at all.

Another thing i've noticed recently is that i often have 4 Shadowy Apparitions active. Being at long range and with a 4 limit on this ability i've noticed minor gains in DPS in being within 20 yards of my target if possible. This varies largely on the situation.

Last edited by Inu : 01/04/11 at 2:48 PM.

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Old 01/04/11, 3:38 PM   #19
Balkoth
Piston Honda
 
Human Priest
 
Greymane
Originally Posted by tedv View Post
I'm also not convinced the third point in Mental Agility is that useful, as running out of mana seems to be influenced much more by whether you need to save Dark Archangel and Shadowfiend for a specific burn phase or not.

Has anyone had experience dropping Masochism? I find that with proper cooldown management, I don't run out of mana too often
I agree on the Mental Agility, but I did take 2 points in Sanctum merely for the 4% spell damage reduction for now. You certainly don't need all three points.

Masochism is very useful when you need to multi-DOT at a minimum...and keep in mind the mana return is only half of the effect. Reducing the damage taken from SW:D by 50% is substantial during execute phases. Get double 18kish crit (for 72k damage total) and you take 72k damage instead of 36k. Even taking 18k instead of 36k (assuming neither crits) can be important on fights with heavy raid damage.

The brightest light casts the darkest shadow.

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Old 01/04/11, 5:28 PM   #20
Haakon
Glass Joe
 
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Human Priest
 
Azjol-Nerub (EU)
Do you mind sharing why you think the casting rules skew stats weights?, and why you are willing to bet that crit is as good (possibly even better) than haste?

I'm not saying your not right, but I miss some reasoning to support your statements.

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Old 01/04/11, 6:00 PM   #21
Inu
Glass Joe
 
Draenei Priest
 
Cenarius
Originally Posted by Haakon View Post
Do you mind sharing why you think the casting rules skew stats weights?, and why you are willing to bet that crit is as good (possibly even better) than haste?

I'm not saying your not right, but I miss some reasoning to support your statements.
Haste is slightly less valuable in fights where you can't refresh dots. If a dot falls off the only extra ticks your going to gain out of that cast is if you break the few "soft-cap" points on Vampiric Touch and Devouring Plague. Assuming you stack haste there is a good chance you only have enough for 1 extra tick.

Also in order to supposedly maintain that haste simcraft value you'll need to refresh at 0.5 seconds remaining. Can you do that everytime? There are very few "straight-burn" fights. Straying from this lowers your mindflay time etc.

Last edited by Inu : 01/04/11 at 7:20 PM.

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Old 01/04/11, 6:29 PM   #22
alinna
Piston Honda
 
Human Priest
 
Silver Hand
It may be worth noting that SimulationCraft's default action list for a shadow priest doesn't include casting Shadow Word: Death when low on mana. This can result in odd stat weights, especially for lesser geared characters. I typically use this command near the top of the priority list to include this behavior, change the percentage as you see fit: actions+=/shadow_word_death,if=mana_pct<15

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Old 01/05/11, 4:21 AM   #23
Cadfael
Witch doctors park in gear
 
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Cadfael
Worgen Priest
 
No WoW Account (EU)
I am a bit puzzeld as to why SW:D should only be cast when moving (while > 25% HP). Assuming the self-inflicted damage is not relevant for healing (ie. is self-healed by VE relatively fast) and I don't need to move at all for a longer periods (say Maloriak encounter), then SW:D has the highest DPET and DPE values of the possible set of SW:D, MB, MF (and MS).

Of course it's not optimal to cast SW:D such, that you are on cooldown when 25% is reached. But otherwise even when mana is not a problem, it's the highest damage spell per time possible to cast when you don't need to refresh dots.

"Take the universe and grind it down to the finest powder and sieve it through with the finest sieve and then show me one atom of justice, one molecule of mercy. And yet you act as if there were some sort of rightness in the universe by which it may be judged."
- Discworld: Hogfather

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Old 01/05/11, 11:16 AM   #24
tedv
Observation: I am awesome
 
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Goblin Priest
 
Mal'Ganis
Originally Posted by Balkoth View Post
I agree on the Mental Agility, but I did take 2 points in Sanctum merely for the 4% spell damage reduction for now. You certainly don't need all three points.

Masochism is very useful when you need to multi-DOT at a minimum...and keep in mind the mana return is only half of the effect. Reducing the damage taken from SW by 50% is substantial during execute phases. Get double 18kish crit (for 72k damage total) and you take 72k damage instead of 36k. Even taking 18k instead of 36k (assuming neither crits) can be important on fights with heavy raid damage.
Masochism isn't tied to reduced Shadow Word: Death damage anymore. Here's the talent: Masochism - Spell - World of Warcraft

This effect got moved to Pain and Suffering, which is of course mandatory: Pain and Suffering - Spell - World of Warcraft

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Old 01/05/11, 11:46 AM   #25
• Snowy
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Blood Elf Priest
 
Mal'Ganis
This is where it gets tricky, since there's still a lot of things higher on the list than SWD: Refreshing dots, casting Mind Blast if you have an orb when Empowered Shadows is about to expire, and then the big question is, if you DON'T have any orbs and Empowered Shadow is about to drop off, is Mind Flay still a better choice since you need to get an Orb?

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Old 01/05/11, 1:03 PM   #26
tedv
Observation: I am awesome
 
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Goblin Priest
 
Mal'Ganis
Originally Posted by Snowy View Post
This is where it gets tricky, since there's still a lot of things higher on the list than SWD: Refreshing dots, casting Mind Blast if you have an orb when Empowered Shadows is about to expire, and then the big question is, if you DON'T have any orbs and Empowered Shadow is about to drop off, is Mind Flay still a better choice since you need to get an Orb?
Plus Mind Flay also reduces your shadowfiend cooldown. When you have no orbs and dots are refreshed, what else can you do but spam mind flay? You could mind blast to keep up replenishment, but I doubt that's worth it. Spamming Mind Flay will give you an orb fast enough.

I do think it's a legitimate question of whether you want to let dots expire and just spam mind flay until you get an orb, or refresh your low quality dots without empowered shadow. The answer certainly depends on how much mastery you have. The more you have, the larger the DoT damage differential from having the buff, and the sooner you want the buff up.

You'd think that extra haste would also encourage orb fishing because you have more orb proc chances per second from mind flay (since it casts faster). But you're also losing proportionate DoT damage from the fact that your hasted DoTs aren't on the target.

Anecdotally, when orb fishing I've seen that you normally get the orb pretty quickly but there are some long tail cases where you're fishing for a very long time without DoTs up (except obviously shadow word pain). This suggests that orb fishing has a high chance of causing a minor DPS increase but a low chance of causing a massive DPS loss. The optimal cast pattern could depend on your tolerance for damage variance in a particular section of the fight.

For example, suppose you can choose one of these two damage profiles:
Orb fishing: 90% chance of 16k DPS, 10% chance of 10k DPS (15.4k avg)
Refresh DoTs: 100% chance of 15k DPS

Then suppose you have a burn phase where you need to break a damage shield to interrupt a cast, and you need to sustain 14k DPS to do so. Choosing the Orb fishing option is ludicrous because you have a 10% chance of wiping due to low damage. But in a fight without a short term DPS threshold, the outliers should be mitigated by a sufficiently large sample size to get an overall DPS increase.

Again, that's assuming Orb fishing is even a DPS gain, which we'll have to simulate to determine.

On another note, I have a sneaking suspicion that because there are so many internal tensions in the rotation, the question of how you prioritize the lower priority options doesn't matter much. The high priority things are obviously "keep up your dots", "keep up empowered shadow", and "shadow word: death in execute range". It might be that "Mind Blast when you have 3 orbs" isn't a huge deal, given the opportunity cost of a Mind Flay and all its associated benefits. It's not like blast hits THAT hard.

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Old 01/05/11, 1:28 PM   #27
Cadfael
Witch doctors park in gear
 
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Cadfael
Worgen Priest
 
No WoW Account (EU)
Yeah it's a bit tricky, I fully agree. I just am not sure if a blanket "keep SW:D ready for movement and execute range, never cast it otherwise" is good advice, as SW:D keeps being largest DPET outside execution range and thus worthy of being casted. Obviously not at the expense of DoT refreshing or ES refreshing.

The reason I asked is that I found myself unable to properly monitor the critical variables with EventHorizon, which I used for the longest time for all my needs. So I wrote a little addon which looks like the old Daemon debuff monitor of TBC times which displays in a small frame those three things: HP of target, color coded to signal SW:D on cooldown, execute range and when outside execute range it is save to cast too (ie. cooldown will not reach into execute range), an ES indicator, showing when it's on, when it's on and I could refresh it with 1 or more orbs and MB off cooldown and when it's off and/or I can't cast MB due to cooldown or no orbs and finally a simple orb counter.

With these three indicators on a very small spot I feel I can better react to the new conditions and I do cast SW:D quite a lot, wheter I need the mana or not since those 10K+ non crit hits for 1 GCD aren't wasted. You also get to notice those bad luck strings that tedv mentioned very well when you start to stare on the ES indicator to finally light up and cursing when you haven't gotten an orb after 10 seconds into the fight.

"Take the universe and grind it down to the finest powder and sieve it through with the finest sieve and then show me one atom of justice, one molecule of mercy. And yet you act as if there were some sort of rightness in the universe by which it may be judged."
- Discworld: Hogfather

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Old 01/05/11, 1:28 PM   #28
Nimiks
Von Kaiser
 
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Blood Elf Paladin
 
Dalaran (EU)
About hit capping and aside all theory, in practice I found it very annoying not to be hitcapped on Cho'gall fpr exemple, where all the adds are tagged as bosses. If you need to assist on the oozes (blood of the old god or whatever), mind spike is really efficient but you need the hit cap (or near, 15%~should be ok). You also loose a lot of mana when multidotting with low hit and bad luck (and a lot of fights allow multidoting atm) and can be forced to SW or keep your SF for mana instead of pure dps.
So all in all, I would say it's not really a matter of opinion, I tried to raid with between 5 and 10% hit on the first raids, because i couldn't reach the hitcap without sacrifying too much crit/haste (or trinkets, like the excellent jewelcrafting one), and if it showed good DPS results, it was really annoying because of the reasons I stated above. For now I run something like 15% and lost quite a lot of crit, but i've much less to care if my fucking VT missed for the third time on theralion or not, and can use mind spike properly.

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Old 01/05/11, 5:32 PM   #29
Balkoth
Piston Honda
 
Human Priest
 
Greymane
Originally Posted by tedv View Post
This effect got moved to Pain and Suffering, which is of course mandatory: Pain and Suffering - Spell - World of Warcraft
Oops.

Originally Posted by Cadfael View Post
Yeah it's a bit tricky, I fully agree. I just am not sure if a blanket "keep SW:D ready for movement and execute range, never cast it otherwise" is good advice, as SW:D keeps being largest DPET outside execution range and thus worthy of being casted. Obviously not at the expense of DoT refreshing or ES refreshing.
I just went and spammed SW:P, SW:D, MF, and MB only to keep Empowered Shadow (12% for me) up on a dummy for a bit. As far as I'm aware, raid buffs would only skew the results further in MF's favor and these numbers don't need to be precise anyway.

Average MF tick: 4042
Average SW:D hit: 3603

You get 1.5 MF ticks per SW:D, meaning MF would have to tick for about 2400 for SW:D and MF to offer equal DPS contributions. Obviously MF is doing nearly twice that, so SW:D is a DPS loss when cast (as even a single tick of MF would seem to be better) unless you need it for mana. If you need it for mana, you would ideally want to only use it while moving to boot and not use it at all if mana isn't an issue on a fight. So you only use SW:D as much as you need to for mana above 25% and no more.

The brightest light casts the darkest shadow.

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Old 01/05/11, 10:05 PM   #30
Whatev
Von Kaiser
 
Troll Priest
 
Stormreaver
Originally Posted by tedv View Post
Has anyone had experience dropping Masochism? I find that with proper cooldown management, I don't run out of mana too often. In theory this could let us take Phantasm, or maybe 1 point in Improved Mind Blast (which has the best returns, since it reduces the cooldown by 1 second). Or you could take a full PvP spec complete with Paralysis without any real loss in raid utility.
This is incorrect, Imp MB is still 0.5/1/1.5; you can confirm this on the talent tree in game. Wowhead has some kind of weird error at the moment where they display it as 1/1/2, perhaps due to rounding. You can also see this on Divine Fury where Wowhead states that the cast time reduction is 0.15/0.35/1 where the actual third point still brings it to 0.5.

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