Sure but the limiting factor is the stacks of winters chill since that's the slowest debuff to get applied.
It takes 3 seconds to apply even with only a single mage.
If you don't raid competitive content with (Frost)Fire Mages who glyph Scorch, they'd better have a really good explanation.
And yeah, I obviously can't count to 5, sorry.
Originally Posted by tedv
It's also worth noting that crit increases our damage per mana while haste does not. There's no reason we should gem for haste anymore. Regarding the Bloodlust comment, I was just citing how we now scale poorly with haste relative to other classes, not that you would actually do a fight without lusts.
Haste scaling always depends on two things - the quality of your DoTs (or cooldown-restricted spells) and the quality of your fillers.
According to Simcraft, Mindflay is about 3k and VT/DP are about 9k damage per cast time.
That was quite ... unexpected for me. Their choice to heavily buff your DoTs largely devalued haste for you.
For Affliction Warlocks, most of their cooldown spells are in the 3-6k DPCT region, which makes haste better than crit for them.
I might try and code such a thing quick and dirty style :
- Target debuff : Spell Critical Strike Chance Debuff: Improved Scorch(*5) or Winter’s Chill(*5)
- Self buff : Shadow weaving (*5)
- Self buff : Spell Critical Strike Chance Buff: Moonkin Aura, Elemental Oath
Taking into account whether the buff / debuff is actually available in raid should be pretty straightforward with talent libraries.
As for the UI I was thinking a single circle that would go from red to bright green with the actual percentage of SW:P increase, I'll see about more options when/if I see nothing coming as correction of this bug...
Let me know if I forgot to take something into account.
I believe Target Debuff: Totem of Wrath should be included as well?
I have been really happy with the latest version of fortexorcist. The MB and SWD cooldowns have been incorporated into the debuff bar making it a real nice single source for maintaining the spell priority. The logarithmic main cooldown bar is pretty nice too, consolidates all the cooldowns into one place rather than needing a bunch of separate bars.
The only thing some people might not like is that it's multi-mob tracking is all done in one set of bars. Personally I prefer it this way but there are those who prefer a separate set of bars for each mob.
To be honest my description doesn't do it justice, you just need to try it for yourself. However as a guy who has used Classtimers/Cooldown timers, RBM and DoTimer to raid, Fortexorcist is the best I've come across.
I have been really happy with the latest version of fortexorcist. The MB and SWD cooldowns have been incorporated into the debuff bar making it a real nice single source for maintaining the spell priority. The logarithmic main cooldown bar is pretty nice too, consolidates all the cooldowns into one place rather than needing a bunch of separate bars.
The only thing some people might not like is that it's multi-mob tracking is all done in one set of bars. Personally I prefer it this way but there are those who prefer a separate set of bars for each mob.
To be honest my description doesn't do it justice, you just need to try it for yourself. However as a guy who has used Classtimers/Cooldown timers, RBM and DoTimer to raid, Fortexorcist is the best I've come across.
I don't think I'd like the multi-mob stuff you describe there, but I most definitely would love to have MB and SW coodowns in the same list as the DoTs.
I don't think I'd like the multi-mob stuff you describe there, but I most definitely would love to have MB and SW coodowns in the same list as the DoTs.
You can tune Dotimer to do that (although it is a PITA to configure).
Personally I have it configured like that :
[Dot1 Mob1]
[Dot2 Mob1]
-- space --
[Dot1 Mob2]
[Dot2 Mob2]
-- space --
[MB cooldown]
[SW cooldown]
Does Totem of Wrath stack with Scorch / Winter's Chill ? Or is it just a weaker version ?
They stack, one is a 'Spell Critical Strike Chance Debuff' effect for 10% (Scorch / Winters Chill), the other is a 'Critical Strike Chance Taken Debuff' effect for 3% (Totem of Wrath / Heart of the Crusader. In addition to those 2, there is also the 'Spell Critical Strike Chance Buff' effect for 5% which also stacks (Moonkin Aura / Elemental Oath).
From testing earlier today, none of our DoTs take increases in crit% (either on the target, or buff) into account mid duration. That includes refreshing SWP with Mind Flay as well as VT and DP. If you want DoT ticks for the maximum possible amount, you need to wait for all possible buffs / debuffs before casting DoTs. As was mentioned earlier, in the case of Scorch, thats probably going to be 3 seconds with 1 Mage making 2 casts with the Glyph.
If you want DoT ticks for the maximum possible amount, you need to wait for all possible buffs / debuffs before casting DoTs. As was mentioned earlier, in the case of Scorch, thats probably going to be 3 seconds with 1 Mage making 2 casts with the Glyph.
You think thats gonna be fixed so that it updates all DoTs continuously as theyre ticking? It seems ridiculous to have to wait to start DPS in order to get the best numbers.
You think thats gonna be fixed so that it updates all DoTs continuously as theyre ticking? It seems ridiculous to have to wait to start DPS in order to get the best numbers.
I'm sure at some point it'll get fixed but frankly it's probably on the low end of the totem pole to be fixed. It's not a showstopper bug, we just have to wait a few seconds before applying SWP. It's a very minimal loss, we're talking maybe 1 or 2 ticks at most of SWP "lost" as DPS.
I'm sure at some point it'll get fixed but frankly it's probably on the low end of the totem pole to be fixed. It's not a showstopper bug, we just have to wait a few seconds before applying SWP. It's a very minimal loss, we're talking maybe 1 or 2 ticks at most of SWP "lost" as DPS.
That's true, but Blizzard hates mechanics that are not merely hidden, but also completely counter-intuitive. It was a large part of why they changed the hunter shot system.
While we're talking about the changes to Mind Flay, here's another one, that while not exactly a bug, is something that should be noted.
Now that Mind Flay is coded like Arcane Missiles, you can no longer cast it before a mob puts up spell reflect (think male naga in SSC) and have it channel damage through the reflect (just like your other DoTs). Since each "tick" is a "separate" damage dealing missile, reflect will bounce back any "missiles" fired after it goes up even if you start channeling beforehand.
Again, not a bug, but another consequence of using the arcane missile code. Just wanted to get that out there in case anyone else almost killed themselves on a reflecting mob and wondered why.
You can tune Dotimer to do that (although it is a PITA to configure).
Personally I have it configured like that :
[Dot1 Mob1]
[Dot2 Mob1]
-- space --
[Dot1 Mob2]
[Dot2 Mob2]
-- space --
[MB cooldown]
[SW cooldown]
Your example isn't what I had in mind. But I assume you mean that it's possible to have it like:
[Dot1 Mob1]
[MB cooldown]
[Dot2 Mob1]
[SW cooldown]
Your example isn't what I had in mind. But I assume you mean that it's possible to have it like:
[Dot1 Mob1]
[MB cooldown]
[Dot2 Mob1]
[SW cooldown]
That is what Fortexorcist (and RBM) does. I like it but I can see how that would require more work for multi-mob dotting (aka you need to read the bar). Personally I have yet to see a non-trash fight that requires a set of bars for each mob though and even then it's called trash for a reason.
As a side note, if they ever get RBM actually functioning 100%, it's another great dot timer with built in boss mods.
That is what Fortexorcist (and RBM) does. I like it but I can see how that would require more work for multi-mob dotting (aka you need to read the bar). Personally I have yet to see a non-trash fight that requires a set of bars for each mob though and even then it's called trash for a reason.
As a side note, if they ever get RBM actually functioning 100%, it's another great dot timer with built in boss mods.
DoTimer can attach a set of bars offset from the tooltip for mouseover if you like which can help a bit for the multi-mob stuff. I prefer this to having multiple sets of timers in the fixed anchor positions. Gets too cluttered that way I find.
I've been reading this forum along with WoW forums for a while, and I've got some questions I would like to ask to you dear priests, since I want to have a more ... mature view of all that.
First of all, although I am pretty sure of the answer, as anyone checked out if the +crit dmg upgrade on our dot is applyed before, or after the spell power? I would think it is *after*, but I am not a very good tester for these things.
Second, I would like to know the opinion of people here about dispersion (did not find much about it in the last pages). I find myself thinking it is not worth a 51 pts talent, I think it is a gimp evocation and ice block on the same cooldown, but then again, I don't want to be mislead by all those priests forums QQ.
I would like to have some more "mature" views of how shadow priests will be in PvE also, I just do not see why a raid leader would take me over a boomkin, for example. Thank god my bf will be my raid leader, and even if my spot is garanteed I find myself wondering if I could be more useful to my raid as a boomkin.
Again I don't want this post looking like QQ, I just want some clarification on these things because even if I try I cannot see the "other side of the coin", and I would really like to.
Well, Shadow Priests will provide Power Word: Fortitude and Shadow Protection buffs, replenishment, group health regeneration (5% healing from any shadow damage from caster is still good), and raid-wide +3% spell hit.
Compare that to Moonkin's Mark of the Wild, +5% spell crit and +3% haste aura, mob melee hit reduction and some other things I might have missed.
It depends, really. Shadow Priest's group health regeneration is still very good and it will take some of healing demand off. Like, say, for example, put Shadow Priest in tank group to provide a room of error for healers. Providing replenishment buff is nice if you are looking into maximizing raid's mana regeneration uptime along with ret paladin and/or survival hunter.
Of course, if you need more magical dispels, here's Priests. If you need more cursed dispels, here's Druids.
With new AoE at level 80 and a few changes to Shadow Priest's damage spells, I have a feeling that Shadow Priests would not be completely useless in end games, both on trash and bosses. However, they'd have to be on the ball in order to have a maximum damage output with their spell rotations.
I moved a bunch of posts to the Dung Heap. Don't ruin this thread with pointless trolling about "lol girls shouldn't be in high end guilds." First and only warning.
That's mostly what I though ... basically, we will be more useful in some specific fights, and we do not bring much more than a healing priest :/
I try to see some other advantages, I don't know boomkins really well, I don't know their dps, their mana efficientcy or things like that, that's why I'm asking. I though maybe we bring less buffs to the raid, but we have more dps/mana efficiency?
On paper it seems Shadow Priests provides endurance (manawise for raid, healthwise for group) and Moonkin provides kind of "mixed-bag" with DPS increases and making mobs miss with their melees.
At level 70, moonkins are far higher dps than shadowpriests, at level 80, things seem a lot more even. The main culprit is that shadowpriests being a dot based class scale fairly poorly with haste.
As for the Dispersion it is an awesome ability, even for PvE. On easy content you can use it in between trash/boss pulls to completely skip drinking. I've ran a heroic in beta without drinking a single drink. In raids, it can be a lifesaver for lot of things. Made a mistake? Got yourself in bad situation/position? No problem, disperse through it! Just don't make the same mistake twice within 3 minutes! It also gives a very nice mana regeneration (obviously) if you're somehow hurting on mana.
On more humourous side, I've aggroed bosses in Karazhan and ZA and I simply ran towards the tank while Dispersing to get them off of me. Yay for Dispersion tanking!
It's a great tool for just staying alive and/or endurance, because dead/manaless Shadow Priest means no Replenishment and group healing!
Edit: You can also activate it while stunned or feared. Unfortunately, it will not break the crowd control. It's nice for not taking any further heavy damage while not being able to control a character.
I've been reading this forum along with WoW forums for a while, and I've got some questions I would like to ask to you dear priests, since I want to have a more ... mature view of all that.
First of all, although I am pretty sure of the answer, as anyone checked out if the +crit dmg upgrade on our dot is applyed before, or after the spell power? I would think it is *after*, but I am not a very good tester for these things.
Second, I would like to know the opinion of people here about dispersion (did not find much about it in the last pages). I find myself thinking it is not worth a 51 pts talent, I think it is a gimp evocation and ice block on the same cooldown, but then again, I don't want to be mislead by all those priests forums QQ.
I would like to have some more "mature" views of how shadow priests will be in PvE also, I just do not see why a raid leader would take me over a boomkin, for example. Thank god my bf will be my raid leader, and even if my spot is garanteed I find myself wondering if I could be more useful to my raid as a boomkin.
Again I don't want this post looking like QQ, I just want some clarification on these things because even if I try I cannot see the "other side of the coin", and I would really like to.
I can't comment on the crit factoring at all, as I am unsure. But Dispersion seems to have its uses. Blizzard really made 51 point talents situational, for the most part. They aren't required to be a certain build, but they are very helpful for certain encounters. Could be used if you find yourself unable to make it to a safe zone and theres a huge burst of incoming damage, or if you pull a mob off someone and they can't get it back in time. You've used a potion and you're around 20-30% mana, pop a PW:S toss a SF out and pop Dispersion, you'll be at ~100% mana after about 6 seconds, and ready to go all out.
We'll have a spot over a Boomkin more so because we provide the ability for 10 more replenishments, they don't. Yes we both have 3% hit debuffs, but Replenishment is going to save us more than we'd think. You can't go wrong having 1 more person give 10 more replenishments out and still do equal DPS to other classes. Of course, Wrath is more about bringing the player and not the class, in which it will require more knowledge and less "roll face across keyboard and collect loot," so as long as you know how to play your class, and the Boomkin knows how to play theirs, it should be pretty even.