I'm assuming "best case" of 7 seconds between mind blasts for the perfect world scenario. Bloodlust, haste, movement, etc all are not factored in.
On Sapphiron:
62% VT uptime
65% of best-case Mind Blasts (blast, move behind block, etc)
77% SWP uptime
74% DP uptime.
You need to track your ability usages better.
Anub'Rekan:
This encounter is a perfect example of a time when you should see much higher dot uptime due to being able to dot multiple mobs before going on Anub'Rekan. However, you didn't even keep the dots up a good amount of time on one. 8 SWs also seems high for this encounter considering you were only impaled twice.
67% of best-case Mind Blasts
66% VT uptime
79% SWP uptime
52% DP uptime (!?)
I'm not even doing anything in depth with these reports. You need to resolve these obvious problems first.
I would appreciate it, if someone could help me to improve my damage, cauz' it sucks.
I've tried several thing to do much more dps, but everytime I failed.
I tried: Changing Meta from 25Spell 2%Int into Critincreasing and 3% more critting dmg and to add this with pure red gems into all my slots, then split up and trying to get more crit and then to get more haste.
And I tried to cast several rotations each raid. I tried: DP -> SW:P -> VT -> MB -> MF, MF again without SW:P, but refreshing SW:P I had more dmg input (DrDmg or with wild magic).
Then I tried to stack 5 buffs on me and then getting normal startet with my rotation.
And I tried before every boss, drinking wild magic first and then to start with SW:P -> DP -> VT -> MB -> MF
This damn all crappy.
Okay, I have to put out, that I am using only mouse on fights. Maybe I have to try it out, if my damage goes better, if I try to use my keyboard.
I'm looking for some feedback based off our Ulduar run last night. Here's a brief synopsis of where I'm at. I just got into my new guild and am somewhat undergeared, but am working on that. Last night was the first time I've seen 100% of the bosses listed as well, so I believe there were a couple early deaths in there. That being said here's my armory:
I do have a couple nice dps upgrades for my chest and wand, but I need to replace the hit before I can equip them. I have a list of items from Naxx 25 which will do that, and may just by the Xintor's Exp. Boots with valor badges if I don't have any luck with drops.
What can I do better?
In addition, I've researched it a great deal, but I can't find any mention to what my goals should be for haste/crit. Currently I stack crit over haste all day long, but I've looked at the top parses and all the shadow priests have lots of haste. Opinions? Suggestions?
In addition, I've researched it a great deal, but I can't find any mention to what my goals should be for haste/crit. Currently I stack crit over haste all day long, but I've looked at the top parses and all the shadow priests have lots of haste. Opinions? Suggestions?
Once and for all : look at sp.com, they give a scalar value to INT/SPI/SP/HASTE/CRIT, use that, iirc haste and crit were ranked pretty evenly. The only reason to prefer crit over haste might be if you had trouble with mana regen but in terms of pure DPS they are completely interchangeable.
Once and for all : look at sp.com, they give a scalar value to INT/SPI/SP/HASTE/CRIT, use that, iirc haste and crit were ranked pretty evenly. The only reason to prefer crit over haste might be if you had trouble with mana regen but in terms of pure DPS they are completely interchangeable.
Crit is actually ranked a bit higher than haste for damage throughput as well, though spell power still beats everything (and int and spirit are still terrible). The real reason everyone has haste on their gear is that every piece of gear comes with int and spell power already, and you get to pick two of spirit, haste, and crit. Because spirit is so terrible, the ideal pieces have haste and crit. You also can't spit without looting something with haste on it.
Once and for all : look at sp.com, they give a scalar value to INT/SPI/SP/HASTE/CRIT, use that, iirc haste and crit were ranked pretty evenly. The only reason to prefer crit over haste might be if you had trouble with mana regen but in terms of pure DPS they are completely interchangeable.
A lot of movement fight, you are far better with crit, since your dots will account for more of your damage where you can't just plant your feet and do your normal mb-mf2-mb rotation. Haste does not increase the damage of your dots, so haste is pretty much a useless stat in those cases.
This is a lot more true in many of the Ulduar fights where you often have to move a lot, or in the case of hodir/vezax, you end up with already a haste buff within the encounter.
So for these reasons, I would slightly favor crit over haste once you are above the "soft" cap of 10% haste.
I'm looking for some feedback based off our Ulduar run last night. Here's a brief synopsis of where I'm at. I just got into my new guild and am somewhat undergeared, but am working on that. Last night was the first time I've seen 100% of the bosses listed as well, so I believe there were a couple early deaths in there. That being said here's my armory:
I do have a couple nice dps upgrades for my chest and wand, but I need to replace the hit before I can equip them. I have a list of items from Naxx 25 which will do that, and may just by the Xintor's Exp. Boots with valor badges if I don't have any luck with drops.
Thank you!
Here is another WWS from last night in Ulduar. If someone could take a look and give me some pointers that would really help me out.
Rawr shows 1 haste rating to be quite a bit better than 1 crit rating, especially with BiS gear, is that completely wrong then?
Pretty much, yes. They're about even (crit slightly outweighs haste with the newest pseudopower rankings) but once you hit the soft cap of haste that lets you fit in 2 flays between MB cooldowns, the extra haste is more or less wasted. You can clip flay ticks so it's not awful, but it does require more work.
Here is a WWS of our Thursday Ulduar raid: Wow Web Stats
I am very happy with my DPS for the most part but have a few questions. While I came out on top of damage done on Freya (which I presume is due to multi-dotting), I find my DPS is kinda low. Is there any way to improve this?
Also, while I am very surprised at how well I did on Hodir this raid, I am kinda perplexed as well because it seems that this fight can be so random. Sometimes I can hit 8k+ and sometimes I am struggling to get past 6k. Is there any way to be more consistent? I try staying near the fires and in the light beams as well as trying to pick up the lightning debuff but it seems that it is still somewhat random.
Lastly, on Razorscale, I still am not sure about the best route to go about dealing with the adds (which may also help on Thorim with the bigger adds). Is multi-dotting+mind sear the way to go or just mind sear spam?
( Edit: I'm not sure why WWS doesn't show some of those boss attempts as defeated... Freya try 2, Hodir try 2, and Thorim try 4 are the deaths of those bosses. )
Last nights ulduar. Don't look on Razorscale since I was on turretduty.
I have pretty decent gear now, at least I would like to think so. The thing is that it seems as my dps just doesn't go up. I was getting closer to the second shadowpriest who outgeared me until he got the Staff of Endless Winter and now he's at least 1k dps ahead.
Only thing I could think of to improve is to focus more on dot uptime and less on Mindblast and pushing in as many MFs as possible. I have not tried to clip MF yet. I should be doing more dps, but right now it feels as I don't make any improvements.
Any suggestions or tips from those smarter than me are highly welcome.
Also, while I am very surprised at how well I did on Hodir this raid, I am kinda perplexed as well because it seems that this fight can be so random. Sometimes I can hit 8k+ and sometimes I am struggling to get past 6k. Is there any way to be more consistent? I try staying near the fires and in the light beams as well as trying to pick up the lightning debuff but it seems that it is still somewhat random.
There are a lot of random factors in the encounter that can have a significant impact on each individual person's dps including but not limited to:
Cozy fire positions
Moonbeam positions
Who gets storm power
Flash freeze locations
Falling debris on locations
Which npcs get freed in what order
The best you can do is recognize what buffs are better than others and decide if you should move X feet to get something vs staying where you are. A guild's strategy can improve handling of the random factors, but in the end there is still simply a lot out of your control. Raid dps as a whole should be consistent/repeatable, but the individuals who are in the top slots are variable.
As for Razorscale, whether you should dot or just Mind Sear depends on how your guild tanks the adds. Mind Sear is a dps gain if there are 3 or more mobs together. If you pull them together you may want to dot them before they get together and then switch to Mind Sear as appropriate. If your guild just keeps them in 2:2 groups then I'd expect you to lose to other classes. It doesn't help that the mobs have little hp so the ramp up time if getting SW up and dots on the targets slows us down and is of limited worth.
Actually Hodir buffs are rather possible to control in a good way. First prio in the fight should always be to have the fire debuff up at max on hodir since thats 60% increased dps right there. Then if possible, get a moonlight next to a fire.
Storm power is up to the person that gets it to spread it. Each Storm power spreads to 6 people, so just make sure you are clumped up all the time. Later on in the fight storm power > moonlight > fire if fire debuff is up.
Thank you for the Hodir priority list, I will definitely try to remain somewhat consistent on that.
For fights like Freya with the multi-dotting, should I expect to be doing a lot of damage but having a low DPS? I'm not sure if that's something that just comes with a dot class or if there is something I can do to push those numbers.
For Hodir, Storm Power will make or break who is at the top on DPS. It's really not even close. We had 3 spriests this last week, and 2 did 11k DPS. The other did 7k. The 2 who had 11k had Storm Power uptime of roughly 2/3rds the fight, while the 7k one only got tagged once with it. Skill usage between the 3 were fairly equal.
For Freya, forget about looking at DPS on that fight. It's all about damage out. Same goes for Yogg.
Actually Hodir buffs are rather possible to control in a good way. First prio in the fight should always be to have the fire debuff up at max on hodir since thats 60% increased dps right there. Then if possible, get a moonlight next to a fire.
Storm power is up to the person that gets it to spread it. Each Storm power spreads to 6 people, so just make sure you are clumped up all the time. Later on in the fight storm power > moonlight > fire if fire debuff is up.
You're not wrong, but I also never said you had no control over it. Even if your guild handles Storm Power well, you still may experience a situation where Fires are off in silly corners of the room or moonbeams aren't remotely near fires early on. If melee keeps getting Storm Power you obviously can have one of them move to your ranged clump to avoid wasting targets, but it still means overall your casters will likely have lower personal dps than they could if the stars align and you get useful fires, moonbeams and ranged Storm Power. That was my main point.
You're not wrong, but I also never said you had no control over it. Even if your guild handles Storm Power well, you still may experience a situation where Fires are off in silly corners of the room or moonbeams aren't remotely near fires early on. If melee keeps getting Storm Power you obviously can have one of them move to your ranged clump to avoid wasting targets, but it still means overall your casters will likely have lower personal dps than they could if the stars align and you get useful fires, moonbeams and ranged Storm Power. That was my main point.
You are absolutely right, I read your post a bit too fast I guess.
I guess that the only thing left to say is that storm power really can fuck you over as well. If you get the first storm power it is not impossible that you will stand still doing nothing for a big part of it because of threat. I normally rather just chill out helping stacking the Singed debuff and try to grab the 2nd Storm Power instead of being close to pulling aggro the whole time. Doing over 100k damage in less than 3 seconds is rather hard on the tanks.
Another point worth mentioning is having the tank dragging hodir ontop of a fire so casters rather can go to a moonlight and dps from there while melee is keeping the singed debuff up.
I guess that the only thing left to say is that storm power really can fuck you over as well. If you get the first storm power it is not impossible that you will stand still doing nothing for a big part of it because of threat. I normally rather just chill out helping stacking the Singed debuff and try to grab the 2nd Storm Power instead of being close to pulling aggro the whole time. Doing over 100k damage in less than 3 seconds is rather hard on the tanks.
I haven't had any problems with threat since speccing 3/3 Shadow Affinity. This also pays dividends on Vezax. And realistically, Spirit Tap is a terrible talent for raiding. It's worth dropping it for an extra 25% threat reduction.
I haven't had any problems with threat since speccing 3/3 Shadow Affinity. This also pays dividends on Vezax. And realistically, Spirit Tap is a terrible talent for raiding. It's worth dropping it for an extra 25% threat reduction.
Basically pick anything else except Spirit Tap. I've found Silence to be invaluable though. It works on Corruptors at Yogg, which means for 1 GCD you're saving 4 debuffs from going off. It works on the Storm Lasher at Freya, which is invaluable for preventing it from getting a cast off as Tremor is going off. I haven't done Vezax-hard as shadow yet though on 25 (only on 10) so I'm not sure if I'd run into threat issues there. I haven't on 10, but it could be a different animal completely.
We're getting off topic here, but I keep Spirit Tap in my spec because of the high amount of encounters in Ulduar which allow you to get the normal Spirit tap procs, which provides 100% Spirit (roughly 50-80 spellpower depending on gear/buffs) for 15 seconds after getting a kill. Now let's look at the the number of fights with high availability of Spirit Tap procs:
Razorscale: Yes
Ignis: No, unless you're Shattering, in which case your DPS is crap anyways.
XT Hard: Yes
Council: No
Kolo: Yes
Auriaya: Yes
Hodir: No, unless killing Flash Freezes count, which I think they might. Still not very much.
Thorim: Not in P2.
Freya: Yes
Mim: No
Vezax: No
Yogg: Yes
Not a great breakdown, but its not horrible and shouldn't be overlooked. Plus getting a normal Spirit Tap does help with Regen, and having higher Regen can prevent you from having to lose DPS by Dispersing for Mana. Plus I know personally in Yogg, more mana = more DPS.
Its not much, but its still something to keep in consideration when specing. I personally choose to keep it besides on Vezax Hard.
I haven't had any problems with threat since speccing 3/3 Shadow Affinity. This also pays dividends on Vezax. And realistically, Spirit Tap is a terrible talent for raiding. It's worth dropping it for an extra 25% threat reduction.
I too have been sporting 3/3 shadow affinity after a particularly embarrassing general attempt. Having threat be a non issue really is nice as its "one less thing" to worry about. Obviously if spirit tap provided a meaningful buff, I would jump on that but as of now being able to bring the pain on general and hodir without worrying about yanking the mob is extremely nice. Especially since on both of those fights you can easily get carried away.