I'm having trouble justifying more than than 11 elemental. Elemental Focus will be a nice mana saver with consistent LvB crits, and you're already right there. But there's just not a lot of significant DPS increases from 11 points down to Elemental Fury, and 57 enhancement looks like what you need to get all of the DPS talents.
4/5 Reverb will give you a consistent DPS cycle, maelstrom procs aside. SS every 8 seconds, shock 3 times every 16.
Without Reverb you won't be able to get off more than 1 shock per 8 seconds and still stormstrike on cooldown. No matter when you throw your first shock/stormstrike, eventually your cycle will devolve into this:
0.0s SS
~1.5s shock
~7.5s shock comes off CD
8.0s SS comes off CD
Maybe when we see the new gear someone will come up with math proving that it's worthwhile to occasionally push back a stormstrike to keep up you shock rotation. However, if stormstriking > shocking, always, 4/5 reverb gives you a shock every 5.33 seconds instead of every 8 seconds. That's more than a 50% increase in shock damage for four talent points.
I would be absolutely amazed if an EF build was ever worth it for PvE - there's just too much stuff in enhancement that you're ignoring with 21 ele. Missing out on 25% more DPS from stormstrike, for example, along with improved UR/flurry uptime (less significant after a raid tier or two, obviously) and more consistent WF procs... unless our total DPS breakdown is radically different in WotLK, EF just won't make up for that. My back of the napkin math looks like about a 100 DPS increase for EF with 2.5k AP, at an opportunity cost of at least 7 points I wouldn't otherwise put into ele.
I'm having trouble justifying more than than 11 elemental. Elemental Focus will be a nice mana saver with consistent LvB crits, and you're already right there. But there's just not a lot of significant DPS increases from 11 points down to Elemental Fury, and 57 enhancement looks like what you need to get all of the DPS talents. Maybe even 59, depending on how many outdoor mobility fights there are where imp. GW would be helpful. That's even assuming feral spirit is absolutely worthless, since it's a total unknown. Realistically, I think it'll probably be worth a point too.
Thats just it, our DPS breakdown WILL be dramatically different in WotLK when compared to our CURRENT break down in TBC. I could easily see us doing 30% white, 30% wf, 10% SS and 30% spell damage at level 80. You have to start looking at some of the enhance talents in that context, IMO.
I'd like to point out that a 1.69 EP rating for agility is way lower than the sim has ever given me. I've been using Yo!'s sim since it first came out for EP values since SSC/TK (I'm in a KJ farming guild now) and I've always been confused at the EP numbers Sebudai gave. No matter how much my gear changed, and it has changed a lot, I have never gotten a crit rating EP value lower than 1.9 out of the sim. I've ran it with and without LotP, I've done 10 50,000 hour runs and taken averages, all of that and 1.9 is the absolute lowest amount I've ever seen for crit rating, 1.85 for agility (w/ kings). I think the "official" AGI and Crit T6 EP numbers are very undervalued.
Kara through BT/Hyjal, I've never had a value for crit/agi higher than 2.0, and I've had values as low as 1.6. YMMV.
Still I think it is unlikely we'll see much more than 20% spell crit on an enhancement Shaman. However with the information we have at the moment, it would still be a minimal dps increase with elemental fury even if you had 30% spell crit.
In alot of sunwell/mh/bt leather, I just transferred over 2 days ago and have over 18% spell crit, whilst losing about 3% melee crit. Hit rating is of course applying to spells now as well, just a confirmation, not much of a surprise, obviously.
Elemental fury looks better than it is. If I do overestimeted 40% of damage from crittable spells and I got overestimated 30% spell crit. Elemental fury give +33.33% increase of crit damages(1.5 > 2). Then we will get 0.4*0.3*0.3= 0.036...3.6% of dps increase. I lose 4*dps talents and some utility talent from enhancement tree. So if we get only 0.9% increase of every talent point then elemental fury is worser without counting Feral spirit.
-Weapon mastery is nobrainer. +2% of 60% so 1.2% per talent point.
-Dualwield spec is 0.75% *2 * 60% so 0.9% per talent point.
-1/2 improved stormstike is 1.5% * 60% so 0.9% per talent point + 8 charges per minute.
-2/2 improved stormstike is 1.65% * 60% so 0.99% per talent point + 10 charges per minute.
-Static shock is harder to measure but it looks like 1-2% dps increase per point.
It's even not matter what you will pick all combination of those yields more dps than 3.6%.
All numbers come from Yo's sim. Melee side is lower estimate and spell side over estimate.
4/5 Reverb will give you a consistent DPS cycle, maelstrom procs aside. SS every 8 seconds, shock 3 times every 16.
Without Reverb you won't be able to get off more than 1 shock per 8 seconds and still stormstrike on cooldown. No matter when you throw your first shock/stormstrike, eventually your cycle will devolve into this:
0.0s SS
~1.5s shock
~7.5s shock comes off CD
8.0s SS comes off CD
Maybe when we see the new gear someone will come up with math proving that it's worthwhile to occasionally push back a stormstrike to keep up you shock rotation. However, if stormstriking > shocking, always, 4/5 reverb gives you a shock every 5.33 seconds instead of every 8 seconds. That's more than a 50% increase in shock damage for four talent points.
You will always need 5/5 Reverb to fit 2 shocks between the new SS (8sec) timer.
It would look like this:
0,0s SS
1,5s Shock
6,5s shock comes off CD
8s SS is rdy, and you are off your Global CD
With only 4/5 Reverb:
0,0s SS
1,5s Shock
6,7s shock comes off CD and is use imidiatly
8s SS is ready, but you are still on global CD for 0,2s
8,2 GCD wears off, you can now use your SS, 0,2 sec too late, I might add.
If want to cast 3 shocks and 2 SS in 16 sec, you will always get unused CD-time, since you need to shock twice inbetween 2 SS, and there is no other way than my first example to do it.
(To show the complete 16 sec cycle:
0,0s SS
1,5s Shock
6,5s shock comes off CD
8s SS is rdy, and you are off your Global CD
11,5s shock
16s SS
16,5s shock rdy, but you are on global CD
17,5s now you can shock, but lost a second, you are now at step 2.)
Result: we will have less mana utilization then we currently have when twisting, which I am able to do using 0 int on my gear, SR, super mana pots and a standard raid buff loadout without a ret paladin.
That link is broken. And you should calculate the potential loss in using Super Mana Pots instead of Haste Pots.
isn't haste rating also combined into one stat? that would mean that even as enhancement, you run around with a certain amount of spell haste, thus reducing your gcd to 1.4 or even less. in that case 4/5 Reverb would still do the trick
I have been toying around with the idea of an enhance build that only does 1/2 in Improved Stormstrike. Here's my reasoning.
1/2 in Improved Stormstrike would knock the CD on Stormstrike down to 9 seconds. At 9 seconds, Stormstrike would fit in very nicely with a Flame/Earth Shock rotation:
This diagram uses 1.5 second time increments (ie the Global Cool Down duration which is also, conveniently, a factor of the default 6" Shocks cool down and 9" Stormstrike cool down). The GCD's used are colored by which spell (shown below it in either the Stormstrike or Shocks tracks) triggered the GCD.
This rotation is very good in that there is no interruptions to either cycle and it is exactly tileable. That is, the Shocks and the Stormstrikes never slide forward or backward in relation to eachother.
Now, an 8 second (2/2 in Improved Stormstrike) cycle:
Note that I adjusted the time scale from 1.5 seconds (GCD) to 1 second so that it would be easier to break the steps up into half-second increments. In this cycle, one second delays appear in both Stormstrike and Shock cycles and the two cycles slide in relation to each other which is potentially a source of confusion in the heat of battle. Perhaps that is a trifle, but I like the consistency of the 9" cycle so far.
Here's an 8 second cycle with 5/5 in Reverberation, making the the Shock cool down 5 seconds:
Same scale as before. This time, note that after 16 seconds of starting the cycle, the Stormstrike cycle and Shock cycles end within 1.5 second of each other so that the shaman would be forced to either delay the Shock cycle by a second by using Stormstrike first or by delaying the Stormstrike cycle by casting Earth Shock first.
What this suggests to me is that 2/2 in Improved Stormstrike is more complicated than simply "faster CD's are better."
If talenting for 5 second shocks and 8 second Stormstrikes improves the DPS of those skills by 1/6 and 1/5 respectively, then the second-long gaps in the cycles would reduce the improvements of those talents.
Considering the uselessness of Malestrom Weapon, the 45 point Enhancement Talent (what Enhancement shaman is going to spend much if any time casting anything but instant totems and shocks? Thus, what benefit is talenting for cast time reduction?) and that the Feral Spirit (51 point) may or may not be worth taking frees up a lot of talents for use elsewhere.
Since the Restoration tree is losing Nature's Guidance, the changes to (or implimentation of) the spellpower stat, and the Elemental tree's mana conservation talents and Elemental Focus, Elemental Devastation and Elemental Warding, might a 23/48/0 build, which reaches all the way to 3/5 in Unrelenting Storm (which would return about 16 Mp/5 to the Enhancement shaman in my guild using her stats in the current expansion) one of the stronger raiding builds?
Considering the uselessness of Malestrom Weapon, the 45 point Enhancement Talent (what Enhancement shaman is going to spend much if any time casting anything but instant totems and shocks? Thus, what benefit is talenting for cast time reduction?)
You definitely haven't read anything on this topic to say such nonsense. 5 stacks of fully talented Maelstrom waepons will make instant any damage spell. Its primary use will be to cast lava burst on a flame shocked target in order to refresh elemental devastation. This talent will definitely be mandatory in pve (more difficult to tell if it will be efficient in pvp, but it will still probably be good).
[...]
Considering the uselessness of Malestrom Weapon, the 45 point Enhancement Talent (what Enhancement shaman is going to spend much if any time casting anything but instant totems and shocks? Thus, what benefit is talenting for cast time reduction?) and that the Feral Spirit (51 point) may or may not be worth taking frees up a lot of talents for use elsewhere.
Since the Restoration tree is losing Nature's Guidance, the changes to (or implimentation of) the spellpower stat, and the Elemental tree's mana conservation talents and Elemental Focus, Elemental Devastation and Elemental Warding, might a 23/48/0 build, which reaches all the way to 3/5 in Unrelenting Storm (which would return about 16 Mp/5 to the Enhancement shaman in my guild using her stats in the current expansion) one of the stronger raiding builds?
Any thoughts / arguments?
1. maelstrom weapon is far from useless. if skilled 5/5, it provides a nature's swiftness every 5 melee crits. as far as i know, it is even intended to NOT reset the swing timer.
2. if fast flametongue offhands will not prove more effective than 2x windfury, you might still want to time your stormstrike out of the WF CD. this would mean that there still won't be any real "cycle".
hmm, there was a 3. somewhere but i somehow lost it :/
I have been toying around with the idea of an enhance build that only does 1/2 in Improved Stormstrike. Here's my reasoning.
1/2 in Improved Stormstrike would knock the CD on Stormstrike down to 9 seconds. At 9 seconds, Stormstrike would fit in very nicely with a Flame/Earth Shock rotation:
This diagram uses 1.5 second time increments (ie the Global Cool Down duration which is also, conveniently, a factor of the default 6" Shocks cool down and 9" Stormstrike cool down). The GCD's used are colored by which spell (shown below it in either the Stormstrike or Shocks tracks) triggered the GCD.
This rotation is very good in that there is no interruptions to either cycle and it is exactly tileable. That is, the Shocks and the Stormstrikes never slide forward or backward in relation to eachother.
Now, an 8 second (2/2 in Improved Stormstrike) cycle:
Note that I adjusted the time scale from 1.5 seconds (GCD) to 1 second so that it would be easier to break the steps up into half-second increments. In this cycle, one second delays appear in both Stormstrike and Shock cycles and the two cycles slide in relation to each other which is potentially a source of confusion in the heat of battle. Perhaps that is a trifle, but I like the consistency of the 9" cycle so far.
Here's an 8 second cycle with 5/5 in Reverberation, making the the Shock cool down 5 seconds:
Same scale as before. This time, note that after 16 seconds of starting the cycle, the Stormstrike cycle and Shock cycles end within 1.5 second of each other so that the shaman would be forced to either delay the Shock cycle by a second by using Stormstrike first or by delaying the Stormstrike cycle by casting Earth Shock first.
What this suggests to me is that 2/2 in Improved Stormstrike is more complicated than simply "faster CD's are better."
If talenting for 5 second shocks and 8 second Stormstrikes improves the DPS of those skills by 1/6 and 1/5 respectively, then the second-long gaps in the cycles would reduce the improvements of those talents.
Considering the uselessness of Malestrom Weapon, the 45 point Enhancement Talent (what Enhancement shaman is going to spend much if any time casting anything but instant totems and shocks? Thus, what benefit is talenting for cast time reduction?) and that the Feral Spirit (51 point) may or may not be worth taking frees up a lot of talents for use elsewhere.
Since the Restoration tree is losing Nature's Guidance, the changes to (or implimentation of) the spellpower stat, and the Elemental tree's mana conservation talents and Elemental Focus, Elemental Devastation and Elemental Warding, might a 23/48/0 build, which reaches all the way to 3/5 in Unrelenting Storm (which would return about 16 Mp/5 to the Enhancement shaman in my guild using her stats in the current expansion) one of the stronger raiding builds?
Any thoughts / arguments?
I think 1 SS has a larger contribution to your dps than 1 Shock, therefore it is imperative to get the shortest CD on SS. Playing with a 9 sec CD SS is toying indeed. Infact you need 5/5 Reverb to pull off a 2SS/3 Shock cycle. If you have stacked haste for a 1,4 GCD you can go with a 4/5 Reverb build.
Maelstrom Weapon is far from useless, quite contrary: It is a must. The swingtimer reset which is currently in the beta is labeled as a bug by blue poster.
Getting Unrelenting Storm is rediculous if you think about the fact that we don't need mp/5 at all, especially not on gear.
Also I think the dmg-cycle will go like this:
0,0s SS
1,5s ES
3s Magma Burst consuming a FlameS
6,5s FlameS
8s SS
11s Magma Burst consuming a FlameS
12,5s FlameS
16s SS (and we are back at the first step).
You lose 1 sec of Shock CD over 16 sec, will sometimes miss a Burst, since you couldn't crit enough.
If you find a more efficient rotation let me know.
isn't haste rating also combined into one stat? that would mean that even as enhancement, you run around with a certain amount of spell haste, thus reducing your gcd to 1.4 or even less. in that case 4/5 Reverb would still do the trick
It doesn't seem to work like that. Totems are already at the lowest possible GCD and stormstrike doesn't seem to have it's Gcd affected despite being a "spell" and I have noticed no distinguishable increase from shocks with about 6.6% haste.
It doesn't seem to work like that. Totems are already at the lowest possible GCD and stormstrike doesn't seem to have it's Gcd affected despite being a "spell" and I have noticed no distinguishable increase from shocks with about 6.6% haste.
I guess you can't distinguish a difference under 0,1 sec simply by your eyes. Maybe haste is not working in fractions with GCD (kind of like expertise). You will need 7,15% haste to make a 1,5 cast go down to 1,4 sec. Is it possible, that if you have less, the game is rounding up an putting you at 1,5sec?
To clear this up, we would need a Shaman with that haste-proc trinket from Underbog heroic. Cast until a proc occurs and then shock and watch the GCD.
I guess you can't distinguish a difference under 0,1 sec simply by your eyes. Maybe haste is not working in fractions with GCD (kind of like expertise). You will need 7,15% haste to make a 1,5 cast go down to 1,4 sec. Is it possible, that if you have less, the game is rounding up an putting you at 1,5sec?
To clear this up, we would need a Shaman with that haste-proc trinket from Underbog heroic. Cast until a proc occurs and then shock and watch the GCD.
Why not simply put down wrath of air totem which provides 10% spell haste or windfury totem if you want to test it with melee haste?
Why not simply put down wrath of air totem which provides 10% spell haste or windfury totem if you want to test it with melee haste?
This is also an option, I though 320 haste is about 20% and should at least warrant a reduction by 0,2 sec, which is more easy visible then 0,1sec by the totem.
Speaking as a caster, it's very difficult to see or feel the difference haste makes on the gcd, mostly due to lag issues. Unlike spells with cast times which you can chain, your client has to wait out the gcd in order to become live for the next spell. However, since most of the projected skill cycles are based on ideal situations which virtually never happen, haste will naturally correct some of that error even though you won't really notice it as you are doing it. You will notice it with heroism up, but it doesn't matter nearly as much if it feels faster than if you actually see a few more casts in a parse making it into your play over a whole boss fight.
Shamanistic Rage now gives your successful melee attacks a chance to regenerate mana equal to 15% of your attack power. (Old version : mana regeneration equal to 30% of your attack power)
Are the people on beta seeing that SR was overpowered with the haste/WFT changes? Right now in raids I'm having problems generating a full mana bar off one SR even with haste drums up. (Sometimes I only get 3 procs in 15s.)
It doesn't seem to work like that. Totems are already at the lowest possible GCD and stormstrike doesn't seem to have it's Gcd affected despite being a "spell" and I have noticed no distinguishable increase from shocks with about 6.6% haste.
Stormstrike is of the physical school which makes it an attack and not a spell. Stormstrike - Spell - World of Warcraft
That's why haste rating/spell haste effects don't reduce it's GCD.
It the same for hunters - their shots are "physical" and not affected by GCD, but their traps are spells and affected.
Are the people on beta seeing that SR was overpowered with the haste/WFT changes? Right now in raids I'm having problems generating a full mana bar off one SR even with haste drums up. (Sometimes I only get 3 procs in 15s.)
Where did you see that at? I am on travel this weekend but rest assured if that is in the beta build right now Ill raise a ruckus. Koraa told me during alpha that they were looking into making SR more stable so that people didn't get screwed out of mana.
All they have to do is make it so you can't get ooc with a stack of Maelstrom active and that will be a non-issue. I like the idea of it affecting heals, it truly seems like Enhancement shaman could be the closest thing to a true active hybrid in a raid that there has ever been. At very least it will make soloing much easier.
ha! Also changed maelstrom to work on ALL spells. Incoming arena hijinks as shaman drop combat with a full stack and install rez.
Well, that would make us more viable .
Actually, it'll make us damn near unkillable, unless Maelstrom is purgable. Being able to drop an instant cast max rank heal every 8 to 10 seconds (assuming a 15% adjusted crit rate) is begging for a nerf. Healing shaman only get this once ever 3 minutes.