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Old 08/31/09, 4:52 PM   #126
Negre
Glass Joe
 
Tauren Shaman
 
Twisting Nether
Originally Posted by masanbol View Post
The problem I see with that is that the only times that threat reduction might come in handy at endgame content (under normal circumstances, i.e. good tanks), there is no practical way to work in Wind Shear effectively. There are two fights in Ulduar that have threat considerations: Vezax and Hodir hardmodes. On Vezax, being in range for shear means we're far too close to the boss, and on Hodir there is no guarantee at all where we will be at any given moment in the fight. Unless Anub'arak has some wonky threat mechanics, nothing in Coliseum gets us close to threat capped at all. It just doesn't seem that macroing Wind Shear in with any spell is practical or even necessary.
In addition to being too far away from Vezax (unless your raid uses some very strange positioning), you would also probably screw up the interrupt rotation on Vezax since Wind Shear has a shorter lockout time compared to Kick.

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Old 09/02/09, 11:04 AM   #127
Foxx2405
Don Flamenco
 
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Blood Elf Death Knight
 
Moonglade (EU)
Originally Posted by Negre View Post
In addition to being too far away from Vezax (unless your raid uses some very strange positioning), you would also probably screw up the interrupt rotation on Vezax since Wind Shear has a shorter lockout time compared to Kick.
I dont think that matters on Vezax. I think his abilities have their own cooldown (5 seconds on 25 and 10 seconds on 10 man).

I'm always on interrupt duty when i'm on my DK and my interrupt has a 4 second lockout, yet he won't ever recast it before the 5th second, so me and a rogue make a good team.
Same for the 10 man, i can interrupt every single cast by myself.

However I think the issues with elemental shaman interrupting have been presented already. On Vezax standing at 25 yards simply puts too much pressure on the other castes (due to shorter traveling time of shadow crash).
Not to mention that melee hardly loses dps anyway by interrupting (though this depends a bit on the class, i as frost DW hardly lose DPS as i usually have plenty of RP to spend).

However, I could imagine fights where WS works out really well. I guess it would work pretty well in phase 2 of Yogg when casters are dpsing corruptor tentacles (in case the crusher is down). Especially without mimiron up, so the corruptor cast time is about 2 seconds.

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Old 09/03/09, 9:49 AM   #128
Xiar
Von Kaiser
 
Draenei Shaman
 
Burning Legion
Well my point was that it's very useful on some fights ;p

It's extremely useful on Lord Jaraxxus, for instance. Mostly because the rogues tend to have to move unless your offtank gets perfect positioning on the infernals the whole fight. One elemental can easily eliminate fel fireball's from the fight and not lose any dps. It does start to suck mana tho ;p

That and it's really (other than gear) is the only change elemental saw in 3,2.

I find it has some very good situational uses. ie back up on Auriaya, Lightning whirl on Stormcaller Brundir, Lord Jaraxxus, various points in the yogg fight, on healers/casters in faction champions fight, and an in general anti caster interrupt. Your mileage may vary.

Also regarding lock out times... I don't believe most bosses can be silenced or actually locked out. My guess is none can be silenced or locked out. You can't lockout or silence most 5 man bosses Ive seen.

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Old 09/04/09, 4:46 PM   #129
-Abakus-
Von Kaiser
 
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Orc Shaman
 
Draka
Just a quick question regarding haste (sorry).

Currently, I'm at 654 haste totally unbuffed. with Totem of Electrifying Wind - Item - World of Warcraft proc and Potion of Speed - Item - World of Warcraft that puts me to 1354, add in BL, WoA totem, and moonkin aura, then i'm at 98.65% haste (1.007s LB cast). At the moment, I don't have any haste proc or CD trinkets. I was just wondering at what point I get more benefit from a Potion of Wild Magic - Item - World of Warcraft than a Potion of Speed. Or, should I be unsynching my potion with bloodlust? I only really think this might become an issue if I swap in Scale of Fates - Item - World of Warcraft, but I'd rather know in advance.

I assume the speed pot will provide me with benefit (albeit diminished) even after LB is below the 1s cast time mark, but since speed potions are so much better than wild magic, I figure that number won't be until ~1500-1600+ haste.

Last edited by -Abakus- : 09/04/09 at 5:55 PM.

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Old 09/04/09, 4:56 PM   #130
Moshne
Bald Bull
 
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Draenei Shaman
 
Whisperwind
I didn't double check your math on your haste, but it is irrelevant. Unsync your potion either way. You can sync it up with your second EM CD for much better benefit.

<Something Wicked> - 5/8 HM -25m - W/Th/Sun 7-11 CST LF Holy Paladin / Resto Shaman / Rogue
www.somethingwickedguild.com

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Old 09/04/09, 5:49 PM   #131
-Abakus-
Von Kaiser
 
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Orc Shaman
 
Draka
I'm not 100% sure why that'd be the case, maybe because my LvB cast time is under 1s?

regardless, there are some fights where that really isn't ideal. On IC hard, dps doesn't really start to matter until p3, so potting in phase 1 or 2 wouldn't give me the dps when I need it (even if my numbers might be higher). I use my first EM+Bloodfury on Gormok in ToGC, and my 2nd on acidmaw/dreadscale with a bloodlust. Gormok can be killed fast enough without bloodlust already, so potting won't really help there. the most important burn phase is p2, so that's also when I should be using my pot to give the most dps when it's most needed. Anub p3 is the same thing.

Like I said, I'm not 100% sure why I'd benefit more from potting during a non-BL EM. Even a brief explanation would be helpful. However, that's still probably not the best idea for certain fights with a crucial burn phase. In these situations, my first question still applies - at what level of haste does Wild Magic overtake Speed?
-------
Above Haste Calc:
654+200+500= (1354 rating/32.79)= 41.29% (base rating+totem+potion)
1.4129*1.03*1.05*1.3=98.65% haste (total haste)
2/1.9865=1.0068s (cast time)
I rounded down by mistake in my first post, a difference of .001 second (sorry)

Last edited by -Abakus- : 09/04/09 at 5:58 PM.

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Old 09/04/09, 10:19 PM   #132
Moshne
Bald Bull
 
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Draenei Shaman
 
Whisperwind
If your Lightning Bolt under Bloodlust is at or approaching 1.0, you get zero (or less) DPS benefit from adding additional haste to it. If you are forced to remove LVB from your damage rotation because of additional haste, you will be seeing diminishing returns as well. The other result is to keep the "super Lusted" LVB and Flame Shock in your rotation while under the pot, which further reduces the actual benefit from it.

Your options are either
a) Use Wild Magic under Heroism OR
b) Use Speed w/o Heroism

Which is going to be better is going to be mostly fight dependent. I'll generally use Wild Magic on fights with Haste gimmicks (Vezax/Hodir), for something like ToC I'll use the Haste pot second. I'll try and throw some math together, but I have a hard time believing there is a point where using the Wild Magic pot is ever better unless there is some gimmick (either due to shortening a phase or outside haste effect.)

Does that make a bit more sense?

Last edited by Moshne : 09/04/09 at 10:22 PM. Reason: Spelling

<Something Wicked> - 5/8 HM -25m - W/Th/Sun 7-11 CST LF Holy Paladin / Resto Shaman / Rogue
www.somethingwickedguild.com

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Old 09/04/09, 10:29 PM   #133
Binkenstein
mumbo-jumbo-theorycrafter
 
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Draenei Shaman
 
Khaz'goroth
Speed has roughly the same value if you use it with or without Heroism, while Wild Magic is better with it.


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Old 09/05/09, 5:57 PM   #134
-Abakus-
Von Kaiser
 
-Abakus-'s Avatar
 
Orc Shaman
 
Draka
Originally Posted by Moshne View Post
If your Lightning Bolt under Bloodlust is at or approaching 1.0, you get zero (or less) DPS benefit from adding additional haste to it. If you are forced to remove LVB from your damage rotation because of additional haste, you will be seeing diminishing returns as well. The other result is to keep the "super Lusted" LVB and Flame Shock in your rotation while under the pot, which further reduces the actual benefit from it.

Your options are either
a) Use Wild Magic under Heroism OR
b) Use Speed w/o Heroism

Which is going to be better is going to be mostly fight dependent. I'll generally use Wild Magic on fights with Haste gimmicks (Vezax/Hodir), for something like ToC I'll use the Haste pot second. I'll try and throw some math together, but I have a hard time believing there is a point where using the Wild Magic pot is ever better unless there is some gimmick (either due to shortening a phase or outside haste effect.)

Does that make a bit more sense?
Thanks for the elaborated response. Please correct me if anything below seems wrong or questionable.

**this is based off my own stats, and could change dramatically with different haste levels/set bonuses, etc.**

I did some math on my own, to try to figure out for sure which one I should use. Here was my method:
1) find out cast times, average crit and non-crit damage, and crit rate of LB/LvB using either potion
2) find out average LvB crit damage (since it'll always crit)
3) determine average LB damage (*see below for details)
4) find damage done by the given rotation (**see below)

Speed Potion Rotation:
LBx8, LvB, LBx6 = 7858.0227 dps over 15 seconds

Wild Magic Rotation:
LBx8, LvB, LBx4-5 (***see below) = 7549.2791 dps over 15 seconds


*I figured out average non-crit LB dmg, multiplied it by the non-crit rate, added that to crit dmg*crit rate and divided by 100 casts
**rotation given was FS and LvB used just prior to popping EM+potion. First LB has 1s cast speed regardless of potion because of GCD cap. LB until LvB off cooldown, then cast LvB and fill the rest of the 15s with LB.
***The potion of speed wore off mid-cast of my last LB cast, so I still received the haste benefit shortly after the 15s duration. The Potion of Wild Magic wore off mid-cast of my last LB cast as well, but would not give me the benefit of the SP/Crit because it was not active when the spell cast was completed. Thus, I took a non-potted LB and used that damage for the 5th LB cast instead of the stronger ones used earlier in the rotation.

Some other important notes:
-I did this considering only my own gear, which means 2t8 set bonus, but not 4t8 or 4t9 (which will benefit additionally from Wild Magic)
-It's true that LvB does not benefit at all from the haste pot since it's already under 1s, but it will not benefit from the 200 crit rating from the potion of wild magic either.
-Flame shock is included in the calculations at a static 5 ticks (which may not be the actual case). This assumption along with the 2t8 assumption favors the Potion of Wild Magic. 5 ticks are used because a 15s cycle time is used, and it ticks every 3 seconds (5*3=15)

Final Thoughts:
I'll probably end up using Potion of Speed outside of Bloodlust like you suggested, because the haste on LvB isn't wasted quite so much. On fights like the ones I suggested (IC Hard), I'll continue to use Speed during BL. For gimmick fights like hodir and Vezax, I'll keep a stack of Wild Magic.

Please correct me if I did anything wrong!

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Old 09/06/09, 1:52 AM   #135
Binkenstein
mumbo-jumbo-theorycrafter
 
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Draenei Shaman
 
Khaz'goroth
Or you could just plug your stats into SEIC, and toggle heroism on/off, as it's already doing those calculations.


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Old 09/09/09, 1:04 AM   #136
Binkenstein
mumbo-jumbo-theorycrafter
 
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Draenei Shaman
 
Khaz'goroth
Time for another edition of Bink Plays With Numbers, entitled "Haste vs Spellpower for T8 & T9"

I took my Rotation Comparison sheet and modified it to compare Haste & Spellpower values. For haste, I compare the difference between two rows, with a 10 haste difference, to the higher line re-calculated with an extra 100 spellpower. These calculations are made with the assumption that you have Wrath of Air and Improved Moonkin Aura (5% + 3% haste)


For T8, it suggest that you want to have add some extra haste rating if you're just short of 480 or 650, and that from 480 to 510 the [Reckless Ametrine] is as valuable as [Runed Cardinal Ruby], and only slightly less valuable after 660 (which means than any red/yellow socket bonus can be gained, as well as two blue/yellows combos)

T9 sees similar values, except its 650 rather than 660 and [Reckless Ametrine] is actually better than [Runed Cardinal Ruby] between 480 and 510.

Let me stress one point clearly: these numbers suggest adding extra haste for very small windows, and are not related to the magical 511 values that others have recommended.


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Old 09/09/09, 12:28 PM   #137
Xiar
Von Kaiser
 
Draenei Shaman
 
Burning Legion
On your rotation listing (LB count) I get 12 5 with two set T9.

I'm assuming it means 6 6 5?

Some gear changes put me at 714 haste (914 with totem) and I noticed that just playing on the training dummy I could easily do 6 5 5 with minimal overlap on lava burst.

Also is it even worth shortening up rotations with chain lightning anymore?

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Old 09/09/09, 4:52 PM   #138
Binkenstein
mumbo-jumbo-theorycrafter
 
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Draenei Shaman
 
Khaz'goroth
Originally Posted by Xiar View Post
On your rotation listing (LB count) I get 12 5 with two set T9.

I'm assuming it means 6 6 5?

Some gear changes put me at 714 haste (914 with totem) and I noticed that just playing on the training dummy I could easily do 6 5 5 with minimal overlap on lava burst.

Also is it even worth shortening up rotations with chain lightning anymore?
Yes.

Pointless do to a 6/5/5 as the FS cast occurs on set 3, so you're wasting time on set 2 (this only with T9 2pc)

No.


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Old 09/09/09, 8:14 PM   #139
Retherok
Glass Joe
 
Troll Shaman
 
Daggerspine
Patch 3.2 PTR Build 10433 taken from MMO-Champion:

Shaman
Elemental

* Flame Shock now deals 834 Fire damage over 18 sec at max rank. (Up from 556 fire damage over 12 sec) Lower ranks increased accordingly.
* Lava Burst no longer consumes Flame Shock.

Glyphs

* Glyph of Flame Shock - The periodic damage dealt by your Flame Shock can now be critical strikes. (Old - Increases the duration of your Flame Shock ability by 6 sec and it is not consumed by casting Lava Burst.)

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Old 09/09/09, 8:36 PM   #140
Chickonfire
Glass Joe
 
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Orc Shaman
 
Azjol-Nerub (EU)
Originally Posted by Retherok View Post
Patch 3.2 PTR Build 10433 taken from MMO-Champion:

Shaman
Elemental

* Flame Shock now deals 834 Fire damage over 18 sec at max rank. (Up from 556 fire damage over 12 sec) Lower ranks increased accordingly.
* Lava Burst no longer consumes Flame Shock.

Glyphs

* Glyph of Flame Shock - The periodic damage dealt by your Flame Shock can now be critical strikes. (Old - Increases the duration of your Flame Shock ability by 6 sec and it is not consumed by casting Lava Burst.)
So this leaves us with a new glyph option? I would assume (or perhaps love to go for) Glyph of Lava to be better than the Flame Shock glyph? Curious about this one.

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Old 09/09/09, 8:45 PM   #141
Dhiva
Glass Joe
 
Draenei Shaman
 
Black Dragonflight
That or you can switch to T9 without losing the crit on the Flameshock dot

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Old 09/09/09, 9:35 PM   #142
Halorl
Glass Joe
 
Orc Warrior
 
Mug'thol
I may be completely off here, but I'm assuming the DPS Value for the new Flameshock Glyph would be the same as the current T8 2pc bonus, which as of Bink's SECI 3.2.18b would be 127 dps. The value for Glyph of Lava is 99, thus making the Flameshock Glyph better still. Or am I completely off in my thinking?

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Old 09/09/09, 9:42 PM   #143
Binkenstein
mumbo-jumbo-theorycrafter
 
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Draenei Shaman
 
Khaz'goroth
Flame Shock will still be a glyph to use, just not as valuable as it once was. It will be interesting to see what changes will be made to T8 2pc though.

Guess this means I need to do updates.. which may have to wait until the weekend. Still, I get to remove a lot of if statements from the whole thing.


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Old 09/09/09, 11:57 PM   #144
CaptnIgnit
Glass Joe
 
Draenei Shaman
 
Dark Iron
So is the new FS glyph above both Lava and ToW? Or will it affect when to swap out (or not swap out) ToW for Lava?

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Old 09/10/09, 12:15 AM   #145
Binkenstein
mumbo-jumbo-theorycrafter
 
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Draenei Shaman
 
Khaz'goroth
My initial thoughts are you'll see a LB>FS>LvB/ToW order


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Old 09/10/09, 4:39 AM   #146
Anthraax
Glass Joe
 
Worgen Death Knight
 
Alterac Mountains
delete this.

Last edited by Anthraax : 09/10/09 at 4:48 AM. Reason: Didn't re-read updated patch notes before posting.

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Old 09/10/09, 4:42 AM   #147
Razzberry
Piston Honda
 
Goblin Priest
 
Eldre'Thalas
They did. The glyph now does the same thing as the 2-piece T8 bonus (FS DoT can crit).

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Old 09/10/09, 6:55 AM   #148
SentinelBorg
Don Flamenco
 
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Tauren Shaman
 
Blackrock (EU)
Originally Posted by Binkenstein View Post
It will be interesting to see what changes will be made to T8 2pc though.
I don't think they will change the T8 2pc bonus at all. Back in Vanilla, when we got the extra totem range talent, they also didn't change the identical T1 bonus. They just made sure, that both wont stack.

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Old 09/10/09, 7:23 AM   #149
trox
Glass Joe
 
Troll Shaman
 
Genjuros (EU)
Originally Posted by Binkenstein View Post
My initial thoughts are you'll see a LB>FS>LvB/ToW order
I am just wondering, if we get FS not removed by LvB and also get 2 pc T9 set bonus on top of the base FS length increase, what is the advantage of the FS glyph over the LvB glyph.

This is where it leaves only the crit benefit of FS, with more basic length and damage.

Wouldn't it then be TOW / LB / LvB that is the best combination?
Even without 2 pc T9 i am doubting the advantage you get from flameshock crits over the LvB improvements.

Although the new update of FS damage increase might make the crit aspect of the glyph interesting.

Without a doubt the glyph was awesome when it did make FS stay when you did LvB.
Can't wait to see some calculations.

Last edited by trox : 09/10/09 at 10:14 AM.

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Old 09/10/09, 9:46 AM   #150
Bronn
Glass Joe
 
Tauren Shaman
 
Mannoroth
Won't this change to Flame Shock affect its spell power coefficient, since the DoT portion now has a base duration of 18 seconds instead of 12?

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