Glyph of Elemental Mastery modelling has been fixed in ZAP!
What was a very marginal and extremely situational dps increase in very limited circumstances requiring specific fight length and no movement with a very specific gearset is now shown to be significantly lower than ToW even under these ideal circumstances.
Understanding that Glyph of Lightning Bolt and Glyph of Flame Shock are the top two DPS glyphs available, I have a question about the Glyph of Totem of Wrath. Does the math provided for this glyph being better than Glyph of Lava / Elemental Mastery / etc. account for the fact that during a fight you may have to waste 1 global redropping the totem to get the buff back, along with redropping your Searing Totem (assuming Fire Golem is on cooldown and you already have a demo lock).
I've never been a fan of wasting those two globals 5 minutes into the fight, assuming I did not have an opportunity to refresh the buff on the run before it ran out. Feel free to correct me or comment, just thought I'd bring it up.
Understanding that Glyph of Lightning Bolt and Glyph of Flame Shock are the top two DPS glyphs available, I have a question about the Glyph of Totem of Wrath. Does the math provided for this glyph being better than Glyph of Lava / Elemental Mastery / etc. account for the fact that during a fight you may have to waste 1 global redropping the totem to get the buff back, along with redropping your Searing Totem (assuming Fire Golem is on cooldown and you already have a demo lock).
I've never been a fan of wasting those two globals 5 minutes into the fight, assuming I did not have an opportunity to refresh the buff on the run before it ran out. Feel free to correct me or comment, just thought I'd bring it up.
There is rarely a time in a fight that lasts five minutes that you can't change it on the run. The only fights that are the exception in my mind immediately are shorter than 5 minutes.
However, I tend to favor Lava Burst when my glyph numbers are close to each other, even when its a bit low for this and other RNG related reasons. The more of your rotation that ends up made of Lava Burst, the more powerful the Glyph will be (obviously).
After testing this on a training dummy, I can confirm this to be true (and I haven't seen anyone else mention it anywhere else), but since our 4piece bonus is merely a duration extension, and not a refresh, spellpower bonuses you have when you first cast the flameshock carry over even after you no longer have the buffs.
I tested this simply by getting a baseline flameshock rolling on a target (it would do 762 damage). Then I dropped a ToW midrolling, and even after refreshing the duration with ToW down, it still did 762 damage per tick.
Then with ToW down I dropped a new flameshock, and the damage went up per each tick (822). I removed my ToW and continued rolling it, and the damage remained consistently 822. I repeated also while having my Ashen Verdict ring proc up, and it was the same: Spellpower bonuses are maintained the entire flameshock.
This definitely makes for some interesting ideas, especially with trinkets like the DFO and Phylactery. If, say, you could get a DFO/Phylactery/Ring proc all rolling at once, you could get some pretty obscene flame shock damage.
Also, the flame shock refreshes on Lavaburst cast, not on lavaburst landing, which is pretty nice, too.
Every Flame Shock tick only gets 16% of your spell damage before clearcasting, so even if you have DFO and phylactery up for an extra 2000 spelldamage, it would only be 320-350 extra damage per tick. Even assuming 16 ticks and 50% crit rate that only adds up to ~8000 dmg. So for the most part you're just way better off casting something else, especially if the existing FS dot would still stay up for a bit and/or the fight includes a lot of movement / target switching.
Understanding that Glyph of Lightning Bolt and Glyph of Flame Shock are the top two DPS glyphs available, I have a question about the Glyph of Totem of Wrath. Does the math provided for this glyph being better than Glyph of Lava / Elemental Mastery / etc. account for the fact that during a fight you may have to waste 1 global redropping the totem to get the buff back, along with redropping your Searing Totem (assuming Fire Golem is on cooldown and you already have a demo lock).
I've never been a fan of wasting those two globals 5 minutes into the fight, assuming I did not have an opportunity to refresh the buff on the run before it ran out. Feel free to correct me or comment, just thought I'd bring it up.
When exactly is it that flame shock becomes > lava? I can't seem to get to binks blogs on the glyph subject.
After testing this on a training dummy, I can confirm this to be true (and I haven't seen anyone else mention it anywhere else), but since our 4piece bonus is merely a duration extension, and not a refresh, spellpower bonuses you have when you first cast the flameshock carry over even after you no longer have the buffs.
I tested this simply by getting a baseline flameshock rolling on a target (it would do 762 damage). Then I dropped a ToW midrolling, and even after refreshing the duration with ToW down, it still did 762 damage per tick.
Then with ToW down I dropped a new flameshock, and the damage went up per each tick (822). I removed my ToW and continued rolling it, and the damage remained consistently 822. I repeated also while having my Ashen Verdict ring proc up, and it was the same: Spellpower bonuses are maintained the entire flameshock.
This definitely makes for some interesting ideas, especially with trinkets like the DFO and Phylactery. If, say, you could get a DFO/Phylactery/Ring proc all rolling at once, you could get some pretty obscene flame shock damage.
Also, the flame shock refreshes on Lavaburst cast, not on lavaburst landing, which is pretty nice, too.
Not the most significant of things, but would knowing this affect the dps value if a trinket like Nevermelting Ice Crystal when used in combination with the 4pc t10?
Also, I'd like to point out that the duration of Flame shock is extended on cast, not on spell hit. It was something I was highly curious about until I picked up the 4pc myself.
When exactly is it that flame shock becomes > lava? I can't seem to get to binks blogs on the glyph subject.
I don't think there is ever a point that Glyph of Lava is greater than Glyph of Flame Shock except when using 2 piece T8 when it is redundant to use it. GoFS and GoLB juggle between the two best glyphs based upon gear with GoToW and GoL being an increase in DPS depending on 4 piece T9.
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Not the most significant of things, but would knowing this affect the dps value if a trinket like Nevermelting Ice Crystal when used in combination with the 4pc t10?
Shadow Priests have been able to roll dots for awhile now (through talents). Our resident SP will pop the NIC and a Potion of Wild Magic *before* entering combat and then switch out the NIC for a "better" trinket. You get something like 20% crit just from the NIC and in theory should remain for every single tick of the FS. Of course, this only applies to the first FS. But if you can have your normal trinkets anyway, then any bonus is a good bonus.
So much potential use out of CL (Pretty much the entire fight you'll have something for it to jump to), it's long enough to justify glyphing Fire Ele (and frankly, if you're in a guild working on Arthas, you have a demo lock), infest proc's water shield so you actually get a decent amount of mana back, and the downtime during the remorseless winter phase gives you some time to regen a bit of mana back so you're never quite oom.
World of Logs - Real Time Raid Analysis are my guild's world of logs for last weeks attempts. I never fell below 4th place on any attempt, even the one where I died during the start of Remorseless Winter and ankh'd at the end of it.
It definitely feels worth it to glyph Fire Ele (we only lasted long enough for me to pop a 2nd fire ele two or three times, but my first one would do approximately 3k dps in the time it was up due to all the cleave from phase 1), and it might be more worth it to save your potion for a mana pot later in the fight then to use a speed/wild magic one, to maximize CL usage (25k damage on a short cooldown if it triple crits ftw).
This is not just because we can put Fire Elem or Magma to good use, it is mainly because it is a stationary fight (at least the first phase that you and i have experienced). Other fights where we shine in ICC are Marrowgar, Saurfang and Bloodqueen. As always if it involves moving, even as little as Festergut, you wont see us in top5 of dps. A Fire Elem is nice but will not compensate the dps loss we experience by moving.
Even though my role is to single dps the big add in Lich King fight (and we tank him too far away for CL), i can still put out 12k+ dps by standing on the Lich King with Magma and 2 talent points in Fire Nova. It is nice to see that in some fights elems do extremely good damage instead of the mediocre dps people sometimes expect from us.
I have a question/concern about the true value of haste for elemental shamans.
I saw a post on these forums from a few months ago (http://elitistjerks.com/f31/t33457-s...9/#post1309223) that brings up the "rules" for how spell queuing works. This post got me to thinking, and a guildie and I tried (as best we could figure out how in the last few hours) to test these rules. After a bunch of .7 second LB casts and carefully timed 2 second CH casts... they seem to ring true.
If they are not correct, forgive me for wasting your time. But if they are, doesn't that have very, very significant ramifications for how ele shams should gear for raids?
We all have seen the precise numbers tossed around for the amount of haste a raid-buffed ele sham needs to hit the softcap (where LvB and CL are at 1.0 second cast) and hardcap (where LB is at a 1.0 second cast)... but don't those numbers only apply, in a practical sense, to a player who has a latency of 0?
Wouldn't the EFFECTIVE cap numbers for haste vary depending on the latency of any given player at any given time, such that the softcap for haste is truly whatever amount of haste gets the person's CL and LvB down to a 1000 + latency MS cast time? And the hardcap whatever amount of haste gets the person's LB down to 1000 + latency MS cast time?
This may not be a significant concern for players who raid with a 100 ms latency. But for someone like me, who typically has to deal with 400-600 ms during Tuesday and Wednesday 25-mans, haste has practically 0 value beyond something like 900+220!
I have a question/concern about the true value of haste for elemental shamans.
I saw a post on these forums from a few months ago (http://elitistjerks.com/f31/t33457-s...9/#post1309223) that brings up the "rules" for how spell queuing works. This post got me to thinking, and a guildie and I tried (as best we could figure out how in the last few hours) to test these rules. After a bunch of .7 second LB casts and carefully timed 2 second CH casts... they seem to ring true.
If they are not correct, forgive me for wasting your time. But if they are, doesn't that have very, very significant ramifications for how ele shams should gear for raids?
As far as current playtesting can determine, yes they are correct, and there's a lot of evidence to back up this model. But as for "very, very significant ramifications" for elemental:
Short answer: No.
Long answer: Yes, but...
Firstly, for there to be an implication, we need to have a choice between haste and something else. The only other stat that affects our DPS and isn't guaranteed on our gear is crit, and how many situations do we get to choose between only crit or haste (rather than e.g. haste+mp5 or crit+hit)? The answer is almost always limited to gemming strategies, in which case the questions become "is it ever worth socketing potent instead of reckless?" and "what socket bonuses aren't worth socketing orange gems for?"
Even with very high latency, haste generally remains better than crit but worse then spellpower (per IBP) for all conceivable gear levels. We can say this quite confidently now that we know what BiS stats look like. This means that the so-called soft-cap, 50% haste, is meaningless from a stat priority point of view. There should be no reason for a WotLK elemental shaman to go all that far beyond that value anyway.
Haste does decrease in its value with latency, but then so do all our other DPS stats. The most pessimistic analysis of haste vs crit scaling that I've seen put haste below crit for a specific situation where the player has nearly 1500 haste rating and was using fire DPS totems without the new 4-piece tier 10 bonus, but that was a while ago: I've not tried to produce BiS-level scaling factors in SimC recently owing to problems with Wowhead's profiler and unseen loot, and owing to me being lazy.
Going back to your question about an effectively lower haste cap, even if you're saying that your haste hard cap is effectively 1.12 second LB casts, then that's still nearly 1900 rating with full raid buffs, which is a number not even engineers should be worrying about reaching.
Now I'll also go out a bit beyond where I'm comfortable and say that I think your understanding of the implication of the queueing model is a little off. Consider two parallel timelines: one on the client (C) and one on the server (S). Call the start of a cast 0ms and assume a simplistic 500ms delay between the two timelines. You initiate a cast on your client at C+0ms = S-500ms. This triggers the client-side 1000ms action lockout. At C+500ms = S+0ms, the cast actually begins on the server. At C+1000ms, the client-side lockout ends and you can start sending instructions to the server again. If you send an instruction precisely at that point, it reaches the server at C+1500ms = S+1000ms and there is no "extra" penalty between spells that take, say, 700ms or 2000ms to cast. My understanding is that what the queueing mechanism does do is reduce lag values below 300ms (including reaction time factors) to effectively zero, and reduces values above that by about 300ms in all circumstances. I could of course be mistaken.
I have previously posted a bit about the effects of lag, reaction time, queueing and high haste values here, and you will note that lag does indeed have more effect at high haste levels. But again we have to go back to the questions at the beginning to determine if that effect is "significant" for our gear choice. And I think the answer is broadly, "not really".
However it is still important to produce one's own DEP/scale factors with as much care as possible, and it is possible that gemming strategies may need to change slightly in some high-haste, high-lag circumstances.
Every one of us is, in the cosmic perspective, precious. If a human disagrees with you, let him live. In a hundred billion galaxies you will not find another.
However it is still important to produce one's own DEP/scale factors with as much care as possible, and it is possible that gemming strategies may need to change slightly in some high-haste, high-lag circumstances.
The only change made in that circumstance would be to drop haste/sp gems for straight sp, so your original point still stands: even at extremely high haste values, gearing priorities don't really change.
This is not just because we can put Fire Elem or Magma to good use, it is mainly because it is a stationary fight (at least the first phase that you and i have experienced). Other fights where we shine in ICC are Marrowgar, Saurfang and Bloodqueen. As always if it involves moving, even as little as Festergut, you wont see us in top5 of dps. A Fire Elem is nice but will not compensate the dps loss we experience by moving.
It seems to be taken for granted often here that elemental is unduly penalized by moving and it doesn't really seem consistent with my experience. We've always got atleast one very solid instant available, two in cases where you can plan ahead and use it to set down a new totem. Obviously any caster pays a huge penalty for moving, I just haven't seen the evidence that elemental pays a particularly high price.
I don't place a lot of faith in it as a model, but a "helter skelter" simulationcraft agrees, in the raidwide sample output elemental shaman are among the least penalized casters (if not the least).
The unfortunate current state of the elemental shaman is that there really aren't many situations where, given equal skill and gear, one should be top 5. Our cleaving and the relatively low amount of single target dps we lose to do our AE dps is really very good. No other caster compares.
One thing that is often a factor is how much attention a fight requires for other things. In an average guild you'll likely have a lot of people whose dps falls off noticably when they've got to pay attention to many things in a fight. A new fight has the same effect. In those situations, if you're one of the better dps in your guild, by which I mean more skillful at compensating for fight mechanics without dropping dps, you'll notice your place on the meters go up significantly without the fight necessarily favoring your class. The extreme simplicity of the elemental rotation contributes to this effect. On fights where the average dps has little to pay attention to, the difference is diminished and meters tend to more closely follow spec/gear which really doesn't play to our strength.
I disagree with the idea that festergut requires meaningfully more movement than marrowgar or blood queen. In my experience they're pretty comparable. The mechanic of festergut is such that 95% of the time the movement is completely predictable and as a result is not very distracting. On the other hand, marrowgar is really a great example of a fight where you excel by dpsing when others might be overcompensating for raid damage and blood queen requires a great deal of vigilance during the fight, both things where a dps with focus to spare is going to pull away from the average.
I don't feel like elemental is particularly penalized for movement in a fight, for a caster and I haven't really seen any evidence to suggest otherwise. The cleaving is a lot better explanation for good elemental performance in p1 LK than standing still, IMO. Obviously, if you're basically aeing a nice sized pack while others are doing single target your dps is going to look pretty good.
P.S. As always, it depends on your raid's overall strat, but be mindful of wasting damage in p1 lich king. If you're using a strat where adds are getting 1 shot by a high stack disease anyway using AE to knock them down to half isn't actually contributing anything, just meter padding.
I have a simple question that's increasingly frustrating me in current hard modes; Should we be bottom of DPS? In normal modes I was genuinely competing on meters on fights like Saurfang, but now, even with a Demonology Warlock I am finding I just can't compete with other DPS, particaulrly on fights that require a lot of movement. When fully buffed I have 4,200 sp, 1200 haste and 45% crit. I never mess up my rotation, even when interrupted from having to move.
My reasons for asking this is because I have been heavily criticised for my damage output/DPS since Wednesday in hard-modes. With a Demonology Lock on Lich King I was in the top 3 damage and by no means would I consider myself another scrub Elemental Shaman whi is incapable of maintaining their rotation and using the correct abilities when I should.
Have any other Elemental Shamans suffered in current hard-modes compared to their guildies?
Even though my role is to single dps the big add in Lich King fight (and we tank him too far away for CL), i can still put out 12k+ dps by standing on the Lich King with Magma and 2 talent points in Fire Nova. It is nice to see that in some fights elems do extremely good damage instead of the mediocre dps people sometimes expect from us.
Well, thats really just padding meters since DPS on Dredge Ghouls is pointless. No class should be attempting to intentionally AE them as their main purpose is the build the Necrotic Plauge stack so that you can ignore the 2nd (and if your guild happens to reach it, the 3rd) Shambler. In doing this all Dredge Ghouls get 1 shot by Plague regardless of their health.
I suppose our guild may do it differently and your's may just DPS down all the adds instead of letting Plague do the work though but saving MP works well for me (I'm short 2 MP saving talents to get +Stoneskin totem for MT... surprisingly its noticeable).
As far as Elementals on the fight, I was usually 2-3rd on Valkyr wave spawns, and 4th on Vile Spirits (Warlocks assisting my target to get instant seed pops were the only ones that beat me). Elemental has the great start up burst since our rotation doesn't take much to start, and those mobs all start clumped =)
Damage done to Lich King... I haven't even looked but im sure it was bottom 5. Lich King is a very big movement fight past phase 1 + transitions. (Spread for Defile, Collapse for Valkyrs - Run Away from Vile Spirits etc) I guess overall Defile placement caused most of the movement especially in the Valkyr phase. As far as our first kill went we moved LK back and forth for Vile Spirits so when they dropped they didn't instantly kill meele and we could finish off lower adds. This + Defile placement also caused a bit of movement at some points.
As far as another post goes, most are entering Heroics this week so we'll have to see how Elemental's do on the more difficult encounters.
I have a simple question that's increasingly frustrating me in current hard modes; Should we be bottom of DPS? In normal modes I was genuinely competing on meters on fights like Saurfang, but now, even with a Demonology Warlock I am finding I just can't compete with other DPS, particaulrly on fights that require a lot of movement. When fully buffed I have 4,200 sp, 1200 haste and 45% crit. I never mess up my rotation, even when interrupted from having to move.
My reasons for asking this is because I have been heavily criticised for my damage output/DPS since Wednesday in hard-modes. With a Demonology Lock on Lich King I was in the top 3 damage and by no means would I consider myself another scrub Elemental Shaman whi is incapable of maintaining their rotation and using the correct abilities when I should.
Have any other Elemental Shamans suffered in current hard-modes compared to their guildies?
I suppose it really depends on the skill of your other DPS.. If the pure DPS classes (rogues, hunters etc) on a single target fight with little movement and no damage multiplying mechanics (BQL) are beating you, then I don't see a problem. From what I've seen in my experiences in ICC so far, elemental can still definitely do competitive numbers especially after our buff, but I don't think we should be expected to top.
All classes DPS is going to fluctuate depending on RNG and fight mechanics, but in short, I haven't had any problem pulling my weight on ICC fights with a demo lock in the raid. I'm currently progressing on Lich King normal.
Honestly, what I try and do, and I think DPS should do, is instead of looking at your overall raid dps, is to compare yourself with the other hybrid classes. (Or if you're a non-hybrid, the other non-hybrids). I often compare myself with the boomkin and the other ele sham. If I'm beating them or on par, then I feel that I am pulling my weight.
It seems to be taken for granted often here that elemental is unduly penalized by moving and it doesn't really seem consistent with my experience. We've always got atleast one very solid instant available, two in cases where you can plan ahead and use it to set down a new totem. Obviously any caster pays a huge penalty for moving, I just haven't seen the evidence that elemental pays a particularly high price.
This is a quite subjective topic, especially since the type of movement is not specified.
To briefly clarify how it goes for Elemental Shamans, then first there is a big difference between Shamans on ToW-duty and Elemental Shamans using Fire Elemental- and Searing Totem. Movement will have a greater impact on the former, than the latter.
Next, if we are talking about constant movement under a long time, then Elemental Shamans are particularly vulnerable due to the cooldown on their Shock-spells. If it is just a short move during a GCD, then the direct damage part of Flame Shock or Frost Shock will ensure that Elemental Shamans are relatively unaffected.
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I have a question for all the elemental shaman that is currently raiding in ICC25. My guild is currently 11/12 on ICC 25 and i have kill arthas on 10 men. The problem i find myself getting into is the constant aoe damage of almost every encounter in ICC raiding. So i was thinking should i spec into Elemental Warding 3/3 by ditching Eye of the Storm. 6% reduction in damage taken would have helped me in survivability which i find to be quite hard to maintain in ICC raiding environment. But i am afraid that pushback damage will slow down my dps also.
I was having a problem this week on Sindragosa with Searing Totem, namely that the totem couldn't seem to find her at all. It was really bothering me, so in Phase 1 I was playing around with positioning of it a bit, and I couldn't get it to attack her no matter what I did. I tried walking up to literally right on top of the melee DPS and dropping it pretty close to where her front leg is, and it completely ignored her. I tried pre-dropping it on the spot she lands in after the flight phase versus waiting until she'd just landed and dropping it then, and it still ignored her either way.
I don't often get to use Searing Totem outside of Blood Princes (where it may not attack what I want it to, but it will always find something to attack), as our warlock is typically Destruction, so I don't know how common this problem is. Is Sindragosa just uniquely annoying to get Searing Totem to attack? Are there any tricks to getting it to pay attention?
In a 25 man raid the constant AOE damage is not a significant issue with regard to healing. Wild growth, chain heal, CoH, etc will cover the splash damage from the small AoE damage. The only time that you will be in danger of dying will be when you do something wrong and take avoidable damage. Excessive damage from sources like Maleable goo, Pact of the Dark Fallen, empowered shock vortex, etc can be avoided with better play and positioning. If you are having survivability issues on any fight, it will undoubtably be the time when you make a mistake about a boss ability and not from the slow burn of AOE damage.
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I have a question for all the elemental shaman that is currently raiding in ICC25. My guild is currently 11/12 on ICC 25 and i have kill arthas on 10 men. The problem i find myself getting into is the constant aoe damage of almost every encounter in ICC raiding. So i was thinking should i spec into Elemental Warding 3/3 by ditching Eye of the Storm. 6% reduction in damage taken would have helped me in survivability which i find to be quite hard to maintain in ICC raiding environment. But i am afraid that pushback damage will slow down my dps also.
Any advise?
I find Elemental Warding to be quite rewarding, however I wouldn't drop Eye of the Storm to get it. Assuming your guild is built balanced (and from progress, it sounds like it is), then you probably don't need the regen talents. Drop some points from Convection to get it, rather than Eye of the Storm.
I was having a problem this week on Sindragosa with Searing Totem, namely that the totem couldn't seem to find her at all. It was really bothering me, so in Phase 1 I was playing around with positioning of it a bit, and I couldn't get it to attack her no matter what I did. I tried walking up to literally right on top of the melee DPS and dropping it pretty close to where her front leg is, and it completely ignored her. I tried pre-dropping it on the spot she lands in after the flight phase versus waiting until she'd just landed and dropping it then, and it still ignored her either way.
I don't often get to use Searing Totem outside of Blood Princes (where it may not attack what I want it to, but it will always find something to attack), as our warlock is typically Destruction, so I don't know how common this problem is. Is Sindragosa just uniquely annoying to get Searing Totem to attack? Are there any tricks to getting it to pay attention?
Searing Totem is a bit of a science. As a general rule, pre-dropping it rarely works, you have to be engaged on something before it will attack it. That said, I haven't had much issue getting it to attack on Sindragosa. I tend to drop it just outside her hitbox so I can use Fire Nova when I have to move during the fight and it seems to steadily attack. You will have to redrop it every air phase, but because of the duration you'd have to anyhow. Dropping it once at the beginning of the phase and after I get "sucked in" keeps it on her most of the fight. Being that I haven't tried having it right under her, it might be the totem is getting confused by being too close to her center and having trouble finding the target, try bringing it out a bit.
I was having a problem this week on Sindragosa with Searing Totem, namely that the totem couldn't seem to find her at all. It was really bothering me, so in Phase 1 I was playing around with positioning of it a bit, and I couldn't get it to attack her no matter what I did. I tried walking up to literally right on top of the melee DPS and dropping it pretty close to where her front leg is, and it completely ignored her. I tried pre-dropping it on the spot she lands in after the flight phase versus waiting until she'd just landed and dropping it then, and it still ignored her either way.
I don't often get to use Searing Totem outside of Blood Princes (where it may not attack what I want it to, but it will always find something to attack), as our warlock is typically Destruction, so I don't know how common this problem is. Is Sindragosa just uniquely annoying to get Searing Totem to attack? Are there any tricks to getting it to pay attention?
Seeing as Sindragosa has been an ~7-8 minute fight for my guild, I actually glyph fire ele for it over ToW (as I use the fire ele glyph on LK anyway), which solves some of that issue.
I, however, have not had any problem getting my searing to hit her. The most annoying thing about searing is, as Moshne said, you cannot predrop it (you have to be in combat with something, and i think it has to be currently attackable, for it to attack a target). Generally range hangs out at about 20 yards away from her anyway on that fight, so you can drop it in the healer/caster group and not have any issues.
I personally try to avoid using Fire Nova on that fight, because I have rather bad luck with getting Unchained Magic, and I don't want to waste a stack on Fire Nova ; (.