Just to give you some numbers. I was destro and respecced demo for Coliseum. I´m sitting at 3400 SP fully buffed and when procs (IotDS and Dying Curse) happen I reach 4k.
My raid DPS Is at least 12k higher when I´m demo as opposed to destro. So I think It is worth it if you have more than 1 lock raiding (and if your group is caster heavy)
12k? Do you mean 1.2k? If you had 12 casters in the raid (a LOT), you'd have to add 1000 DPS to each of them, and you are only really providing them 120 more spell power each than a raid comp where your elemental shaman provides the spell power buff.
1. What happens if you have to much hitrating? Will it degrease your dps as well?
2. What I dont understand is following....I have almost the same gear as a fellow Warlock..but he's in the top 3....Im in around 10th place....we have the same build. I folloed the instructions of the rotation but still...
Any tip would be nice...
Aragonex = me
Fearmany = fellow warlock (who beats me..)
First: As far as I know there are no diminishing returns from having to much hit. Though you are losing other critical stats in gear (though from what I see from your armory your still building).
Second, to the question of your warlock friend being 3rd on meters and you 10th. That really tells us very little, and though I doubt your top 10 are within .5/1% of each other I can also not understand how far you are behind unless your not following his rotation to a tee. He does have 4% more crit than you do, which could explain a little bit of the difference. Also if one of you is using a spellstone and one a firestone that could also make a difference. My suggestion to you is continue to look at the WMOs of your guild, look over recount, find out if you are in fact as "in line" with this other warlock as you think. He very well may be getting off more casts than you are. I would also suggest making sure your keeping up your Glyph of Life at all times and make sure your not clipping your dots. These could also help boost your dps and maybe catch your guildmate.
1. What happens if you have to much hitrating? Will it degrease your dps as well?
2. What I dont understand is following....I have almost the same gear as a fellow Warlock..but he's in the top 3....Im in around 10th place....we have the same build. I folloed the instructions of the rotation but still...
Any tip would be nice...
Aragonex = me
Fearmany = fellow warlock (who beats me..)
1. *Edited out: Aelacia covered it.*
2. Gear and spell rotation are only part of the DPS equation. One other major component is casting up time. Are you spending a lot of time not casting due to movement, lag, delay in choosing your next spell, etc.? This is probably the one area where most warlocks can improve substantially as a few seconds of idle time without casting can make a big difference in your overall performance. You can verify this by looking at a recount/wws/world of logs report and see the number of spell casts between you and your peers. Modulo haste, they should be roughly equal.
Assuming you have a warlock that sucks at Affliction, is ISB in a Destro spec such a god awful nerf to your personal DPS that it isn't worth the raid DPS?
Conflagrate: Redesigned. This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame.
Seems to me like they are reducing the PvP burst damage of Conflagrate, while keeping it's PvE damage equal to the current version. It will still hit for a total of 12sec of Immolate.
My only concern about this is: will the dot component scale with crit? That is, will a Conflag crit be 8sec of ImmolateX2 + 3 secs of Immolate X2, or 8 secs of ImmolateX2 + 3 secs of Immolate?
Conflagrate: Redesigned. This talent now consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 9 seconds of Immolate or 8 seconds of Shadowflame, and causes additional damage over 3 seconds equal to 3 seconds of Immolate or 2 seconds of Shadowflame.
Seems to me like they are reducing the PvP burst damage of Conflagrate, while keeping it's PvE damage equal to the current version. It will still hit for a total of 12sec of Immolate.
My only concern about this is: will the dot component scale with crit? That is, will a Conflag crit be 8sec of ImmolateX2 + 3 secs of Immolate X2, or 8 secs of ImmolateX2 + 3 secs of Immolate?
The wording is just weird. But assuming that the "additional damage" is a DoT, I don't think it will scale with crit which is standard for most DoTs until improved and such.
Assuming you have a warlock that sucks at Affliction, is ISB in a Destro spec such a god awful nerf to your personal DPS that it isn't worth the raid DPS?
It's extremely easy for mages to do. Don't believe them when they say they can't.
2. Gear and spell rotation are only part of the DPS equation. One other major component is casting up time. Are you spending a lot of time not casting due to movement, lag, delay in choosing your next spell, etc.? This is probably the one area where most warlocks can improve substantially as a few seconds of idle time without casting can make a big difference in your overall performance. You can verify this by looking at a recount/wws/world of logs report and see the number of spell casts between you and your peers. Modulo haste, they should be roughly equal.
What is /wws/world? Is that the add-on directry you mean>?
Ideally, there would be a solution out there that captures/replays your casting history for a given fight so you can pick out where the dead spots are in your casting rotation and fix accordingly. In lieu of being able to fraps your fights so you can watch the replays, you can use these log parsing tools to compare total casts for a given fight with your peers to make sure that you have roughly the same casting up-times.
Sorry if this question has been answered, in regards to the Rotation section.
I am finding that I have to cast CB or Incinerate between Immolate and Conflagrate.
Is seems takes a second to register that Immolate is on the target before Conflag is available.
Is this me or is this widely know and I'm noob?
Rotations
"Rotation" is a very common term for damage dealers, but more and more classes now thinks of “priorities” instead since it's easier to keep track of what spells to use and at what time, since haste screws rotations up. This is something that has been used by Shadow Priests for a long time and has been further used by other classes.
Regardless of your build, the priorities stay the same:
1. Curse of Doom – Highest DPCT of all your spells, read below however for extra information.
2. Immolate – Gives an increase to your Incinerate and CB damage through Fire and Brimstone and enables Conflagrate.
3. Conflagrate – To proc both Backdraft and Pyroclasm.
4. CB – Stronger nuke than Incinerate.
5. Incinerate – when DoTs are up and CB and Conflag is on CD, this is your "filler".
Curse of Doom has the highest DPCT and should therefor have a uptime close to 100%. However, if you can manage to proc Pyroclasm before casting it you should wait until the next Conflagrate as it increases your overall DPS. If the target has an estimated time of going down in less than a minute, then you should cast Curse of Agony instead and keep it up until the target dies for max DPS.
I noticed last night that with my current rotation I am having a few issues. I think it is due to the amount of haste I am atm but Im curious as to what the rest of you think. Right now I go with the LT/Immo/CB/Conflag/Inc til CB/Imm are up/in need of refreshing. Of course it goes quite smooth in the first part of my rotation using my 3 backlashes for my incinerate casts. My questions are this: Within that first immolate Im getting off of course to CB's and 2 conflags but due to my lack of haste (I think raid buffed its roughly 460ish) Im sacrificing 2 of my backlashes (1 to a CB which seems virtually a waste unless it crits) and one to an immolate due to me casting a conflag then a chaos bolt, and 1 incinerate that is clipping the end of my immolate dot leaving 1 backlash point up. Now do I waste it on an immolate for the additional dmg for the next set of incinerates Im going to cast since I just used CB/Conflag and there both down or do I roll the dice on one more incinerate. Im unsure if this would be a dps loss since atm I am just using it to cast a quick immolate. My second question is would having more haste (around 600+ raid buffed) smooth out this rotation and allow for all 3 incinerates to get off before the dot is clipped thus solving this problem.
I assume you mean backdraft, and will answer your question under that assumption. Your priorities stay the same even if you're under the effect of backdraft. If you have one backdraft charge left and your immolate dot has half a second left and you have to choose between incinerate and immolate, you should choose to begin casting immolate. I repeat: nothing should change in your priority list while backdraft is up.
Sorry if this question has been answered, in regards to the Rotation section.
I am finding that I have to cast CB or Incinerate between Immolate and Conflagrate.
Is seems takes a second to register that Immolate is on the target before Conflag is available.
Is this me or is this widely know and I'm noob?
This is a commonly-known problem. The issue is that conflagrate only lights up *after* the double-latency period of (client tells server to land immolate) (server tells client immolate aura is up). The good news is the *other* conflag bug, that it will light up but be uncastable if another warlock in the raid puts up immolate, will counteract this.
Generally speaking, I put a chaos bolt or CoD in my early rotations after immolate and before conflag. Most of the time there's enough separation between immo and conflag that the problem doesn't reoccur, but when it does, I just move to incinerate or whatever. Chalk it up as a DPS tax for being such an all-around awesome class.
Was just curious about something so I decided to play around a little bit with glyphs since I wondered if there isn't a few that's better then immolate. So I tried out both Imp and Life Tap and interestingly enough they came out in that order. Immolate was the worst, Imp slightly better and then Life Tap. Of course my spirit is kinda laughable so Life Tap should be better as soon as that stat goes up, but I think I just for the heck of it will try imp next raid. Has anyone else seen something similar or is it mostly due to my current gear?
I'm currently using Conflag, Incinerate, and Immolate glyphs. My spec is 3/13/55. I'm wondering how much spirit I should have before switching to Lifetap glyph and would I replace the Immolate glyph to do so?
I'm currently using Conflag, Incinerate, and Immolate glyphs. My spec is 3/13/55. I'm wondering how much spirit I should have before switching to Lifetap glyph and would I replace the Immolate glyph to do so?
Use the LT glyph unless you have Improved Soul Leech. If you've got ISL (which isn't in the 3/13/55 spec), you can change LT to Immo for a fairly small DPS upgrade. If you've got 3/13/55, you would see a DPS improvement right now with the LT glyph. This is a pretty universal statement, regardless of your actual spirit level (although I guess if you have zero spirit, it might be iffy).
The reason is that even with relatively low spirit, the bonus from the LT glyph is significant. It might not be worth a GCD spent not DPSing, though. So if you don't have the mana regeneration from ISL, you're going to be life tapping anyway, might as well get the buff. Most models I run with simcraft (as well as my own experience on dummies) indicates that "lazy lifetapping" is probably better than being aggressive about chasing the buff (e.g., Life Tap when you're below 50% mana and have the time to do it, don't LT just to keep the buff up), unless you also have 4t7.
Use the LT glyph unless you have Improved Soul Leech. If you've got ISL (which isn't in the 3/13/55 spec), you can change LT to Immo for a fairly small DPS upgrade. If you've got 3/13/55, you would see a DPS improvement right now with the LT glyph. This is a pretty universal statement, regardless of your actual spirit level (although I guess if you have zero spirit, it might be iffy).
The reason is that even with relatively low spirit, the bonus from the LT glyph is significant. It might not be worth a GCD spent not DPSing, though. So if you don't have the mana regeneration from ISL, you're going to be life tapping anyway, might as well get the buff. Most models I run with simcraft (as well as my own experience on dummies) indicates that "lazy lifetapping" is probably better than being aggressive about chasing the buff (e.g., Life Tap when you're below 50% mana and have the time to do it, don't LT just to keep the buff up), unless you also have 4t7.
I'd recommend he just run SimulationCraft against his current gear with and without the Life Tap glyph, regardless of which destruction spec he uses.
For my gear, a mix of Ulduar and ToC25 gear, mostly, Life Tap is predicted to be significantly more DPS than any other option even with an ISL build (that I'm using now).
I'd recommend he just run SimulationCraft against his current gear with and without the Life Tap glyph, regardless of which destruction spec he uses.
For my gear, a mix of Ulduar and ToC25 gear, mostly, Life Tap is predicted to be significantly more DPS than any other option even with an ISL build (that I'm using now).
I totally agree with that, and I was mostly posting a general rule of thumb. There's even good instructions out there on this forum (and in the um... blogosphere... cough cough) about how to do that for your own character. The last time I did any serious checking, the LT glyph had a 20 second buff, rather than 40 second, and it was still worth it for my character. Learning to simcraft your own character is key to answering these questions for yourself.
I got a question about effective haste vs actual haste.
Under full raid buff i notice with roughly 590 haste rating i manage to fit incinerate just nicely into the rotation such that my last incin will end right before the cd of conflag and duration of immo.
If i get more haste I will only be building more empty time between my last incin and the next conflag/immo. I could fit a corruption in or a unnecessary LT but that dosent seems to be optimizing my dps. I may need about 900+ haste rating in order to get another incin in.
So my question is, if i found this "sweet spot" haste rating, does it means that the effective haste rating scaling between this "sweet spot" to the next one (whereby i can fit another incin) is actually lower than the one in simucraft?
p.s. I hope you guys understand me, English is not my first language.
I got a question about effective haste vs actual haste.
It is true that haste has a nonlinear value, which makes the value of 1 more haste rating vary by how much you already have (and it's in part a "step function" based on how many more incinerates you can fit in, but not entirely). Simcraft handles this, if you run the simulation on *your* gear and spec (and tweak it to cover your raid setup). That'll tell you what your personal scaling values are, you don't need to use the default ones if you're worried about that. The default ones are all made with certain assumptions about gear and raid makeup.
Conflagrate now deals damage equal to 60% of your Immolate or Shadowflame and causes 20% additional damage over 6 sec.
Change seems to be giving me the same total damage of a current non-crit conflag just spread out, I wish they would give a confirm/deny on a loss of damage from a crit. If it takes the total damage of the spell then breaks it into the 60/20 split and from there applys the damage everything would be fine, if its factored without the crit included then...
Conflagrate now deals damage equal to 60% of your Immolate or Shadowflame and causes 20% additional damage over 6 sec.
Change seems to be giving me the same total damage of a current non-crit conflag just spread out, I wish they would give a confirm/deny on a loss of damage from a crit. If it takes the total damage of the spell then breaks it into the 60/20 split and from there applys the damage everything would be fine, if its factored without the crit included then...
Just tested it on the ptr, my normal conflagrates hit for 4028 damage and the crits were around 8500 and the ticks were not affected by conflagrate damage since they always did around 390 damage (3 ticks).