I've been reading the forums for a while, I try not to post but need to ask this question.
Presuming that the other two Glyph slots are Conflag and Immolate, regardless of your Destruction raiding spec (ISL vs Supression) surely Glyph of Life Tap is better than Incinerate? I personally keep the Life Tap buff up all the time, so I constantly recieve 150+ SP, now surely that buff is better than 5% more Incinerate damage?
I've seen the numbers posted on this thread and the Glyph Choice thread, I'm just wondering why people would think it is better? A constant 150 SP buff vs 5% more damage from 1 of 4(5?). If I am missing something can you clear it up please.
Glyph of Incinerate is better then Immolate, hence you should be using a combo of Life Tap/Incinerate/Conflagrate for a standard destro spec. And yes Glyph of Life Tap is one you will always want.
I seem to be having some issues with my warlock as of late. I've been reading this thread for quite some time and while it helps, I'm fairly sure I'm still missing something. My warlock is Aribel, Farstriders, Horde
I'm using a destro spec of 0/14/57. Currently I'm well over hit capped without having any hit gems/enchants for it and I'm honestly not sure what to do about this. I'm at 2581 bonus damage (with Fel Armor), 23.83% crit and 260 haste rating. I've talked to a few locks on my server and they seem to add Corruption into their rotation and I've been trying that out. Currently I'm doing LT > CoE > Corruption > Immolate > Conflagerate >Chaos Bolt > Filling with Incinerate, then casting Conflagerate and Chaos Bolt as soon as they are up. I'm also maintaining the buff from LT and re-casting DoTs as they are wearing off (without clipping them). Should I be using Corruption in my general rotation or does this need to be removed? Also, I've been redoing my gems to find a balance between crit and haste and am wondering if its worth it at all to gem for crit or to just get all haste or sp/haste gems. I've been sticking with gems to get socket bonuses, but would it be better to give up those little bonuses to get more out of the gems? On a boss level test dummy, I can hit around 3.5-4k dps but still feel I should be above this as I have hit 4.5k in raid settings, though it is not consistent.
Any help you can give me would be super appreciated, I've been respecing and changing gems for days and I'm not sure where exactly I'm going wrong.
Youre wearing badge gear, i dont know if this is your main, if it is you should be paying more attention to gear itemization....
1) Craft yourself the Ulduar Belt and Boots (Sash of Ancient Power and SpellSlingers Slippers), the mats are extremely cheap now for these two items.
2) Use your badges on getting 2 peice T9 (Shoulders / Gloves) , i see youre wearing the badge hit shoulders, thats a waste of badges IMO.
3) With Crusader orbs now being widely available investing in getting yourself Merlins Robes and Bejeweled Wizard bracers would be prudent.
4) Your trinkets need some work perhaps try and get yourself Illustration / Embrace of Spider combo? or Eye of the Brood Mother.
5) Use badges to buy T9 conquest leggings perhaps.
This isnt a your gear sucks this is me just offering constructive criticism this should help you up the ante on your dps quite a bit, your current 4.5k in raids is about where i would expect you to be with your current gear set.
I've been reading the forums for a while, I try not to post but need to ask this question.
Presuming that the other two Glyph slots are Conflag and Immolate, regardless of your Destruction raiding spec (ISL vs Supression) surely Glyph of Life Tap is better than Incinerate? I personally keep the Life Tap buff up all the time, so I constantly recieve 150+ SP, now surely that buff is better than 5% more Incinerate damage?
I've seen the numbers posted on this thread and the Glyph Choice thread, I'm just wondering why people would think it is better? A constant 150 SP buff vs 5% more damage from 1 of 4(5?). If I am missing something can you clear it up please.
Well in fact, it is generally accepted that you should be replacing Glyph of Immolate with Glyph of Life Tap, and keep the Glyph of Incinerate along with Conflag. This has been discussed before in a couple of threads.
Well in fact, it is generally accepted that you should be replacing Glyph of Immolate with Glyph of Life Tap, and keep the Glyph of Incinerate along with Conflag. This has been discussed before in a couple of threads.
Responding to OP
If you look at your recount you will see that Incinerate is a much bigger portion of your damage versus the damage provided by Immolate. Even with 4 piece T9 I found that my immolate damage only increased approximately one percent, so using that logic, the Immolate glyph would only be an approximately 1% upgrade as well.
Youre wearing badge gear, i dont know if this is your main, if it is you should be paying more attention to gear itemization....
1) Craft yourself the Ulduar Belt and Boots (Sash of Ancient Power and SpellSlingers Slippers), the mats are extremely cheap now for these two items.
2) Use your badges on getting 2 peice T9 (Shoulders / Gloves) , i see youre wearing the badge hit shoulders, thats a waste of badges IMO.
3) With Crusader orbs now being widely available investing in getting yourself Merlins Robes and Bejeweled Wizard bracers would be prudent.
4) Your trinkets need some work perhaps try and get yourself Illustration / Embrace of Spider combo? or Eye of the Brood Mother.
5) Use badges to buy T9 conquest leggings perhaps.
This isnt a your gear sucks this is me just offering constructive criticism this should help you up the ante on your dps quite a bit, your current 4.5k in raids is about where i would expect you to be with your current gear set.
This is some solid advice, I'm currently in the process of finishing my tailoring (449/450, been stuck at that even after making 38 frostweave bags) so that I can make my own Merlin's Robe. My next goal is Bracers, then Belt. I'm skipping T8 to go for 4pc T9 with Merlin's and my dps has been steadily increasing.
If you look at your recount you will see that Incinerate is a much bigger portion of your damage versus the damage provided by Immolate. Even with 4 piece T9 I found that my immolate damage only increased approximately one percent, so using that logic, the Immolate glyph would only be an approximately 1% upgrade as well.
edit: clairfying who I am responding to.
I believe the 4T9 is still bugged, and therefore not yielding the assumed additional Conflagrate damage. I actually tested it the other day, and worked out the glyph to be approximately 2% damage increase (Immolate (DoT) + Conflagate.), while Incinerate turned out to be about 2.7% (Incinerate). Your point still stands though.
I haven't checked through this particular thread very thoroughly as it is very long and varies a lot from rotation to bis etc so i don't know if this has been answered yet. I was actually just wondering on what use thought about the 4pc T9, and whether it is really worth +10% damage done to immolate ( as i am destro ) and if it isn't whether or not it would be worth changing 2 of the pieces for other pieces that i believe would give me overall better stats, like haste for instance. As it stands I'm at 650 haste and 2900 sp, (about 3400 with fel armor, 4k raid buffed) so i think I'm just about right in the sp department, and was therefore thinking of buffing up my haste. The T9 set doesn't offer a lot of haste, with only the legs providing haste, so i was thinking of swapping out my shoulders and gloves for The World of Warcraft Armory (Pauldrons of Revered Mortality ) and The World of Warcraft Armory (Looming Shadow Wraps ) and without losing any sp I'd be gaining approximately 125 haste pushing me to 800+ haste with spell stone. So all I'd be losing is the 4 set bonus. I haven't had the time/experience to run a sim to test it all out, so what are your thoughts on this?
The 4t9 is worth somewhere in the area of 150-180 spellpower, so there's not really any combination of items that makes breaking the 4t9 worth breaking. You say you'd gain 125 haste, but you have to consider that you'd be losing a fair amount of equivilent spellpower in the process by doing so. Also, you mention using spellstone, and yet you say you are destro? The firestone, especially at higher gear levels, is a significant damage boost over the spellstone. For example, simcraft shows at my gear levels (2600 sp/580 haste/490 crit) that I would lose upwards of 50 dps just by using a firestone over spellstone. If it is a matter of personal preference, hey, there's nothing stoppnig you. But if you're worried enough about your dps to make sure its safe to switch out of 4t9, I assume that you would care enough to use firestone over spellstone for that not-insignificant dps boost.
After reading this thread I'm still confused as to when I'm supposed to be using COE vs. COD vs. COA. I usually participate in 10man raids, although I do occasionally hit up a 25man ony. For me Raid DPS > Personal DPS in importance.
So far here's the set of rules based on what I have gathered:
1. Use COE if no boomkin or DK is present (what debuffs or buffs should I be looking for to make sure they're handling this correctly?)
2. Use COD on Boss fights as long as the fight looks like it'll last longer than the 1 min required for COD to hit.
3. Use COA on Boss fights if the remaining time looks too short for a COD to go off.
Not that it matters that much, but should I be using COE or COA on trash?
My initial cast sequence that I'm using is LT > COE > IMMO > Conflag > Chaos Bolt > Incinerate Spam. I then use the given priority list to reapply these. If I have to move I immediately hit Corruption and Life Tap.
So I guess the questions I'm looking for answers to are:
1. When should I be using COE vs COD vs COA?
2. What debuffs or buffs should I be looking for from my boomkin or DK raid partners that will take the place of my COE?
3. What Curse should I be using on Trash?
Regardless of your build, the priorities stay the same:
Curse of Doom – Highest DPCT of all your spells, read below however for extra information.
Immolate – Gives an increase to your Incinerate and CB damage through Fire and Brimstone and enables Conflagrate.
Conflagrate – To proc both Backdraft and Pyroclasm.
CB – Stronger nuke than Incinerate.
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.
So I guess the questions I'm looking for answers to are:
1. When should I be using COE vs COD vs COA?
2. What debuffs or buffs should I be looking for from my boomkin or DK raid partners that will take the place of my COE?
3. What Curse should I be using on Trash?
1) You pretty much got this one right, use Curse of Elements if you have no Boomkin or unholy DK. Use curse of Doom in every other instance, usually after your Conflag and Chaos bolt are used for the first time. I would say don't ever use curse of agony except on movement. I know some people use it when there's less than a minute left, but the damage-per-execute-time is lower than incinerate, so there's really no reason to use it. I use corruption over CoA during movement anyways
2) Earth and Moon for Boomkins (applied on the boss as part of their rotation, should be up 99% of the time except for switching targets like snobolds) and Ebon Plaguebringer for a DK. I know Earth and Moon is a must for all boomkins, but I don't know enough about Unholy DK's to say whether they always have it.
3) Don't bother with curses on trash unless you're talking about some of the tougher Ulduar mobs (in which case I'd say just make sure there's a CoE on there in some form). I don't know any locks who use Curse of Doom on trash, and it's not worth using CoA (same as above, poor damage per execute)
Haste will never be useless but when you start getting over 600 haste, you'll notice that your cast time when having bloodlust/heroism and backdraft active will go below the GCD and therefore not provide any benefit during that time. Common opinion seems to be to start focusing more on spdmg and crit when you are around 550-600 haste. But it's not like haste would be totally wasted like it is with hit for example.
The correct answer would be to sim it. With my gear, the 13/58 spec my haste EP is almost the same as my sp EP, but with my current suppression build, my haste EP dropped a bit, and spirit went up (Obviously from tapping more often.). I'm currently at 750 haste and its still quite a bit better then crit.
The idea with the haste cap is that haste can and does lose value the more you have. However you do have to consider your raid setup. In a typical 25man raid you are likely to have buffs such as bloodlust, thus over around 600 haste it will start to lose value.
The value of haste is something that has been questioned by posters such as Gherkin who looked at how it varied with the amount of casts you could squeeze out in a typical simulation.
The bottom line is however, that having over 600 haste is not necessarily a bad thing, it just means that the gap between say crit and haste values will be much lower.
I searched the forum and couldn't find an answer, but some of the DK's in my guild have been saying that Icehowl has some frost resistance on him and asked me to use CoE to nullify it, is there anything to this or am I simply wasting my best DPET?
I searched the forum and couldn't find an answer, but some of the DK's in my guild have been saying that Icehowl has some frost resistance on him and asked me to use CoE to nullify it, is there anything to this or am I simply wasting my best DPET?
He does resist ~1.5% more frost damage than the other types, but even with 3 deathknights there that extra 1.5% only amounts to about 3.5k damage. Your personal DPS loss is definitely more significant than their 1.5% resistance.
Mind you, this is a single parse and not a huge sample size.
The mind is like a parachute. It works best when it's open.
Thank you so much, I'll look over more WMO parses and see what numbers I can come up with.
Edit: Looking over multiple parses it seems like he has equal resistance to all schools (about 3.7% according to my math, which means resists account for a ~ 2.3% total damage loss to a DK during Icehowl, if that matches your numbers that would be good since I'm not too sure my math is solid right now).
Still all I have for CoE is reports from 1 guy of the resist numbers "going down a little" when I used it, which isn't really going to sell me on using it over CoD, even if it is affecting all schools and all classes that inflict spelldamage.
More edit: Looking over more parses from more bosses, it looks like absolutely all bosses in the WoW universe have a spelldamage equivalent to glancing blow and mitigate around 3.5% spelldamage no matter what you do, meaning CoE is completely worthless (assuming of course that you have Earth & Moon or Ebon Plague).
I searched the forum and couldn't find an answer, but some of the DK's in my guild have been saying that Icehowl has some frost resistance on him and asked me to use CoE to nullify it, is there anything to this or am I simply wasting my best DPET?
All boss level mobs have ~5% unmitigatable partial spell resistance
The 4t9 is worth somewhere in the area of 150-180 spellpower, so there's not really any combination of items that makes breaking the 4t9 worth breaking.
I was wondering the same as Yarksha, and also if there is an accurate way to calculate the 4pc set bonus dps value. I was calculating it at about 130 dps using the numbers from this post, and with this value, optigear and rhadatip tell me I'm better of with Looming shadow wraps and the emblem shoulders (pauldrons of catastrophic emanation) (obviously except for these two pieces they were switching around more hit/non-hit items to get to the hit cap, so this calculation depends on the rest of the gear I have). When I increased the value to 160 dps, the 4 set bonus won.
For a quick calculation I got a simcraft profile with the 4 piece bonus and changed the names of two gul'dan's pieces to random names (keeping the same stats). This worked, and in my case the value was 158 dps, with the BiS 0/13/58 profile it was worth 170 dps.
So, I think at the moment it's better for me to use all 4 pieces, but it is quite close, and I think with some ilevel 258 offset pieces it'd be more dps to only use the 2pc bonus, because the ilevel 245 T9 pieces are sadly quite crappy.
I am working on tweaking my Destro spec somewhat because I have been disappointed with my numbers as of late.
I've noticed some warlocks in higher-end raiding guilds are using this spec, which utilizes Soul Link and Shadowfury. I've not noticed any discussion of this, but I could have definitely missed it in the pages of this thread.
Is this "the" raiding Destro build now? If so, why is the one point in Soul Link beneficial over taking that extra point in Backlash?
Is this "the" raiding Destro build now? If so, why is the one point in Soul Link beneficial over taking that extra point in Backlash?
This is the 'standard' 3/13/55 spec with moving one point from backlash to soul link. I think if you want to have soul link for the damage mitigation it's better to take a point off Shadowfury instead, which is only occasionally useful. So, short answer no.
But anyway, if you're trying to tweak your spec, getting soul link won't help your dps output (unless you're dying).
I am working on tweaking my Destro spec somewhat because I have been disappointed with my numbers as of late.
I've noticed some warlocks in higher-end raiding guilds are using this spec, which utilizes Soul Link and Shadowfury. I've not noticed any discussion of this, but I could have definitely missed it in the pages of this thread.
Is this "the" raiding Destro build now? If so, why is the one point in Soul Link beneficial over taking that extra point in Backlash?
Simply beacuse you take less damage that way. Sany bosses have random damage and/or aoedamage that most likely will hit a lot of people. Since we warlocks just need to spend 1 point to take a lot less damage, many of us choose to do so, so the healers can heal a weaker class instead of us! As for shadowfury, it's just a very very useful spell
With regards to shadowfury, a lot people from my server tend to have an "anub spec" since it's arguably the most annoying encounter around right now. Several, if not all warlocks I know run shadowfury as a backup if their interrupt strategy involves holy wrath or shockwave, given the amount of tank hit on gear right now.
It's typical to spec into Soul Link for hard modes, and it's usual to remove 1 point from Backlash to get it, this for 0/13/58. For 3/13/55, it's probably more efficient to remove 1 point from Suppression instead, since 1% hit from gear is cheaper than 1% crit, in terms of item budget, and Suppression doesn't affect the imp's Firebolt anyway.
Specs with Shadowfury and no Soul Leech are for Anub 25 hard. Soul Leech is terrible in phase 3, and tanks may not be hit capped, so Shadowfury may be the most reliable way to deal with the abilities of the adds. But only 1 Shadowfury warlock is needed there. When taking a second warlock, demonology is an option.
It's typical to spec into Soul Link for hard modes, and it's usual to remove 1 point from Backlash to get it, this for 0/13/58. For 3/13/55, it's probably more efficient to remove 1 point from Suppression instead, since 1% hit from gear is cheaper than 1% crit, in terms of item budget, and Suppression doesn't affect the imp's Firebolt anyway.
Specs with Shadowfury and no Soul Leech are for Anub 25 hard. Soul Leech is terrible in phase 3, and tanks may not be hit capped, so Shadowfury may be the most reliable way to deal with the abilities of the adds. But only 1 Shadowfury warlock is needed there. When taking a second warlock, demonology is an option.
It doesn't take much hit to hit level 82 mobs. Remember that despite needing 17% for level 83, you only need 6% vs level 82- or 3% with improved fearie fire/misery (2% with heroic presence). That's not to say that all tanks will have that much, more so it's something to consider when talking about the tank's hit chance.
The mind is like a parachute. It works best when it's open.