If Glyph of LT scales w/spirit and it is going to be in our main rotation, should i stack spirit enchants over spell pwr?
in addition to this is this glyph better to use then the one that prolongs conf.? and if so can someone break down why it is
As to your first, no, because the strength of GoLT lies in the fact that it grants spellpower. Enchanting directly for spellpower will yield more because spellpower is actually worth less per point than spirit in terms of item budget (19 spellpower ~= 16 item points, 16 spirit =16 item points) and even with maxed Demonic Aegis and the glyph you are getting less than 1 spellpower per point of spirit. The whole point is to get more spellpower.
Assuming you mean Glyph of Conflagrate, no, glyph of life tap is definitely not better, because not consuming the Immolate allows you to cast conflagrate more than you have to cast immolate. This means less time wasted casting a weaker spell that requires high uptime. 3 hasted Incinerates that benefit from Fire and Brimstone are more powerful than any option where the conflagrate consumed the immolate.
Assuming you mean Glyph of Conflagrate, no, glyph of life tap is definitely not better, because not consuming the Immolate allows you to cast conflagrate more than you have to cast immolate. This means less time wasted casting a weaker spell that requires high uptime. 3 hasted Incinerates that benefit from Fire and Brimstone are more powerful than any option where the conflagrate consumed the immolate.[/quote]
Sorry meant to say Glyph of Immolate. Is it better to replace GoLT w/GoIm?
If you are ISL Destruction the answer remains generally no. You will regain sufficient mana from replenishment, JoW, and ISL to sustain mana throughout fairly long fights. Forcing LT into a rotation when it is not necessary at all is a DPS loss.
The real question at hand is, "What glyph, if any, to cut for GoLT?" The answer is on the first post of this thread. Perhaps you should read it.
@ the destruction glyphs - wouldn't glyph of chaos bolt bring in a little more DPS than incinerate? Due to the fact that you have conflag AND cb on the same cooldown and cb would be able to ALWAYS get that backdraft proc for a faster cast, as well as actually let you cast it more in a period of time fight, rather than incinerate which merely increases the dmg of incinerate by a marginal amount compared to how much chaos bolt actually does
@ the destruction glyphs - wouldn't glyph of chaos bolt bring in a little more DPS than incinerate? Due to the fact that you have conflag AND cb on the same cooldown and cb would be able to ALWAYS get that backdraft proc for a faster cast, as well as actually let you cast it more in a period of time fight, rather than incinerate which merely increases the dmg of incinerate by a marginal amount compared to how much chaos bolt actually does
Incinerate is cast far more times over the course of a boss fight than CB is even with a glyph. The difference in damage is not great enough to justify using the CB glyph over the Incinerate glyph, and remember that back draft affects your next three casts so even if your are getting a faster CB casting time you will also most likely be getting two faster Incinerate casting times as well.
Indeed you do cast it, but the glyph doesn't give you as much damage overall in a, lets say a 100 second fight as the the chaos bolt does...
Your taking 2 seconds off every chaos bolt....so, lets say in 100 second fight unglyphed chaos bolt can be cast 8 times
Glyphed Chaos Bolt can be cast 10 times, thats two extra chaos bolts in 100 seconds which have the chance to crit for 14-15k
Now taking in the effect you get from you backdraft procs you will actually be casting MORE incincerates due to the fact your chaos bolt is a faster cast EACH time you cast it since your conflag and chaos bolt are on the same cooldowns now
Keep in mind that the apparently extra Chaos Bolt is replacing an Incinerate with very nearly the same damage potential. In your example, that's two less Incinerates with the potential to crit for 12-13k.
Also, you actually gain slightly less additional casting time when you backdraft a Chaos Bolt instead of an Incinerate due to its faster cast.
Not necessarily, Chaos Bolt under backdraft (for me anyway) has a 0.7 sec cast time and incinerate 0.9, so in theory your getting more casts over all by using chaos bolt under backdraft procs...even with that in mind, you will still have 2 free procs for your incinerate
Not necessarily, Chaos Bolt under backdraft (for me anyway) has a 0.7 sec cast time and incinerate 0.9, so in theory your getting more casts over all by using chaos bolt under backdraft procs...even with that in mind, you will still have 2 free procs for your incinerate
If those numbers are somehow accurate, I'm impressed you've reached over 75% haste before Backdraft. If they are, you gain .21s from the backdrafted CB and .27s from Incins. Because Chaos Bolt is a shorter cast time, hasting it by the same percentage actually yields less time being shaved off. The actual amount of time gained is pretty meaningless but is still there. Your 'theory' is unsupported by the evidence.
With the glyph CB and conflag still have different cooldowns and eventually unsynch. That is because the cooldown of CB starts when it is completed so the gap between each CB is actually 10 + cast time of CB.
With the glyph CB and conflag still have different cooldowns and eventually unsynch. That is because the cooldown of CB starts when it is completed so the gap between each CB is actually 10 + cast time of CB.
From your armory at 333 haste there is no way you CB is 0.7 seconds, no offense...but are you using the correct rank chaos bolt?
From your armory at 333 haste there is no way you CB is 0.7 seconds, no offense...but are you using the correct rank chaos bolt?
You may wish to quote the correct person.
Chaos bolt has the same cast time for all ranks.
In regards to getting a 0.7 second CB I get;
2/(1+haste/3278)/1.3*0.7
haste rating, bloodlust and backdraft respectively. I have deliberately omitted the haste auras as I can't remember how they interact.
At 333 haste I get 0.977 cast time chaosbolts. With embrace of the spider(which isn't equipped in the profile but is nevertheless a possibility and a speed potion(1338 haste total) I get you can get to 0.76 cast time for CB which would appear as 0.7 on your cast bar depending on what mod you used. Incinerate would be at 0.86.
Edit:
Using warlocomotif's equation from the Trinket Discussion
2/(1.38+((1388)/3279))*0.7=0.86 for CB
2.25/(1.38+((1388)/3279))*0.7=0.97 for incinerate
Was hoping someone with macro experince can help me out.
I want a macro to get my puppy do the following on Yogg Saron.
1) Devour Magic on me
2) Devour Magic on itself
3) Devour Magic on a raid member (random or debuffed etc)
4) Attack Corruptors
Point 1 and 2 are fairly simple, its the next two Im not 100% sure on.
For point 3, I think the targeting is an issue here, as far as I know you cannot use debuffs as targating mechanism's. I was thinking of using the assist option. i.e. While he is attacking a corruptor he assists (or even spell locks) the corruptor and devours magic on its target (might be nothing to devour ofc).
The reason I am unsure of the of point 4 is because I want the macro tied into my main nuke, and I don't want my pet running off after crushers.
Of course I'm pretty sure this won't all fit in the 255 character limit, so you'd probably have to split it up over quite a few macros using /click commands. You might also be able to figure out a way of not using your focus target in this, but I couldn't think of a way that didn't have the possibility of screwing up when there is no Corrupter Tentacle to target (maybe it's just too early in the morning). You will also get a whole bunch of "Nothing to dispel" error lines, so you might want to throw in a command to hide those.
Chaining pet commands like that is generaly a bad idea.
You don't want to dispell your pet with #2 priority either.
I use a mouseover Devour magic makro and manualy manage what it is attacking.
If you absolutely want to makro it, issue the attack command first, because it will run for the mob to attack and abort the running for dispell if the raidtarget to dispell is out of range.
Last edited by Orgath : 07/22/09 at 2:04 PM.
for a man hears what he wants to hear and disregards the rest - Simon & Garfunkel
I thought I saw decursive light up for dispels when my pup is out. Not the exact question you were asking but you may check into it. Speaking from a history of raid druid and priest time, decursive is very simple to use if it still plays with the felhunter.
Every point above 342 (or 262 if you have 3/3 suppression) not only is a waste, but is a substantial detriment as you are losing haste/crit.
So hit is twice as good as SP until you hit cap. But it is infinitely worse than any other quality the second you cross cap. Hit is an albatross after cap.
I see a lot of Warlocks within the Destrostrucion build imply a lowered hit cap (Horde side for my own example, 11%) as far back as June 09, as example shows above. However...
Patch 3.1.0 (2009-04-14) removed Cataclysm as an addition to hit. As well, the Compendium still suggests a 11% hit cap, although it all posts do seem related to, as if, Catalcysm still offered this wonderful (and much missed) ability.
Unless I am poorly mistaken, this implies some people are keeping themselves below cap by assuming Cataclysm still offers hit. I thought I would offer this post in case there are warlocks out there who fail at reading patch notes. That, or I apparently fail at understanding what took it's place.
(This is meant as inquiry, I suppose as well. If something has took it's place, I'd like to know)
I thought I saw decursive light up for dispels when my pup is out. Not the exact question you were asking but you may check into it. Speaking from a history of raid druid and priest time, decursive is very simple to use if it still plays with the felhunter.
Decursive definitely works for the felhound, I've been using it for Yogg with good results.
I see a lot of Warlocks within the Destrostrucion build imply a lowered hit cap (Horde side for my own example, 11%) as far back as June 09, as example shows above. However...
Patch 3.1.0 (2009-04-14) removed Cataclysm as an addition to hit. As well, the Compendium still suggests a 11% hit cap, although it all posts do seem related to, as if, Catalcysm still offered this wonderful (and much missed) ability.
Unless I am poorly mistaken, this implies some people are keeping themselves below cap by assuming Cataclysm still offers hit. I thought I would offer this post in case there are warlocks out there who fail at reading patch notes. That, or I apparently fail at understanding what took it's place.
(This is meant as inquiry, I suppose as well. If something has took it's place, I'd like to know)
You are mistaken. The destro warlocks talking about 10% alliance/11% horde hit cap are running a 3/13/55 spec or similar, which effectively sacrifices improved soul leech for supression and gives you two "free" points to spend in the destruction tree (backdraft and shadowfury are probably the most popular choices at the moment)
You are mistaken. The destro warlocks talking about 10% alliance/11% horde hit cap are running a 3/13/55 spec or similar, which effectively sacrifices improved soul leech for supression and gives you two "free" points to spend in the destruction tree (backdraft and shadowfury are probably the most popular choices at the moment)
Mmm. Not what I meant at all. What I was attempting to gather was that, assuming Suppression takes the first step, dropping an unbuffed player from 17% cap to a 14% Cap, what secondary ability is further reducing the stat from a 14%build to an 11% build (assuming player is a Horde member without a Draenei).
However, I did receive a response that this would be assuming there was a buff (Example: Misery); If this were the case, it would end my confusion. My concern was that the information being provided was outdated, being based on Cataclysm's now removed affect of reducing Warlock hit cap.
As the guide did not say "assuming x buff is present", I was opening dialogue to understand what was filling the place of that remaining 3%, if it was something within the warlock build I had overlooked, etc.
Again though, my curiosity was answered (to the best of my knowledge) elsewhere. Thank you for your reply though.
Cataclysm has never stacked with Suppression. Previously it was Cataclysm for 3% destruction spells hit and Suppression for 3% affliction spells hit. Now it's Suppression for 3% hit for everything. The Misery (or similar) debuff has always, in 3.x, been a requirement to reduce required spell hit chance from gear to 11%, or 10% with Heroic Presence.
There was an earlier post up here regarding haste and the new, improved threshold for the best bang for your buck on that stat. A lot of the raiding locks on our server seem to be scaling it back a bit and shooting for the 380-400 range of haste and that number actually "feels" the best for me when it comes too timing spells and being able to cast around the latency.
I'm looking to juggle gear/gems and such to get as close to possible for 14% hit and 380 haste then stacking up crit %. Is this a valid angle here or am I gimping my stats holding back on the haste number?
Sorry if it's posted elsewhere but that earlier post here was the most in-depth one I've found and it really didn't give a solid opinion one way or the other.