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02/22/10, 6:32 PM
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#136
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Von Kaiser
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Running tests on the PTR right now.
I noticed Lightweave Embroidery and EotBM weren't the same as live, so I tested them fairly extensively:
Lightweave Embroidery - does NOT proc from either healing or overhealing, from Fel Armor's HoT
- does NOT proc from Life Tap, nor Health Funnel
- does NOT proc from DoT application (CoA/Corruption/Drain Life)
- DOES proc from DD spells
- DOES proc from DoT ticks
Eye of the Broodmother - does NOT proc from Life Tap, nor Health Funnel CAST
- does NOT proc from DoT application (CoA/Corruption/Drain Life)
- DOES proc from DD spells
- DOES proc from DoT ticks (CoA, Corruption, Drain Life, Health Funnel)
- does NOT proc from Rain of Fire of Fire, neither from initial cast, nor DoT
Frostforged Sage (ICC rep ring proc) - does NOT proc from Life Tap, nor Health Funnel (either cast or DoT)
- DOES proc from DoT application (CoA/Corruption/Drain Life)
- DOES proc from DD spells
- does NOT proc from DoT ticks
The server crashed, or I would've tested the changes to Immolate and DP. Will do so later.
Last edited by TheRabidSniper : 02/22/10 at 6:40 PM.
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02/22/10, 7:04 PM
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#137
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Von Kaiser
Blood Elf Paladin
Shu'halo
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I made some changes in Simcraft to reflect the changes on the PTR and was given these results:
10000 Iterations - Optimal Raid
56/00/15 = 12918 DPS
55/00/16 = 12795 DPS
00/56/15 = 12790 DPS
00/13/58 Immolate = 12339 DPS
00/13/58 Imp = 12309 DPS
All builds were using the BiS gear that are on the first post.
As you can see, the changes to Immolate have now made the Immolate glyph better than the Imp glyph for destruction. I also tried some new specs that some people have mentioned since hearing about the changes. I tried Demo specs that would take talents out of Improved Demonic Tactics and place them into Aftermath in the Destro tree. Their DPS was slightly lower than the standard. I also tried incorporating the Immolate glyph into the Demo builds and that too was a DPS loss.
Last edited by tkoreaper : 02/23/10 at 12:52 PM.
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02/23/10, 12:42 PM
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#138
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Glass Joe
Gnome Warlock
Skullcrusher
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I've just recently started getting to the Vile Spirit phase on Lich King and was wondering about the best way of approaching this..... I've been told seeds cast on Arthas will not detonate far enough to hit the Spirits above (det range is only 15 yards) so that leaves tab targeting.... the problem I've seen with tab targeting is that many times my tab will target Arthas and Raging Spirits..... Any tips? I eventually started just click-targeting but it didn't feel like the optimal way to be doing it. In 25 man I assume I could probably spam seed a single spirit in the middle of the pack because enough damage will be goin around to detonate mine quickly. However, in 10 man, with 2 or even with only 1 ranged dps in our group.... that's not a viable option.
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02/23/10, 1:26 PM
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#139
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Glass Joe
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Originally Posted by Photek1
I've just recently started getting to the Vile Spirit phase on Lich King and was wondering about the best way of approaching this..... I've been told seeds cast on Arthas will not detonate far enough to hit the Spirits above (det range is only 15 yards) so that leaves tab targeting.... the problem I've seen with tab targeting is that many times my tab will target Arthas and Raging Spirits..... Any tips? I eventually started just click-targeting but it didn't feel like the optimal way to be doing it. In 25 man I assume I could probably spam seed a single spirit in the middle of the pack because enough damage will be goin around to detonate mine quickly. However, in 10 man, with 2 or even with only 1 ranged dps in our group.... that's not a viable option.
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I can confirm that seeding Arthas will not adequately hit the spirits, especially since many strategies for that phase involve moving him away from the spawn point to increase travel time to melee when they start moving. My best approach has been to move in closer than normal when the spirits start spawning and be ready to spam tab immediately after starting a seed cast until you get another spirit that is in range. Because of their height you have to move deceptively close to their spawn point, I would guess 10-15 yards, to make sure you're in seed range of 90% of the cloud. Any closer and you're at risk of dropping a bad Defile, any farther out and you spend too much time tabbing through out of range spirits. Manual selection is probably the most efficient option for garunteed maximum dps, but it diverts a lot of your attention away from the raid awareness portions of the fight, making it just too risky for me at least.
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02/23/10, 2:45 PM
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#140
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Glass Joe
Blood Elf Warlock
Cho'gall
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Turn on enemy name plates to target the vile spirits.
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02/24/10, 12:21 AM
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#141
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Von Kaiser
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----- Demonic Pact testing
I was testing in Darnassus; noone was using the dummies, nor even near me.
DP LOG:
- Self-buffed SP before DP: 3328 (my standard 25-man gear; Fel Armor; no trinket procs, lightweave, etc.)
- DP goes live: 3694 (??? 3328 + 0.1*3328 = 3660.8; 3328 + 0.11*3328= 3694.08)
- DPx2 (first refresh while live): 3663
- [45 seconds on buff; I set FG to passive, proc lightweave manually]: 3958
- [I set FG to attack, he crits a few times]: 3958
- [I click off Lightweave, and let FG resume attacking]: 3663
- DPx3: 3661
- DPxN: 3660
DP is working as expected: that is, once it's live, there's a 20 second ICD before it is able to refresh itself, and it is only ever recalculated after that CD (i.e., the SP from DP is not recalculated at any point during the ICD; I verified that it wasn't doing anything odd like recalculating on demon crit, even though it wasn't refreshing the duration).
Again, as on Live, the first time DP goes up, it grants the raid 11% of one's current SP, and as it recalculates, it gets closer and closer to 10%. Keeping some kind of timer to watch the cooldown on DP, then perhaps using a macro to easily dispell DP, may be worth it for the raid, as some are currently wont to do.
----- Immolate testing
Again, noone was near me. However, all of the dummies were tapped, i.e. grey nameplates, which sometimes means that they're messed up (I once ran into a dummy that was giving me an extra 20-25% chance to crit). I used a level 80 dummy.
00/56/15, 5/5 Demonic Tactics, Felguard out. Character sheet says 33.63% crit chance.
Crit rate: 36.2% (1015 DoT ticks)
00/56/15 5/5 DT, Imp out. 33.63% (expected 38.63% for Immolate with Imp's Master Demonologist)
Crit rate: 42.2% (1000 ticks)
Both of these are a few percentage points off, and above. I assume the dummy I was using had a hidden 3/5% buff, as it had gotten bugged at some point. Oh well. Regardless, it does seem like the crit rate adjusts as expected
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02/24/10, 4:47 AM
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#142
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Glass Joe
Blood Elf Death Knight
Arygos (EU)
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Originally Posted by Demonologist
I can confirm that seeding Arthas will not adequately hit the spirits, especially since many strategies for that phase involve moving him away from the spawn point to increase travel time to melee when they start moving. My best approach has been to move in closer than normal when the spirits start spawning and be ready to spam tab immediately after starting a seed cast until you get another spirit that is in range. Because of their height you have to move deceptively close to their spawn point, I would guess 10-15 yards, to make sure you're in seed range of 90% of the cloud. Any closer and you're at risk of dropping a bad Defile, any farther out and you spend too much time tabbing through out of range spirits. Manual selection is probably the most efficient option for garunteed maximum dps, but it diverts a lot of your attention away from the raid awareness portions of the fight, making it just too risky for me at least.
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We have difficulties killing them with firemage and me in our 10man. We noticed that they explode after a certain time too. Is it even possible to kill them all with this combo because of the aoe not hitting very hard?
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02/25/10, 1:44 PM
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#143
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Glass Joe
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Originally Posted by Shelak
We have difficulties killing them with firemage and me in our 10man. We noticed that they explode after a certain time too. Is it even possible to kill them all with this combo because of the aoe not hitting very hard?
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We're in the same spot with our 10man. Running a marks hunter and myself (afflic). Demonic Porting for valks has been nice for keeping dps up on arthas in phase 2 but phase 3 is still giving us trouble. Our OT is still tanking a raging spirit when the first set of vile spirits spawns so I don't think he's able to taunt and eat many (if any) of the viles. How are you other groups out there handling this phase? What would you recommend if myself or the hunter gets put in frostmourne? Just chalk it up to an unfortunate RNG wipe if it's the first time he casts it so the OT can't take all the spirits the other guy can't kill?
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02/25/10, 4:23 PM
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#144
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Glass Joe
Blood Elf Death Knight
Arygos (EU)
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I noticed that the spirits can be kited abit and if you are lucky you dont get hit by the explosion. Works best with ingi boots or any other ability that makes you move faster out of blast range. Keeping shadowprotection up all the time helps alot too.
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03/01/10, 3:31 PM
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#146
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Banned
Draenei Priest
Kil'Jaeden
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Good information. Can we add discussion of profession benefits to warlocks as well as pot/elixir benefits to the original compendilum? Thanks a lot.
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03/02/10, 6:54 PM
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#147
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Glass Joe
Blood Elf Warlock
Laughing Skull
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When we did 10man arthas last night we actually had people "block" the vile spirits. They will blow up on whoever is in there way. So for example, the frost mage in our group ice blocked in front of a vile spirit that was going for me and it detonated on the mage.
We also had a warrior that was dps, throw on sword and board and block a few. I'm not exactly sure how he dealt with it, but we were able to deal with any extra vile spirits in that way. I wonder if pets could be used to take a hit too...
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03/04/10, 12:45 PM
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#148
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Piston Honda
Human Warlock
Scarlet Crusade
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How does the life tap change affect our usage of the life tap glyph? Does this make other glyphs more desirable for different specs, or does life tap glyph still come out on top?
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03/04/10, 1:32 PM
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#149
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Don Flamenco
Undead Warlock
Twisting Nether (EU)
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They current changes on LT are still a bit bonkers, but for Destro it just reduces the amount of LT downtime even further(4->3 taps). The glyph won't likely be coming back to Destro - currently reworking some profiles and its a quite a bit of work, so stay patient.
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03/08/10, 3:18 PM
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#150
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Don Flamenco
Undead Warlock
Twisting Nether (EU)
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Note: Pre-emptive information(not speculation, but still needs verification)
Set my mind in stone, no LK 25 HM loot from my side in the BiS profiles(its not reasonable) - if you want it, do it on your own.
13/58 new
Profiler - Wowhead
Minor gain over the old one, more Alliance friendly, keep in mind that the neck is VERY high caster demand for anyone though(contrary to the old version).
18/53 is performing a rough 200 DPS worse than the equal 13/58 geared simcraft.
Imp and Immolate are within very small range, it literally doesn't matter which of the 2 you take.
3.3.3 Phylactery, which is receiving a buff to the SP procc, is new BiS(ye, it's even better than DFO)
#edit
Removed Destro ranking, will do a recalc with Phyl adjustments.
DFO will likely be on top again.
Last edited by Madlax : 03/11/10 at 4:26 PM.
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