Sep 28th 2011 11:45PM re: 4-piece bonus
The cooldown of MB is 6 seconds. Shadowfiend lasts for 16 seconds. If you cast shadowfiend just before MB, you will get 3 Mind Blasts at 3 orbs each out of it.
Opening rotation has one of two possibilities:
1. Pain, MFx1.2, (rng int procs go off), SF, MB, dots, MFx?, AA, MB, (rng int procs end) filler, MB, (AA ends)
2. dots, MFx1.2 (rng int procs go off), SF, AA, MB, MFx1.2, refresh dots, (rng int procs end), MB, filler, MB (AA ends)
The first rotation will hit 2 MB with int procs and not require an early refresh of dots, the 2nd will usually only hit 1 MB with int procs and require an early refresh of dots. (I already know which one I will be using, but I suspect this will become a source of argument for months to come...)
In any case, I'm happy for the change and I like that they fixed our two major complaints about the class. I'm just not entirely sure I like that it came in the form of a set bonus rather than a talent or a glyph instead.
Jun 18th 2011 2:06PM Additional to my previous reply:
Reforging around haste points doesn't work at the 372 gear level because Mastery/Crit have not scaled up to a high enough value to overtake haste between each breakpoint. So basically that information is useless until we are deep into 4.2 gear.
Jun 18th 2011 1:45PM I see now. That clears up a lot of randomness with the results. Thanks, Althor.
As an addendum to Althor's post, the closest "break point" for DP after the first burst tick is 3202. This is not necessarily impossible to reach if you had 2 haste trinkets on your person, but from what I see of 391 gear this is going to be more or less impossible to reach.
As a result of this, our nearest achievable "break point" is centered around the spell VT - at 2140 with DI and 2588 without DI. If you stop stacking haste at both of these points in Simulationcraft and start stacking mastery or crit, it seems to increase DPS (with DI either turned on or off).
The trouble comes where you can't garantee having DI all the time. So it seems to me that where you choose to stop stacking haste would be heavily dependant on your raid composition. In general I would think you would want to go for 2588 as a minimum before you start stacking other stats. I can't fathom being allowed to collet two shadow sets in a tier just to build around these break points.
The other thing I'm seeing is that stacking Mastery and/or Crit after you hit this haste point seems to drive the other one up. (ie if you stack mastery, crit weights higher, and vica versa).
Jun 18th 2011 11:18AM I've spent 12+ hours playing around with simulationcraft since this article went live. The only thing I can say for sure is that haste is still our 2nd stat (behind intellect). Mastery does appear to be pulling ahead of crit like the article says - it was doing this in 372 gear on live, so this is not too suprising.
Attempting to build a "BIS" set using these weights will lead you to a set that does 500 or more less damage than a haste-focused set. I can't tell you why Simulationcraft gives bad stat weights for haste for shadow priests sometimes. I've formed a few theories, but ultimately I can't find a way to prove any of them with the program. For now all I can say is that "sometimes Simulationcraft fubars the haste stat". It just does... there's no real profound explanation beyond it.
If you redo your trinket calculations with haste set to somewhere between .55 and .6, you'll get a more accurate view of what they are woth in relation to the trinkets that are already out there.
Another thing that is important to note is that the stat weights in the article are based upon 372 gear. As you move into heroic tier 12 (iLevel 391), you will start to see all of the stats scale higher in relation to Intellect. Each stat will bump up nearly .8 points in value (except for spellpower which remanis constant). For example, mastery will be closer to .49, crit will be closer to .48, haste will be closer to .6 or more. This is no different than the gradual increase in value that we saw when moving from 346 gear to 372 gear (so again nothing new).
As a result of the above, the "worth" of the trinkets with secondary stats will gradually get better as your overall gear level increases. Because the stats generally stay relative to each other, you won't see any significant changes. But you may occasionally see trinkets that are close in value flip back and forth (I think this just means if you have a choice between two trinkets that are very close in PP value, you can opt to choose the one that you enjoy using (or perhaps percieve to be stronger) over another that is a few PP difference.
Anyway, I hope all of this research helps. Thanks for writing the articles. I look forward to the next one.
May 26th 2011 1:45PM Xayide's explanation matches how I thought dots worked as well.
The "2nd cast" in your example would get 6 ticks rather than 5, for a total of 10 for the two casts. I will test in game when I get home.
Nov 1st 2010 2:36PM The problem with Renew Chakra being seperated from Prayer Chakra is that they both are attempting to accomplish the same goal. Heal Over Time spells (HOTs) by their very nature are designed to heal multiple targets at the same time, thus they are an aoe heal of sorts. Being confined to either Prayer or Renew as a Chakra means that we're cutting out one or the other, and in the end we'd just end up picking a single AOE healing style and going with it (which would almost always end up being Renew). For this reason I think the decision to roll the two Chakras into a single one was good and something that needed to be done. As for the remaining Chakra (Heal Chakra), it should be buffed so that it would be equally attractive, imo.
As for priests being at the bottom of the meters, this is the nature of direct-target healers without a lot of smart heal options. A direct target heal will never beat out the efficiency of a hot - this is why Wild Growth is better than Circle of Healing and always will be. Much of single target heals gets turned into overhealing and becomes wasted, while hots last longer and catch future damage as well as current. The only way to "fix" holy priests is to reduce the direct target healing and make their mastery stronger (ie their spells all turn into a sort of Regrowth thing).
In any case I think this is just simply the burden of all priests - we have turned into a "jack of all trades, master of none" healer, and bliz will never renig on that design philosphy. We are doomed to be able to heal with any style of any other healer, at about 80% of their capacity. You don't play a priest any more these days if you want to be awesome at something - you play them if you want to be "pretty good" at a lot of things, and have the versatility to switch styles on the fly to adapt to fights. It's our niche, and it's here to stay.
Aug 15th 2007 10:23AM Just had to reply to Nogun. There's no such thing as stealing someone's job in raids except for perhaps the tanks. Healers heal, that's what they do. If you have a good spell that do an enormous amount of healing in a short amount of time, there's no reason not to use it with the excuse, "That's the shaman's job." If you take that line of reasoning, there's no reason to heal the tank because, "Taht's the paladins job." And there's no reason to cast renews on the raid becuase, "That's the druid's job." If you didn't heal based on the fact that other classes should do it, you'd never heal at all.
Raids find a natural balance based upon the classes within. You play the best you can with the tools you have. If Circle of Healing saves lives, is easy to use, and is faster than a Shaman's heal, I don't see a downside here. You know, perhaps it is the shaman that is doing your job.