Showing posts with label rotation. Show all posts
Showing posts with label rotation. Show all posts

Thursday, 11 November 2010

Additional testing complete!

So, plugged away at a keep door this morning in TM using my usual rotation (instead of CQ DB spam)

Frozen touch only ever procced off Arctic Blast, Gloomburst, Impending Doom and Hand of Ruin (any tick)

Guess SoG is looking more and more promising

Been running it for scenarios the last few days, overall, damage hasn't increased by any great shakes, but I did notice that those players who were surviving a rotation with a sliver of health now arent :)

Still going to continue playing with it for a bit longer and see how it goes

on a side note, dinged 69 the other day, one more rr to reach my target of 70 before 1.4

Tuesday, 9 November 2010

Swell of Gloom - Worth it or Not?

Been a while since I've posted so I thought I'd land back with a bump and have a look at one of the tactics that I've been looking at recently and wondering whether its worth it or not

So, my base spec is:

Agony: 11 points spent including picking up Echo of Power and Impending Doom
Calamity: 17 Points spent, including picking up Vision of Domination, Shadow of Disaster and Hand of Ruin

and my tactic loadout is Endless Knowledge, Vision of Domination, Shadow of Disaster and Frozen Fury

My new spec (as of last night) is

Agony: 14 points spent including picking up Echo of Power and Impending Doom and Swell of Gloom
Calamity: 14 Points spent, including picking up Vision of Domination, Shadow of Disaster and Hand of Ruin

and tactics are the same except FF has been dropped in favour of Swell of Gloom

So, ultimately, I lose a small amount of WoP/VoT/HoR/CW damage and boost AB/FB/DB/ID/EoP by a touch, so these pretty much cancel out

which only leaves the difference between SoG and FF

Ignoring the backlash component of SoG (as in group play its pretty irrelevant anyway) its a guaranteed 628 damage (according to my tooltip) every rotation (additional burst!)

Whereas FF boosts the proc chance of frozen touch to 75% from 25%

some simple mathhammering now...

I'm only concerned about the damage during the burst window, during which time these spells will land on an opponent...

CW (one tick)
VoT
WoP
AB
GB
ID
HoR (one tick)

Assuming FT can proc off dot spells (not sure, will test) then with FF slotted (75% chance) you get 5.25 procs at around 200 damage per proc for 1050 damage total

If it doesn't proc off dot spells, then its only going to proc 3 times for around 600 damage total

So, with SoG slotted instead of FF,

Assuming FT procs off dot spells, its going to proc 1.75 times for around around 220 damage per proc (additional points in agnony boosting the damage slightly) for a total of 385 damage

If it doesn't proc off dot spells, then it will only proc once, for 220 damage total

And to this needs adding the 628 damage from SoG itself

In summary...

FF Procs of DotsFF doesn't proc off dots
FF slotted1050 total damage600 total damage
SoG Slotted1013 total damage848 total damage

So, for pure damage numbers, FF performs slightly higher if it procs off dots but if it doesn't then SoG massively outperforms it

However, even with the slight damage boost for FF if it procs off dots, I think the additional burst potential from SoG would make it worthwhile

Anyway, I'll play with this spec for a week or two and start checking my combat logs to see exactly what FT can proc off

Tuesday, 5 October 2010

Current Sorc Spec (Single Target)

So, this is my current spec, and it works wonders in PvP and has the added bonus that I don't really need to respec for PvE (unlike when I ran bomb spec and spent a fortune respeccing every week)


Some thoughts on abilties I've taken and skipped;


Agony:
Recover Energy - useless
Echo of Power - Brilliant skill, crits for around 1500, can destroy Witch Hunters that use Shroud of Magnus if you get the chance to use it
Tapping the Dark - I actually quite like this skill, but I find it more useful to have more killy power and let the healers worry about keeping people alive. Also, with the other tactics I have, the only one really suitable for removal is Frozen Fury, without which, this tactic is next to useless
Impending Doom - high damage, instant cast, builds 40 dark magic - what's not to like?
Swell of Gloom - relatively poor damage, can't crit, doesn't get contribution from stats (I think) and guaranteed to backlash... Just not enough benefit over frozen fury
Shades of Death - just garbage, waste of a GCD


Calamity:
Vision of Domination - practically doubles WoP damage and reduces the timer on it, brilliant
Gloom of Night - This is a bone of contention for me, sometimes I spec for it, sometimes I don't. It certainly has its place. However, with my current rotation it just doesn't fit it. Add to that the fact that it will break staggers willy and indeed nilly and I just can't bring myself to spec for it
Shadow of Disaster - Spirit debuff, awesomesauce. My only regret is that Doombolt isn't spirit damage, but hey ho, you can't have everything
Hand of Ruin - Kinda hits like two Impending Dooms if you leave it running for the second tick (2 secs), but you can use it on the run just as effectively. Love this spell
Chilling Gusts - Can be quite effective, but Frozen touch with frozen fury slotted foes comparable damage and doesn't cost a spec point
Absorb Vit - now they fixed it, its pretty much worthless


Tactic Choices:
Endless Knowledge - capped Int with this tactic
VoD & SoD - see above
Frozen Fury - added dps


Morale Choices:
Misdirection - use this when fighting lots of bright wizzies. if soloing, this is swapped for mage bolt
Focused Mind - 1.5s doombolt spam
Scintillating Energy - nice stagger, generally used on a random healer in group vs group, but most of the time, M2 gets used anyway


Rotation:
Well, the standard rotation is - Chillwind, Word of Pain, Vision of Torment, Arctic Blast, Gloomburst, Impending Doom, Hand of Ruin (2 ticks maximum)


And assuming its a non-tank and isn't guarded the burst is high enough to pretty much kill any player due to the ridiculously high burst potential in a very short space of time


 


So you can see that WoP is the first major damaging spell to land, and 3 seconds after that everything else has landed on the target as well. Arctic Blast is a 2 second cast, but has travel time which I've assumed (for the sake of argument) is 1 second