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Demonology Warlock: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

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This article is no longer being updated. Please check our Demonology Warlock guide, which is fully compatible with Mists of Pandaria, and is being constantly updated. Thank you.

In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.

Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Demonology Warlock rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Demonology Warlock Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.

Finally, we will give you some information about the most useful talents and glyphs you should choose.

Removed Abilities and Mechanics

Many abilities from the Affliction and Destruction specialisations have been removed. Most of those that remain are not available to Demonology Warlocks in Mists of Pandaria: spell_shadow_curseofsargeras.jpgBane of Agony, spell_shadow_auraofdarkness.jpgBane of Doom, spell_shadow_curseoftounges.jpgCurse of Tongues, spell_shadow_curseofmannoroth.jpgCurse of Weakness, ability_warlock_mortalcoil.jpgDeath Coil, spell_shadow_haunting.jpgDrain Soul, spell_fire_immolation.jpgImmolate, spell_fire_burnout.jpgIncinerate, spell_shadow_rainoffire.jpgRain of Fire, spell_fire_soulburn.jpgSearing Pain, spell_shadow_seedofdestruction.jpgSeed of Corruption, and ability_warlock_soulswap.jpgSoul Swap.

In addition, many Demonology-specific talents, abilities, and mechanics have been removed: spell_shadow_ragingscream.jpgDemon Armor, ability_warlock_demonicempowerment.jpgDemonic Empowerment, spell_frost_stun.jpgInfernal Awakening,spell_shadow_sealofkings.jpgAura of Foreboding, ability_warlock_cremation.jpgCremation, spell_shadow_felmending.jpgFel Synergy, spell_shadow_manafeed.jpgMana Feed, and spell_shadow_shadowandflame.jpgShadow and Flame.

Changed Abilities and Mechanics

There have been a number of minor changes, such as:
  • spell_fire_twilightfireward.jpgTwilight Ward replacing spell_fire_twilightfireward.jpgShadow Ward, and absorbing Shadow and Holy damage (instead of only Shadow damage);
  • spell_shadow_shadesofdarkness.jpgRitual of Souls being renamed to spell_shadow_shadesofdarkness.jpgCreate Soulwell, or inv_misc_orb_04.jpgCreate Soulstone being renamed to spell_shadow_soulgem.jpgSoulstone;
  • spell_shadow_felarmour.jpgFel Armor being a passive skill, increasing Stamina and Armor, and increasing healing generated through your own spells and effects;
  • ability_warlock_howlofterror.jpgHowl of Terror now being a Tier 2 talent and having been slightly redesigned (as we will see in the talent section);
  • spell_shadow_enslavedemon.jpgEnslave Demon increasing the time between the target's attacks by 50% and reducing the target's casting speed by 50%;
  • warlock_curse_shadow.jpgCurse of the Elements now only increasing magic damage taken by 5% and no longer inflicting a magic resistance reduction;
  • ability_mage_potentspirit.jpgSoul Harvest now being a passive ability that makes you regenerate health out of combat (previously, it had to be cast, while out of combat, to regenerate health and Soul Shards, which are now an Affliction-specific resource);
  • spell_shadow_demonictactics.jpgDemonic Rebirth now having a 20-second duration, up from 10;
  • spell_warlock_focusshadow.jpgDark Intent now being a raid-wide buff providing +10% spell power.
In addition to these minor changes, some of your important spells have been redesigned.
  • spell_fire_fireball02.jpgSoul Fire still has a 4-second cast, but each cast now has a 100% chance to be a critical strike and the damage of the spell is increased by your critical strike chance.
  • ability_warstomp.jpgDemonic Leap used to only be available during spell_shadow_demonform.jpgMetamorphosis and used to stun and damage enemies around the landing area. In Mists of Pandaria, this ability activates spell_shadow_demonform.jpgMetamorphosis and it can only be used to move a short distance. It no longer damages or stuns the enemies.
  • spell_fire_incinerate.jpgHellfire can now be channelled while moving. Previously this was granted by your ability_warlock_inferno.jpgInferno talent.
  • ability_warlock_handofguldan.jpgHand of Gul'dan no longer increases the chance that Warlock demons will critically hit against the target. Instead, it applies spell_fire_twilightflamebreath.jpgShadowflame, which deals damage over 6 seconds, reduces the enemy's speed by 30%. Hand of Gul'dan no longer has a cooldown. Instead, it uses a system of charges. Using Hand of Gul'dan consumes a charge and you need at least 1 charge to use this spell. Every 15 seconds, you regenerate a charge, up to 2 charges.
  • ability_warlock_moltencore.jpgMolten Core no longer affects the damage and the cast time of spell_fire_burnout.jpgIncinerate, which is now a Destruction-only spell. Instead, it reduces the cast time and the mana cost of your next spell_fire_fireball02.jpgSoul Fire by 50%.

  • Molten Core has an 8% chance to proc when spell_fire_twilightflamebreath.jpgShadowflame or a ability_warlock_impoweredimp.jpgWild Imp (a new ability, see next section) deals damage.
  • inv_wand_1h_firelandsraid_d_02.jpgDecimation, in a similar manner as the old talent of the same name, is a passive ability that causes your spell_fire_fireball02.jpgSoul Fire and spell_shadow_shadowbolt.jpgShadow Bolt to have a 100% chance to grant you Molten Core when cast on a target below 25% health.

New Abilities

  • spell_warlock_demonsoul.jpgDark Soul: Knowledge is a new DPS cooldown that is specific to Demonology Warlocks and that grants +12516 Mastery Rating for 20 seconds on a 2-minute cooldown. Other Warlock specialisations have their own variant of the spell.
  • spell_shadow_demonictactics.jpgUnending Resolve provides 50% damage reduction for 12 seconds, on a 3-minute cooldown.
  • spell_warlock_demonicportal_green.jpgDemonic Gateway is your level 87 spell. It is an extremely interesting ability, the usefulness of which will soon be very obvious to you. It creates a gateway between your current location and the location that you click (the maximum distance seems to be about 100 yards). The gateway initially has 0 charges and will generate a new charge every 15 seconds, up to a maximum of 5 charges. A charge is consumed every time someone steps in the gateway (on either end). Stepping through the gateway, on either end, will transport you to the other end. It will also apply a buff to you, which prevents you from using the gateway for the next 15 seconds and reduces your threat for 15 seconds.
  • warlock_curse_weakness.jpgCurse of Enfeeblement reduces the physical damage done by your target by 20% and increases the casting time of all its spells by 50%.
  • ability_warlock_impoweredimp.jpgWild Imps is a passive ability that causes your spell_shadow_shadowbolt.jpgShadow Bolt, spell_fire_fireball02.jpgSoul Fire, and inv_jewelcrafting_shadowspirit_02.jpgTouch of Chaos abilities to summon a Wild Imp that will cast 10 spell_fire_firebolt.jpgFirebolt before disappearing. This effect has a 20 seconds cooldown.
  • spell_shadow_painfulafflictions.jpgPandemic is your level 90 ability. It causes the remaining duration of your DoTs to be added to the new duration when you refresh them, up to 50% of the base duration.
In addition, all your talent tiers giving you new abilities, as we describe in the talent section.

Finally, you get many new abilities that are only available after using Metamorphosis, as we will see in the next section.

Demonic Fury and Metamorphosis

ability_warlock_eradication.jpgDemonic Fury is your new resource in Mists of Pandaria. It will greatly influence your play style as you will build Demonic Fury with your damaging abilities before using spell_shadow_demonform.jpgMetamorphosis to gain access to abilities that will consume your Demonic Fury.

Your bar of Demonic Fury has a maximum capacity of 1000. Out of combat, you will rapidly regenerate up to 200 Demonic Fury. Additional Demonic Fury must be generated during combat by using your abilities (all your offensive abilities generate Demonic Fury). In demon form, Demonic Fury decays at a fixed rate of approximately 6 Demonic Fury per second. In addition, many of your abilities are transformed into Demonic Fury-consuming abilities.

When your amount of Demonic Fury reaches below 40, your demon form will automatically be removed. Independently of your amount of Demonic Fury, you can cancel your demon form at any time by using Metamorphosis again.

In Cataclysm, Metamorphosis was only granting you ability_warstomp.jpgDemonic Leap and spell_fire_incinerate.jpgImmolation Aura.

In Mists of Pandaria, Metamorphosis transforms some of your abilities. Hover over the tooltips to see how much Demonic Fury each ability generates/consumes.

  • ability_warlock_handofguldan.jpgHand of Gul'dan becomes ability_warlock_coil2.jpgChaos Wave, which damages all enemies within 6 yards of your target (reducing their movement speed by 30% for 6 seconds) and has a 100% chance to trigger ability_warlock_moltencore.jpgMolten Core.
  • warlock_curse_shadow.jpgCurse of the Elements becomes warlock_curse_shadow_aura.jpgAura of the Elements, which applies Curse of the Elements to all targets within 20 yards of your target (or of yourself, if you have no target).
  • warlock_curse_weakness.jpgCurse of Enfeeblement becomes warlock_curse_weakness_aura.jpgAura of Enfeeblement, which applies Curse of Enfeeblement to all targets within 20 yards of your target (or of yourself if you have no target).
  • spell_shadow_abominationexplosion.jpgCorruption becomes spell_shadow_auraofdarkness.jpgDoom, which deals a large amount of damage over time and summon a Wild Imp every time a tick critically hits.
  • spell_fire_incinerate.jpgHellfire becomes ability_warlock_inferno.jpgImmolation Aura, which, once activated, will grant you the same AoE damage as Hellfire, just that it does not need to be channeled (i.e., you can do other things while it is pulsing) and it no longer deals damage to you.
  • spell_shadow_shadowbolt.jpgShadow Bolt becomes inv_jewelcrafting_shadowspirit_02.jpgTouch of Chaos, which deals slightly less damage than Shadow Bolt, but is instant-cast and adds 6 seconds to the duration of your spell_shadow_abominationexplosion.jpgCorruption DoT, to a maximum of 27 seconds (18 seconds + 50%).
  • spell_fire_felfirenova.jpgFel Flame becomes spell_fire_twilightnova.jpgVoid Ray, which deals damage to enemies in a 20-yard line in front of you and extends the duration of spell_shadow_abominationexplosion.jpgCorruption DoT, in the same manner as Touch of Chaos.
In addition, Metamorphosis grants you ability_warlock_demonicpower.jpgCarrion Swarm, which deals AoE damage, knocks back enemies, and interrupts spell casting.

Casting another ability than those mentioned above while in demon form will cancel demon form.

Demons

By default, you can summon one of five demons to help you fight your foes.
  • The Felguard will be your demon of choice for raiding. It will automatically cast the following abilities: inv_axe_09.jpgLegion Strike and ability_rogue_sprint.jpgPursuit. It can also cast ability_warrior_bladestorm.jpgFelstorm and ability_warrior_titansgrip.jpgAxe Toss.
  • The Imp may have its uses for raiding, though it does not do as much damage as the Felguard. It will automatically cast the following abilities: spell_fire_firebolt.jpgFirebolt, spell_fire_elementaldevastation.jpgSinge Magic, and spell_shadow_bloodboil.jpgBlood Pact. It can also cast ability_heroicleap.jpgFlee if you instruct it to.
  • The Succubus may have its uses for raiding, though it does not do as much damage as the Felguard. It will automatically cast the following abilities: spell_shadow_curse.jpgLash of Pain, spell_shadow_mindsteal.jpgSeduction, and spell_magic_lesserinvisibilty.jpgLesser Invisibility. It can also cast ability_warlock_whiplash.jpgWhiplash if you instruct it to.
  • The Voidwalker will be your demon of choice while leveling up. It will automatically cast the following abilities: spell_shadow_antishadow.jpgShadow Bulwark, spell_shadow_blackplague.jpgSuffering, and spell_shadow_gathershadows.jpgTorment. It can also cast ability_warrior_disarm.jpgDisarm if you instruct it to.
  • The Felhunter will be your demon of choice for PvP, though its spell can have some use in PvE. It will automatically cast the following abilities: spell_nature_purge.jpgDevour Magic and spell_shadow_soulleech_3.jpgShadow Bite. It can also cast spell_shadow_mindrot.jpgSpell Lock if you instruct it to.
As in Cataclysm, you have two demons that you can use as DPS cooldowns: a Doomguard (warlock_summon_doomguard.jpgSummon Doomguard) for single-target damage or an Infernal (spell_shadow_summoninfernal.jpgSummon Infernal) for AoE damage.

Also, you have the ability_warlock_demonicempowerment.jpgCommand Demon ability, which, if put on your action bar, will change with the demon you are using. For the Voidwalker, the Felhunter, and the Succubus, this ability will cast their manual ability. For the Felguard, it will cast ability_warrior_bladestorm.jpgFelstorm. For the Imp, it will cast inv_misc_volatilefire.jpgCauterize Master, which does not seem to be otherwise available.

warlock_grimoireofcommand.jpgGrimoire of Supremacy is a Tier 5 talent that improves your demons with better abilities.

The Wrathguard remains your demon of choice.

Your demon DPS cooldowns are replaced by more powerful versions: a Terrorguard (spell_warlock_summonterrorguard.jpgSummon Terrorguard) for single-target damage or an Abyssal (achievement_boss_lordanthricyst.jpgSummon Abyssal) for AoE damage.

Your ability_warlock_demonicempowerment.jpgCommand Demon ability will cast the manual ability of your demon, except for the Fel Imp, for which it casts inv_misc_volatilefire.jpgCauterize Master (as it does for the Imp).

Rotation

Your rotation has undergone drastic chances since Cataclysm. You will have two rotations, one for building up Demonic Fury, another one for spending Demonic Fury.

To build Demonic Fury, use the following rotation.

For mana regeneration purposes, you will probably have to often make use of spell_shadow_burningspirit.jpgLife Tap.

When you reach 1000 Demonic Fury, you should cast spell_shadow_demonform.jpgMetamorphosis to enter your demon form. Then, use the following rotation until you run out of Demonic Fury.

Even though Touch of Chaos is low on the list, you should give it a higher priority if spell_shadow_abominationexplosion.jpgCorruption needs to be refreshed.

If you are in melee range of your target, you can also activate ability_warlock_inferno.jpgImmolation Aura.

Cooldowns

In Mists of Pandaria, you will gain a number of cooldowns (offensive and defensive), the majority of which are obtained through your choices of talents (as we explain in our talent section).

Your offensive cooldowns should be used as often as possible and combining them will usually grant you an increased effect:

You have a variety of defensive cooldowns, which you should use to help your healers or bypass encounter mechanics:

AoE Rotation

Your AoE rotation will change according to the number of enemies, just like it did in Cataclysm. You can follow these rough guidelines.

Against 2 or 3 enemies, stick to your normal rotation and keep spell_shadow_abominationexplosion.jpgCorruption up on all targets. Additionally, use ability_warlock_demonicempowerment.jpgCommand Demon to make your Felguard cast ability_warrior_bladestorm.jpgFelstorm.

Against 4 or more enemies, keep channeling spell_fire_incinerate.jpgHellfire, all the while applying and refreshing spell_shadow_abominationexplosion.jpgCorruption on 3 or 4 enemies.

In Demon Form, apply spell_shadow_auraofdarkness.jpgDoom on as many enemies as possible, cast ability_warlock_coil2.jpgChaos Wave as often as possible, and activate ability_warlock_inferno.jpgImmolation Aura. In addition, cast spell_fire_twilightnova.jpgVoid Ray to refresh spell_shadow_abominationexplosion.jpgCorruption, which you will have previously applied on as many targets as possible. Finally, you can use ability_warlock_demonicpower.jpgCarrion Swarm if knocking back the enemies is not going to be a problem.

Talents

Tier 1 talents give you the choice between self-healing talents.
  • spell_warlock_darkregeneration.jpgDark Regeneration is a 3-minute cooldown that restores some of your life and increases healing received for 12 seconds.
  • warlock_siphonlife.jpgSoul Leech is a passive ability that grants self-healing capabilities to your three most important offensive abilities.
  • spell_warlock_harvestoflife.jpgHarvest Life is an improvement over spell_shadow_lifedrain02.jpgDrain Life, which it replaces. It deals AoE damage and regenerates more health, between 3% and 4.5% maximum health per second, depending on the number of enemies.
Whichever you will choose will depend on the encounter. Dark Regeneration is ideal for occasionally healing yourself, especially since you will often be using spell_shadow_burningspirit.jpgLife Tap. Soul Leech is best if you need a constant source of self-healing. Harvest Life can only be used if there are enough enemies to attack.

Tier 2 talents offer crowd control abilities.

For this tier of talents, you will base your choice on personal preference or on the type of crowd control your raid will require.

Tier 3 talents offer damage reduction mechanics.

  • ability_warlock_soullink.jpgSoul Link causes the damage you and your demon take to be shared. However, your demon's health is reduced by 50%.
  • warlock_sacrificial_pact.jpgSacrificial Pact is on a 1-minute cooldown and causes your demon to sacrifice half of its current health to give you a shield for 200% of the sacrificed health. If you do not have a demon out, your health is sacrificed instead.
  • ability_deathwing_bloodcorruption_death.Dark Bargain is on a 3-minute cooldown and prevents all damage for 10 seconds. After the 10 seconds are up, the damage prevented is dealt over 20 seconds.
Dark Bargain looks the most attractive to us because it will enable you to bypass encounter mechanics that would otherwise kill most other classes. It can also be used to soften the damage you take at critical times, so that your healers can focus on other raid members. Soul Link and Sacrificial Pact will have more occasional uses.

Tier 4 talents offer crowd control and utility abilities.

  • ability_deathwing_assualtaspects.jpgBlood Fear is an improvement over Fear, which it replaces. It is instant cast and no longer has a mana cost. Instead, it costs 10% of your maximum health.
  • ability_deathwing_sealarmorbreachtga.jpgBurning Rush sacrifices health and increases your movement speed.
  • warlock_spelldrain.jpgUnbound Will removes all magic and movement-impairing effects, as well as effects that cause loss of control of your character. It costs 20% of your health.
These abilities have mostly been tailored for PvP. They might have occasional use in PvE, depending on encounter mechanics.

Tier 5 talents provide various modifications to your demons.

  • warlock_grimoireofcommand.jpgGrimoire of Supremacy replaces your minions by more powerful demons that deal 20% more damage.
  • warlock_grimoireofservice.jpgGrimoire of Service is a 2-minute cooldown that enables you to summon a second demon for 20 seconds.
  • warlock_grimoireofsacrifice.jpgGrimoire of Sacrifice sacrifices your demon to increase spell damage by 30% to 50% (depending on the specialisation) and to regenerate 2% of maximum health every 5 seconds. Resummoning a demon cancels the effect. Finally, you gain one of your demon's abilities:

  • Imp: spell_fire_elementaldevastation.jpgSinge Magic;
  • Voidwalker: spell_shadow_antishadow.jpgShadow Bulwark;
  • Felhunter: spell_shadow_mindrot.jpgSpell Lock;
  • Succubus: spell_shadow_mindsteal.jpgSeduction;
  • Felguard: ability_rogue_sprint.jpgPursuit.
Grimoire of Supremacy and Grimoire of Sacrifice will probably be the preferred choice as they are entirely passive. Grimoire of Service will be useful when you need an additional DPS cooldown.

Tier 6 talents provide various means of increasing your DPS.

  • achievement_boss_archimonde.jpgArchimonde's Vengeance is a 1-minute cooldown that causes the enemy to suffer 50% of all damage you take for 12 seconds. When Archimonde's Vengeance is not on cooldown, enemies who attack you suffer 10% of all damage they deal to you.
  • achievement_boss_kiljaedan.jpgKil'jaeden's Cunning is a 1-minute cooldown that enables you to cast and channel while moving for 6 seconds. When Kil'Jaeden's Cunning is not on cooldown, you can cast and channel while moving, but at the expense of a 50% casting speed reduction and a 20% movement speed reduction.
  • achievement_boss_magtheridon.jpgMannoroth's Fury increases the area of your AoE spells by 500%.
All of these talents have situational use. Archimonde's Vengeance is useful when you take a large amount of damage. We have yet to see how it will interact with ability_deathwing_bloodcorruption_death.Dark Bargain. Kil'Jaeden's Cunning will be preferred in heavy-movement encounters. Mannoroth's Fury will be nigh-mandatory for AoE-heavy fights, where enemies are not clumped together.

Glyphs

The following major glyphs will be useful to Demonology Warlocks:Your minor glyphs are mostly cosmetic, but we believe that inv_glyph_minorwarlock.jpgGlyph of Nightmares and inv_glyph_minorwarlock.jpgGlyph of Unending Breath will be very useful while leveling up through Pandaria.

Tanking as a Demonology Warlock

inv_glyph_majorwarlock.jpgGlyph of Demon Hunting is a major glyph that turns your Demonology Warlock into a decent backup tank.

This glyph teaches you spell_shadow_metamorphosis.jpgDark Apotheosis, which is a battle stance that grants you damage reduction and increased threat generation. The damage reduction is further enhanced by your Mastery. In addition, you gain access to your demon spells just as if you had cast Metamorphosis.

Finally, some of your spells are replaced.

To play as a tank, simply perform your demon form single-target or AoE rotation, and use spell_shadow_curseoftounges.jpgProvocation and ability_toughness.jpgFury Ward when needed.

This concludes our Demonology Warlock preview for Mists of Pandaria. We hope you have enjoyed reading it and that it proved useful to you. As always, we are looking forward to reading your opinions on the matter!

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Let me tell you one thing...I cannot wait for this to happen. Warlocks are finally receiving the love they have long been overdue. I can get rid of 16 of my keybinds and play with 10?! My wrists, fingers, and brain thank the developers who decided that having to use 20+ abilities in a fight was a bit ridiculous. Bring on Mists!!!

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With the last beta build (15961), warlock_grimoireofsacrifice.jpgGrimoire of Sacrifice increases the damage of your single-target spells by 30% to 50%, depending on the spell and your Warlock specialisation and grants you one of your demon's abilities. Also, it no longer increases maximum health and it no longer has a doubled effect for the first 15 seconds.

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I have one question about what I've seen here, as opposed to what Demo locks currently do. You only mention the Felguard/Wrathguard as our minion of choice. Does this mean for both AOE and single target encounters?

Apologies if that seems like a stupid question, I haven't been lucky enough to test any of the raids, and only a few of the 5mans.

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Yes,

I have one question about what I've seen here, as opposed to what Demo locks currently do. You only mention the Felguard/Wrathguard as our minion of choice. Does this mean for both AOE and single target encounters?

Apologies if that seems like a stupid question, I haven't been lucky enough to test any of the raids, and only a few of the 5mans.

This isn't a stupid question :)

The Felguard is the demon of choice in both single-target and multiple-target/AoE situations, by a fair margin.

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Awesome, thanks! =)

I will admit though, I liked the upgrade to the felguard under Grimoire of Supremacy, but wasn't too fond of what they chose for the felhunter. lol

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      Actually for Number 4, I prefer to use WeakAuras - I track a lot of information on my Healing Frames and I have to cut something from all this or things get too messy.
       
      You can find the WeakAura for tracking Raidwide CDs in our WA thread.
       
      If you can see what other Healers are doing during the fight, it makes it much easier to choose the ‘right’ targets for your heals and not get into situations when you Riptide somebody who already has a Druid’s HoT and a Priest’s Shield. Same with Raid CDs: if your raid is not too communicative, you don’t want to be in a situation where you drop your HTT while a Holy Priest has already begun to channel Divine Hymn.
       
      If you are still struggling with mana issues, check that you have a Spirit enchant on your weapon (even if it’s 630 ilvl) and the DMF trinket. Remember that you can always chose Elemental Blast in your Talents for help in refilling mana. Bring mana potions with you. I know that it’s obvious, but from my experience of checking logs, a lot of the people complaining about mana issues did not use mana potions during encounters.
       
       
      COMMON TALENTS AND GLYPHS: (top)
       
      TIER 1:
       
      STONE BULWARK TOTEM
       
      Unlike in MoP, I can’t see any appropriate usage for SBT in Highmaul.
       
      How does it work?
       
      When you summon it, it grants you a 10-second Shield that absorbs (Spell power * 0.875 * 4) damage. After that 10-second period is over, it casts a smaller shield of (Spell power * 0.875) on you every 5 seconds (overriding the previous shield, even the large, initial one, if it is still active). This smaller shield absorbs exactly 4 times less damage than the first shield and lasts for 10 seconds.
       
      So for example, for my current Spell Power 4748 (647 ilvl), I will get a shield that absorbs 16618 damage and after the initial 10 seconds, a smaller shield that absorbs 4154 damage 4 times over a 20 second period.
       
      From what it seems, its worth maybe a bit more than one Riptide or one Healing Wave.
      We don’t have spiky damage in WoD that forces us to use every bit of constant damage mitigation because we wouldn’t be able to cast a healing spell in time. So, from my PoV, we should use talents that allow us to mitigate a big amount of unpredictable damage or to ignore predictable damage when we have to continue casting.
       
      NATURE’S GUARDIAN
       
      I would advise taking it for people who get ‘tunnel vision.’
       
      If you always get caught by fire on Twin Ogrons or Suppression Field on Ko’ragh, take NG - it will give you a couple of seconds to run away and heal yourself when you actually might already be dead. Obviously, it’s much better to move out of stuff and avoid unnecessary damage but, well, nobody is perfect! ^^
       
      ASTRAL SHIFT
       
      Perfect talent if you are able to plan your actions.
       
      AS reduces all damage for 40%. You should use it when the raid is taking heavy damage from boss mechanics. Force Novas, Expel Magic: Frost, Cleave… Almost every boss uses abilities that you can mitigate with this talent.
       
      TIER 2:
       
      Actually the only talent in this tier that can help us in Highmaul is WINDWALK TOTEM.
      There are no adds that have to be rooted in any fight here and even on trash most of mobs are casters, so it’s more efficient to CC, stun or interrupt them.
       
      TIER 5:
       
      In my opinion, the only reasonable choice for most of the fights in this tier would be RUSHING STREAMS.
       
      ANCESTRAL GUIDANCE was nerfed so heavily in WoD, that even while having a 2 min CD, as a major raid CD it converts only 20% of your direct healing to healing on up to 3 nearby injured raid members. It’s such a minor amount of healing that I wouldn’t recommend it for any fight.
       
      CONDUCTIVITY is a very situational talent, simply because it demands a big part of the raid to stay in one spot long enough to fully utilise it. The only fight in Highmaul where people are mostly stacked in one spot is The Butcher. I personally think that additional healing from RS is still better than a possibility not to cast HR on CD. But it’s up to you.
       
      TIER 7:
       
      CLOUDBURST TOTEM or HIGH TIDE
      You should choose whatever is more comfortable for your play style. I checked both of talents in all the Highmaul fights and have to say that there is no significant difference in output numbers if you understand these talents mechanic and plan your behaviour in encounters.
       
      There are a couple of encounters where one of the talents may be slightly more beneficial and I mentioned this in Encounter Specifics, but generally, just play with what you are feeling more comfortable.
       
      Remember that while there are talents that seems preferable to take with CBT or HT, they are not mandatory.
      For example, you can take Echo of the Elements with High Tide, because Unleashed Life empowers your Chain Heal too and additional Riptide without CD will help you to manage High Tide usage easier.
      Or, it's not mandatory to take Totemic Persistence with Cloudburst totem if you prefer not to drop Water totems together but one by one.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM - all fights in Highmaul, except for The Butcher and Mar'goc with Arcane spells have a magic damage component that may be reduced with this Glyph. Even in the Kargath fight, where the boss has only physical abilities, the adds and Pillars add a magic damage component.
       
      GLYPH OF HEALING WAVE - with the new healing style in WoD, we are using HW a lot. So why not get free self heals?
       
      GLYPH OF SPIRITWALKER’S FOCUS - reduces the cooldown of Spiritwalker's Grace by 60 seconds but reduces its duration by 7 seconds. I prefer it above Glyph of Spiritwalker's Grace.
      The reason for this is that in almost all the fights in Highmaul, we have ground abilities from which we have to move out or knockbacks after which we have to run back to our spots. Mostly they are short but frequent. I see many situations where 8 seconds casting on the move every 60 seconds can be more beneficial than being able to cast on move every 2 minutes.
       
       
      ENCOUNTER SPECIFICS (top)
       
       
      KARGATH BLADEFIST (top)
       
      This is the fight with very low raid damage in both Normal and Heroic versions.
       
      TALENTS:
       
      Tier 1: Doesn’t matter
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of the Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice. I prefer Totemic Persistence with CBT because it gives you the flexibility to use other Water Totems without ruining your CBT timings.
      You can use Call of Elements in this fight too but there is no specific advantage to it. CoE is very good when you have to use a utility Totem twice in a row due to fight mechanics (Tremor, Windwalk, Capacitor, etc.) or when the overall damage is so high, that even one more HST could help. There’s nothing like this on Kargath.
       
      Tier 4:
      Elemental Mastery: we don’t need additional CDs for this fight.
      Ancestral Swiftness: no real need for additional Haste or instant casts.
      Echo of the Elements: I would say that this is our talent of choice on Kargath. A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output.
       
      Tier 5:
      Rushing Streams. No reason for Conductivity - the raid is never stacked.
       
      Tier 6:
      Unleashed Fury: your choice if you are aiming for single target healing in this fight. Not valuable if you chose High Tide in Tier 7.
      Primal Elementalist: An acceptable choice. There is nothing to heal for most of the fight, so you could use elementals for DPS!
      Elemental Blast: I can’t see any reason for having mana issues in this fight, so I wouldn’t take this talent.
       
      Tier 7:
      Cloudburst Totem: This is my preferred Talent for this fight. Damage on the Raid is low, so it feels better to single target heal while CBT will redistribute our healing to the raid.
      High Tide: The only reason to take this talent on Kargath, in my opinion, is when you are assigned to go upstairs. It’s problematic enough to time CBT there, people are running all over the place, so it might be easier to Riptide the group and Chain Heal them.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (you can take something else instead but I don’t see anything really useful)
       
       
      THE BUTCHER (top)
       
      This is the fight with very high raid damage in both Normal and Heroic versions, especially for soaking groups.
      My guild uses a very specific tactic for this boss:
      We have two healers for 2 soaking groups (5+5 people) - myself (Restoration Shaman) and Disc Priest. Our Restoration Druid stays on the raid full time while our Holy Paladin prioritizes the Tanks. Sub-30%, our Healers come into the soaking groups to help minimise the damage, 2 healers in each group.
       
      TALENTS:
       
      Tier 1: I take Nature’s Guardian for accidental (or not accidental Sub-30%) Cleave damage.
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      I prefer High Tide for The Butcher. According to my assignment, I will have at least 5 heavily injured people during the entire fight. It’s clearly worth the constant use of Chain Heal.
      So Call of Elements is my choice here. The overall damage is very high, so even one more HST could help.
       
      Tier 4:
      Elemental Mastery: I wouldn’t take it. The other two talents are much more useful.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams or Conductivity.
      I prefer Rushing Streams but if you are good in handling Conductivity full time on melee - why not?
      You can find the WeakAura for tracking HR with Conductivity talent in our WA thread.
       
      Tier 6:
      Elemental Blast: I would say that this is our talent of choice for the Butcher. The fight is very intense and we’ll need every possible bit of mana.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. If you are using spells wisely, CBT will nicely redistribute your healing to all the injured people.
      High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (for knockbacks)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a Resto Druid in the raid, it can be a possibility. If you can’t manage your High Tide CH targets without blanketing the raid, it’s a possibility too. But frankly, the amount of Riptides you'll have with the EotE talent should be enough to fully utilize High Tide.
       
       
      TECTUS (top)
       
      This is a fight with very intense movement for the entire raid, including healers.
      The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.
      We have the assignments for raid healing CDs during Tectonic Upheaval for every Healer too.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.
       
      Tier 2: Doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.
      Call of Elements can be a good choice too. One more HST in the moments when you have to run from Crystalline Barrage or around Earthen Pillar could definitely help.
       
      Tier 4:
      Elemental Mastery: You can take it if feeling like one more CD is needed but it will burn your mana really fast.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams is the only choice here really.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.
      If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
      High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.
       
       
      BRACKENSPORE (top)
       
      By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
      I have to say that a resto shaman with Cloudburst totem assigned to Mushrooms can do miracles ^^. I was able to pull 11% of total healing from CBT on this fight.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a choice too. One more HST on Infesting Spores - why not?
       
      Tier 4:
      Elemental Mastery: no need really and it burns your mana too quick.
      Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
      Echo of the Elements: I like it on this fight. More UL for mushrooms!
       
      Tier 5:
      Rushing Streams talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.
       
      Tier 7:
      Cloudburst totem: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
      High Tide: good talent if you are healing the raid.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.
       
       
      TWIN OGRON (top)
       
      This is the fight with intensive movement for all the raid, including healers.
      By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
      It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.
       
      TALENTS:
       
      Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of movement it demands.
      Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.
       
      Tier 4:
      Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.
       
      Tier 7:
      Cloudburst totem: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
      High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!
       
       
      KO’RAGH (top)
       
      This is the fight with a high damage from both the boss mechanics and not paying attention.
      One of the fights where you should use shaman utilities.
      Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.
       
      TALENTS:
       
      Tier 1:
      Nature’s Guardian, if you are not very good in moving out of things.
      Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.
       
      Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.
       
      Tier 4:
      Ancestral Swiftness: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.
       
      Tier 7:
      Cloudburst totem: chose it if you like it.
      High Tide: just the same.
      Both talents are valuable for this fight.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF PURIFY SPIRIT (Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)
      Other possibilities:
      GLYPH OF SPIRITWALKER’S FOCUS
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!
       
       
      IMPERATOR MAR’GOK (top)
       
      This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.
       
      TALENTS:
       
      Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
      You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.
       
      Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.
       
      Tier 4:
      Ancestral Swiftness or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      Tier 5:
      Rushing Streams talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Elemental Blast.
      The encounter is more than 10 min. long. You will definitely run out of mana without this talent.
       
      Tier 7:
      Cloudburst totem or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!
      (top)
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