Home
Subscribe:
Contact:
Subscribe to this blog by RSS Follow me on Twitter
Subscribe to this blog by RSS

Archive for the ‘Analysis and Theorycrafting’ Category

The (Not So) Short Guide to Discipline 4.1

Posted by Malevica on April - 26 - 2011

4.1 is upon us, so here’s a quick guide to how it will affect you as a raiding Disc Priest. (This is by no means exhaustive and I reserve the right to edit it over the coming days).

Discipline Highlights

Divine Aegis duration has been increased to 15 seconds, up from 12.
Power Word: Shield duration has been reduced to 15 seconds, down from 30.

This pair of changes is intended to limit any temptation Disc Priests might feel to drift back to bubble-spamming again, particularly as gear levels and therefore mana regeneration improves. The change to PW:S’s duration should be something that most Priests won’t really notice, since I doubt many of us were blanketing the raid before this change.

The DA change is a nice improvement though. In 25-man raids there are a few occasions where maintaining DA on all 5 groups was useful, and a 12s duration made that difficult/impossible. For example, on Atramedes you could rotate PoH across each group to heal them up after Modulation and put up a protective DA bubble for the next one, this extra time allows you room to refresh it on the first groups with a follow-up PoH.

Power Word: Barrier’s cooldown has been increased to 3 minutes, up from 2, and its effect has been reduced to 25%, down from 30%.

Blacksen did a really in-depth write-up of the changes to the cooldowns across the classes that are in 4.1, so I’d direct you there if you’re interested.

The changes to PW:B (and Divine Guardian) seem intended to bring all the main cooldowns into line with each other, setting 3 minutes as the standard duration and presumably bringing the effectiveness in line as well. This probably has advantages both in terms of encounter design (where the number and strength of available cooldowns per minute is better-known to the developers, boss specials can be better-designed around this figure) and in terms of raid balance (when every cooldown is on the same interval and has approximately the same effectiveness, that removes one reason for picking one class over another).

As a Disc Priest I’m obviously slightly disappointed to be nerfed, but the change from 30% to 25% isn’t game-breaking and if that’s what it takes to better balance the raid cooldowns then I’ll trust Blizzard’s judgement on this one.

Holy Fire damage has been increased to be approximately 30% higher than Smite.
Atonement now works with Holy Fire in addition to Smite.
The direct damage portion of Holy Fire can now trigger Evangelism.
Glyph of Divine Accuracy now also affects Holy Fire in addition to Smite.

A whole raft of changes to the Atonement/Archangel/Evangelism healing style here.

The short version is that Atonement and Evangelism have been changed to incorporate Holy Fire as well as Smite: HF will heal with Atonement and the initial hit will also add a stack of Evangelism. To help facilitate this, the change to the Glyph of Divine Accuracy removes the annoying risk of wasted time (and possibly a dead tank) due to a missed HF.

These changes mean that HF should be an integral part of the AAE rotation again. The bump to the output of Holy Fire is a straight throughput increase for the rotation, and of course now that we’re casting HF routinely and without penalty the Glyph of Smite reprises its place amongst our Major Glyphs, for another flat 20% increase to the output of the AAE style.

Of course, the AAE approach still isn’t as predictable as directly healing your target when there’s multiple possible targets for the Atonement heal to land on, but where it is usable you should see significantly improved results. As an enthusiastic supporter of the AAE spec I’m rather pleased about the output buff as well as being encouraged to add an extra spell to the rotation.

The Rest

Dispel Magic can only be used on the casting priest as a baseline effect.
Discipline and Holy: Absolution (new passive) enables priests to use Dispel Magic on up to 2 harmful effects on friendly targets.

This change shouldn’t make any difference to Discipline or Holy specced Priests, but if you’re accustomed to having your Shadow brethren help with dispels in a pinch then you’ll need to rethink that from now on.

Note that this doesn’t affect our ability to offensively Dispel, regardless of spec. Not a surprise there, it wouldn’t be in keeping with Blizzard’s current direction if they narrowed the number of range of specs with offensive Dispels.

Inner Will and Inner Fire now last until canceled.

A nice quality of life change here.

OK, it’s not the biggest deal, but it’s technically a buff!

Priests now innately have 100% pushback protection from damage while channeling Divine Hymn and Hymn of Hope.

This is a much bigger deal. Even if you bubbled yourself just before starting the channel this would often not be enough to get you through without losing at least one tick of the channels, and particularly in the case of Divine Hymn this could cost a significant chunk of healing when you need it most.

As with the other raid cooldown changes I see this as a measure to normalise the effect, making it more predictable and thus better-balanced and easier to design around.

It is now possible to remove Weakened Soul effects that were a result of another priest’s Power Word: Shield through Strength of Soul.

I suppose if you had multiple Disc Priests in raids, or a particularly bubble-happy Holy Priest, this could be helpful. It’s a nice, sensible change anyway.

Mind Sear damage has been doubled.

When you have a burning desire to break the CC on those tricky trash pulls, now you can do it slightly harder 😉

Other Healers

Druid: Efflorescence has been redesigned. It creates a healing zone at the feet of a Swiftmend target, but this healing zone now restores health equal to 4/8/12% of the amount healed by Swiftmend to the three most injured targets within 8 yards, every 1 second for 7 seconds. This periodic effect now also benefits from spell haste, but the individual ticks cannot be critical effects.

In case you’d missed the memo, this is a buff to Efflorescence overall, making it like a much lighter, area-limited version of Divine Hymn. However, from our perspective as a non-Druid, we need to be aware of this change. When there are a lot of players inside the Efflorescence zone, the new version will bring up the lowest health bars but leave the higher ones alone, while the previous incarnation would have brought everyone up equally.

When it’s important to top off the group (before an Electrocute, for example), you might be better off focusing on the groups and players with the smallest health deficits rather than those most injured, since you’re now competing with yet another smart heal on the most injured players.

Shaman: Spirit Link Totem (new talent) reduces damage taken by all party and raid members within 10 yards by 10%. This lasts 6 seconds, and every second it is active the health of all affected players is redistributed among them, such that each player ends up with the same percentage of their maximum health. This counts as an Air totem and has a 3-minute cooldown.

This new raid cooldown is going to prove very interesting; Again, I’m going to refer you over to Blacksen’s End for a very detailed write-up with examples.

Spirit Link Totem is a sort of combination of PW:B and Divine Hymn, in that it both reduces damage taken and helps rescue people from the brink of death. The value of the totem very strongly depends on the nature of the damage being taken. Consider the following examples:

  1. Chimaeron’s Feud Phase – If you use it on the raid, Spirit Link Totem is essentially reduced to a 10% damage reduction here; everyone is taking similar damage and therefore their health pools will all be roughly even, leaving little room for health redistribution.
  2. Omnotron Defense System (Arcanotron) – In this case the damage from Arcane Annihilator is focused on 3 people (on 25-man) at a time, so Spirit Link Totem looks like a great tool to bring their health back up by taking a small amount from the health bars of everyone around them. However the spread-out nature of the fight, combined with the relatively small 10-yard range of the Totem, means that the effectiveness is significantly reduced.
  3. Cho’gall – Whenever Cho’gall has Flame’s Orders or high stacks of Twisted Devotion the tank will be taking unusually high damage while the raid will not. Under these circumstances, where the Totem has time for its redistribution effect to work, this can significantly reduce the net damage the tank takes by effectively spreading it out across the melee/raid.
    You might also be able to use this to good effect in the final phase if the redistribution is not affected by the healing reduction of the tentacles; I’ve not tested to see if this is the case, but if so, it opens up some interesting possibilities.

Warrior: Rallying Cry (new ability) is available from trainers at level 83. It temporarily grants the warrior and all party or raid members within 30 yards 20% of maximum health for 10 seconds. After the effect expires, the health is lost. It has no cost, no stance requirements, and is not on the global cooldown. It has a 3-minute cooldown, but also shares a cooldown with Last Stand.

You’d be well-advised to keep your eyes peeled for this one, to make sure that when it ends everyone is over 20% HP. It could be very handy, for example, on Chimaeron if the raid is in danger of dying during the Feud, or on Chimaeron Heroic to extend the final phase for a few seconds longer if people are in danger of dying to the soft enrage (Mocking Shadows) as you might be on your early attempts.

General Changes

The Dungeon Finder: Call to Arms will now identify which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.
The least represented class icon will show within the Dungeon Finder to indicate the role that is eligible to earn the bonus reward.
Players must queue solo with the currently indicated least represented class (by the system) and complete the dungeon up to and including the final boss in order to be eligible for the bonus reward [… which may include]: gold, rare gems, non-combat pets, and (very rare) mounts.

While most of the shortages these days tend to be tank shortages, it’s quite possible that we’ll find healers in demand from time to time. It’s also possible (at least it was on the PTR) to have more than one Call to Arms active at the same time, depending on how the thresholds are set up we might see a healing Call to Arms fairly often or very rarely indeed; only time will tell.

A dead player can now be resurrected by targeting them using the Party or Raid Frame even if they have released. No more hunting for corpses.

About time too. I wonder if this will also fix the problem of someone releasing during a resurrection cast.

Conquest Points are now purchasable from the Valor Quartermasters at 250 Conquest Points per 250 Valor Points.
Honor Points are now purchasable from the Justice Trade Goods vendors at 250 Honor Points per 375 Justice Points.
Justice Points are now purchasable from the Honor Trade Goods vendors at 250 Justice Points per 375 Honor Points.

If you’re gearing a new toon then being able to spend some time in PvP and translate that time into PvE points, albeit at a 50% mark-up, could prove quite appealing. Similarly, another outlet to bleed off excess Justice points, this time into Honor points to build up a PvP set, is a welcome addition.

Possibly Related Posts:

Atonement Improvements

Posted by Malevica on December - 22 - 2010

Great news for those of us still loving the Atonement spec in the form of a couple of recent hotfixes.

First:

The range of the heal on Atonement has been increased to 15 yards. It has been verified to be working correctly for the priest and party/raid members.

(Source)

This is a change we’ve been calling for for a while. You stil don’t get total control over the heal if the melee are taking damage as well, but it makes it much more likely that you’ll be able to hit the tank with Atonement at all.

And second:

The healing effect from Atonement is now being effected by healing modifiers correctly.

(Source)

This means that Atonement is being buffed by both Twin Disciplines (6%) and Archangel (15%). These are multiplicative, so for every 1000 points of Smite, you get 1060 points of Atonement normally and 1219 points of Atonement under a 5-stacked Archangel.

So you can finally push the Archangel button guilt-free now, since you don’t lose the 15% bonus from dropping your Evangelism; it gets transferred to Archangel, and you can rebuild your Evangelism for a bigger buff.

However, Grace does not affect the size of the Atonement heal, according to my testing this evening. It would be nice to have this, especially for tank healing, but it’s a step in the right direction.

Possibly Related Posts:

Power Word: Barrier Changes

Posted by Malevica on November - 11 - 2010

A (power) word about Power Word: Barrier, prompted by the latest Beta build (13277).

The latest change is:

Power Word: Barrier – duration reduced to 10 sec, down from 25 sec. No longer absorbs a given amount of damage, now reduces all damage done to friendly targets by 30%. While within the barrier, spellcasting will not be interrupted by damage.

Source

A brief history

If you want to explore the history of PW:B properly, you need to go back to February 2009, before Ulduar was released, when Wryxian posted a list of upcoming Priest changes for the 3.1.0 patch, including:

Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).

Unfortunately the spell never made it into the game at the time, much to the disappointment of Disc Priests the world over.

Over the following year it seems Blizzard hadn’t given up on the spell, and PW:B made a reappearance in the Cataclysm class previews in April:

Discipline will finally be getting Power Word: Barrier as a talented ability. Think of it like a group Power Word: Shield.

The closest analogue to PW:B is the DK Anti-Magic Zone, but it has some important differences, such as a way to counter it in PvP (since it absorbs all damage, not just magical damage).

Early versions on the Beta were buggy, absorbing the wrong amount of damage or disappearing almost instantly. Finally though, the spell evolved into a working version and hit the Live servers with patch 4.0.1.

The version which made it to Live in 4.0.1 has the following functionality:

Power Word: Barrier          Level 80
30% of base mana            40 yd range
Instant cast                 3 min cooldown
Summons a holy barrier on the target location that absorbs ((19005 + (6 * $SP)) * .20) damage done to friendly targets within it each time they take damage. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 25 sec or until it absorbs (19005 + (6 * $SP)) damage.

Put simply, the barrier absorbs around 45000 damage in total, with an individual cap of around 8500 per person within the barrier, then it will disappear.

The new Beta build changes the function pretty fundamantally:

  • The mechanic is no longer an absorb, just a flat 30% damage reduction
  • The duration is fixed at 10s, rather than being variable anywhere up to 25 seconds depending on how much damage is absorbed
  • The cooldown is down to 2 minutes, instead of 3

The problem

So why this big change to PW:B?

I think the underlying problem is the way the absorb cap works, which changes how the spell behaves in different raid sizes.

Suppose you cast PW:B on the melee DPS group (since they’re grouped up already); in a 10-man raid that might only be 2 people, while in a 25-man you’re probably looking at 8 people. Since the overall absorb cap is the same in each mode, your PW:B is used up a lot sooner that you expect in the 25-man situation (it’s ‘balanced’ around 5 people benefiting).

Raise the absorb cap so that it lasts a reasonable amount of time in 25-man and you end up being theoretically able to cover the whole raid for several seconds in a 10-man, which is a little overpowered. A flat 30% reduction on the other hand works in a predictable way, regardless of the raid size.

What this does, in effect, is give us a Priestly twist on Divine Sacrifice. Plunk it down and get people to run under it, and they all get a 30% cooldown. Or, to quote Matticus, we’ve been given “Power Word: Suppression”!

My thoughts

I’m slightly disappointed that the new PW:B is a bit less exciting and unique than the old one was, but I do understand why the change was made and I think it’ll be better for us in the long run.

It was very frustrating to put a PW:B down in a 25-man raid and have it disappear in seconds, and it has the side benefit of making the otherwise tempting Glyph of Power Word: Barrier a more practical choice again. And it’s still in keeping with the Discipline position as a damage absorber/preventer.

I do wonder, in the light of this change, if there’ll be changes made to Pain Suppression, since there’s a lot of overlap now. My worst fear is a shared cooldown (two damage reduction cooldowns means one every 1 minute 12 seconds on average, which is quite a lot) and my brightest hope is a stronger damage reduction on PS to better differentiate it from PW:B. We’ll have to wait and see.

Possibly Related Posts:

  • No Related Posts

[Cataclysm Beta] Haste and HoTs – A Quick Example

Posted by Malevica on September - 23 - 2010

Way back in April Blizzard were talking about making Haste (and Crit) affect HoTs and DoTs. Here’s what they said:

All HoTs and DoTs will benefit from Haste and Crit innately. Hasted HoTs and DoTs will not have a shorter duration, just a shorter period in between ticks (meaning they will gain extra ticks to fill in the duration as appropriate).

I should point out that this also applies to channelled spells as well, which will now have the possibility to gain extra ticks just like HoTs. Penance-lovers rejoice!
Update: This appears not to be applying to Penance on Live, as of 16th of October. I don’t know if this is a bug or not, but it was working on Beta. Feel free to comment if you spot a Blue confirmation either way.

To begin with, in response to a thread on PlusHeal, I first did a quick-and-dirty test on the Beta. I tested with Renew (nominal 12s duration, 3s tick interval) with whatever haste I was standing up in (7.53% total haste), a Potion of Speed (11.52% total haste) and Borrowed Time (23.46% total haste)

If you want the raw numbers, they’re available by clicking through, but in summary:

  • The total duration does initially reduce with haste as the ticks get shorter.
  • When you get a certain amount of haste you get an extra tick and the duration jumps back up again. It’s possible for the duration to go above the nominal duration (12s in the case of Renew).
  • If you cast a HoT while under a haste effect, such as Borrowed Time, all your ticks will be hasted, not just the ones that go off while the buff is active. However, the spell tooltip and the HoT buff you get both (misleadingly) update as soon as the haste effect fades.
  • Haste rating per 1% Haste = 128.11

Breakpoints

Erdluf and Zusterke at PlusHeal pointed out that the current thinking is that you gain the extra tick whenever the difference between the nominal duration and the actual duration gets to be more than half a tick, and that this certainly can lead to the total duration exceeding the nominal duration when the extra tick is added. This is consistent with the original statement from Blizzard that the duration won’t change, on average at least.
So if you can speed up the HoT enough to fit at least half a tick in, you get a full extra tick.

Based on this, here’s where the total haste breakpoints should be for various HoTs. The reason the HoTs have different breakpoints is because they have different tick intervals and total durations.

HoT Name         Breakpoints at (total haste):
Penance         25%, 75%
Renew         12.5%, 37.5%, 62.5%, 87.5%
                 
Rejuvenation         12.5%, 37.5%, 62.5%, 87.5%
Regrowth (HoT)         16.666%, 50%, 83.333%
Lifebloom         5%, 15%, 25%, 35%, 45%, 55%, 65%, 75%, 85%, 95%
Wild Growth         7.15%, 21.43%, 35.715%, 50%, 64.285%, 78.57%, 92.855%
                 
Riptide         10%, 30%, 50%, 70%, 90%

I went back and tested this in more detail on Renew, which is a 3s tick interval, 4-tick HoT, and it does appear that the transition to an extra tick does indeed happen at the 12.5% haste point as expected. Here’s the result of a few trials I did:

Healing per mana (HPM) and Healing per cast time (HPCT)

Here’s a look at the way haste affects the total duration and numbers of ticks of various HoTs:

Note that the numbers of ticks for Rejuvenation and Renew do not include the instant heal from Gift of the Earthmother and Divine Touch respectively, since these aren’t true ticks.

What you can see in this graph is the duration of the HoT decreasing as your haste increases (not quite linearly, haste does have a bit of a curve on it because of the way it’s calculated) and then when you reach the breakpoint the extra tick is added and the duration jumps up again, to somewhere above the nominal duration.
I’ve labelled the breakpoints to indicate the total number of ticks you’ll be getting from that breakpoint onwards as you increase your haste. So looking at the line for Riptide at the top, after the first breakpoint you’ll now be getting 6 ticks instead of the standard 5.

This graph also lets you see graphically the locations of the breakpoints for the HoTs, so if the table above wasn’t clear enough, you can use the graph instead. You can see on this graph, for example, the breakpoints for Renew and Rejuvenation at total haste percentages of 12.5%, 37.5% and 62.5%.

From a healing-per-mana (HPM) and healing-per-cast-time (HPCT) point of view, you want as many ticks as possible, because each extra tick adds a chunk of healing for no extra cost in time or mana. This makes it highly desireable to get above a breakpoint. However, HPM and HPCT only change at a breakpoint.

Healing per second (HPS)

I also wanted to look at things from an different angle: healing per second. In this case, since the result is similar for every HoT, I’ve just picked out Renew/Rejuvenation as an example. (I’ve arbitrarily given each tick a value of 2k, which is about right for Renew on the beta. Look at the shape, rather than the numbers.)

The thing to notice here is that the HPS curve increases linearly while your haste increases, it doesn’t change around breakpoints. So if you’re using your HoTs for their throughput, you’re not going to see a radical difference in HPS from stepping over a “breakpoint”.

Of course, you will notice the difference between a HoT with a 10.7s duration and one with a 13.2s duration (the biggest jump in duration for Renew/Rejuvenation) when you have to spend GCDs more often to refresh your HoT, and of course refreshing a HoT less often saves mana, so you will still want to get over that breakpoint.


Updated 3rd October: Improved clarity and readability. Added more HoTs and more detail to the main graph. Included all the breakpoints in tabular form as well, for reference.

Possibly Related Posts:

[Cataclysm Beta] Priest Spells and Numbers

Posted by Malevica on September - 23 - 2010

With Cataclysm’s release creeping closer, I’ve started rebuilding my personal spreadsheet for my Priest, so I can better understand the spells and talents I’m using. It’s not as advanced as some of the insanely complicated ones you can find out there on the net, but I like having it to tell me:

Since I’ve spent the time generating these numbers, I figured I might as well put them up for information purposes. I’ll be doing a bit more conclusion-drawing in a later post, once I’ve had more of a chance to put this stuff into practice.

In the following, all values relate to beta build 12984, and were taken over the last 2-3days on Malevica who at level 85 had approximately 5k SP, 10% crit, 500 haste rating and 750 mastery rating, and a Disc spec with 2% Haste from Darkness (the trees have changed, so the link broke). When Cataclysm goes live you’ll probably have slightly better gear, but the general conclusions will all hold.

A final reminder that this is beta and all numbers are subject to change.

Stat Conversions

The first thing that’s needed is the set of conversion factors that let you convert ratings into percentages or points (in the case of Mastery):

Crit rating per %: 179.3134458. Haste rating per %: 128.1138737 Mastery rating per point: 179.1809524

I generated these by standing around unbuffed and untalented and slowly removing gear to generate a series of data points, and then using a linear regression to extract the conversion factor.

By way of example, here’s a graph of the results for Haste:

Haste Rating to Haste % Conversion Chart

Because of the way I chose to plot this graph, the gradient (0.0078055559) of the graph is the haste% per point of haste rating, so the haste rating required for 1% haste is 1/ that value: 1/0.0078055559 = 128.1138733501.

Spell mana costs, cast times and coefficients

Now for some information about the spells themselves.

Mana costs are typically expressed within the game as a percentage of base mana, which is your mana pool with no gear or buffs on. (This is what lets the spell costs scale smoothly with your level.)

For a level 85 Priest, base mana = 20590

Using this number, I could work out the baseline (untalented and unglyphed) spell costs, and I also verified them in-game. Here are the current numbers (Blizzard does some funky things with rounding and tooltips so I’ve left the first decimal place for calculation purposes):

Flash Heal: 5765.2; Greater Heal: 6588.8; Heal: 1853.1; Penance: 2882.6; PW:S: 3912.1; PW:B: 13383.5; Renew: 4323.9; Prayer of Healing:	7412.4

Spell coefficients are trickier to get at, and have to be worked out empirically.

When calculating how much a spell should hit for, you take the base heal amount, and add your spellpower modified by another number which can be changed to affect how spells scale with spellpower.
The basic formula is:

Heal amount = Base heal amount + (Coefficient x Spellpower)

Here are the base heal amounts and coefficients I calculated:

Flash Heal: 5649.7, 0.60391843; Greater Heal: 7532.9, 0.80590514; Heal: 2824.8, 0.30190914; Penance:	7513.4, 0.80393165; PW:S: 3906.0, 0.41800560; PW:B: 3247.4, 0.91785502; Renew: 4897.1, 0.52421638; Prayer of Healing: 3112.4, 0.33301546

These were obtained by standing untalented and unbuffed (except PW:B, for obvious reasons) and recording the average heal amounts at varying spellpower levels. Like with the combat ratings, a linear regression was used to extract the base heal value (the intercept of the graph where SP=0) and coefficient (the gradient of the graph).

Here’s the values in graph format, for those interested:

The scaling on PW:B is a bit odd, since it scales very well with spellpower. That might change as the beta goes along, but remember that having such a long cooldown on a spell allows it to be a bit more highly-powered because it can’t end up dominating at high gear levels.

Typical hits and crits

Armed with the information above, I was able to work out what a typical heal should land for. In doing this, I have also included the ability to take into account the various talents available and their effects on the spells.

To work out the average hit, I used the following general formula:

Heal amount = [Base heal amount + (Coefficient x Spellpower)] x [1 + (% effect from talent A / 100)] x [1 + (% effect from talent B / 100)] x …

Those “6% increase” type talents are multiplicative, rather than additive, so if you get 6% from Twin Disciplines and 15% from Empowered Healing, you get at 22% increase, not the 21% you might expect (1.06 * 1.15 = 1.219).
At this time I want to say a huge thank you to Blizzard for trimming some of those passive healing increase type talents, it made my life a lot easier!

Anyway, for information purposes, here are the numbers untalented:

And in a typical Disc spec:

In these and the other tables (BT) means the spell is being cast while Borrowed Time is up, (G) refers to either a glyphed version of a spell (Renew) or the glyph component of a spell (PW:S). The numbers in brackets after PoH are the number of targets the spell hits.

What I’ve included in the second table is a column of typical crits (heal x 1.5) and then a weighted average illustrating what all of your casts, a mix of hits and crits, would average out to over time.

These tables are really useful for helping with spell selection. If you have an idea of how much each spell heals for, you’re able to pick the right size for the job, and understand where they fit into the healing toolkit.

Healing per second and healing per mana

As well as raw healing amounts, healers also need to know how quickly they can crank out healing with a spell, and how mana-efficient those spells are, especially in Cataclysm.

Here are the values untalented, assuming no crits:

And once again, in a typical Disc spec:

Once again, I’ve added extra columns to the second table. The HPS and HPM columns are based on that weighted average I talked about in the previous section, and should give a better estimate of the HPS and HPM you might achieve if you consider a whole fight.

I’ve not included HPS for PW:B because it’s not a repeatable cast, and I’ve not included HPM for the Glyph of PW:S because it’s essentially cost-free.

Possibly Related Posts: