Sign in to follow this  
Followers 0
Vlad

glyphs Frost Death Knight: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

14 posts in this topic

This article is no longer being updated. Please check our Frost Death Knight 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 Frost Death Knight rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Frost Death Knight 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.

New Abilities

  • inv_misc_bone_skull_01.jpgControl Undead allows you to take control of any hostile Undead mob (only one mob at a time, however). Bosses are immune to this ability. The mob's attack speed and casting speed are diminished, but it retains all of its abilities. You cannot summon your ghoul (spell_shadow_animatedead.jpgRaise Dead) while you have a controlled mob, although you can control a mob while your ghoul is active, having both up at the same time.
  • ability_deathknight_soulreaper.jpgSoul Reaper is a nuke, with "execute" properties. It deals 100% weapon damage and applies a debuff on the target, lasting 5 seconds. If, when the debuff expires, the target is below 35% health, it deals a moderate amount of Shadow damage. The ability's damage, when the target is not below 35% health, does not make it worth casting. Finally, if the target is killed while the debuff is active, the Death Knight gains 50% haste for 10 seconds.
  • Tier 1 talents offer a choice between ability_creature_disease_02.jpgPlague Leech and spell_shadow_contagion.jpgUnholy Blight (and ability_deathknight_roilingblood.jpgRoiling Blood, although this is a passive ability). We discuss these talents in greater depth in the Talents section.
  • Tier 4 talents offer a choice between ability_deathknight_deathsiphon.jpgDeath Siphon, spell_shadow_deathpact.jpgDeath Pact, and ability_deathknight_deathsiphon2.jpgConversion, although Death Siphon is the only spell that deals damage. We discuss these talents in greater depth in the Talents section.
  • Tier 5 talents offer a choice between spell_deathknight_bloodtap.jpgBlood Tap and two passive spells, inv_misc_rune_10.jpgRunic Empowerment and spell_shadow_rune.jpgRunic Corruption. We discuss these talents in greater depth in the Talents section.

Changes to Existing Mechanics

  • The base global cooldown is now 1 second by default. Previously, this was a feature of spell_deathknight_unholypresence.jpgUnholy Presence.
  • spell_deathknight_frostpresence.jpgFrost Presence now grants 20% increased runic power generation and reduces the cost of spell_deathknight_empowerruneblade2.jpgFrost Strike by 15 runic power. It also reduces the duration of effects that cause loss of control of your character by 20%.
  • spell_deathknight_unholypresence.jpgUnholy Presence no longer reduces the global cooldown, but it is otherwise unchanged.
  • inv_misc_horn_02.jpgHorn of Winter now grants 10% increased attack power to all raid members. This is due to the old buff of Horn of Winter (549 Strength and Agility to all raid members) having been removed. Horn of Winter now also lasts for 5 minutes.
  • spell_frost_arcticwinds.jpgHowling Blast now innately applies spell_deathknight_frostfever.jpgFrost Fever to all targets. Previously, this was done through a glyph.
  • spell_deathknight_frostfever.jpgFrost Fever and spell_deathknight_bloodplague.jpgBlood Plague now last 30 seconds.
  • inv_helmet_08.jpgUnholy Aura is a new raid buff that increases the melee and ranged attack speed of all raid members by 10%. This effect was previously provided by a talent, spell_deathknight_icytalons.jpgImproved Icy Talons, which no longer exists. A new version of Improved Icy Talons exists, but it only benefits yourself now (see below).
  • spell_deathknight_icytalons.jpgIcy Talons provides you with 20% increased attack speed. It is derived from the old Improved Icy Talons.
  • inv_sword_120.jpgMight of the Frozen Wastes has been changed. It now causes your spell_deathknight_classicon.jpgObliterate to deal 50% extra damage when using a two-handed weapon, and it increases the damage done by all your melee attacks by 10%. Might of the Frozen Wastes is now provided to you by default (previously, it was a talent you had to choose).
  • ability_dualwieldspecialization.jpgThreat of Thassarian has been changed slightly. In addition to causing your spell_deathknight_butcher2.jpgDeath Strike, spell_deathknight_classicon.jpgObliterate, spell_deathknight_empowerruneblade.jpgPlague Strike, and spell_deathknight_empowerruneblade2.jpgFrost Strike to also deal damage with your off-hand weapon when you are dual-wielding, Threat of Thassarian increases the damage of Frost Strike by 50%. Like Might of the Frozen Wastes, this talent is also provided to you by default.

Removed Abilities

  • spell_deathknight_bloodtap.jpgBlood Tap has practically been removed. There is a new spell with the same name in Mists of Pandaria, although it has nothing to do with the Cataclysm version of Blood Tap.
  • spell_deathknight_deathstrike.jpgBlood Strike has been removed (although it was not part of the Frost rotation anyway). It is now only available to Unholy Death Knights.

Rotation

Your rotation in Mists of Pandaria will, broadly speaking, be very similar to your Cataclysm rotation. There are two changes that occur:
  • The inclusion of ability_deathknight_soulreaper.jpgSoul Reaper in your rotation when the target is below 35% health. It seems almost certain that you will want to use this spell on cooldown once the target is below 35% health (assuming that the damage it deals remains the same as it is now).
  • Incorporating your choice of rune regeneration talents from the tier 5 talents. We go into more detail about this below.
Suffice it to say that if you choose inv_misc_rune_10.jpgRunic Empowerment, your rotation will probably remain virtually unchanged from Cataclysm. Our existing Frost Death Knight guide describes this best. There are only two differences to keep in mind:
  • Soul Reaper should be used on cooldown when the target is below 35% health. Due to the high damage that it deals, it gains a very high priority.
  • inv_sword_122.jpgKilling Machine procs should be used differently, depending on whether you are dual-wielding or using a 2-handed weapon
  • inv_sword_122.jpgKilling Machine should be used with spell_deathknight_empowerruneblade2.jpgFrost Strike when dual-wielding.
  • inv_sword_122.jpgKilling Machine should be used with spell_deathknight_classicon.jpgObliterate when you are using a 2-handed weapon.
If you instead choose spell_deathknight_bloodtap.jpgBlood Tap, your rotation becomes more lax. You will have to keep an eye on the number of spell_deathknight_bloodtap.jpgBlood Charges (a byproduct of the Blood Tap talent) you have.

In any case, your rotation becomes roughly the following:

  • Keep both diseases up (spell_deathknight_frostfever.jpgFrost Fever will automatically be applied by spell_frost_arcticwinds.jpgHowling Blast; you will have to use spell_deathknight_empowerruneblade.jpgPlague Strike to apply spell_deathknight_bloodplague.jpgBlood Plague).
  • Cast ability_deathknight_soulreaper.jpgSoul Reaper on cooldown, if the target is below 35% health.
  • Use your inv_sword_122.jpgKilling Machine procs on spell_deathknight_empowerruneblade2.jpgFrost Strike if you are dual-wielding or on spell_deathknight_classicon.jpgObliterate if you are using a 2-handed weapon.
  • Cast spell_deathknight_empowerruneblade2.jpgFrost Strike if your runic power is about to reach maximum.
  • Cast spell_deathknight_bloodtap.jpgBlood Tap if you have 11 or 12 stacks of spell_deathknight_bloodtap.jpgBlood Charge. This will require that you have both runes of a certain kind depleted, but this should be a simple byproduct of performing your rotation. If you are using the macro listed above, this step will likely never come up in your gameplay.
  • Cast spell_frost_arcticwinds.jpgHowling Blast if you have a spell_frost_freezingbreath.jpgRime proc.
Once you maintain the order of these steps, you will simply have to fill remaining global cooldowns with using Blood Charges (when below 11), casting inv_misc_horn_02.jpgHorn of Winter and casting Obliterate and Howling Blast without their respective procs.

If, instead of spell_deathknight_bloodtap.jpgBlood Tap, you choose spell_shadow_rune.jpgRunic Corruption, your rotation becomes even simpler. You no longer have to worry about runes being fully depleted and you don't have to manage Blood Charge stacks. You should simply maintain your diseases and cast Obliterate and Howling Blast with priority when they benefit from their procs.

Cooldowns

You do not gain any DPS cooldowns, compared to Cataclysm. As we mention at the start, Blood Tap is gone in its old incarnation.
  • ability_deathknight_pillaroffrost.jpgPillar of Frost increases your Strength by 20% for 20 seconds. It should be used as many times as possible during the fight. You should also make sure to stack with as many procs as you can.
  • inv_sword_62.jpgEmpower Rune Weapon replenishes all of your runes and grants you 25 runic power. To take advantage of this cooldown, you should use it when all your runes are on cooldown and when you are not at full runic power. It provides you with tremendous burst damage potential.
  • spell_shadow_animatedead.jpgRaise Dead calls a ghoul to fight by your side for 1 minute. It should be used as many times as possible during a fight.
  • spell_deathknight_armyofthedead.jpgArmy of the Dead functions identically to the way it did in Cataclysm and should be used in the same way.

Multiple Target Rotation

The multiple target rotation only becomes viable when you are facing a considerable number of enemies (4 or more), provided that they are close together. spell_frost_arcticwinds.jpgHowling Blast becomes your main nuke. Additionally, you will use spell_shadow_deathanddecay.jpgDeath and Decay on cooldown. When Death and Decay is not available, your Unholy runes will be used on spell_deathknight_empowerruneblade.jpgPlague Strike (which you should use alternatingly on the enemies, so as to apply the disease to as many of them as possible).

Finally, you will want to dump your runic power with spell_deathknight_empowerruneblade2.jpgFrost Strike, in order to enable your rune regeneration mechanic of choice.

Talents

Tier 1 talents offer a choice between 3 talents that are related to your diseases:We believe that each of these talents has a usefulness in a particular set of circumstances, and your choice will be based on this, although ability_deathknight_roilingblood.jpgRoiling Blood is probably the worst of the 3 talents, because spell_deathknight_bloodboil.jpgBlood Boil was not part of the AoE rotation during Cataclysm, and we see no reason why this would change in Mists of Pandaria.

ability_creature_disease_02.jpgPlague Leech consumes your diseases from the target, replenishing a fully depleted rune, as a Death Rune. Both of your diseases must be up on the target for this spell to work. It will be useful in two situations:

  • When you need to quickly stop all DPS on a target (to avoid a phase transition, for example), allowing you to remove your DoTs.
  • As a rune-regeneration tool. In this case, you will be casting Plague Leech right as the target is about to die.
spell_shadow_contagion.jpgUnholy Blight is an extremely efficient means of applying your diseases to a large number of enemies without using a large number of global cooldowns or runes. You can simply turn this ability on and run through the enemies. When this type of situation can arise during the encounter (for example, a pack of adds spawns at a certain point), we believe this talent to be extremely benenficial.

Tier 2 talents offer a choice between 3 survival talents:

spell_shadow_raisedead.jpgLichborne allows you to heal yourself with spell_shadow_deathcoil.jpgDeath Coil for 10 seconds every 2 minutes.

spell_deathknight_antimagiczone.jpgAnti-Magic Zone places a protective barrier at a target location, reducing the magic damage taken by any raid members inside it by 75%. The zone lasts for 10 seconds, or until it absorbs a fixed amount of damage (rather low). It is unchanged from its Cataclysm version, and it will remain useful for reducing the damage of a powerful AoE attack, and less useful for reducing damage that comes in over time.

inv_misc_shadowegg.jpgPurgatory allows you to survive an attack that would otherwise kill you, every 3 minutes. The amount of damage that is prevented from reaching you (i.e., the amount of damage that would have been the "overkill" portion) will be turned into a healing absorption effect on you, lasting 3 seconds. If, after 3 seconds, you were not healed for that amount (so, if the absorption effect still exists), you will die.

The mechanics of the encounter you are progressing on will determine your choice. Anti-Magic zone is useful as a raid cooldown any time there is a big magic damage attack that you want to mitigate. Purgatory can be useful in allowing you to bypass encounter mechanics, while Lichborne simply allows you to help out the healers by keeping yourself alive during times of heavy damage.

Tier 3 talents offer a choice between 3 crowd-control and utility talents:

spell_shadow_demonicempathy.jpgDeath's Advance will probably be the default choice unless encounter mechanics require something else, simply due to the fact that it offers a passive 10% increased movement speed at all times.

spell_frost_wisp.jpgChilblains will be useful when there are adds that must be kited.

ability_deathknight_asphixiate.jpgAsphyxiate, which is an improved spell_shadow_soulleech_3.jpgStrangulate (half the cooldown, no rune cost, stun instead of silence, when possible), will mostly have PvP applications and, unless there is a specific encounter where it is for some reason particularly beneficial, it will not show up in PvE.

Tier 4vtalents offer a choice between 3 self-healing talents:

Of these 3 talents, ability_deathknight_deathsiphon.jpgDeath Siphon moves unquestionably to the forefront (at least in the current state of the Beta), because in addition to its self-healing component, it also deals damage to the target. The damage portion is quite appealing, and it scales with both attack power and Mastery, meaning it will remain appealing as gear improves.

Tier 5 talents offer a choice between 3 talents that improve your resource regeneration:

This is the tier that is by far the most important (for Death Knights of all specialisations, most likely). Your choice here will not only provide you with increased rune regeneration, but the different ways in which your rune regeneration is improved will also affect your gameplay.

Prior to Mists of Pandaria, the default means of rune regeneration for Frost Death Knights has been inv_misc_rune_10.jpgRunic Empowerment. Should you choose this talent, your rotation will revolve around making sure to use spell_deathknight_empowerruneblade2.jpgFrost Strike only when you have both runes of a certain type in a state of being depleted or regenerating, since otherwise Runic Empowerment is unable to proc its rune-refreshing mechanic. Additionally, you will have to sometimes use Frost Strike simply because your runic power may be reaching maximum capacity - in this case, since the condition regarding runes may not be met, you risk losing out on Runic Empowerment procs.

spell_deathknight_bloodtap.jpgBlood Tap, on the other hand, puts your rune regeneration entirely in your hands. If you take this talent, each time you cast spell_deathknight_empowerruneblade2.jpgFrost Strike, you gain 2 charges of spell_deathknight_bloodtap.jpgBlood Charge, up to a maximum of 12. Using Blood Tap consumes 5 charges and replenishes a fully depleted rune, as a Death Rune. The condition we mentioned above still stands, meaning that you cannot use Blood Tap unless both runes of the same type are unavailable.

Finally, spell_shadow_rune.jpgRunic Corruption grants your spell_deathknight_empowerruneblade2.jpgFrost Strike a 45% chance to grant you 100% increased rune regeneration rate for 3 seconds. This 3 second buff stacks with successive applications, the duration being increased each time, so it is never wasted even if two or more successive Frost Strikes all proc Runic Corruption.

Currently, both Runic Empowerment and Runic Corruption provide you with a higher rune regeneration rate increase than Blood Tap does (although Runic Corruption is almost the same as Blood Tap). However, Blood Tap gives you more control over the situation, allowing you to potentially time things in such a way as to take advantage of fight mechanics. We believe the best choice of these 3 talents will eventually be determined through theorycrafting. However, the difference in terms of DPS, between the 3, is likely to be small. What is more important is that you choose the mechanic that you like best, and that you execute its particular playstyle well.

Tier 6 talents offer a choice between 3 crowd-control talents:

In a rather disappointing turn of events, the tier 6 talents have no effect on your actual DPS performance. These talents are heavily PvP-centric and we believe that for PvE the choice will be largely irrelevant.

Glyphs

While many Death Knight glyphs are interesting and have applicability for PvP or questing, in terms of PvE performance, there are 3 Major Glyphs that we consider worth mentioning:
  • inv_glyph_majordeathknight.jpgGlyph of Death Coil grants your spell_shadow_deathcoil.jpgDeath Coil the ability to be cast on allies. When doing so, it will place a damage absorption shield on them.
  • inv_glyph_majordeathknight.jpgGlyph of Shifting Presences allows you to retain 70% of your runic power when changing between presences (by default, you lose all your runic power when doing so).
  • inv_glyph_majordeathknight.jpgGlyph of Anti-Magic Shell allows your spell_shadow_antimagicshell.jpgAnti-Magic Shell to absorb all the magic damage taken (up from 75% without the glyph), up to 50% of your maximum health. In practice, this will allow Anti-Magic Shell to absorb slightly more damage, in some situations, improving your survivability.
There are also 2 Minor Glyphs that are interesting:
  • inv_glyph_minordeathknight.jpgGlyph of Tranquil Grip removes the taunting component of your spell_deathknight_strangulate.jpgDeath Grip. This is extremely useful in encounters with adds, where you wish to bring an add quickly to a location where it can be DPSed, without being forced to tank it.
  • inv_glyph_minordeathknight.jpgGlyph of Death's Embrace refunds 20 runic power after using spell_shadow_deathcoil.jpgDeath Coil to heal your minion. Even though this scenario is unlikely to occur often (in PvE, in any case), there are no better alternatives.
This concludes our Frost Death Knight 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!

Share this post


Link to post
Share on other sites

Some significant mistakes and missing points here.

- DKs have a 1.0s GCD baseline now. Very important to mention this as it's a big change (and our largest victory in beta).

- Runic corruption (40.5%) and Blood Tap (40%) are neck-and-neck in efficiency

- You don't talk about "rune-tetris" or "gaming" runic empowerment, which is the only way it's useful

- You don't mention that blood tap gives a death rune, which can be used to necrotic strike or death siphon (soul reaper is being changed to runic power)

- You should talk about macroing blood tap into frost strike, as this makes it very easy to use on cooldown.

- Soul reaper is frost's highest priority sub-35%

- DW frost probably won't bother maintaining blood plague when outbreak is on cooldown

- You don't talk about killing machine priority at all. 2H frost uses it on obliterate, DW frost on frost strike.

- Conversion is much better than death siphon at currently attainable gear levels in beta (ilvl 483). Death siphon is a ~5% heal for a death rune. Conversion heals 6% for 30RP-- much lower cost. Death Siphon also deals damage, but it is negligible. Death rune costs are very high.

- The runic empowerment section is off-base where it talks about RE being unable to proc. After the first 5s of the fight, you will never have 0 fully-depleted runes. It's theoretically possible when you lose time on target and lead off with a frost strike, but... just don't do that. Howling blast at range.

- Also, what is this "cannot use unless 2 runes of the same type" stuff? It's in both RC and blood tap. No such constraint exists.

- Runic Corruption does not last for 3 seconds. It lasts for [rune regen speed]*0.3 seconds.

- Glyph of anti-magic shell is not wonderful, but it is our 3rd major glyph.

Edited by rodalpho

Share this post


Link to post
Share on other sites

Some significant mistakes and missing points here.

- DKs have a 1.0s GCD baseline now. Very important to mention this as it's a big change (and our largest victory in beta).

- Runic corruption (40.5%) and Blood Tap (40%) are neck-and-neck in efficiency

- You don't talk about "rune-tetris" or "gaming" runic empowerment, which is the only way it's useful

- You don't mention that blood tap gives a death rune, which can be used to necrotic strike or death siphon (soul reaper is being changed to runic power)

- You should talk about macroing blood tap into frost strike, as this makes it very easy to use on cooldown.

- Soul reaper is frost's highest priority sub-35%

- DW frost probably won't bother maintaining blood plague when outbreak is on cooldown

- You don't talk about killing machine priority at all. 2H frost uses it on obliterate, DW frost on frost strike.

- Conversion is much better than death siphon at currently attainable gear levels in beta (ilvl 483). Death siphon is a ~5% heal for a death rune. Conversion heals 6% for 30RP-- much lower cost. Death Siphon also deals damage, but it is negligible. Death rune costs are very high.

- The runic empowerment section is off-base where it talks about RE being unable to proc. After the first 5s of the fight, you will never have 0 fully-depleted runes. It's theoretically possible when you lose time on target and lead off with a frost strike, but... just don't do that. Howling blast at range.

- Also, what is this "cannot use unless 2 runes of the same type" stuff? It's in both RC and blood tap. No such constraint exists.

- Runic Corruption does not last for 3 seconds. It lasts for [rune regen speed]*0.3 seconds.

- Glyph of anti-magic shell is not wonderful, but it is our 3rd major glyph.

Thank you very much for your very insightful comment!

We have taken some of your suggestions into account, as they were indeed things we had omitted to mention (the baseline 1.0 second global cooldown most notably).

In other cases, we have chosen not to include some things in the article because while they are true on the Beta, we feel it is premature to go into such depth when it is likely that they will change (dropping Blood Plague when not refreshing it with Outbreak, differences in usage of Killing Machine procs between 2H and DW).

Other points are too fine to go into detail about here (like the actual duration of the Runic Corruption buff - it is 3 seconds at its base and the small changes that occur in the duration make absolutely no difference).

Regarding Runic Empowerment being unable to proc - it is a real concern. It will just not proc unless both runes of the same type are unavailable. 1 fully depleted rune and 1 available rune won't allow it to proc - both need to be down (see below).

Finally, to answer your question regarding "cannot use unless 2 runes of the same type" stuff: you cannot use Blood Tap, and Runic Empowerment won't proc unless both runes of the same type are unavailable (1 fully depleted and 1 in the process of regenerating). If one rune is "ready" and sitting there while the other is recharging, Blood Tap will not work.

Later edit: inv_glyph_majordeathknight.jpgGlyph of Anti-Magic Shell allows your spell_shadow_antimagicshell.jpgAnti-Magic Shell to absorb 75% of the spell damage dealt to you over 5 seconds, regardless of whether or not it exceeds 50% of your maximum health, right? This seems beneficial, in both PvP and PvE but I'd go so far as to say it's overpowered to the point of being broken - and I seriously doubt it will stay in the game until release.

Also, I'd like to ask you to clarify what you mean about "rune gaming" as Frost? The only situations where I can see it being "mandatory" is if you are playing Masterfrost (which probably won't be the case come MoP going live, I would say) or if you are in some kind of prolonged AoE situation where you want to maximize your use of spell_frost_arcticwinds.jpgHowling Blast. In this case, you'd game Unholy runes to allow for more Howling Blast usage - but what gaming are you thinking of for a normal single target rotation, and why would it be needed?

Share this post


Link to post
Share on other sites

While the 50% obliterate/frost strike buffs may be modified (and IMO should be as 2H frost oblit will be too bursty for PvP), killing machine priorities are unlikely to change, as that was done purposefully. It's the only difference in playstyle between 2H and DW.

The runic corruption change is new in beta-- it does last 3s no matter what on live. It means that it won't double-dip on haste. If you feel that's too mathy for your readers that's fine. Most people don't understand this, and as long as they know that it's the same efficiency as blood tap, that should be good enough.

I see what you mean by "2 runes of the same type" now. All that actually matters is that one is fully depleted, but that can't happen unless the other is refreshing. That's not actually a concern while playing the game since you should always be using your resources.

The glyph of AMS allows it to absorb 100% of incoming magic damage, up to 50% of your total health. Lets say you have 100k health and are hit by 50k magic damage with AMS up. Unglyphed, it will absorb 37.5k. Glyphed, it will absorb 50k. On the other hand, if you're hit for 100k magic damage over the duration of your entire AMS, unglyphed and glyphed will both absorb 50k damage. So it's primarily a PvP glyph, but it does have some minor PvE use too. Since most of our glyphs unfortunately don't apply to frost and/or PvE, "minor PvE use" is good enough to be on the list.

Frost RE gaming does primarily apply to AE.

But really RE and RC aren't competitive alternatives to macroed blood tap for AE anyway, since BT has the same efficiency as RC, slightly less than RE, but gives a death rune. Gamed RE loses 10RP per cycle, which is basically 22.5% of a rune every cycle (0.5*0.45) since frost strike only costs 10 runic power. This compensates for its slightly greater efficiency otherwise.

Sims show BT as the best choice, but they all assume Soul Reaper costs a death rune, and that's changing. My guess is that runic empowerment will pull SLIGHTLY ahead on single-targets once the dust settles with the new soul reaper. But that's too early to call.

Edited by rodalpho
1 person likes this

Share this post


Link to post
Share on other sites

While the 50% obliterate/frost strike buffs may be modified (and IMO should be as 2H frost oblit will be too bursty for PvP), killing machine priorities are unlikely to change, as that was done purposefully. It's the only difference in playstyle between 2H and DW.

Fair enough. I'll make a mention of this Posted Image

The runic corruption change is new in beta-- it does last 3s no matter what on live. It means that it won't double-dip on haste. If you feel that's too mathy for your readers that's fine. Most people don't understand this, and as long as they know that it's the same efficiency as blood tap, that should be good enough.

It is mathy, but more importantly it's not relevant to the reader. It's only relevant for determining, through running the numbers, which rune regeneration mechanic yields better results. But the duration of the buff makes no difference to someone while they're playing.

I see what you mean by "2 runes of the same type" now. All that actually matters is that one is fully depleted, but that can't happen unless the other is refreshing. That's not actually a concern while playing the game since you should always be using your resources.

Well, I agree with you that it rarely pops up as a concern if you are executing your rotation correctly (or even remotely correctly). Traditionally, though, it's one of the few things that are actually worth mentioning regarding the Frost Death Knight rotation since the rest is quite basic. I'll think of a better way to approach this subject.

The glyph of AMS allows it to absorb 100% of incoming magic damage, up to 50% of your total health. Lets say you have 100k health and are hit by 50k magic damage with AMS up. Unglyphed, it will absorb 37.5k. Glyphed, it will absorb 50k. On the other hand, if you're hit for 100k magic damage over the duration of your entire AMS, unglyphed and glyphed will both absorb 50k damage. So it's primarily a PvP glyph, but it does have some minor PvE use too. Since most of our glyphs unfortunately don't apply to frost and/or PvE, "minor PvE use" is good enough to be on the list.

Ah, I see. Well, since in PvE the big limiting factor has generally always been the "50% of your total health" part, the glyph is not that overpowered. It's still something that helps or can help survival, so I'll add it to the list!

Frost RE gaming does primarily apply to AE.

Thought so Posted Image

But really RE and RC aren't competitive alternatives to macroed blood tap for AE anyway, since BT has the same efficiency as RC, slightly less than RE, but gives a death rune. Gamed RE loses 10RP per cycle, which is basically 22.5% of a rune every cycle (0.5*0.45) since frost strike only costs 10 runic power. This compensates for its slightly greater efficiency otherwise.

Doesn't Frost Strike cost 20 runic power? It's 35 base, and Frost Presence reduces it by 15. In-game for me on the Beta it's costing 20 Posted Image

Sims show BT as the best choice, but they all assume Soul Reaper costs a death rune, and that's changing. My guess is that runic empowerment will pull SLIGHTLY ahead on single-targets once the dust settles with the new soul reaper. But that's too early to call.

Yeah, I agree with you. I think my initial assessment is still correct, in that Runic Empowerment will be better than Blood Tap - but I don't think it will be ahead by much, as you said.

Thank you again for your input. It helps a lot! Keep it coming, if you have anything else to add.

Share this post


Link to post
Share on other sites

I've added the glyph of Anti-Magic Shell, the mention of different Killing Machine priorities and the Frost Strike/Blood Tap macro. I'll still think about a better way to discuss the tier 5 talents, but I've got to go now :)

Share this post


Link to post
Share on other sites

Sorry, I meant to say FS cost 20RP. My math was correct, just not the text around it.

As for the L75 tier and blood tap vs RE for frost, we need to see what they do with soul reaper. All we know is that it'll probably cost runic power. We don't know how much RP, whether it'll proc the L75 tier, unholy's shadow infusion, etc.

Good stuff overall!

Share this post


Link to post
Share on other sites
ability_deathknight_soulreaper.jpgSoul Reaper seems to have been changed to now cost 1 Frost rune (for Frost) / 1 Blood rune (for Blood) / 1 Unholy rune (for Unholy), instead of the predicted runic power cost :)

Share this post


Link to post
Share on other sites

Currently, i have not seen a mention about the damage difference between Frost 2h, and Frost DW, and Unholy is put to the side to not be mentioned, it was only better this tier because mastery benefited Gurthalaik, and it's seeing some devastating nerfs with the upcoming expansion. Currently Frost 2h seems to be superior in both PvE and PvP circumstances, Currently, not only does Frost 2h use Killing Machine on Obliterate, but it games runes completely differently, but for Frost is seems to be the same as the original frost, not the masterfrost set up with Howling Blast as key priority aside from 1 obliterate per rune cycle, and then Frost strike for gaming runes. But, Currently Frost 2h is Expertise Hit Mastery Haste Crit, same as not, and Frost DW, As of now, Frost Death Knights are one of the top damage dealers, especially for burst. Optimally,

Share this post


Link to post
Share on other sites

Currently, i have not seen a mention about the damage difference between Frost 2h, and Frost DW, and Unholy is put to the side to not be mentioned, it was only better this tier because mastery benefited Gurthalaik, and it's seeing some devastating nerfs with the upcoming expansion. Currently Frost 2h seems to be superior in both PvE and PvP circumstances, Currently, not only does Frost 2h use Killing Machine on Obliterate, but it games runes completely differently, but for Frost is seems to be the same as the original frost, not the masterfrost set up with Howling Blast as key priority aside from 1 obliterate per rune cycle, and then Frost strike for gaming runes. But, Currently Frost 2h is Expertise Hit Mastery Haste Crit, same as not, and Frost DW, As of now, Frost Death Knights are one of the top damage dealers, especially for burst. Optimally,

I don't understand most of your post. Also, it seems to have been cut off prematurely, since you ended it mid-sentence. I'm going to reply to what little I can understand of it:

  • This is a preview of the changes to the spec - not an extensive guide covering every subtlety of the spec. The idea is that players who are used to playing a Frost Death Knight in Wrath of the Lich King, at least somewhat, can get a good view of how things will change. We do not go into every single detail, because many of these things change several times during Beta testing. That's why things like "2H does more damage than DW" is for all intents and purposes a useless statement. When Mists of Pandaria is released, you can be sure that such mentions will be made, since they can actually have an impact.
  • This is a preview of Frost Death Knights - therefore, there's hardly any reason to mention Unholy Death Knights. I don't see why you'd think they are "put to the side". Again, this isn't meant as a comparative analysis of how much DPS each spec is performing.
  • If you wish to make suggestions regarding rune gaming strategies, by all means please do so. But saying "2H Frost games runes completely differently" is not helpful at all.
  • I understand that you are making a point regarding stat priorities but I cannot work out what you are trying to say.

Share this post


Link to post
Share on other sites

1) 2H frost is indeed much better on single-targets than DW frost, even with soul reaper costing a frost rune. DW frost still wins on AE.

2) 2H frost does not game RE different than DW frost. Neither spec games runes at all on single-targets, since every rune can be used to Obliterate. Both subspecs game against blood runes to AE.

3) Nobody uses masterfrost priority

4) Your stat weights are wrong.

2H frost is expertise = hit > haste > mastery > crit

DW frost is expertise = hit > mastery > haste > crit

Share this post


Link to post
Share on other sites

1) 2H frost is indeed much better on single-targets than DW frost, even with soul reaper costing a frost rune. DW frost still wins on AE.

2) 2H frost does not game RE different than DW frost. Neither spec games runes at all on single-targets, since every rune can be used to Obliterate. Both subspecs game against blood runes to AE.

3) Nobody uses masterfrost priority

4) Your stat weights are wrong.

2H frost is expertise = hit > haste > mastery > crit

DW frost is expertise = hit > mastery > haste > crit

Thank you for your post.

Don't hesitate to keep us/this thread updated with things like which playstyle is performing better and what the stat priorities are. We're going to include such things when we get closer to a release date :)

Regarding rune-gaming as Frost (and Unholy), I'd appreciate it if you could provide a short explanation of the state of things now on the Beta (i.e., what the best way to handle your runes is).

Share this post


Link to post
Share on other sites

Unholy: Unholy uses runic corruption. Doesn't rune-game, since it would result in less Festering Strikes, which you need to extend diseases and turn into death runes via reaping.

Frost: Uses runic empowerment. Only games RE to AE. Use death and decay when all frost and death runes are on cooldown and you don't have enough RP to frost strike. Beyond that, don't use unholy runes at all. Every rune returned by RE will either be frost or death and thus usable to Howling Blast.

Blood: Probably uses runic empowerment. Only use one blood rune per cycle. Every rune returned from RE will be either frost or unholy and thus usable to Death Strike. Runic corruption may be a viable alternative for blood tanks who don't want to play rune tetris.

Also Blood Tap is now on the GCD. The macro doesn't work anymore. Nobody should take Blood Tap, it's a dead talent.

Edited by rodalpho

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Rivinhal
      Hey guys.
       
      I have a question regarding leveling builds...
       
      Basically I'm currently leveling a Sin Rogue (lvl 93) and I'm currently using the suggested IV leveling build (http://www.wowdb.com/talent-calculator#Kl0KlyKlzbEDPcWLLBAcuR), but I don't quite understand the reasoning behind some of the talents and glyphs in the leveling build. I've certainly used other builds/varients in my time leveling, but since I'm really in "crunch time" now, I'd really like to make the most of my efforts.
       
      I sort of feel like the build could be changed for the better (my build would be quite different lol), and I know the page even says that the build isn't set in stone, but I'm not a pro Rogue player by a longshot, so I get the feeling the person(s) who made the build knows things that I don't, and there is some method to the madness that I'm not comprehending.
       
      So my question, in a nutshell, is this:
       
      What are the reasons behind the talents and glyphs in the leveling build?
      Is there a better leveling build?
      Does it even really matter that much?
       
      Sorry for the long exposition before the question, but any help here would be appreciated guys.
    • By Ascha90
      I just got into PvP with my SPriest and I could use some advice. What kind of talents should I take? I thought Clarity of Power coupled with Glyph of Mind Harvest, or even Auspicious Spirits with Glyph of Mind Harvest, could be good, but I don't know what the math should be for that kind of talent and glyph combo. Should I take one of the talents but not the glyph? I am using Recount to measure my DPS. I am currently using the talent Insanity because I am putting out so many Devouring Plagues due to Glyph of Mind Harvest.
    • By Martunox
      Well, I started the expansion as Destruction, and have been doing pretty good dps with it, but as I have been progressing in raids and such, I have encountered with more and more gear with haste/mastery/versatility, no crit, and I have been feeling that I'm stuck with my DPS because of the lack of crit, so I gave a shot to my Affliction spec that I used mostly for PVP.
       
      The problem is, as much as I try and feel that I'm keeping good the uptime of my dots, my DPS in dummy goes no further of 13k DPS.
      Maybe is the not so good levels of haste, or maybe I'm not doing something well in the rotation, so I came here looking for illumination here in Icy Veins.
       
      Also, I don't know well the opener for fights very well with Affliction, so a rough idea would help a lot!
      As far as stat priority goes, I understand is INT>HASTE>MASTERY. 
       
      Thank you in advancement for helping!
       
      Here is my askmrrobot page of my character:
      http://www.askmrrobot.com/wow/player/us/quel'thalas/min%C3%AEx
       
      How do I get logs of my combat in my character?
    • By Pandacho
      Table of Content:
      GENERAL CONCERNS
      COMMON TALENTS AND GLYPHS
      ENCOUNTER SPECIFICS:
      KARGATH BLADEFIST
      THE BUTCHER
      TECTUS
      BRACKENSPORE
      TWIN OGRON
      KO'RAGH
      IMPERATOR MAR'GOK
       
      This post contains my thoughts regarding resto shaman healing in Highmaul Normal and Heroic.
       
      My guild hasn’t done any Mythic Raiding yet, so you shouldn’t apply anything written here to Mythic without checking.
       
      All the strategies, talents and spells choices are calculated for a ‘standard’ healers setup: 3-4 healers for 20N and 4 healers for 20H, no overgear (my raid average ilvl was 647, healers average 644). This is important to consider because if you overgear and / or overheal (more healers than you need), most of the strategies and talent choices lose their importance - you just heal through the damage with whatever spells.
       
      Our Healer Team composition: Restoration Druid, Restoration Shaman, Holy Paladin, Priest (Holy / Disc, depending on the fight).
       
       
      GENERAL CONCERNS (top)
       
      If there are situations during a raid where you feel that all your heals are going nowhere, try to make some changes to your healing frames. If you are using an add-on for your Healing Frames and not the default Blizz UI, you should be able to track the following:
       
      1. HoTs from other Healers
      2. Shields from Disc Priests
      3. Damage Mitigation CDs from Tanks
      4. Raidwide Damage Mitigation and Healing CDs
       
      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)
    • By tarokor
      Recently looked at starting to tank with my pally again and was looking through your site regarding tanking. On the Paladin protection page one of the Major glyphs you recommend is shield of the righteous however unless i am going blind it is no longer available as a glyph. Was it renamed or removed and if renamed what is it now called.
      Cheers guys
      ps:- apologies if i am blind, have searched the majors 3 times thou and cannot find it lol