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I have been working on a formulation for the best DH Havoc stat weights. As it stands, I have it at:
Agility = 2.0 Crit = .7 Versatility = .6 Haste = .52 Mastery = .5 I will be updating with edits, and the reasoning behind edits. As it stands right now, I am pulling ~30-40k DPS in ilvl 690 gear. Will update as that increases and all slots are optimized, but for the most part, they all follow this matrix.
I have had some discussion with other druid friends of mine on this topic, of stat priority, and everyone seems to have a different opinion, most of this is due to the lack of an artifact weapon and balancing being around 110 and not being fine-tuned yet. This is for raiding and only raiding M+ dungeons and pvp are not a concern of mine, though I know at the current state in the beta M+ dungeons will be required for raiders trying to be competitive.
My thoughts are this: Intellect>Haste>Mastery>Critical Strike>Versatility
Intellect is every caster top stat.
Haste scales with almost every ability, and lowers GCD and cast times for that spam that is so important for druid.
Mastery and Critical Strike is where the talk begin. Many say crit is better including the guide on this site. But for me I find that to be untrue, though numbers can't be produced b/c of balancing not being done, mechanically I just feel like mastery will be better for most raid fights that aren't just constant raid damage over the entire fight.
My thought process on this is with say 20-30% mastery for each HoT spell on the target increase it by that much. I believe mastery scales in 100%+20%(Mastery)*# of Hots, but I may be wrong please correct if so. So saying you need to keep 3-5 people alive with debuff you can keep up Wild Growth, Rejuvenation, Germination, and Regrowth up on those targets with maybe a little help from flourish to keep those rolling that mastery is going to be a bigger increase that critical strike.
I do believe critical strike will over take mastery on fights where damage is constantly going out on the entire raid at all times just b/c you can't get enough hots on one target for mastery to be better than critical strike. Though on fights where the damage is very bursting the 3 min cds of all your healers will be in play and you aren't going to be doing that much with that extra critical strike.
Then Versatility b/c its not all that useful in small quantities until you have enough of the other stats.
Please correct any mistakes that I may have made, or any flawed logic. This may just be up to healing style and talents choices also but I just feel from a healing lead stand point mastery is more useful to me that critical strike.
Edit: Just as a note mastery also scales up tranquility when people have HoTs on them so using HoTs on targets like melee/ranged that you know will take more damage from certain mechanics you can pre-hot into flourish to get better tranqs off.
Does anyone know the actual stat weights for Shadow Priest currently?
I know they are Haste > Crit > Vers/Mastery > Mastery/Vers. I am trying to make a BiS list currently and am finding it difficult to choose between certain items when I don't know exactly how much better haste is compared to crit or how much worse vers is.
If anyone knows the stat values compared to int I would really appreciate it.
Frequently Asked Questions:
Q: Where are all my glyphs?
A: Major glyphs (playstyle affecting) are gone. The remaining ones (former Minor) are purely cosmetic now and only affect the appearance of spells.
New glyphs are consumable that are being applied directly to a spell in your spellbook.
Q: Where are all the Elemental shields?
A: Water shield was removed completely, Earth shield is a PvP talent now, Lightning shield is an Ench spec talent.
Q: Where are my Elementals?
A: They were removed from the resto spec together with the Primal Elementalist talent.
Q: Seriously? What else has gone?
A: Spirit has gone. Now you have a standard mana pool and a standard mana regen (44000 mp5) both in and out of combat. Some other healing classes have a talent or an artifact trait for increased mana regen, resto shamans - do not.
You can’t see Spell Power in your Character Info or on your weapon - it was merged with the Intellect. So for math purposes, Int=SP. If you want to see detailed attributes, use an addon, for example DejaCharacterStats
Damaging abilities: Fire Elemental, Searing totem, Elemental Blast, Frost Shock have gone.
Our damaging abilities now are Flame Shock, Lava Burst, Lightning Bolt and Chain Lightning.
Ghost wolf speed boost: the glyph has gone. You will have a Class Hall Champion boosting your speed in the outdoor world.
Q: Where is the Totemic Projection, I want to move my totems around?
A: The talent has gone. All the healing totems now spawn at your feet and remain there, all the utility totems has a targeting reticle so you can place them anywhere in range.
Q: What professions should I choose for my shaman?
A: Professions don’t affect directly your gameplay so choose whatever suits your playstyle.
Better to choose a crafting/gathering pair like Leathercrafting/Skinning because the gathering profs would be a much easier source for the Blood of Sargeras (BoP item) at least on the start of the expansion. Blood of Sargeras is used in almost every high-end craft and gear upgrade.
Anyways, profession choice shouldn’t be a concern because in Legion you can swap between professions for 1000 g, saving all the current (Legion) progress and recipes.
Q: What is the stats priority for a resto shaman?
In-depth explanations and math are done by Gardiff (Mythic resto shaman on Kil’jaeden-US) - a theorycrafter and the Resto Shaman Secondary Stat Simulator developer. The SIM and walls of text are here and here.
Q: But why not to prioritize Crit, Resurgence is still the only regen mechanic outside of base regen?
A: It is, but it is garbage, in-depth explanation is here:
Q: What are the right talents for solo playing/Mythic+/raiding?
A: You can find different talent builds below in this post.
Q: How should I fill the Artifact for the best performance in raids?
A: Resto shaman Artifact Calculator
1) Right path up to the Gold Trait
2) Left path up to the Gold Trait (yes, Tidal Pools it’s not a great gain but leaving it out doesn’t help either)
3) Jump to the third Gold Trait through either side (right or left) - they both are not a great gain for the raids, leave Refreshing Currents for the very end.
Q: May / should I level as a resto? I hate dps spec / afraid to lose artifact power.
A: Resto spec is a viable spec for leveling. The main concern here is that you kill mobs slower than any dps spec but the great advantage is that you are literally unkillable in any situation.
You can level in a dps offspec too, it is faster but with almost all the selfhealing being removed, you should be pretty cautious with pulls.
Don’t worry about the Artifact: no matter which one you will choose on lvl 100, you will get the Artifact quests for the remaining specs on lvl 102.
Don’t worry about losing artifact power during leveling: almost all of it is stored in consumable items so just respec to resto before using them.
Don’t worry about upgrading your offspec Artifact during leveling: first 13 traits on every artifact are very cheap, their cost starts to jump in geometric progression only from the 14th trait.
Upgrading a bit your offspec artifact for easier leveling wouldn’t hold back your main spec.
Q: I’m new to resto, what are all these HPM, QA, TW abbreviations?
A: The most frequently used abbreviations are:
Soloing content in resto spec:
The main idea of a talent build for solo playing is to maximise your dps relying on passive/instant healing, while keeping mobs away as long as possible.
Tier 1: Torrent (increases your instant heal)
Tier 2: Gust of Wind or Graceful Spirit. I personally would prefer GS for the additional passive increase of movement speed in Ghost Wolf form.
Tier 31: Earthgrab Totem to keep your enemies away
Tier 4: Ancestral Guidance to convert your damage into healing
Tier 5: Earthen Shield Totem: redirects a part of every attack against you and allies to itself.
Tier 6: Echo of the Elements: double HST, Riptide and Lava Burst - extremely useful.
Tier 7: Doesn't matter: nothing here will affect your solo experience.
Tier 1: Undulation or Torrent.
Undulation is fully utilized in 5-man environment because of constant need in tank healing.
Torrent pretty much turns Riptide into a full power instant heal, may pair nicely with EotE.
Tier 2: Wind Rush Totem or Graceful Spirit. Take WRT if a group speed boost is needed during the encounter, otherwise GS.
Tier 3: Lightning Surge Totem is very useful on trash.
Tier 4: Crashing Waves or Ancestral Guidance.
I’d say AG if you took EotE, in this way you wouldn’t waste double TW from Crashing Waves when applying two Riptides in a row.
Tier 51: Earthen Shield Totem or Ancestral Vigor.
Vigor actually may be a lifesaver in high level Mythic+.
Tier 6:: Cloudburst Totem or Echo of the Elements.
Use CBT if you are comfortable with its playstyle and are able to plan in advance, otherwise (or if you chose Torrent) take WotE.
Tier 7: Ascendance or High Tide. I think that Ascendance is more viable, but HT may be fine too depending on the group comp.
Possible combos: Stick with Undulation + Crashing Waves if you prefer HW/HS healing style. Torrent + Ancestral Guidance + Echo of the Elements for Riptide + CDs style.
Tier 1: Torrent (increases your instant heal)
Tier 2: Wind Rush Totem or Graceful Spirit. Take WRT if a raid speed boost is needed during the encounter, otherwise GS.
Tier 3: Lightning Surge Totem may be useful on trash or if you need more add stuns during the encounter.
Tier 4: Crashing Waves or Ancestral Guidance.
Tier 5: Ancestral Protection Totem gives you an additional ress that is not counted as Battle Ress - may be great to cheese some mechanics where you rather let a person die. Better not to use if you are not sure when you’ll need it because of a very long CD. Choose Earthen Shield Totem otherwise.
I find Ancestral Vigor a bit of an overkill in raids because we don’t really have the 1-shot mechanics demanding additional HP pool. Might be useful though for soaking or for people dealing with specific mechanics during encounters.
Tier 6: Cloudburst Totem. Not really debatable at least for the start of the expansion (if remains unnerfed) - saves a lot of mana accumulating not only your healing but overhealing too and releasing the stored power to actually injured targets.
Bottomless Depths are useless because 1) Resurgence returns a miserable amount of mana and 2) Proccing Resurgence is our very last concern when raid drops below 60%.
Echo of the Elements is underperforming seriously in the raid environment. HST is dropped always on CD making the gain of double charge almost insensible (like 1 additional HST during an encounter), in addition the proc rate for the additional Riptide charge from the talent is extremely low, not justifying choosing EotE over CBT.
Tier 7: Wellspring or High Tide.
Ancestral Guidance + Cloudburst Totem + Wellspring combo
This combo is incredibly efficient and strong if done right (remember that both CBT and AG are semi-smart and they generally don't overheal), but if you use WS in isolation or for healing up a large number of targets, you won't get good mileage out of the ability.
The basic idea is that you want to NOT use WS to heal up for a raid-wide ability. What makes WS good right now is that you can force all of its healing into CBT through purposeful overhealing (but still useful healing). BUT, if you use it to heal a raid that has 20 targets who have taken damage, it will split that 1800% SP over 20 targets which is incredibly weak because you get no overhealing bonus.
The point is, if you are going to try using WS, then absolutely DO NOT use WS ever to actually heal 20 targets taking damage from a massive raid damage pulse. Instead, use it before the big raid AoE goes out and when there are only ~6 (ideally) injured people so that you can put all that extra healing into CBT.
Cloudburst Totem + High Tide combo
For the encounters with constant raid wide/ticking damage / short encounters.
Ok so did they nerf the gear cause I went from 70% Mastery to 31% mastery overnight with at least a 15k dps loss down to 25-30k. I've posted this on WoW forums, facebook friends/groups and asked trade chat all with either bullshit answers or nothing. Patch notes don't say anything about gear nerfing but with 6 weeks left till expac I cant believe they would nerf your stats so soon.
Any answers here??
Or at least noticing the same loss??