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Unholy Death Knight 7.3

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On 1/20/2017 at 4:31 PM, Guest Necrotik said:

(On a side note, the sims were executed with the Legendary shoulders equiped)

Can you show me the sims, as well as the in-game testing that you did afterwards? I need to see the results, not a summary of what you found so that I can pass it back.

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On 1/21/2017 at 4:42 PM, Guest Kemerinadk said:

So, If you help me to change situation with my dk, I will be so happy.

As said above, if you find that one specifically performs better for you, use that one. If you are struggling to obtain gear, then simply itemize as your gear allows you to.

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Guest Faelosia

Thaks for the answer. Are you sure not using Dark Transformation together with Apocalypse everytime is still the thing to do, considering the ghouls have been buffed recently ? 

Concerning the Castigator that you find more worth, got anything to prove your sayings ? I would tend to believe you (actually, I hope, as I find the castigaor build way more enjoyable than the claws one).

All those questions comming from someone that likes optimising as much as possible, but that doesn't have enough time on his hands to do all the tests he'd like.

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Guest Faelosia

So, coming back to myown post, with 5min testing of every spec :

For every try i've hit the target in ironforge for 5minutes, using dark transfomration when available

Crit build (26%crit, 18%haste, 45%mastery) : 2/2/2/-/-/3/3 : 123M : 405k dps

Recommended Mastery (14%crit, 18%haste, 71%mastery) : 2/2/3/-/-/2/1 : 123M : 415k dps

My Mastery build (14%crit, 18%haste, 71%mastery) : 2/2/3/-/-/3/3 : 122M : 405k dps

My Mastery build (using dark transformation with Apocalypse proc) (14%crit, 18%haste, 71%mastery) : 2/2/3/-/-/3/3 : 125M : 416k dps

All data were collected using only skada, so maybe it's not the best, but hey, it's something.

So the best would probably be the recommended mastery build, but I kinda hate necrosis =).

And anyway, it seems I should wait for Apocalypse before transforming my ghoul.

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17 hours ago, Guest Faelosia said:

Thaks for the answer. Are you sure not using Dark Transformation together with Apocalypse everytime is still the thing to do, considering the ghouls have been buffed recently ? 

Concerning the Castigator that you find more worth, got anything to prove your sayings ? I would tend to believe you (actually, I hope, as I find the castigaor build way more enjoyable than the claws one).

All those questions comming from someone that likes optimising as much as possible, but that doesn't have enough time on his hands to do all the tests he'd like.

We actually do list CS as the better build (when using Mastery) and generally when compared with Castigator crit.

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16 hours ago, Guest Faelosia said:

All data were collected using only skada, so maybe it's not the best, but hey, it's something.

The issue is, can you say that you played perfectly each time you tested in-game? Is there any chance you made a rotational error in one test and not in another? 

Simming is always going to be more reliable than us doing tests in-game, simply because they won't make rotational errors. As for the Apoc/Ghoul combo, it's the same answer as I gave above: Delaying can cause you to basically just miss out on uses in a fight. I am certain that, for example, that missing out on a complete use of one of them is worth more DPS than waiting to combo them.

That's basically how we test stuff. We use extensive simulations to compare builds and find out which one is best.

Hope this makes sense.

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Guest NecrotikTheWorgen

About Dark Arbiter's rotation, there's quite a few tricks you can do to maximize Valkyr's damage, that you forgot to mention.

1. If you're about to receive (or if you can soak) magical damage, you can cast AMS before or during DA. That will usually give you 1-2 extra Death Coil casts.

2. If you have to choose between casting Clawing Shadows or Festering Strike, then you must choose Festering Strike. For example, if you have 3-4 wounds up (so you dont over-cap your wounds anyway by casting FS), its better to cast FS cause you'll gain Runic Power faster (getting 20RP instead of 13 RP), which might let you fit additional Death Coils, in the long run, while the Val'kyr is up.

3. Ideally you want to let Sudden Doom stack twice (without "harming" your rotation ofc). Also, you need to be in melee range as much as possible, even if there's movement going on, so your melee attacks can generate more Sudden Doom procs.

4.  You shall adjust your Haste percentage, taking into account how many casts the Val'kyr can pull. Im fairly conceinced, there's breakpoints when you play with DA. For example, my toon has 22% haste and the Val'kyr will always cast 8 times (with no Hero ofc), cause the 9th cast gets interupted just 1 second before it gets completed. Now you might say its only 1 cast, so no big deal, but the last casts deal the most damage (they can easily hit for 1.6m non-crit), which is a subjectively noticeable DPS loss.

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On 1/30/2017 at 11:59 AM, Guest Faelosia said:

Thaks for the answer. Are you sure not using Dark Transformation together with Apocalypse everytime is still the thing to do, considering the ghouls have been buffed recently ? 

Concerning the Castigator that you find more worth, got anything to prove your sayings ? I would tend to believe you (actually, I hope, as I find the castigaor build way more enjoyable than the claws one).

All those questions comming from someone that likes optimising as much as possible, but that doesn't have enough time on his hands to do all the tests he'd like.

(Incase you're reading this the quoted message is concerning the legendary shoulders).

You use Dark Transformation With Garg+Apoc, and every 3 minutes past that.  Dark Transformation will only sync with Apoc every 3 minutes.  Garg or Dark Arbiter will and should always get the benefit from DT Shoulders.  Apocalypse ghoul damage is actually pretty negligible unfortunately (not insignificant - just very low), so you would never delay DT for it - not to mention the obvious problem is robbing your Garg or DA cycle which is significant amount of damage.

 

 

Just my logs and personal testing.  Trilliax was honestly what left me stumped considering the downtime.

CS is definitely a more than viable talent (you can look at logs if you need further verification.) However, If you don't have bracers I personally wouldn't touch the talent at all.

Edited by NocsT

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Guest Faelosia

Thanks a lot :-).

I do have the bracers, which is why I changed a few talents.

Anyway, thanks to all of you for the info and your time !

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20 hours ago, Guest NecrotikTheWorgen said:

About Dark Arbiter's rotation, there's quite a few tricks you can do to maximize Valkyr's damage, that you forgot to mention.

Definitely some fair points, will pass it on, thanks!

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16 hours ago, NocsT said:

(Incase you're reading this the quoted message is concerning the legendary shoulders).

Thanks for helping to answer this :)

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9 hours ago, Guest Faelosia said:

Anyway, thanks to all of you for the info and your time !

Glad to see you got the help you needed :)

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yo, I right now have 940 wrists/waist and shoulders for the unholy spec and I am not sure which combination should work better. Any thoughts? and 1 more question. If you are still geared for crit do you go for Clawing Shadows since its damage got really up or you stay with Castigator? thanks

 

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21 hours ago, Jesper said:

yo, I right now have 940 wrists/waist and shoulders for the unholy spec and I am not sure which combination should work better. Any thoughts? and 1 more question. If you are still geared for crit do you go for Clawing Shadows since its damage got really up or you stay with Castigator? thanks

I believe you would still go Casti, then use Belt + Wrists. 

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I've been seeing a lot of Clawing Shadows instead than Castigator with the crit build and that put me into thoughts.

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14 minutes ago, Jesper said:

I've been seeing a lot of Clawing Shadows instead than Castigator with the crit build and that put me into thoughts.

I've just taken a look at some of the top parses and they seem to be going CS with Mastery, but can't find any CS with crit - can you show me one of them?

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Anyone has tested the nighthold trinkets? I got the one from Spellblade yesterday and it feels way too weak compared to Memento the procs are not even as many compared to Memento. Anyone got any thoughts?

 

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On 2/5/2017 at 0:46 PM, Jesper said:

Anyone has tested the nighthold trinkets? I got the one from Spellblade yesterday and it feels way too weak compared to Memento the procs are not even as many compared to Memento. Anyone got any thoughts?

I haven't tested it personally, but you can always try simming the two trinkets against each other? 

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So Virulent Plague damage increased and so with gargoyle and Arbiter. I believe Ebon fever will start being the go-to talent and I really wish the same happens with Arbiter. Any thoughts?

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Guest Faelosia

Hi guys. Back at it !

 

Just looted the Kil Jaeden's trnket (which makes my legendary list as : wrist, trinket, shoulders, neck, back.)

I believe the best combination is wrist and trinket (even with the up we'll get tomorrow or will the shoulders get a bump ?)

Next to that, I've currently got the memento in 870 and the chronoshard in 860. SImcraft is telling me that the shard is better, but with no strengh on it and procs of more than 4k stats on the memnto, I'm doubtfull. What would you do in my place ?

 

Thanks a lot in advance !

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5 hours ago, Guest Faelosia said:

 

Hi guys. Back at it !

 

I would advise trinket+wrists as you said. Chronoshard is a very strong trinket, it's better than memento despite it not having strength unholy secondary stats are very strong, mastery being almost as good as strength in some cases, and haste being a close second. Mementos procs are also very inconsistent despite me using it my self i find it's rather hit or miss, beause if you get 20 mastery procs it's obviously much better than getting 20 crit procs. 

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Guest Faelosia

You're right, seems logical explained this way :-).

If some are interested : I've got bracers and trinket. Thus I simmed my char with a few different specs. According to tonight's version of simcraft : 

Ebon fever is better in Mono situation

Necrosis is better than infected claws

So even with the bracers it's no longer a good idea not using ebon fever and necrosis.

Anybody can confirm this ?

Thanks !

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Guest

You should add Mark of the Trained Soldier neck enchant for mastery spec in the Gems, Enchants, and Consumables page.

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Guest IOnlyLookHereForInfo

Why has this "Guide" not been updated yet? There was a complete shift in what is best with the buff to plague.

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On 2/22/2017 at 7:05 PM, Vardex said:

You should add Mark of the Trained Soldier neck enchant for mastery spec in the Gems, Enchants, and Consumables page.

Made a note of this, thanks!

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      11.0 Prologue Summary
      Our heroes travel to Khaz Algar by way of Dalaran. To their horror, it is revealed Xalatath snuck aboard and launches an all-out assault on Dalaran as soon as they arrive. Dalaran is torn to shreds, crashing into the beach of Khaz Algar. Many are dead or wounded, and Khadgar is nowhere to be found. 11.0 [BAA] Baelgrim and Adelgonn
      Baelgrim leads Moira to Freywold. They are introduced to Adelgonn, the former Stoneward, whom Baelgrim hasn't seen in thousands of years. It is a tense meeting that Moira must defuse. 11.0 [SCA] Baelgrim's Sacrifice (this happens in the first zone, based on alpha testing)
      The fuses have been sabotaged. The kegs cannot be lit. Baelgrim knows he must do this himself. ADelgonn attempts to stop him, but he does not listen. Baelgrim rushes in on his stormrook and smashes the barrels. The cinderbrew ignites from the massive blast of lightning. The entire meadyard explodes, killing both Zirix and Baelgrim. 11.0 [MAG] - Magni's Sacrifice
      Magni sacrifices his infused crystalline energies to cleanse the void corruption of the earthen within the awakening chamber. In the aftermath, he appears as a lifeless statue. Moments later, the shell breaks. We see he is restored to being flesh and bone again. Reunited with his daughter and grandson, he greets the first earthen to awaken from the machine. 11.0 Z5 - Level Up - Chapter One RTC
      The player witnesses the City of Threads for the first time. Orweyna warns the player off, telling them that they have no hope of infiltrating the city. "If Alleria and Anduin are there, then they are lost." Orweyna departs, leaving the player alone. Behind them, a small spider-creature rings a bell, attracting their attention. 11.0 [TFH] Tour of Foundation Hall
      Merrix and Baelgrim discuss the dire situation. The camera shows off the glory of the Foundation Hall, ending on four council seats, one of which is empty. 11.0 Z2 - Meeting The High Speaker
      The High Speaker arrives just as Magni, Moira, and Dagran exit the Coreway. A tense introduction is made between the two parties by Speaker Brinthe. The High Speaker is pompous and self-serving. The party exits Ironhaul Station and moves towards Gundargaz. 11.0 Z5 - Max Level - Chapter 2
      The player sees Queen Ansurek betraying her mother Neferess. 11.0 [EPE] - Earthen Player Exposition
      THE PLAYER disk gets selected from the many disks. The awakening process fully begins. AURORA and FOREMAN UZJAX begin to walk to where the player awaken stage. The Player character stands before Aurora and Foreman Uzjax and opens their eyes. 11.0 [AXW] Alleria and Xal at the Waterfall
      With an army of nerubian soldiers closing in on them, our heroes' only hope for escape is to jump from the city's edge into the waters deep below. Anduin and the player jump first, but Alleria hesitates when Xal'atath shows herself. Xal'atath attempts to convince Alleria to embrace the dark path. Alleria hesitates for a moment but quickly rejects her, escaping off the cliffside into the waters with the others. 11.0 RTC ASC: Airship Tangled Up
      The airship descends into Azj-kahet. The airship gets caught in the nerubian webs, coming to an abrupt halt and immediately beset by nerubian forces. Alleria and Faerin fight off the nerubians, but the lead nerubian boards the deck, readying an attack on Alleria. Suddenly, a vine/root/etc whips out, sending the nerubian flying. Alleria whips her head around to see Orwena off to the side, helping defend the ship. 11.0 [AIL] - Anduin is Lost
      Faerin, Alleria, and the player climb the ladder to the ship, only to see that Anduin has been left behind. Anduin sees the nerubians preparing a ballista that would take out the airship. He finds his resolve and jumps into the fray to stop them. Faerin, Alleria, and the player watch in horror as Anduin is enveloped by the horde of nerubians. 11.0 [TCC] - The Crystal Changes
      Just after Faerin and Great Kyron light the dawntower, Beledar shifts from light to void, and Hallowfall darkens. Faerin explains to Anduin that this is normal. The Arathi know what to do until it changes back. Alleria hears whispers from Xala'tath, telling her to look for Xala'tath deeper in the darkness. 11.0 [HFR] - Holy Flame Renewed
      Faerin begins the ritual to restore the Light, but looks back at Anduin. She's seen him struggle. She extends a hand. He refuses, but she insists. Finally, he accepts and joins in the ritual. Faerin tells Anduin to relax, breathe, let it all go. Be here in the Light. The Light begins to trickle and the ritual completes. 11.0 [FRS] Faerin's Rallying Speech
      Beledar remains in Shadow. Steelstrike tells the Arathi to fall back. Faerin says no. She insists the Arathi should bring their light into the darkness. She leads Steelstrike and the Arathi in the Lamplighter ritual. They turn the Eternal Flame back to the light, and Beledar shifts back to the Light. The Arathi are safe. 11.0 [TFA] The Fleets Arrive
      From over the horizon, ships approach. The combined might of the Alliance and Horde navies sail into the bay and come to a stop. Leading the armada, Jaina and Thrall stand confidently on deck. 11.0 [ADF] - Arathi Tower turns to dark Fire
      We zoom into the tower. Its light has been replaced with a shadowy flame. Around it are Order of Night cultists, channeling the shadows. Suddenly, an arrow strikes. Alleria appears. The cultists scatter, but the leader, Aelric, locks eyes with Alleria. The shadows have spoken of her. Alleria threatens him, but he flees. She turns her bow to the remaining cultists... 11.0 Z5 - Level Up - Chapter 2 [ZKR]
      Zev'kall, the Ascended general of the nerubian military, berates underlings for failing to keep the prisoners who escaped. To avoid word of this failure spreading, he executes the underlings. Then Zev'kall leaves for Siegehold. 11.0 [EUF] Earthen Unification Finale
      Merrix and Adelgonn agree to commit the earthen to the war. Adelgonn smashes the titan console to officially break the edicts. Celebration cuts short as klaxons ring out across the isle. A huge titan construct rises from the sea and heads toward shore. The titans don't take kindly to disobedience... 11.0 Raid [TSD] The Spider Drop
      The players defeat the first raid boss. From a platform above, the Queen orders her troops to cut the web, dropping the platform the players are on. The webs snap and everyone falls. The players land in the slime pit below. Xal'atath Assumes Control
      The player is stopped before they can destroy the final shackle. Xal'atath assumes control of Y'tekhi, enraging them through the black blood in their system. Lilian grabs the player and the two try to escape on her bat. Just as they think they're safe, Y'tekhi tears them out of the sky, into the city below. 11.0 [XEF] - Xal'atath Endgame Finale
      Cutscene plays. 11.0 [QAD] Queen Ansurek's Demise
      Queen Ansurek experiences a vision from Xal'atath in her dying moments at the end of the raid.
    • By Stan
      Here are all the Mage changes that went live in the second War Within Alpha build.
      Mages received a lot of class changes in Build 54361 and we've recapped them below. There are mostly talent / Hero talent changes.
      Mage
      Frost Mage - Frost Mage core passive Increases damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Increases periodic damage/healing by 9%: Arcane Echo, Arcane Missiles, Arcane Orb, Arcanosphere, Blast Wave, Blizzard, Comet Storm, Conflagration, Ebonbolt, Flame Patch, Flurry, Frost Bomb, Frost Nova, Frostbolt, Frozen Orb, Glacial Spike, Ice Lance, Living Bomb, Mastery: Icicles, Meteor, Nether Tempest, Ray of Frost, Snowdrift, Supernova Scorch - Scorches an enemy for [ 24.4% of Spell Power ] Fire damage. Scorch is a guaranteed critical strike and increases your movement speed by 30% for 3 sec when cast on a target below 30% health. Castable while moving. Living Bomb - The target becomes a Living Bomb, taking [ 58.79% of Spell Power ] Fire damage over 4 sec, and then exploding to deal an additional 0 Fire damage over 2 sec, and reduced damage to all other enemies within 10 yds. Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. Frozen Orb - Launches an orb of swirling ice up to 40 yds forward which deals up to [ 226.6% 240% of Spell Power ] Frost damage to all enemies it passes through over 15 sec. Deals reduced damage beyond 8 targets. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed by 30% for 3 sec. Critical Mass - Your spells have a 15% 10% increased chance to deal a critical strike. You gain 20% 15% more of the Critical Strike stat from all sources. Comet Storm - Calls down a series of 7 icy comets on and around the target, that deals up to [ 321.5% 350% of Spell Power ] Frost damage to all enemies within 6 yds of its impacts. Flame On - Reduces the cooldown of Fire Blast by 2 sec and increases the maximum number of charges by 1. Increases the maximum number of Fire Blast charges by 2. Feel the Burn - Fire Blast and Phoenix Flames increase your mastery by [ 300% 200% of mas ]% for 5 6 sec. This effect stacks up to 3 times. Improved Scorch - Casting Scorch on targets below 30% health increase the target's damage taken from you by 4% for 12 sec, stacking up to 3 times. Additionally, Scorch critical strikes increase your movement speed by 30% for 3 sec. Casting Scorch on targets below 4% health increase the target's damage taken from you by 4% for 12 sec. This effect stacks up to 2 times. Controlled Destruction - Pyroblast's damage is increased by 5% when the target is above 70% health or below 30% health. Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. Sun King's Blessing - After consuming 8 10 Hot Streaks, your next non-instant Pyroblast or Flamestrike cast within 30 sec grants you Combustion for 6 sec and deals 260% additional damage. Fervent Flickering - Ignite's damage has a 5% chance to reduce the cooldown of Fire Blast by 1 sec. Fire Blast's cooldown is reduced by 2 sec. Unleashed Inferno - While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection - Each time Living Bomb explodes it has a 30% chance to reduce its cooldown by 2.0 sec. When a Living Bomb expires, if it did not spread to another target, it reapplies itself at 100% effectiveness. A Living Bomb can only benefit from this effect once. Splintering Sorcery - When you consume Nether Precision Tempest, conjure an Arcane Splinter that fires at your target. Arcane Splinter : Conjure raw Arcane magic into a sharp projectile that deals [ 70% of Spell Power ] Arcane damage. Arcane Splinter s embed themselves into their target, dealing [ 41.6% of Spell Power ] Arcane damage over 16 sec. This effect stacks. Look Again - Displacement has a 50% longer duration, 25% longer range, and leaves behind a Mirror Image. Displacement has a 50% longer duration and 25% longer range. Spellfire Spheres - Every 4 times you consume Clearcasting, conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. Spellfire Sphere Increases your spell damage by 4% 2%. Stacks up to 3 times. Mana Addiction - Consuming Clearcasting grants you 3% Haste for 10 sec. Stacks up to 10 times. Multiple instances may overlap. Memory of Al'ar - While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 1 sec for each exceptional spell it had cast. Arcane Soul : Arcane Missiles has a 100% chance to proc Clearcasting. While your Arcane Phoenix is active, you gain twice as many stacks of Mana Addiction. When your Arcane Phoenix expires, it empowers you, granting Arcane Soul for 3 sec, plus an additional 0.5 sec for each exceptional spell it had cast. Arcane Soul : Arcane Barrage costs no mana, grants Clearcasting, and generates 4 Arcane Charges. Mark of the Fire Lord (new) - Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
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