Back on tuesday MMO-Champion released the new totem slot items that will be available in 3.3, along with the Death Knight, Paladin and Druid equivalents. It has become commonplace to release a new totem for each spec every major patch for Blizzard since Wrath's release.
The new totem, which as I write this appears to still be unnamed, was initially announced to have the following attribute:
Your Earth Shock, Flame Shock, and Frost Shock spells grant 73 critical strike rating for 15 sec. Stacks up to 3 times.
This was jumped on quickly by the online community, due to the fact that as it stood it was going to be near useless for us and overshadowed by the previously released totems of WotLK. A thread was soon put up on the Damage Dealing forums and, to my surprise, got a very quick response from Ghostcrawler who stated it would be haste rather than crit and the time would be extended to 30 seconds.
This changes things quite a bit. It took it from being awful to being slightly better than our current best in slot, the Totem of Electrifying Wind. We will have an almost constant 219 haste, although the stacking time will factor in slightly. It may become habitual (depending if there is an internal cooldown) to spam a couple of extra shocks on cooldown at the start of bossfights to build up your stack. The 30 second timer is a nice addition as well in that it gives us a little more lenience in movement intensive fights that is currently given by Electrifying Wind. Overall it looks to be the new BiS, but not by much. Like a deluxe version of what we are already using; few more bells and whistles but essentially the same thing.
The other change that has sprung up was the reduction in cooldown on our Reincarnate spell. It currently stands at 60 minutes, although it can be talented to reduce by 20 minutes via the Resto tree which we don't spec into. The PTR patch notes showed it being reduced to 50 minutes, and GC came out saying they are considering dropping this to 30 instead. This is to keep it fair with the buffs to other 'back from the dead' abilities like Druid's Rebirth and Warlock's Soul Stones, which had their cooldowns halved also. I will update on this once it is confirmed but I expect this to be the case.
Due to a hectic week I didn't get the ToC 10 Gear Guide out but I will be working on it every chance I get. The 25 man version should follow shortly thereafter.
-Puut
Showing posts with label Haste. Show all posts
Showing posts with label Haste. Show all posts
Friday, 16 October 2009
Friday, 28 August 2009
Totem of Electrifying Wind
Since last post, which I apologize for being a considerable amount of time ago, I have not been playing as much as I would have liked. My beloved laptop that has served me well over the past 4 years was finally showing its age and the lacking framerate was taking to great of a toll on my performance (at times I was averaging a mere 6-8fps during raids). I took the hint and made the decision to build a new computer which I had not done before and was rather daunted by the thought of. I am pleased to say it was a success however, and I am now playing on a beastly new machine that makes the game look completely different. Who knew you could see the Mine from the Lumber Mill in AB? Maybe you all did and I have been the one missing out all this time, if so forgive my childlike facination. I am yet to raid with the new setup, but I am excited to see the difference in a 25-man environment.
With my reduced playtime over the last two weeks I have not been regularly collecting Emblem of Triumph tokens (*tisk tisk*, I know...) and, as such, have not been able to purchase any of the token gear. Not that there is exactly a plethora of selection for us, but I am leaving the spiteful comments behind with the last post; I appreciate your feedback on that by the way. Yesterday I was finally fortunate enough to have saved enough to get a hold of the new totem slot item, the Totem of Electrifying Wind. By this point most of the more hardcore readers would have already seen the conclusions/done their own research but I still feel I should post about it because that is what this blog is all about.
From the PTR studies prior to 3.2, it showed the totem to have an extremely high percentage of uptime but for a long period no one confirmed these numbers once the patch was live. Well, now the numbers are all verified and the totem has a proc chance (i.e.: chance to activate) of 70% and an internal cooldown (or 'ICD', time delay after activation before it can activate again) of 6 seconds.
These numbers are very kind to us. Essentially this means it likes proccing and, because the buff lasts 12 seconds but can refresh after only 6, it will refresh itself a good percentage of time. Conclusion? Very high uptime.
I grabbed my new totem after the daily yesterday and took it to do some of my own testing. On pure Lightning Bolt spamming I never lost the buff once it first activated in 3 tests from full mana to OOM. When performing my rotation (i.e.: inclusion of Flame Shock and Lava Bursts), in a stand-and-deliver situation it still had a very high uptime, well over 90% for the vast majority of the testing.
From my own number punching (using my personal stats and such) I found this to be around a 155-165 DPS boost. Haste is unfortunately a difficult stat to come to rock-solid conclusions on, however, because there are certain points where a little extra haste will allow you to complete your rotation and integrate an extra spell cast. Not to make this post about stat comparisons, but basically there is points where haste can outweigh spellpower, although not on a regular basis. This means the benefit will be slightly different for your particular situations, but this is a reasonable ballpark estimate.
So how does this compare to our existing BiS, the Totem of Hex? I am happy to say that we have finally found an upgrade, as Hex only equated to roughly a 95-100 DPS increase. The immense uptime of Electrifying Wind makes it a practically constant buff which I am sure many of you will be thankful for.
I have not had a chance to try it out on high-movement bosses in a raid situation as yet which may be the times where the buff does fall off for short periods but I doubt it will be too much of a factor. I am sure the situations where you have trinket procs and bloodlust/heroism going in conjunction with the totem buff will make you forget about those momentary lapses.
In summary: The Totem of Electrifying Winds is a great little upgrade from our previous best-in-slot; and only takes a few days of raiding and running daily heroics to get your hands on. Enjoy!
-Puut
With my reduced playtime over the last two weeks I have not been regularly collecting Emblem of Triumph tokens (*tisk tisk*, I know...) and, as such, have not been able to purchase any of the token gear. Not that there is exactly a plethora of selection for us, but I am leaving the spiteful comments behind with the last post; I appreciate your feedback on that by the way. Yesterday I was finally fortunate enough to have saved enough to get a hold of the new totem slot item, the Totem of Electrifying Wind. By this point most of the more hardcore readers would have already seen the conclusions/done their own research but I still feel I should post about it because that is what this blog is all about.
From the PTR studies prior to 3.2, it showed the totem to have an extremely high percentage of uptime but for a long period no one confirmed these numbers once the patch was live. Well, now the numbers are all verified and the totem has a proc chance (i.e.: chance to activate) of 70% and an internal cooldown (or 'ICD', time delay after activation before it can activate again) of 6 seconds.
These numbers are very kind to us. Essentially this means it likes proccing and, because the buff lasts 12 seconds but can refresh after only 6, it will refresh itself a good percentage of time. Conclusion? Very high uptime.
I grabbed my new totem after the daily yesterday and took it to do some of my own testing. On pure Lightning Bolt spamming I never lost the buff once it first activated in 3 tests from full mana to OOM. When performing my rotation (i.e.: inclusion of Flame Shock and Lava Bursts), in a stand-and-deliver situation it still had a very high uptime, well over 90% for the vast majority of the testing.
From my own number punching (using my personal stats and such) I found this to be around a 155-165 DPS boost. Haste is unfortunately a difficult stat to come to rock-solid conclusions on, however, because there are certain points where a little extra haste will allow you to complete your rotation and integrate an extra spell cast. Not to make this post about stat comparisons, but basically there is points where haste can outweigh spellpower, although not on a regular basis. This means the benefit will be slightly different for your particular situations, but this is a reasonable ballpark estimate.
So how does this compare to our existing BiS, the Totem of Hex? I am happy to say that we have finally found an upgrade, as Hex only equated to roughly a 95-100 DPS increase. The immense uptime of Electrifying Wind makes it a practically constant buff which I am sure many of you will be thankful for.
I have not had a chance to try it out on high-movement bosses in a raid situation as yet which may be the times where the buff does fall off for short periods but I doubt it will be too much of a factor. I am sure the situations where you have trinket procs and bloodlust/heroism going in conjunction with the totem buff will make you forget about those momentary lapses.
In summary: The Totem of Electrifying Winds is a great little upgrade from our previous best-in-slot; and only takes a few days of raiding and running daily heroics to get your hands on. Enjoy!
-Puut
Labels:
Haste,
News,
Spell Power,
Totems
Monday, 6 July 2009
3.2: Totems and Tier
The upcoming 3.2 patch holds a lot of promise, not only for elementals but all shamans and pretty much every other class. A lot of changes to class dynamics are planned and the class Q&A session is a good indication of how Blizz is looking to meet the player's wants and needs for the first time in a long time, definitely since WotLK has been released.
Totem Mechanic
So far the most major things related to our spec that have been announced is the change to our totem mechanics, plus our new spec-specific gear. I announced a while ago when the totem mechanic changed was announced (here) but did not give an opinion on the topic. Unfortunately I am not going to change my position, but I am going to open up discussion a little. The ability to drop 4 totems concurrently is a deliberate attempt to increase our ease of use of totems and make them more viable for how the game works now. They are an outdated design and this change has been needed for a long, long time. It will provide benefits on both the PvE and PvP sides of the spectrum. How much? Well, that is to be seen.
I do not understand those who claim it will act to our detriment. This simply does not make sense. If you want to treat it like it is now and drop individual totems then you still can as I understand. You can, if you so desired, act like nothing has changed at all. Although I don't see the point of not utilizing the new design, the option will be there to act like it is non-existent. These naysayers not only annoy me but mislead the less experienced players into believing their personal opinions as fact. There may be teething problems, the mechanic may be awkward and almost non-functioning in the worst-possible circumstance but it will not ever be a downgrade from what is here now because it is simply an addition to the existing. I hate to vent, but sometimes the ignorance of the stubborn frustrates me.
PTR
To answer a few of you, I am not on the PTR. I do not tend to joint the PTRs in that there is still a lot that could happen before the patch and I find preaching about what is happening on the test realms will inevitably end up making you look foolish later when things you have been complaining about are not implemented. I would rather judge the end product when it hits with the patches then worry about things that *might* occur.
Tier 9
The new tier set bonuses have been announced, and ours is as follows:
2-set bonus: Increases the duration of your Flame Shock spell by 9 seconds.
4-set bonus: Increases the damage done by your Lava Burst spell by 20%.
These set bonuses, although rather plain in comparison to our t8, should prove rather powerful. The 2-set extends out DoT time on FS from the 18 seconds (assuming you have it glyphed, which you probably do) to 27 seconds. This means in the time we currently have to cast 3 Flame shocks we will not only have to cast 2, giving us as spare GCD once every 54 (27 + 27) seconds. May not seem like too much but that little extra window of time should prove useful.
The 4-set is fairly notable. A pretty sturdy 20% slap on top of our Lava Burst will be nice. It may alter our glyph setup back to including Lava (which most shaman dropped in favour of ToW in 3.1) and potentially the inclusion of the seemingly useless [Thunderfall Totem], our spec's designated totem in Ulduar which has been making more use as a bank slot decoration. This is highly doubtful though, as [Totem of Hex] still provides beneficial for so much more of our damage so unless they magically buff up Lava Burst damage on top of this set bonus I can see that bank slot being filled for a long time to come.
New Totem Slot
All this talk of Thunderfall vs. Hex is a nice lead-in to our new totem for 3.2: Totem of Electrifying Wind. Now, the talk on the forums is that this baby has practically no cooldown and an uptime of close to 100%. This is good, because it would have to be close to this to beat out Hex. They keep pushing this haste-proccing totem idea for some ungodly reason; both our last 2 badge reward totems ([Totem of the Elemental Plane] and [Skycall Totem]) have been the same concept.
I have been holding off doing my totem comaprisons until 3.2 to see just how good the final Electrifying Wind product turns out. For now we will just have to wait in eager anticipation of just how good this thing turns out to be. As I said before, I rather judge the end product and not what is being seen on the PTRs.
-Puut
Totem Mechanic
So far the most major things related to our spec that have been announced is the change to our totem mechanics, plus our new spec-specific gear. I announced a while ago when the totem mechanic changed was announced (here) but did not give an opinion on the topic. Unfortunately I am not going to change my position, but I am going to open up discussion a little. The ability to drop 4 totems concurrently is a deliberate attempt to increase our ease of use of totems and make them more viable for how the game works now. They are an outdated design and this change has been needed for a long, long time. It will provide benefits on both the PvE and PvP sides of the spectrum. How much? Well, that is to be seen.
I do not understand those who claim it will act to our detriment. This simply does not make sense. If you want to treat it like it is now and drop individual totems then you still can as I understand. You can, if you so desired, act like nothing has changed at all. Although I don't see the point of not utilizing the new design, the option will be there to act like it is non-existent. These naysayers not only annoy me but mislead the less experienced players into believing their personal opinions as fact. There may be teething problems, the mechanic may be awkward and almost non-functioning in the worst-possible circumstance but it will not ever be a downgrade from what is here now because it is simply an addition to the existing. I hate to vent, but sometimes the ignorance of the stubborn frustrates me.
PTR
To answer a few of you, I am not on the PTR. I do not tend to joint the PTRs in that there is still a lot that could happen before the patch and I find preaching about what is happening on the test realms will inevitably end up making you look foolish later when things you have been complaining about are not implemented. I would rather judge the end product when it hits with the patches then worry about things that *might* occur.
Tier 9
The new tier set bonuses have been announced, and ours is as follows:
2-set bonus: Increases the duration of your Flame Shock spell by 9 seconds.
4-set bonus: Increases the damage done by your Lava Burst spell by 20%.
These set bonuses, although rather plain in comparison to our t8, should prove rather powerful. The 2-set extends out DoT time on FS from the 18 seconds (assuming you have it glyphed, which you probably do) to 27 seconds. This means in the time we currently have to cast 3 Flame shocks we will not only have to cast 2, giving us as spare GCD once every 54 (27 + 27) seconds. May not seem like too much but that little extra window of time should prove useful.
The 4-set is fairly notable. A pretty sturdy 20% slap on top of our Lava Burst will be nice. It may alter our glyph setup back to including Lava (which most shaman dropped in favour of ToW in 3.1) and potentially the inclusion of the seemingly useless [Thunderfall Totem], our spec's designated totem in Ulduar which has been making more use as a bank slot decoration. This is highly doubtful though, as [Totem of Hex] still provides beneficial for so much more of our damage so unless they magically buff up Lava Burst damage on top of this set bonus I can see that bank slot being filled for a long time to come.
New Totem Slot
All this talk of Thunderfall vs. Hex is a nice lead-in to our new totem for 3.2: Totem of Electrifying Wind. Now, the talk on the forums is that this baby has practically no cooldown and an uptime of close to 100%. This is good, because it would have to be close to this to beat out Hex. They keep pushing this haste-proccing totem idea for some ungodly reason; both our last 2 badge reward totems ([Totem of the Elemental Plane] and [Skycall Totem]) have been the same concept.
I have been holding off doing my totem comaprisons until 3.2 to see just how good the final Electrifying Wind product turns out. For now we will just have to wait in eager anticipation of just how good this thing turns out to be. As I said before, I rather judge the end product and not what is being seen on the PTRs.
-Puut
Labels:
Game Development,
Haste,
News,
Totems
Thursday, 7 May 2009
Understanding Stats
Elemental Shaman are casters. We cast spells that do damage to the enemy: Lightning Bolts and Lava Bursts and alike. It is the most important thing for us to make these spells as powerful as they can be and we achieve this by stats. All the gear you wear contributes to your stats.
The two tabs most that contain all the stats and numbers I am referring to are located under the Base Stats and Spell tabs on your armory page and in-game on your gear page.
Base Stats:
The majority of the gear we wear will have Armor, Stamina and Intellect and to a lesser extent Spirit. Armor and Stamina is not of much concern to us as they only affect how much of a beating we can take. In PvE we should not be tanking (shammy-tanking may be talked about later down the road but don't hold your breath) or taking much direct damage at all, so never aim to increase these stats. If you gear yourself reasonably these will always be at a healthy level.
Intellect (Int) is the only base stat that will directly affect your damage output. Firstly, and most importantly, Intellect will determine your mana pool. Mana is used to cast your spells and as such more mana = more spell casts available before you need to refresh. Every point of Intellect = 15 mana. Intellect also affects some of your spell stats: 1 Int = 0.00602% Crit Chance, or in a more user friendly form 166 Int = 1% Crit. Intellect also boosts your Mana Regeneration. Mana Regen. is commonly referred to as mp5 (Mana regenerated every 5 seconds), and is not really useful for us elementals as we generally have plenty of mana due to various abilities and features of our talent trees that provide us with abundant amounts of mana.
Finally, Spirit is sometimes attached to gear we will use. Spirit increases health and mana regeneration rates. This stat is awful for us in that, unlike almost every other caster class, we have absolutely no benefit from spirit. It should be avoided wherever possible; If you are wearing any gear with this keep your eyes peeled for comparable gear without this wasted stat as there is usually a better alternative out there.
Spell Stats:
Increasingly with top-end gear there will be 'green stats' or 'equip bonuses' on your gear (found under the base stats and all that other junk, preceded with the word Equip:). These will directly affect your spell stats.
Bonus Damage is the key stat that increases the amount of damage every spell does when it hits an enemy. It will be listed as spell power on your gear (ie. Equip: Increases spell power by x). This is a hugely important stat for us! As you become increasingly geared and we get to gemming and enchanting we will aim to increase this stat as much as possible. This spell power stat also increases your bonus healing which increases the amount every heal does, but this is only important for restos.
Hit Rating is the chance you will hit your target when you cast a spell. We can 'cap' this stat, meaning we have a 100% chance to hit our target. I will talk about this stat in the coming posts as I need a whole post to explain the calculations. Until we are capped this is by far our most important stat.
Crit chance, mentioned briefly earlier, is the chance we will deliver a critically damaging strike to our target. Critical Strikes (or simply 'crits') deal 150% damage. This stat is valuable to us as inherent talents in our tree make crits help conserve mana, and the bonus damage is pretty nice too!
Finally, haste rating increases the speed at which we can cast our spells. More spells = more damage, so this is pretty valuable to us. Back in the Burning Crusade expansion lots of top end elementals would stack this stat, although it is now not as beneficial.
So, in summary:
This concludes my basic overview of the stats you will see in your various elemental gear. These numbers will be used repeatedly in this blog as they control how good we can be.
For further info about these stats, check out WoWWiki (link in sidebar). They are a great resource for understanding all these numbers.
-Puut
The two tabs most that contain all the stats and numbers I am referring to are located under the Base Stats and Spell tabs on your armory page and in-game on your gear page.
Base Stats:
The majority of the gear we wear will have Armor, Stamina and Intellect and to a lesser extent Spirit. Armor and Stamina is not of much concern to us as they only affect how much of a beating we can take. In PvE we should not be tanking (shammy-tanking may be talked about later down the road but don't hold your breath) or taking much direct damage at all, so never aim to increase these stats. If you gear yourself reasonably these will always be at a healthy level.
Intellect (Int) is the only base stat that will directly affect your damage output. Firstly, and most importantly, Intellect will determine your mana pool. Mana is used to cast your spells and as such more mana = more spell casts available before you need to refresh. Every point of Intellect = 15 mana. Intellect also affects some of your spell stats: 1 Int = 0.00602% Crit Chance, or in a more user friendly form 166 Int = 1% Crit. Intellect also boosts your Mana Regeneration. Mana Regen. is commonly referred to as mp5 (Mana regenerated every 5 seconds), and is not really useful for us elementals as we generally have plenty of mana due to various abilities and features of our talent trees that provide us with abundant amounts of mana.
Finally, Spirit is sometimes attached to gear we will use. Spirit increases health and mana regeneration rates. This stat is awful for us in that, unlike almost every other caster class, we have absolutely no benefit from spirit. It should be avoided wherever possible; If you are wearing any gear with this keep your eyes peeled for comparable gear without this wasted stat as there is usually a better alternative out there.
Spell Stats:
Increasingly with top-end gear there will be 'green stats' or 'equip bonuses' on your gear (found under the base stats and all that other junk, preceded with the word Equip:). These will directly affect your spell stats.
Bonus Damage is the key stat that increases the amount of damage every spell does when it hits an enemy. It will be listed as spell power on your gear (ie. Equip: Increases spell power by x). This is a hugely important stat for us! As you become increasingly geared and we get to gemming and enchanting we will aim to increase this stat as much as possible. This spell power stat also increases your bonus healing which increases the amount every heal does, but this is only important for restos.
Hit Rating is the chance you will hit your target when you cast a spell. We can 'cap' this stat, meaning we have a 100% chance to hit our target. I will talk about this stat in the coming posts as I need a whole post to explain the calculations. Until we are capped this is by far our most important stat.
Crit chance, mentioned briefly earlier, is the chance we will deliver a critically damaging strike to our target. Critical Strikes (or simply 'crits') deal 150% damage. This stat is valuable to us as inherent talents in our tree make crits help conserve mana, and the bonus damage is pretty nice too!
Finally, haste rating increases the speed at which we can cast our spells. More spells = more damage, so this is pretty valuable to us. Back in the Burning Crusade expansion lots of top end elementals would stack this stat, although it is now not as beneficial.
So, in summary:
- Armor and Stamina increase survivability.
- Intellect increases mana pool; mp5 and crit to an extent.
- Spirit is bad!
- Spell power increases bonus damage, meaning more damage with every hit.
- Hit increases chance our spell will hit their target.
- Crit increases the chance we deal a critical strike.
- Haste increases the speed of our spell casting.
This concludes my basic overview of the stats you will see in your various elemental gear. These numbers will be used repeatedly in this blog as they control how good we can be.
For further info about these stats, check out WoWWiki (link in sidebar). They are a great resource for understanding all these numbers.
-Puut
Labels:
Armor,
Base Stats,
Crit,
Haste,
Hit,
Intellect,
Spell Power,
Spell Stats,
Spirit,
Stamina,
Stats
Subscribe to:
Posts (Atom)