Thursday, April 8, 2010

Blue Cata Post: Smite got a cookie!

04/08/2010 12:30:48 AM PDT
The idea behind the Holy "cast three in a row" talent (it's called "Chakra") is that we've always positioned Holy as a versatile healer. This talent lets you shift into different modes. If you need to be a tank healer, cast three single target heals and your single-target healing is now better. Cast three area heals, and you can be a temporarily specialized group healer. We're going to try to play this mechanic up with a cool UI to try to get that "I'm almost in the zone" feel. We'll let it apply to as many types of spells as we can, perhaps even Smite for those times when nobody's taking damage
__________________
Ghostcrawler
Lead Systems Designer

Source: WoW US Forum

Of course, nothing is confirmed yet, but I'm just thankful that at least they are thinking about it. It's probably done to ease up leveling as well as those i'm-bored-while-healing moments, but regardless, it's a cookie.

Sunday, March 7, 2010

Q & A: Gearing for Haste and the 1 Sec GCD

I received a comment recently from an anonymous reader. In the process of answering his/her question, I realize my reply was a little too long to fit into the comment section. Thus, I have decided to post it as my first Q & A entry.
Anonymous said...

In BC content I did a lot of raiding with my smite priest, I was in full t6 minus belt, gemmed haste, and crit. I was on average back in BC pulling about 1.1-1.3k dps on single target,... and with mobbs,... well holy nova ftw!

With LK out, I leveled my priest smite, and did a similar build as was stated here in the blog. Though right now, Smite doesn't seem to be a viable raiding spec at all anymore. It is great for dailies, and other things, but unfortunately in the content I am in now, being able to only push 4k dps in a 25 man ICC isn't good enough to keep me in there as dps over say a hunter, lock, mage or other dps specific classes.

What gems are you using to overcome this, if you are. I have thought of using my shadow gear, and gemming haste/crit, and SP, but again I can only get my smite down to 1.5 seconds, and my holy fire/MB down to about 1.22. I think in order to get my smite to a 1.3 sec and my holy fire to a 1 sec or 1.1 I need to be capped at 750 haste, which is unfortunately impossible, or pretty damn near close.

Enlighten me on how to do this so I can resurrect my beloved smite spec, and show people that smite is in fact a kick ass spec again.

Yes, you should use your shadow gear for Smite dps. As much as I'd like to see Smite viable in raids, it's current damage numbers are simply not on par with all the other dps specs to even be remotely considered competitive. It is a fun spec for enjoyment when conditions are favourable such that you will not burden your raid members with lower than usual dps numbers. Thus, if situation requires, your gear should allow you to switch to Shadow at anytime for more serious/tougher encounters.

Aside from that, I have browsed through the current Tier 10 Shadow gear. Ignoring the set bonuses, the Haste/Crit/Hit stats on those tier pieces are quite nice for Smite priests. The lack of Spirit on those pieces is most unfortunate. But overall, they are definitely worth the badges.

As for Haste, here are the numbers:

32.79 Haste Rating = 1% Haste

You are required to have 50.00% Haste to get your GCD to 1 sec. (1 sec Holy Fire) That's 1638.84 Haste Rating...which is a lot, BUT -

Priest Talent:

Enlightenment - 6% Haste

Buff:

Wrath of Air (Shaman) - 5% Haste
Improved Moonkin Aura (Druid) / Swift Retribution (Paladin) - 3% Haste

Druid and Paladin buff do not stack with each other, so in total, including talents, you should have 14.64% Haste by default in a 25 man raid environment.
(1.06 x 1.05 x 1.03 = 1.1464)

The remaining 30.84% must be obtained from gear, that's 1011 Haste Ratings.

Chardev gives a pretty good idea about gear stats. At 10-man top tier non-heroic level, if you gem for pure Haste, you can reach approximately 800 Haste Ratings. But this will gimp your crit and spellpower, not to mention massive regen. Using 25-man gear, you can reach 1011 Haste Ratings, but again, at the cost of other stats (most specifically, spellpower), so it doesn't really translate into better dps output.

So what Haste Rating should we aim for? To be perfectly honest, the more the better, but there really isn't a solid cap to reach besides 214 Haste Rating + 3/3 Enlightnment for Holy Fire -> Smite x 4 Rotation. Holy Fire cooldown really messes up the Smite rotation. You are quite right about reaching the 1 sec GCD been impossible at this point. Sadly, the Haste Rating required is a little higher than 750. 946 Haste Rating will get your Smite casting time to 1.3 sec and Holy Fire to 1.04 sec. It's just about enough to fit SW: Pain, Devouring Plague, and Mind Blast into the 3 sec during in between Holy Fire cooldowns. If you raid 25-man as shadow, 946 might be obtainable. Play around with Chardev to set up your gear wishlist and see which setup is right for you.

Gem Choice Overview:

Meta Socket:

Chaotic Skyflare Diamond
+21 Critical Strike Rating and 3% Increased Critical Damage

Insightful Earthsiege Diamond*
+21 Intellect and Chance to Restore Mana on Spellcast

Red Socket:

Runed Cardinal Ruby [Red]
+23 Spell Power

Blue Socket:

Purified Dreadstone [Purple]*
+12 Spell Power and +10 Spirit

Seer's Eye of Zul [Green]*
+10 Intellect and +10 Spirit

Intricate Eye of Zul [Green]
+10 Haste Rating and +10 Spirit

Misty Eye of Zul [Green]
+10 Critical Strike Rating and +10 Spirit

Yellow Socket:

Reckless Ametrine [Orange]
+12 Spell Power and +10 Haste Rating

Luminous Ametrine [Orange]*
+12 Spell Power and +10 Intellect

Potent Ametrine [Orange]
+12 Spell Power and +10 Critical Strike Rating

Veiled Ametrine [Orange]
+12 Spell Power and +10 Hit Rating

Quick King's Amber [Yellow]
+20 Haste Rating


Bold gems are my personal preference. Non-essential gems are not listed. Gems marked with [*] are alternatives if you have mana sustainability issues.

Of all the stats, spellpower will give you the most increase in DPS. Therefore, you should always socket spellpower wherever possible. This means gemming for raw stats such as + 20 crit/haste/intel/spirit are not recommended. Do not gem for spell hit rating, that should be obtained from gear.

Crit stats are usually coupled with hit on most dps gear, therefore they are quite easy to obtain at this point in the game. Armor enchants involving spellpower also comes with crit. Therefore, you shouldn't need to gem specifically for crit if you surpass 30% Holy Crit unbuffed.

12sp/10 spirit gem will give you the highest spellpower boost besides 23sp runed ruby. You need at least two of these in your gear to fulfill meta requirement. 10 spirit might seem trivial, but 25% of your spirit are converted into spellpower via talent. The status is also buffed by Mark of the Wild and Blessing of Kings, not to mention giving you more mana regen.

12sp/10 intel is your prime regen gem. Intel is the king stats for Wotlk regen. It works insanely well with Replenishment. Furthermore, Intel gives you a little bit of crit, a bigger mana pool (more pew pew time), and is boosted by Priest's talent and raid buffs.

Going back to the topic of Haste, 12sp/10 haste is the gem to use for all your yellow sockets if you crave Haste. Besides that, it should be obtained from gear once you reach the hit cap and has a healthy amount of crit.

To conclude, there are always other ways to boost your dps. I use the trinket trick.

Priests are equipped with their own heroism cooldown ie Power Infusion. Smite rotation also contains a nuke period. When Holy Fire DoT is running, our dps is at its peak. When the DoT drops our damage is reduced for a short 3 seconds. Therefore, if you were to use trinkets that are of the type "You have a chance to increase your spellpower by xx for xx sec" on a 45 sec RNG cooldown, it might not be used efficiently.

The trinkets that are ideal for Smite priests are of the kind that says "Use: Increase your spellpower by xx for xx sec". We can control how we use these trinkets. Power Infusion has a very short cooldown, so by using PI, Holy Fire DoT and the trinket at the same time, we can increase our damage output by a mile. No other class has this flexibility, so try this out.

Saturday, December 26, 2009

Wtf...Really Late


Reflective Shield Proc Surge of Light!

If you don't have this talent in your Smite leveling/solo/farming spec, go to your nearest trainer and learn it asap. And yes, I just found out about this today while farming */facepalm*, it's late but as Ensidia say, "better late than never".

In other news, I'm currently farming for dual spec on my main account using the seven day anniversary subscription given by Blizzard. The new looking for group system is...interesting. In general, the folks from the other servers are skilled. As for my "wtf we got two healer" spec, I received mixed reviews. Some embraced it, claiming they have no problem carrying me with their leet 5k dps. Others...well, let just say the name calling doesn't really stop. "Yo gimp dps, click on Arthus" "L2 queue noob" "Shaman, switch to element, let the disc heal" "I HATE slow runs, WTF?" "/leaveparty" etc etc etc. Surprisingly, most angry comments came from people from my own server...

I can understand the hostility, but those who are often hostile does do pretty good dps so no complains there. I haven't had a party break up so far so the badges are coming in slowly. Nor have I ever gotten kicked via vote...at least not for 5 man. The new Gear Score system pugs use to select players make it pretty hard for me to join any 10/25 at the moment. I think my GS's seating at 4400, maybe less.

Dummy DPS:
Peak: 2300
Avg: 2150

Base Stats:
25.39% Holy Crit
2081 Spellpower
8.14% Haste
(1.75 sec Smite)

Armory Link

Monday, December 21, 2009

Leveling Oom

My school session finished last Friday, so now I have two weeks of free time to do whatever I please...at least to a certain extent, my work schedule changed from one day to six days a week after my boss found out about my holiday schedule (ops...), but at least I don't have to puzzle through problem sets or write lab reports so no complains there.

I figure it's not really worth the money to resubscribe again only to play for maybe a few hours a week for the next two weeks before completely locking my account until the summer. So instead, I opened up a trial account to test out my leveling theory crafting. With no gold, no party invite privileges, no glyphs, and battling server lag due to streaming, I managed to get to level 10 on Day One. Many will do better than that, since I spend half the time enjoying the scenery. Indeed, I miss Azeroth very much.

So enter Falaris, Night Elf priest on Illidan (US, PVP).

The first 3 levels are relatively easy to get through. Smite casting time is only 1.5 seconds, and it does good damage, so a mob is usually dead within 3-4 casts. Mana and health regeneration is insane, between looking at quest logs and finding the next mushroom, an empty mana bar is usually restored back to full. No drinking required.

At level 4, Shadow Word: Pain is learned. Although it costs a good chunk of mana, this spell does do good damage. At this point, my mana regeneration can still sustain casting this spell, so I went ahead and used the following cast sequence:

Smite -> SW:P -> Smite until 5% -> Weapon damage until dead

The trick so far (due to lack of wand), is to grab a fast weapon, rather than a high damage one. This means that if a quest offers you a mace and a staff, you take the mace unless there are green stats offered by the staff. My reasoning is this: when you attack a mob a level above you (most of the times), you will miss sometimes due to lack of hit rating. It's better to fail at a short small damage then to miss on a big hit that takes forever to execute.

At level 6, Power Word: Shield is learned. This spell is expensive, and with rank 2 Smite coming to the picture, your damage spells are no longer cheap, so you need to save mana as much as possible. Comparing with Lesser Heal, PW: Shield recovers less hp but it does prevent spell pushbacks so it's worth the mana. Rank 2 Smite surpasses SW: P in damage while costing less mana. So what I recommend from here on is to stop casting SW: P and simply go with the following rotation:

PW: Shield -> Smite until 5% -> Weapon damage until dead

Note: If the mob runs, Smite it down before it aggros another mob. Weapon damage only when you feel it's safe to do so.

At around level 8 ~ 9, you will reach a point where if you fight mob one on one, there is no chance of dying from their damage. To save mana, stop casting PW: Shield and simply Smite (yes single button faceroll) until the mob is dead.

Some quests will require you to fight an Elite. In that case, your goal is to bring down the mob before it kills you, so bubble up, dot up, and Smite away.

I think I'm fuzzing too much over the early levels, but I think 1-20 is probably the most painful period in any priest's leveling experience, so I hope this helps.

Edit: Don't forget to buff Power Word: Fortitude.

Saturday, November 14, 2009

The Path of Light: 1 - 80 Smite Leveling Guide [3.3]

A priest's offensive arsenal is made up of two school of spells: Holy and Shadow. This guide explores the talent build followed by those who wishes to level using the Holy school of spells. It focuses primarily on talents in the Discipline and Holy tree.

Before we get started, here are some helpful tips
  • Always make sure you have the most updated wand possible. Wanding costs no mana, so it's great for finishing a mob off when it's at 10% health.
  • Level first aid as you go. Bandages cost no mana and the profession is great for getting rid of those cloth scraps stuffed in your bags.
  • Save up gold for glyphs.
  • Carry a few stacks of food and water, a few mana and health potions for emergency.
  • When you see another class on the road, cast Power Word: Fortitude and Divine Spirit on them. They will most likely return the favour and give you Mark of the Wild, Arcane Brilliance or Blessing of Wisdom. These short buffs will improve your stats temporarily, making you level faster at least for a little while.
  • Make friends, party up, drop a heal on someone in danger. You are a priest, play as one.
The build we are aiming for looks like this: 41/27/3 Holy DPS Farming Build

Spell Rotation

Level 1 to 3: Smite until dead
Smite is your only offensive spell besides melee, there aren't a lot of options here.

Level 4 to 9: Smite -> SW:Pain -> Smite until dead

For in depth breakdown, please visit my Leveling Oom post

Level 10 to 19: Mind Blast -> SW:Pain -> PW: Shield -> Smite until 5% -> Wand until dead

Mind Blast does a lot more damage than Smite at this point because of rank differences. It also takes a lot less time to cast. Use this as an opener so that it will be available again for the next mob.

Level 20 to 61: PW: Shield -> Holy Fire -> Smite x 3 -> Mind Blast or Wand

You will learn Holy Fire at level 20. From now on, it is important to pre-shield to avoid interruptions when Glyph of Smite is in effect. Wand until Holy Fire cooldown is finished, then move onto the next mob.

Level 62 to 80: PW: Shield -> Holy Fire -> Smite x 3 -> SW:Death
Use Power Infusion and Inner Focus every cooldown. Don't forget to cast PW:Shield because you now have the reflective shield talent.

Fighting Elites: SW:Pain -> Devouring Plague -> PW:Shield -> Holy Fire -> Smite x3 -> Mind Blast.
Keep DoTs up, refresh shield. Rinse and Repeat.

Shadow

Level 10: 1/3 Spirit Tap
Level 11: 2/3 Spirit Tap
Level 12: 3/3 Spirit Tap Maxed Out!

Holy

Level 13: 1/5 Holy Specialization
Level 14: 2/5 Holy Specialization
Level 15: 3/5 Holy Specialization

Major Glyph I: Glyph of Inner Fire or Glyph of Shadow Word: Pain or Glyph of Power Word: Shield.

At level 15, you will unlock your first major glyph slot. Since Smite damage at early levels are not that high until you reach Searing Light, you will need to cast Shadow Word: Pain as part of your rotation. Glyph of Shadow Word: Pain will give you some mana back. However, depending on your server's economy, this glyph might be priced higher than usual depending on player demand, so an alternative is to grab Glyph of Inner Fire instead.

Glyph of Inner Fire will reduce the physical damage taken by your priest by approximately 8%. Less damage taken means higher survivability and less downtime spent on casting healing spells.

Edit: A third alternative is to take Glyph of Power Word: Shield. The 20% healing from PW: Shield can save you a cast of healing spells here and there, thus saving mana and helping you survive better. It should also be noted that Glyph of PW: Shield can proc Surge of Light at later levels! (Courtesy of Luthvian)

Level 16: 4/5 Holy Specialization
Level 17: 5/5 Holy Specialization Maxed Out!
Level 18: 1/5 Divine Fury
Level 19: 2/5 Divine Fury
Level 20: 3/5 Divine Fury

Major Glyph I: Replace with Glyph of Smite

At level 20, you will learn a new spell called Holy Fire. Glyph of Smite will now come into effect so purchase it as soon as possible from your closest Auction House. Unfortunately, you will not get another major glyph slot until level 30 so you must destroy whatever glyph you have in your slot for now to make space for the Smite glyph.

Level 21: 4/5 Divine Fury
Level 22: 5/5 Divine Fury Maxed Out!
Level 23: 1/1 Desperate Prayer
Level 24: 1/3 Blessed Recovery
Level 25: 2/3 Blessed Recovery
Level 26: 3/3 Blessed Recovery Maxed Out!

Blessed Recovery doesn't heal for all that much but the keyword here is that it doesn't cost any mana at all. It works regardless of whether the damage you take is absorbed or not. So a small ticks here and there might just save a few casts of heals from time to time.

An alternative to Blessed Recovery is to take 3/3 in Improved Renew. Renew is instant and can be used on the run or in between pulls to fill your health up. It might be a slow heal but when you are in no danger of dying, it is your most efficient heal.

Level 27: 1/2 Healing Focus
Level 28: 1/2 Searing Light
Level 29: 2/2 Searing Light Maxed Out!
Level 30: 1/2 Holy Reach

Major Glyph II: Glyph of Holy Nova or Glyph of Inner Fire or Glyph of Power Word: Shield

At level 30, you unlock your second major glyph slot. If you are feeling a bit daredevil-ish, grab Glyph of Holy Nova and try out some aoe grinding. Cast SW:Pain and Devoured Plague on the first mob, and SW:Pain on all other consecutive mob you pull. PW: Shield yourself, and wait until all the mobs are gathered neatly around you. Holy Nova spam until everything is dead. Cast a Renew on yourself to even out some of the damage. If you accidentally pulled too many, drop a fear bomb (Psychic Scream) and heal up. Make sure you are at full health and mana before every pull. Don't try pulling too many at a time or else you will certainly die. Five is usually a nice number, but you can pull more if you think your mana pool can sustain it.

If you prefer single target steady leveling, grab Glyph of Inner Fire or Glyph of Power Word: Shield.

Level 31: 2/2 Holy Reach Maxed Out!
Level 32: 2/2 Healing Focus Maxed Out!
Level 33: 1/5 Spiritual Guidance
Level 34: 2/5 Spiritual Guidance
Level 35: 3/5 Spiritual Guidance
Level 36: 4/5 Spiritual Guidance
Level 37: 5/5 Spiritual Guidance Maxed Out!
Level 38: 1/2 Surge of Light
Level 39: 2/2 Surge of Light Maxed Out!

Discipline

Level 40: 1/5 Twin Disciplines
Level 41: 2/5 Twin Disciplines
Level 42: 3/5 Twin Disciplines
Level 43: 4/5 Twin Disciplines
Level 44: 5/5 Twin Disciplines Maxed Out!
Level 45: 1/3 Improved Inner Fire
Level 46: 2/3 Improved Inner Fire
Level 47: 3/3 Improved Inner Fire Maxed Out!
Level 48: 1/2 Improved Power Word: Fortitude
Level 49: 2/2 Improved Power Word: Fortitude Maxed Out!
Level 50: 1/1 Inner Focus

Level 51: 1/3 Meditation
Level 52: 2/3 Meditation
Level 53: 3/3 Meditation Maxed Out!
Level 54: 1/3 Improved Power Word: Shield
Level 55: 2/3 Improved Power Word: Shield
Level 56: 3/3 Improved Power Word: Shield Maxed Out!
Level 57: 1/3 Mental Agility
Level 58: 2/3 Mental Agility
Level 59: 3/3 Mental Agility Maxed Out!
Level 60: 1/1 Soul Warding

Level 61: 1/2 Reflective Shield
Level 62: 2/2 Reflective Shield Maxed Out!

At level 62, you learn a new spell called Shadow Word: Death. This spell makes a nice finishing move and it is instant. If you like using this spell, replace Glyph of Holy Nova with Glyph of Shadow Word: Death. This will increase the damage done by SW:D by 10% for mobs under 35% health.

Level 63: 1/5 Mental Strength
Level 64: 2/5 Mental Strength
Level 65: 1/2 Focused Power
Level 66: 2/2 Focused Power Maxed Out
Level 67: 3/5 Mental Strength
Level 68: 4/5 Mental Strength
Level 69: 5/5 Mental Strength Maxed Out!
Level 70: 1/1 Power Infusion

Congratulations on reaching level 70. From here on out, you have two options. If you wish to continue the path of solo leveling, follow this guide. If you are more interested in healing instances, try reading my other 70 to 80 wrath leveling guide which further breaks down the talents and explains some of logic behind it.

Level 71: 1/3 Focused Will
Level 72: 2/3 Focused Will
Level 73: 3/3 Focused Will Maxed Out!

The reason I'm recommending Focused Will before anything else here is to give you the option to start some serious aoe leveling via Holy Nova. Focused Will not only gives you extra crit, but also significantly reduce the amount of physical damage taken when you are beating on by a train of mobs.

As for pulling style, the generic is quite simple. PW:Shield yourself, gather up the mobs, activate Power Infusion and do Holy Nova spam until everything is dead. Use the Surge of Light proc to kill off the lowest health mob to proc Spirit Tap. Also, use Surge of Light to heal yourself if your health drops too low.

An alternative is the following:
  1. Grind Holy Fire/Smite style until 25% mana (but 100% health)
  2. Send out Shadowfiend (Offensive) on target A, activate Shadowcrawl.
  3. PW: Shield yourself and pull target B,C,D,E,F,G etc.(as many as you can handle, but no more than 10) do this quickly.
  4. Gather B,C,D,E,F,G neatly around you and run to Target A.
  5. Shadowfiend will now expire, you should now have 90% mana. Target A should be at near death.
  6. Activate Power Infusion and start casting Holy Nova.
  7. The first few casts will kill Target A, its death will grant you Spirit Tap.
  8. Use Surge of Light Smite to kill off fleeing mobs or use Surge of Light Flash Heal to heal yourself
  9. Spirit Tap from target A will now expire, target B,C,D,E,F,G etc will drop dead soon after, and a second Spirit Tap will kick in while you loot the bodies
Sounds complicated? Perhaps, but the whole point of this is to make sure you have Spirit Tap up for the whole duration of your Holy Nova aoe, as it will boost your in combat mana regeneration significantly.

Shadowfiend has a long 5 minutes cooldown, so you need to make sure that you take full advantage of it when it's up. For this reason, it is not recommended that you use it on the same target you are smiting, as the target will likely die before your Shadowfiend expires.

Level 74: 1/3 Enlightenment
Level 75: 1/3 Rapture

Rank 1 Rapture will essential reduce the mana cost of your PW:Shield by 50%

Level 76: 1/2 Aspiration
Level 77: 2/2 Aspiration Maxed Out!
Level 78: 2/3 Enlightenment
Level 79: 3/3 Enlightenment Maxed Out!
Level 80: 1/1 Pain Suppression


At level 80, you will unlock your final major glyph slot.

Congratulations on reaching level 80. I hope you have enjoyed Smite leveling so far, but the fun has just started.

The 41/27/3 build you now have at level 80 is actually a farming build designed specifically for doing daily quests. So use it as a dual-spec option for saving up that epic flyer or other things required for the many gold sinks Blizzard have made for us.

Major Glyphs: Glyph of Smite, Glyph of Holy Nova, and Glyph of Shadow Word: Death (single target heavy)/Glyph of Inner Fire (aoe heavy)

Minor Glyphs: Glyph of Levitate (for fun). The other two slots are completely up to you.

Friday, October 16, 2009

Designing My Own Priest Talents/Glyphs for the Next Expansion

With the announcement of the new expansion, I'm quite excited to see what the class designers have in mind for the priest class. Well...actually I just have nothing to write at the moment so I thought I'll make up my own. The idea here is to favour Holy DPS but not to the point of destroying class balance - ie. nothing too overpowered.

Glyph of Holy Fire - Reduce the cooldown of Holy Fire by 3 seconds and increase its damage over time component by 15%.

Holy Fire cooldown ruins smite rotation, so remove it.


Glyph of Surge of Light - Your Surge of Light will automatically fire a non-critical Smite at the enemy when triggered. This effect costs no mana and does not consume a global cooldown. However, your Surge of Light no longer affects your Flash Heal spell.

GCD of Surge of Light ruins smite rotation, remove it, but not let it affect Flash Heal so that healing priest won't go into god mode.
Talent Fix:

Searing Light 3/3
- Increase the damage of your Smite, Holy Fire, Holy Nova, and Penance spell by 5/10/15%

10% damage increase is not enough, let's increase it slightly.

Holy Precision 3/3 - Increase your chance to hit with offensive holy spells by 1/2/3% and reduce the mana cost of your Smite, Holy Fire, and Holy Nova spell by 5/10/15%

No one wants to carry 600 spell hit rating on their gear at level 85, don't leave us out with the heavy duty gear please.

Improved Spirit Tap 2/2 - Your harmful spells have a 3/5 % chance to grand you the effect of Spirit Tap during combat.

This will benefit our mana regeneration. It's also great for leveling and the talent is still beneficial to shadow priests. I see this as a build in mana trinket.

NEW* Martyrdom 1/1 (Replacing Lightwell) - Activate Spirit of Redemption at will. When the effect ends, the priest's health is reduced by 50%. 3 minutes cooldown.

Lightwell sucks, no one knows how to use it. Priests have been crying about it for years now. I figure it's only logical to have a talent related to Spirit of Redemption, why would you set it as the prerequisite otherwise? I added in the side effect because the talent is overpowered in pvp otherwise. But it is still useful in pvp, just pop guardian spirit after this, heal up and your guardian spirit will reset to 1 minute cooldown.

So what do you think? Feel free to post ideas on your own blog. Let me know and I will link your post back to here.

Response Posts:
Smite Priests and the Mastery System by Kourtnie McKenzie

Saturday, October 10, 2009

Surge of Light vs. Non-SoL: Not So Serious Version

This is my most recent attempt at number crunching Surge of Light vs. non Surge of Light. And no this is not a well planned "serious" post, I'm doing this for two simple reasons: 1. To show that this blog is not dead, and 2. To hope that I can attract a wow math wizard somewhere to verify my calculation. (I'm very unsure about my method of calculating this) I'm incapable of developing a straightforward formulas for every possible variable combination (lack of brain I apologize) so I'm using an excel sheet to help me generalizing numbers, just so I can see the range of things.

So let's get down to business, what we are looking for is whether Surge of Light actually improves the dps output of a 37/27/7 Holy Fire Spec (I say Holy Fire because without it, Smite nuke numbers are low).

Assumptions:

  • You have enough haste to enable 1.33 global cooldown and 4 x smite in every holy fire DoT duration.
  • Cast duration is 272 seconds (4 and half minutes non stop approximately)
  • 24 cycles: 24 Holy Fire, 96 Smite, so we have a total of 120 casts.
  • Ignoring damage done by other spells
  • Hit capped, 2000 spellpower, 37/27/7 pure holy dps build

http://img36.imageshack.us/img36/2585/screenshotlc.png

Top table is with SoL, bottom table is not. Blue represents "real time", orange represents "ideal time or pure dps"

The Smite glyph has a lot of limitations, the fact that holy fire DoT runs shorter than Holy Fire cooldown creates "gaps" in between casting. During these gaps, casting Smite un-glyphed is inefficient, it also reduces the effectiveness of haste, since the primary advantage of a SoL smite is that you spend only 1.33 seconds casting it instead of 1.74.

As you can see, in "Real Time", SoL dps is lower than non SoL dps, but that is perhaps compensated with filler spells such as SW:Death or Mind Blast, since 1.74 seconds normal smite won't allow you to squeeze those spells into your rotation (at least not as many).

However, if you were to assume "pure dps" calculated ignoring spell cooldown and waiting times, SoL spec will have higher dps output than non SoL build up to and until 80% critical strike rating.

Note: spreadsheet not done with easy understanding in mind, it's just a quick sum up of what I imagine the calculation should be, some columns should be ignored as they are used to check formulas and consistency.