Paladin - Bubble
Spriest - Disperse
Druid - Iceblock/Cloak/Disperse depending on spec w/ Symbiosis
Warlock - Dark Bargain (Unending Res / Dark Bargain + Dark Regen is enough to keep you alive as long as you get a couple heals)
Hunter - Deter
Mage - Iceblock
Rogue - Cloak
Monk - I forget the ability name, but they can solo soak
DK/warriors are the only class that can't solo soak.
The scene at 3:41 in your video shows your rogue almost dying (losing about 50% of his HP), so he seems to have popped feint? Assuming he had about 500k max hp, he lost about 250k life at that particular event. Doing the math backwards, that would mean the static shock dealt more like 2 million damage than 4 million.
If it dealt 3.8 million damage, that would be split to 4 people, dealing 950k damage to everybody. So what types of cooldowns had your rogue active to help soaking, so he received only about 300k damage? Did he have additional cooldowns, too?
-> How exactly is the amount of damage of static shock calculated and how exactly does it get divided among the people standing in it?
Would it be possible, that the energy of the static shock conduit doesn't matter at all during intermission phases, resulting in 2.6 million damage for 1st intermission and 3.9m damage for 2nd intermission? A 2.6 million static shock would yield 650k raw damage to each of the four soaking persons, resulting in 325k for your rogue with feint. On the other hand, your warrior wouldn't need that massive cooldown stacking if it was only 650k raw damage.
I just want to know for sure how much damage these static shocks during intermission really deal as this impacts how we split up our group and how we handle the conduits.
Last edited by Wyand1337; 2013-06-21 at 01:45 AM.
Static shock damage is as usual during intermissions.
Damage = base damage * (level * 100 + energy) / 100
That rogue probably had elusiveness and/or they used aoe cds such as smokebombs.
EDIT: Seen the video. The rogue goes to 10%, that means he procced cheat death.
u can have feral druid too solo with symb on Shadow priest
What if a Resto Shaman uses Astral Shift 40% + Reinforce 20% + Spiritlink 10% + Healing stream glyph 10% Nature?
Last edited by KaPe; 2013-08-12 at 04:53 PM.
The biggest point is that the remaining 18% comes in through 8 seconds, meaning it is pretty close to a complete joke.
Let me tell you the tale of Combustion...
Have you EVER seen more imps?
Overheard in the priest forums... "Every class should be about trade-offs, not being top 3 DPS in all scenarios, being able to DPS while doing backflips and twirling about and having the best utility the game and being your own tank and healer too."
Unless your raid composition prevents you, you really want to make sure the amount of non-solosoaking DPS (DPS warriors + DPS DKs + DPS shamans) isnt higher than 5 and that the amount of non-solosoaking healers (priests + shamans) isnt higher than 2. If you can setup your raid like that then you're done. Put all the non-solosoakers in one group of 7 and spam cooldowns like no tomorrow. Shout, totem, barrier, AMZ. Spread out the remaining DPS/Tanks on whatever quadrant you feel appropriate with one healer on each.
Since we normally only have 2 locks in our raid, we make a 2nd "portal group" with classes than can solo soak but have a hard time with helm. For the rest we just mostly create a melee group and ranged group since stacking melee on top of each other makes handling some mechanics easier. So for us its something like:
G1: "Soak group". DPS Shamans/Warriors/DKs + Healing Priests/Shamans. Gets a portal. 7ppl in this group, 6 in the other.
G2: SPs, Locks + Whatever else might be needed to fill it up. Gets a portal.
G3: Remaining melee. Typically WW-Monks, Rogues, Ferals, Rets. Easymode group since they hardly get any adds and already stand stacked for overcharge.
G4: Remaining ranged. Typically mages, boomkins, hunters.
Another tip might be to try to always have a CR in all groups. So with the example above if you dont have a feral you might wanna make sure theres a resto druid in group 3, etc. During progress you wanna insta-ress anyone dying to help get through the phase and get more training. You can start managing resses when you get closer to a kill.
Additionally it helps to make sure you either have a tank or a hunter in all groups. Once again using the example above we put a tank in group 1 and 3 respectively and try to get a hunter into 2 and 4 respectively. That means any bouncing-adds should either be picked up by a tank or be misdirected to a tank by the hunters (tell your other DPS to not DPS them).
While execution obviously is very important, it really helped for us to optimize exactly who stands in which quadrant.
For 2nd intermission we just let group 1 and 2 group together. This is because you want to have locks in the "soak group" (13 ppl) now since static hits way harder. I know theres a few other ways to do it though and any way is fine really.
Last edited by Krebosh; 2013-08-13 at 12:13 PM.
Keep your melee on each section stacked near the center on the symbol. Ranged in either a triangle or square pattern around them not too far out. This will prevent people getting an overcharge off in a corner which can be immediately followed by a helm of command knocking the person right off if they don't have a significant speed boost. Always keep your slowest players up near the front (especially if on a platform w/o a lock portal). We ran with 3 solo soaking platforms and 1 platform dedicated to stacking. However, our comp was fairly favorable when it came to solo soakers.
If we are dual soaking static shock, is the damage divided by the number of people AND THEN affected by damage reduction cooldowns? or is it different.
One of our priests is saying that if we are dual soaking with a shadow priest who uses disperson (obv the static isnt targetting the priest, but his partner), then the partner actually takes their 50% of the damage, plus 90% of what the SP would have taken (ie the SP takes only 10% as per disperson, but everything he mitigates goes to the partner)
In my raid, we used to have a quadrant with mages & monk + 1 Holy Priest, 5 people in total. When the Priest get Static Shock, they all stacked up and used their immunity / damage reduction (IB / Zen Med.) while the Priest GS himself. If the damage works like how your Priest said, it would have easily blasted through GS (GS have 200% target HP cap).
Last edited by Qualia; 2013-08-13 at 10:41 PM.
That doesn't mean that you shouldn't do it, though, as it'll still work on other random damage (which means the spike the healer has to heal up is lower).
To back aladya up:
Look at whaboom's death. 610K hit, 130K absorb, and 2.6M overkill. A total of 3340K dmg, before locks dmg reduc (is it 20%?), making the shock hit for about 3.8-4M.
As we get our static shock conduit to 90 energy roughly, let's do the math:
1.3M base dmg.
*1.90 (90%) due to energy=2.47.
Add the "extra level" during the transition, and it becomes 1.3*2.9=3.77
As you can see, the only thing that fits is the "extra level during transistion"-theory. The damage it does also doesn't scale exponentially, but rather with a percentage of the base (in this case, 13K dmg per 1 energy). Triggering a new level on the pillar on the other hand, causes more static shocks to go out (so 1=1, 2=2, 3=3... Quite obviously).
As for soaking of static shock, this is how the shocks work:
Let's say that we have a static shock that does 4M damage.
We have 4 players -
A resto shaman with no reductions.
A shadow priest with 90% dispersion.
A hunter with Deterrence.
And a bear tank who pops barkskin+SI.
Now, first the static shock counts the amount of players - 4 - and divides the damage - 4M - on to the targets.
Each target now takes 1M damage.
It then applies damage reductions.
The shaman has no reduction, and takes a 1M hit and dies.
The shadow priest has a 90% reduction, and takes a 100K hit and survives.
The hunter deflects all the damage with deterrence and survives.
And the bear druid pops Barkskin+SI, getting a: 1M*0.8=800K (barkskin), 0.5*800K=400K (Survival instincts) hit and survives.
It's really that simple - first it splits the damage, then it considers immunities. If it worked like the "myth" would have you believe (that immunitying the damage caused it to spill over on other people), it would mean that the static shock simply wouldn't target the person with bubble/deterrence/block - but you clearly get a "immune/deflected" message. If there's nothing to immune or deflect, then obviously you wouldn't get that msg :P.