So I've currently tested 3 scenarios on beta:
Singletarget, two targets spread and AoE.
All of these tests were done in Shattrath with Soul of the Forest, the cauldron buffs, using the (in my eyes) optimal combination of the premade lvl 100 pvp gear, enchanted with mastery. Also in none of these tests did I use Celestial Alignment since it is bugged. All tests were about 3minute fights.
Singletarget: ~28k dps.
Between Stellar Flare and Balance of Power, stellar flare definitely seems like the better option as I'm only getting about 26k dps with Balance of Power. Euphoria is currently not working so I cannot compare that. The rotation is fairly simple once you figure out the timings from how fast the eclipse bar goes. 1x Moonfire at max lunar, 2x Stellar Flare and Sunfire in the middle. Starsurge usage is kind of weird since the majority of it's benefit comes from the buff to SF/Wrath. Generally I get 2 Starsurges in lunar and 1 in solar, sometimes 2 depending on procs. If you are having trouble adjusting to the spec or completely new it, I would advice playing with Balance of Power, because that talent makes the rotation ridiculously easy.
2 spread targets: 38-40k dps.
I tested this with both Stellar Flare and Balance of Power and once again Stellar Flare seems the way to go. It didn't seem possible to me to keep Moon/Sunfire rolling on 2 targets without ever refreshing them using Balance of Power. Also on 2 targets if you use Stellar Flare it will be your highest damage spell. Refreshing sunfire 2x per target in solar seemed the way to go. Also since you spend 6 globals and 4 stellar flares nor casting nukes in your 40 second rotation, you might end up with too many SS procs, which you can properly use by using Starfall midway through lunar. Aside from that it's a lot like singletarget rotation x2.
Aoe: 150-160k dps.
Tested only with Stellar Flare. The way the dummies are set up here (4 packs of 5) it seemed best to sunfire 4x at max solar, moonfire near max lunar on as many as possible, keep up Starfall as much as possible and definitely in the lunar phase and fill the mid-eclipse regions with Stellar Flare. This is only based on a couple of 3min tests though.
AoE log (Me and lolkinboy tried different methods, his turned out to be better.)
Well Elvui messing around with the normal energy tracker of blizzard, and the elvui one is annoying without see numbers.
Any1 found a addon like Balance Power Tracker, that works with the beta? (Or at least how to see numbers on elvui's enrgy tacker, or even how to keep blizzard default enrgy tracker)
Last edited by omri1212000; 2014-07-20 at 09:06 AM.
Had some problems with the macro getting stuck on sunfire for some reason (twice during the 20min test) but you can just check the first 7mins / last 7 mins for the average dps
No idea if my SS usage was even efficient with the 3 SS per cycle method (aka if it used them at the optimal time) but thats easy to fix.
Now im just waiting for some1 to make an addon that shows whats the best spell to use, should be rather easy.
I actually dislike the long cast time on starfire, but part of that is rolling with like 8% haste on beta.
Sad to see that our rotation can be run with an addon... XD
Would you be in favour of the DPET being toned down just a touch in order to make flare instant cast like moonfire etc? The inital damage would have to be lessened quite a bit so you don't spam it for that bang damage, but if you put the majority of damage in the ticks I can't see a problem with it.
Perhaps it would need a 'can only affect upto 3 targets at once' type thing to stop it being spammed on every in pvp, or will that be the way to go anyway, even with the hard cast version? (Could see pvp rotation devolving to flare everything, sunfire in solar, starfall in lunar but dont bother casting moonfire cause you want to start precasting flare again for max uptime).
That's also why I'm looking forward to Monday's Boss testing, to see how things work out in a real raiding environment. If movement and differing amounts of mobs don't change this renewed spec from easy to learn, takes-4-hours-to-master, I'll be sure to give that feedback to blizz as well.
Last edited by Miraclous; 2014-07-20 at 11:10 AM.
With Addons enabled, is it possibly to hide the eclipse animation above the char? It is gamebreaking annoying to me
It being an instant cast doesn't change anything about the fact that one Stellar Flare will always be stronger than the other though. I'm not really in favor of your proposed changes.[/QUOTE]
It being instant would make the gap smaller. If you take stelar flare you'll want it on as many targets as possible as its your strongest spell. Being forced to cast an Xweaker spell on the Nth target makes the rotation feel crap when said spell is still stronger than your best nuke at its weakest point. If that isn't the case we'll need to know at which point it becomes a loss to put flare on instead of playing the rotation.
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Stellar flare is single target talent.
Don't waste your or our time with obnoxious posts please.
Does Stellar Flare actually scale very much from your Eclipse position?
As I understand the new eclipse mechanism, it would only make quite a small difference:
If L is the lunar bonus, which goes between 0 and M (your mastery); and S is the solar bonus, going between 0 and M; then lunar spells do damage*(1+L), solar spells do damage*(1+S) and SF does damage*(1+L)*(1+S) = damage*(1+L+S+LS).
At either end of the meter, one of L & S will equal 0 and the other will equal M. In the middle, L = S = M/2.
End of eclipse:
damage*(1+M+0+0*M) = damage*(1+M)
Middle of eclipse:
damage*(1+M/2+M/2+(M/2)^2) = damage*(1+M+M^2/4)
The difference is only the square of your mastery divided by 4. So, for example, with M = 30% you would do 130% damage at the end of an eclipse and 132.25% damage in the middle.
Check out these addons:
TalentSwitch: Automatically swaps talents on your actionbars when you change talents, and updates your macros to match. Set up your own rules for changing macro text for each talent.
DeathKnell: Touch of Death warning addon. Provides a custom HP bar to prepare you for Touch of Death becoming available, and provides a raid-warning style notification.
Edit: Yxiomel, your numbers are right. The main benefit of Flare (other than just being another strong DoT) is that it is good to cast when your other spells are weak.
If CA were working as advertised, the boost would be significant there (1.3*1.3 = 1.69)
Last edited by Erdluf; 2014-07-20 at 01:12 PM.