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  1. #1

    Exclamation [6.0] Brusalk's Destruction Warlock Guide



    WoW Patch 6.0
    Guide Version 2



    1. Destruction Abilities [Read this for rotational information!]
      • Single Target
      • Cleave
      • AoE
      • Cooldowns
      • Glyphs
    2. Stat Priorities and Pet Choice [Read this for gearing/stat philosophies!]
      • Grimoire of Supremacy/Service
      • Grimoire of Sacrifice
    3. General Rotation
    4. What to Avoid and How to Fix Them
    5. My Personal Starting Rotation
    6. Gearing/Gemming
    7. Useful Addons
    8. Get a More Noticeable Rain of Fire
    9. TL;DR: 5.4 -> 6.0 Changes
    10. Afterword


    Single Target:

    Immolate:
    Immolate is a 2sec casted dot which requires your character to be looking at the cast's target when the cast starts, and when the cast finishes. You can look away briefly while the cast is going.

    Immolate critical ticks will provide 1 emberbit.

    Immolate increases the damage done by Rain of Fire by 50% on affected targets.

    Immolate should only be cast on targets that will stay alive long enough that 2 ticks will get off. (This is 6 seconds with no haste, but closer to 5 with common haste values)

    Conflagrate:
    Conflagrate deals instant damage (slightly more than Incinerate) and has 2 charges. Each charge recharges every 12 seconds.

    By default Conflagrate will provide a 50% snare on the target if Immolate is on the target. With Glyph of Conflagrate Immolate is no longer required and Conflagrate will always snare.

    Generates 1 emberbit on hit. Generates 2 emberbits on crit.

    Conflagrate provides 3 stacks of Backdraft. Backdraft stacks up to 6 times and reduces the cast time and mana cost of your next Incinerate (consuming 1 stack) or Chaos Bolt (consuming 3 stacks).

    Conflagrate should be kept with 0 or 1 charge only. If you let Conflagrate sit on 2 charges you are losing Conflagrate casts. You should aim to only cast Conflagrate when you know that you will be able to get down to < 2 backdraft stacks before your next Chaos Bolt, and you are at 3 or less Backdraft stacks. You do not want to cast Chaos Bolt with more than 2 Backdraft Stacks as the reduction in cast time and mana cost is much better when used with Incinerate.

    Incinerate:
    Incinerate is Destruction's filler. You must be facing the target when the cast begins, as well as when it ends.

    Incinerate generates 1 emberbit on hit. Generates 2 emberbits on crit.

    Incinerate consumes 1 stack of Backdraft.

    Incinerate should be cast when you have nothing else more important to do. Bind this to a easy to use button as you'll be using it a lot.

    Chaos Bolt:
    Chaos Bolt is Destruction's ember consumer while the target is above 20%. It always critical strikes and crit chance increases it's damage significantly.

    Chaos Bolt consumes 3 stacks of Backdraft, if available, and benefits from the reduced cast time. This should be avoided however.

    Chaos Bolt consumes all 3 stacks of Havoc. This however is a very, very good use of your Havoc stacks.

    Chaos Bolt benefits significantly from temporary Crit and Intellect buffs. You should aim to only cast Chaos Bolt with a temporary buff of some sort. You do NOT want to cap on Embers however, and should you reach 3 to 3 and a half Embers you should cast a chaos bolt ASAP. If you are generating embers at a significant rate for some reason, you may need to cast a Chaos Bolt earlier than 3 to 3.5 Embers.

    Shadowburn:
    Shadowburn is Destruction's ember consumer while the target is below 20%. It does not always crit.

    Shadowburn consumes 1 stack of Havoc and is the best use of Havoc stacks, should you be able to take advantage of it. (More on this under the Havoc section)

    Shadowburn returns 15% of your mana after 5 seconds. This comes in the form of a debuff on the target. If the target dies while the debuff is on the target, you gain back the ember you spent, as well as an additional ember!

    You should aim to save 3 to 3.5 Embers going into 20% health. As you don't want to cap on Embers you should cast at least one to keep yourself from being capped. The best use of Shadowburn in execute range involves saving up 3-4 Embers for when you'll have most of your trinket procs. It's at this point that you should pot and spam Shadowburn. There is no point in immediately burning all your Embers on Shadowburns the second the boss hits 20%. Save them and wait for the best time to use them.

    A sleight caveat to the above is if the fight provides a Havoc target under 20% health and you can potentially get more than 1 Havoc off during the execute phase. In this case you should use your 3 embers on the target as soon as you can Havoc, and then begin saving up 3 more for the next havoc cycle. Being able to cast 12 unbuffed/slightly buffed Shadowburns is better than only being able to cast 6 buffed Shadowburns.

    Fel Flame:
    Rest in pieces.

    Cleave:

    Havoc:
    Havoc is a 0.5sec GCD instant spell which when applied to a target provides 3 stacks of Havoc on the player. When a single-target spell is cast on a different target than the one with Havoc on it, the casted spell will also hit the target with Havoc on it. It has a 25 second cooldown and the buff lasts 15 seconds.

    This includes (but not limited to) Immolate, Incinerate, Conflagrate, Chaos Bolt.

    The best use of havoc is at first glance easy, but at second glance rather complicated and requires significant foresight. The easy answer is to cast the spell(s) that will do the most damage with each stack of Havoc. The more complicated answer is as follows:

    Chaos Bolt is the best use of all 3 Havoc stacks when casted off of a mob that is above 20% health onto a mob that will take the full damage of the Chaos Bolt.

    Shadowburn is the best use of each havoc stack when casted off of a mob that is below 20% health.

    If you are able to cast at least 1 Shadowburn and consume the rest of the stacks by cleaving Incinerates then that is better than casting 1 Chaos Bolt.

    A thing to keep in mind is that the target you are casting on does not have to be the same for every stack of Havoc. You can easily cast Havoc on a high-health mob and then cleave 3 Shadowburns off of 1, 2, or 3 different low health mobs. A prime example of this being done is H Feng the Accursed and shield phase.

    Also, spells copied to another mob by Havoc do not obey the same rules as the original. Range does not matter, however the distance at which a spell will no longer be copied seems to be 80-100 yards. (Spells cast on an Echo and copied to Imperial Vizier Zor'lok do not transfer from the center of the first platform, to the center of the second.) Line of Sight and Facing requirements also do not matter. The spells will be copied to the Havoc'd target.

    Rain of Fire:
    Rain of Fire is a fire-and-forget AoE spell that lasts 8 seconds with a high mana cost. It deals 50% additional damage if the target it hits is affected by Immolate. It ticks every 1 second.

    Casting more than one Rain of Fire in one location has no effect. Rain of Fire ticks once per second in the area affected by Rain of Fire. If a rain of fire is in more than one location than each is separate and ticks according to when it was cast. If a second rain of fire shares some space with one that was placed first, the area that is being hit by both ticks according to the one placed most recently. Once the first Rain of Fire runs out it switches to the tick-time of the most recently placed Rain of Fire in that area. Below is an illustration of what I'm talking about.



    Rain of Fire's damage is considered periodic. It can proc trinkets like Light of the Cosmos, who's proc is based off of periodic damage.

    Rain of Fire has a chance to generate 1 emberbit on targets it hits.

    Rain of Fire is a small DPS increase to use in the single target rotation, assuming that the target will take every tick of the Rain of Fire, one's not already there, and you have nothing more important to cast than an Incinerate. (An incinerate can be more important to cast if, for example, without casting the incinerate your next Chaos Bolt will consume 3 stacks of Backdraft) (Source)

    Rain of Fire is a significant DPS increase on 2 targets that will stay in the Rain of Fire for more than half it's duration.

    Rain of Fire on >5 targets will cause you to gain so many emberbits that you can likely almost spam Chaos Bolt as your filler.

    Area of Effect:

    Fire and Brimstone:
    Fire and Brimstone is Destruction's AoE ember consumer. It is on a separate GCD from all other spells. Activating Fire and Brimstone (FnB) consumes 1 Burning Ember and puts a buff with no duration on you. The next Immolate, Incinerate, or Conflagrate you cast will hit all targets within 15 yards of the target. If it does damage it's damage is reduced. The damage is buffed by mastery (as FnB grants bonus damage on Ember Consuming spells)

    If after FnB is cast you generate 8 emberbits by being out of combat the buff is removed from you. This is presumably so you can't start the fight with a FnB saved up.

    Spells modified by FnB generate emberbits as normal, as if the spell was cast on each target individually.

    Conflagrate shares charges between FnB and normal Conflagrate.

    There is three different things to take into account when considering whether to use FnB and what to use it on. In general you keep Immolate on everything, keep RoF up, don't let Conflagrate cap charges, and Incinerate otherwise. If you have extra embers you can spend it on FnB-CoE.


    AoE Damage per Cast
    This is the same as the single target rotation. Conflagrate will do slightly more than Incinerate. Immolate is worth it to cast if it will tick on everything twice. Rain of Fire is of extreme importance at low gear ilevels, but as Mastery increases Rain of Fire becomes less useful.

    Getting AoE Started
    As both Immolate do not immediately give embers back, if you are wanting for embers when AoE starts it may be worth it to build up a few embers (depending on the number of AoE targets) by making sure RoF is down and casting a few FnB-Incinerates and FnB-Conflags before casting your FnB-Immolate.

    Number of Targets to Sustain AoE
    When casting FnB-Incinerate and FnB-Conflagrate, the number of targets that is required to get back the Ember you spent casting them is dependent on your crit chance. I'll go more into this later on in this section in more detail. If you don't care as much you can use the following rule of thumb:

    When between two and four targets, FnB-Casts (with RoF ticking) will not immediately give back enough embers to continue AoEing unless you have some embers to start with (in which case you are sacrificing Embers for AoE damage).

    When there's 5 or more targets, FnB-Casts (with RoF ticking) will begin to reliably generate as many or more emberbits as they took to cast, and so you can easily sustain an AoE rotation.

    Only cast FnB-Immolate when you have >2 Embers or your next cast is a RoF and you'll generate enough emberbits to cast another FnB after the RoF. (More accurately: When you can proceed with casting a FnB-Incinerate or FnB-Conflagrate when you need to)

    In Depth:
    Since critical strikes with both Conflagrate and Incinerate generate 2 emberbits on crit, crit chance has an effect on the number of targets required to (on average) give you back enough emberbits to sustain an AoE rotation. You are guaranteed 1 emberbit per target on cast.

    When you cast on 6 targets, you need 4 to give you 2 embers, or in other words to crit. Thus you need 4/6 to crit, or 2/3 or 66% crit chance to maintain the AoE rotation on 6 targets. (Not including RoF)

    On 7 targets you need 3 targets to crit, out of 7, so 3/7 or 42.9% to maintain the AoE rotation on 7 targets.

    On 8 targets you need 2 targets to crit, out of 8, so 2/8 or 1/4 or 25% to maintain the AoE rotation on 8 targets.

    Formula for those inclined:
    Crit % to Gain Cost Back = (10-n)/n, where n is the number of targets hit by the cast.


    This is a bit complicated by RoF generating embers, so in actuality the crit chance required is lower than it'd appear, which is why it's possible/easy to maintain the AoE rotation on 5 targets, and possible to do on 4. (No real formula available for this, as I don't know the exact chance %. If someone knows let me know in the comments and I'll update this section with an actual formula!)

    Cooldowns:

    Dark Soul: Instability:
    Dark Soul: Instability has a 2 minute cooldown and provides 30% crit. The cooldown is reduced to 1:20 with the 4pc T14 bonus.

    Above 20% target health, the best use of Dark Soul is to save up almost 4 (but not exactly 4!) Embers, and cast 3-5 Chaos Bolts under the effect of the Crit Chance increase.

    Under 20% target health, the best use depends heavily on the length of the fight that's remaining. If you will get another Dark Soul off in execute range then you should immediately cast Dark Soul as it comes off cooldown. However, if you will only be able to get 1 more Dark Soul in, you should instead save it for right when you start your all-CDs burn of shadowburns. With the increased crit chance you can potentially generate enough embers during it's duration to cast another fully-buffed or partially buffed shadowburn.

    Summon Doomguard:
    Doomguard lasts 1 min and will continue to cast on the target the players' targeted when summoned until the duration runs out. The only time the Doomguard will not cast on the first target is if the target no longer exists or phases out. If the target goes immune the Doomguard does not stop casting. (Except if fight mechanics force it, like on Spirit Kings) (Example of Phasing: Going into the shadow realm on Garajal with the Doomguard casting on the boss will cause the Doomguard to come run over to the player)

    Over the course of the 1 minute it will cast 17 doombolts. Each doombolt inherits the stats of the caster when the doombolt is cast. It does not snapshot the casters stats when the Doomguard is summoned like it did in Cataclysm.

    Each doombolt does 20% more damage if the target is under 20% health.

    This is the single target Guardian cooldown. It doesn't do as much damage as it did pre-MoP, but it's still significant damage and worth it to cast.

    Optimally you want to cast Doomguard 1 minute before the boss dies, so that the Doomguard casts as many Doombolts sub 20% as possible. However this is extremely hard to do in practice. If a fight is more than 10.5 minutes long you should cast one at the start and at the end

    Summon Infernal:

    Infernal lasts 1 min and prefers to target and attack the enemy closest to the location it was cast at. It is cast by ground targeting an area. The infernal will come crashing down and does approximately half it's damage(!) over the course of it's duration immediately, and causes a 1 second stun in the area. This area is affected by Mannoroth's Fury.

    The Infernal's melee causes an AoE cleave that does small but not insignificant damage.

    This is the AoE Guardian cooldown. It doesn't do as much damage as it did pre-MoP, but it's still significant damage and worth it to cast.

    The Infernal should be cast over the Doomguard if and only if there are 7 targets to attack for the vast majority of it's duration. Fight mechanics which buff single target damage significantly could warrant the use of Doomguard over the Infernal even if this is true. (Example: Heroic Wind Lord Mel'jarak with Recklessness)

    Glyphs:

    Glyph of Dark Soul
    This glyph reduces the duration and cooldown of Dark Soul by 50%.

    Normally part of the duration of Dark Soul is spent casting generators. This glyph lets us spend nearly all 20 seconds of Dark Soul per 2 minutes casting consumers. This glyph fits in perfectly with 1 minute burn phases and is essentially a required glyph as it lets you get off an increased number of buffed Chaos Bolts per 2 minutes.

    Glyph of Havoc
    This glyph increases the cooldown of Havoc to 1 minute but makes it grant 6 stacks of Havoc instead of 3.

    This glyph is only useful for fights where you cannot cast Havoc normally but you'd be able to cast it regularly on 1 minute intervals.




    Stat Priorities

    Stat priorities are essentially unknown at this point in time. Simcraft's APLs are still in constant development, and Blizzard is still actively making changes.

    At this point in time the only advice I can give is that nothing has really changed mechanically, so conventional wisdom should generally remain true.

    With GoSup/GoServ, Haste/Crit >= Mastery.
    With GoSac, Mastery >= Haste/Crit.

    Grimoire of Supremacy/Grimoire of Service:

    With Grimoire of Supremacy and Grimoire of Service, you are shifting your damage sources away from Ember Consumers and towards the Ember Generators (Incinerate, Immolate, etc). The importance of when you cast Ember Consumers matters less when using Grimoire of Supremacy/Service. As such, the stat priority shifts away from buffing the Ember Consumers, and towards buffing your Ember Generators and pet damage.

    These are good choices for fights where single target damage is important and you don't spend a significant amount of your time casting ember consumers.

    Grimoire of Supremacy/Service are both viable Single-Target choices.

    Grimoire of Sacrifice:

    With Grimoire of Sacrifice, you are shifting your damage further towards Ember Consumers, and as such when you cast Chaos Bolts is slightly more important when going this route. As you can see in the table above, Grimoire of Sacrifice is balanced to be roughly equal to Sup/Serv with 2 targets, and is significantly behind on single-target.

    Grimoire of Sacrifice is a viable Single-Target choice, and is also the go to talent for when you are able to cleave. When cleaving you should consider the importance of where your damage goes:
    If there is a primary target that requires more damage than a secondary target, you should use a pet talent and sic your pet onto that target.
    If there is no real primary target and you want more evenly distributed damage, you should use Sacrifice.

    If you are spending the majority of your time casting ember consumers, then you should consider using Sac over Sup/Serv. The presence of 2 targets no longer warrants the use of Sac over Sup/Serv unless you want to split your damage on the two targets more evenly




    Single Target:
    The single target Destruction rotation is rather simple to describe, but can be difficult to execute in reality.

    You essentially want to keep Immolate on the target, while avoiding capping embers. You also want to keep Conflagrate from reaching 2 recharge stacks and avoid casting Conflagrate while you have >3 stacks of Backdraft. You want to ideally only cast Chaos Bolts while you have temp buffs like Dark Soul or Int Procs up. You have such a large amount of time to cast Chaos Bolts before worrying about capping that there's no real excuse to cast unbuffed Chaos Bolts unless you are generating embers extremely fast, or AoE'ing.

    The Destruction single target rotation consists of Ember generating phases, as well as Ember consuming burns. You want to aim to have very close to 4 Embers as your Dark Soul is coming off of CD.

    You should never cap on Embers so you should always cast a Chaos Bolt regardless of buffs if you're about to cap. A good rule of thumb is to cast a Chaos Bolt if you're above 3.5 Embers.

    2 Target Cleave:
    All the aspects of the single-target rotation is the same, however you should now keep RoF on both targets and keep Immolate rolling on both targets. If you haven't already you should go back up and read about Havoc and the other “Cleave” abilities. I go over in detail quite a bit up there.

    AoE:
    Very similar to the single-target rotation, however you also need to keep RoF up and have Fire and Brimstone toggled. If you haven't already, you should go back up and read more about the “AoE” abilities. I go over in detail a LOT that is useful information.




    1. Casting Chaos Bolts with 3 or more Backdraft Stacks

    As Chaos Bolts can consume 3 stacks of Backdraft, you should avoid casting Chaos Bolts with 3 or more Backdraft stacks. The damage you gain from the faster Incinerates benefiting from Backdraft does not compare when consumed with Chaos Bolt. One of the purposes of Chaos Bolt is to regen mana while it's casting, and reducing the amount of mana you get while free-casting a Chaos Bolt actually results in more waiting time, and a DPS loss.

    The way to fix it is to plan ahead and get down to 2 or less Backdraft stacks before you'd need to cast a Chaos Bolt. I know that's not much of an answer, but it's all you can really do. There are some situations where you might be forced to consume 3 stacks of Backdraft, such as to avoid capping on Embers and Conflagrate charges.

    2. Capping on Embers
    Just don't do it. Seriously. Cast an unbuffed Chaos Bolt if you need to!

    3. Capping on Conflagrate Recharge Stacks

    While Conflagrate is sitting on 2 recharge stacks you are potentially losing casts throughout the fight, as it's not recharging while sitting there.

    The way to fix it is to pay attention and plan ahead a little bit. If you're about to encounter a situation where you'll be forced into a choice that results in capping Conflagrate stacks, consider casting the Conflagrate before you're forced to. It's a good idea to keep it at 0 stacks and get to 1 briefly while doing other more important things.

    The only situation that you're regularly forced into running into this situation is when attempting to burn off 4-5 Chaos Bolts during a Dark Soul. If you can plan ahead a little bit and enter the burn with 0 stacks of Backdraft and 0 stacks on Conflagrate, you can easily use 2 GCDs while Dark Soul is up to cast a Conflagrate followed by an Incinerate to get down to 2 charges of Backdraft before resuming with the Chaos Bolts.




    I'm not going to claim that this is the optimal starting rotation for Destruction, but I have found that it gives me great burst that is comparable to other classes off the start of a fight. I've found it also sets up the rest of the fight well in terms of trinket timings for temp proc stacking.

    Pot/Precast Immolate
    Rain of Fire
    (Doomguard – If used at start)
    Conflag
    Conflag
    Dark Soul/On-Use Int
    Incinerate
    Incinerate
    Incinerate
    Incinerate (backdraft now at 2 stacks and around 2 Embers)
    Chaos Bolt
    Immolate (benefits from all temp procs and crit increases)
    Incinerate to 2 Embers (If required)
    Chaos Bolt

    Then I go onto the rotation as normal. This puts most trinket procs and the like as coming up right around the 1min mark, which is the same time as my Engineering gloves. I then do a mini-burn of most of my Embers at the 1 min mark, and then do the first 4 Ember DS burn 2 mins in (fight permitting). This then repeats for the most part, while paying attention to trinket ICDs for the optimal timing to cast Chaos Bolts from now on.


    If I'm using Glyph of Dark Soul, I wait to pop Dark Soul until I've generated up to 2 Embers.




    You should aim to get gear that has enough hit for you to hit cap, and then go full on into whatever secondary stats' best for you depending on your level 75 talent choice.

    As for gemming, a good rule of thumb is to go Int in all sockets. If the socket bonus provides more than 100 Intellect (or 200+ of a secondary stat), then you should match socket colors. If the socket bonus for any gear with a blue or yellow gem in it is worth gemming over pure Int, then you should go Int/Hit or Int/Expertise, whichever is cheaper to get, for Blue, and Int/Best secondary stat in yellow.

    The way to determine if a gem is for sure worth going for over pure Int in a socket is by doing a bit of math and Simming your own character's stat weights. If you want to skip this step you can use the rule of thumb preceding this section.

    You essentially want to find out what the scale factors are of Int, Hit, Haste, Mastery, and Crit, and compare the total worth of if you were to gem pure int regardless of color and if you were to go for the socket colors. How you do this is the formulas below:

    Value of a Gem = [Gem's Stat's Weight]*[Gem's Stat's Amount]

    Worth gemming Pure Int = [Int's Stat Weight] * [Int Gem's Amount] * [# of Sockets]

    Worth gemming going for socket bonus = [Value of a Gem (above) for Socket 1] + [Value of a Gem (above) for socket 2] + … + [Value of a Gem for socket n] + [Socket Bonus' Stat Weight]*[Socket Bonus' Amount]

    The result that gives the biggest number is the best choice.


    Example for item Imperial Ghostbinder's Robes

    Value of gemming Pure Int = 4.1*160*2 = 1312

    Value of gemming for Sockets = 4.1*160 + 4.1*80 + 2.0*160 + 4.1*120 = 1796. Best Choice

    Above I gemmed for Int in the red socket (4.1*160), and an Int/Mastery gem (2.0*160 + 4.1*12). Since I matched colors I added the socket bonus' value (4.1*120)




    EventHorizon Continued:

    EH tracks DoTs, CDs, Buff durations among other things, on a rolling timescale that lets you look into the near future and see where abilities/cds are lining up, giving you like 5-6 seconds to figure out whether you want to cast that Conflag or Immolate first. (Probably the one addon I couldn't really live without, which is why I took over development of it when the previous author quit WoW :P)

    You can take a look at how I use it in any one of the kill videos I have, but here's a link to our H Sha 10 kill. (LINK)
    It is the bars that are above my portrait, to the right of my grid raid frames, and below my main cast bar.

    TidyPlates:

    TidyPlates is great for tracking the duration of DoTs on multiple targets, as well as their health. I personally use the Quatre/Damage setup, and I specifically configured it so that the health bars of mobs turn read when they are below 20%. (Of course for easy spotting of Shadowburn-able mobs!)

    Weak Auras:

    Great for making pop up alerts for raid mechanics or for a Skull Banner notification. Somewhat harder to configure than PowerAuras, but it's still being updated and has extra features PowerAuras doesn't.




    1. Open the file Config.wtf in your WoW installation's WTF folder
    2. At the end of the file, add the line below:
    Code:
    SET spellEffectLevel "25"
    3. Start WoW
    4. Cast RoF.
    5. Success!

    It should already have more meteors visible! I belive the default is "10".



    9. TL;DR: 5.4 -> 6.0 Changes


    Originally Posted by Blizzard Entertainment
    Warlock (Forums / Skills / Talent Calculator)
    • Curse of the Elements has been removed.
    • Drain Life is no longer available to Destruction Warlocks.
    • Harvest Life has been replaced with a new talent called Searing Flames for Destruction Warlocks.
    • Searing Flames reduces Ember Tap's Burning Ember cost by 50%, and increases its healing by 50%.
    • Health Funnel is no longer available to Destruction Warlocks.
    • Fel Armor’s effects have been merged into Blood Pact.
    • Pyroclasm’s effects have been merged into baseline Backdraft.
    • We felt that Warlocks brought too much unique Raid utility, so decided to tone down Healthstones and Demonic Gateway. We moved Healing Potions and Healthstones into a cooldown of their own, and made them usable once per combat.
    • Demonic Gateways no longer have charges (up from being limited to 5 charges). Every Party or Raid member can use them once every 90 seconds (up from 45 seconds). The maximum distance apart they can be placed is now 40 yards (down from 70 yards).
    • Healthstone's cooldown will now not reset until the player leaves combat. Healing from this ability is now a flat amount (instead of a % of maximum health) and can no longer be a Critical Effect.
    • Kil’jaeden’s Cunning has been redesigned. Kil'jaeden's Cunning calls upon the cunning of Kil'jaeden to permit movement while casting Warlock spells. This spell may be cast while casting other spells and lasts 8 seconds with a 1-minute cooldown.
    • Fel Flame was removed.
    • Shadowburn no longer generates any mana.

    Unlisted Changes
    • Ember Tap heals for significantly less. (7.25% max health with 45% mastery)
    • Burning Rush/Unbound Will effectively cost 2x as much as compared to 5.4, since health pools have doubled but cost has stayed constant.
    • Added Glyph of Dark Soul, reducing the duration and cooldown of Dark Soul by 50%.
    • Grimoire of Sacrifice is back to a 20% damage increase, and the DoT component of Chaos Bolt has been removed.
    • Sacrificial Pact is down to sacrificing 20% of max health, down from 25%.
    • Warlock's special 50% pandemic was removed. Instead, we retain the 30% pandemic window that's now game wide.
    • Snapshotting has been removed. As such, Immolate should now just be kept up, and when exactly you cast it no longer matters.


    What this means:
    • Currently, Shadowburn is a DPS loss for execute phase single target.
    • Ember Tap is essentially worthless, even as a means for healing your pet. At level 100, Ember Tap heals for ~3% of a Voidwalkers maximum health per cast.
    • Dealing damage while moving basically consists of ensuring Rain of Fire is down and then twiddling our thumbs as we waddle over to where we need to be.
    • Nothing else has really changed mechanically, so most of your previous knowledge is still applicable.



    If you have questions or suggestions about/for the guide, including formatting please let me know. I want them! I'm by no means decent at formatting a guide like this. I apologize if it's hard to read.



    2.0.0: Updated for 6.0. NO level 100 information yet!
    1.0.3: Updated style with headers graciously given to me by Kink here on MMO-Champ!
    1.0.2: They fixed RoF granting embers on immune targets. Removed from guide.
    1.0.1: Given stat priority table may be incorrect. Added disclaimer and suggestion



    The old 5.3/5.4 Discussion and guide: http://www.mmo-champion.com/threads/...-Warlock-guide

  2. #2
    Stood in the Fire Zevoa's Avatar
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    Yay. Just in time.

  3. #3
    Hey All,

    I'm currently recovering from being sick so this isn't as extensive an update as I'd like and there may be mistakes as I'm currently kind of in a stupor from the medicine.

    I plan on updating this guide more extensively for WoD release and with more concrete results/conclusions once simcraft is more bolted down and we're closer to Blizzards internal numbers.

    Please take a look over it and let me know if I missed anything big in this update.

    The section I think most people will directly care about will be section 9 where I go over the changes from 5.4 -> 6.0 and what those changes actually mean.

    I hope it proves helpful!
    -Brusalk

    - - - Updated - - -

    Quote Originally Posted by Zevoa View Post
    Yay. Just in time.
    Indeed.

  4. #4
    thank you for taking the time to do this

  5. #5
    Quote Originally Posted by Zevoa View Post
    Yay. Just in time.
    Yep, he's like the postal service, he delivers despite the circumstances. Awesome job, Brusalk.

    Minor distracting thing though, the header to the guide still says 5.4.
    Your Soul Shall Suffer! ||| Forum rules ||| New England Patriots

  6. #6
    Quote Originally Posted by Brusalk View Post
    Hey All,

    I'm currently recovering from being sick so this isn't as extensive an update as I'd like and there may be mistakes as I'm currently kind of in a stupor from the medicine.

    I plan on updating this guide more extensively for WoD release and with more concrete results/conclusions once simcraft is more bolted down and we're closer to Blizzards internal numbers.

    Please take a look over it and let me know if I missed anything big in this update.

    The section I think most people will directly care about will be section 9 where I go over the changes from 5.4 -> 6.0 and what those changes actually mean.

    I hope it proves helpful!
    -Brusalk
    Hope you feel better soon man, great job on the guide.

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  7. #7
    Nice job. Altho aren't they removing the engineer glove buff in 6.0 already? Just a thing that caught my attention on your rotation

  8. #8
    Quote Originally Posted by Kittyburger View Post
    Nice job. Altho aren't they removing the engineer glove buff in 6.0 already? Just a thing that caught my attention on your rotation
    It's being removed yep! There's also a mention of hit cap in the gem section, so I figured Brusalk is indeed very doped up on medicine :P

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  9. #9
    Yay

    I'll get right on the questions?

    Is rain of fire now worth casting on singel target again?
    Quote Originally Posted by ViridianWRA - 23/03/2014 View Post
    Seriously. Someone bookmark this. If we go all the way from 6.0 to 7.0 and there is never a paid Garrison feature on the blizzard store, I will go to the store, purchase a hat and film myself eating it.

  10. #10
    Titan Nerraw's Avatar
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    Quote Originally Posted by Klokie View Post
    Yay

    I'll get right on the questions?

    Is rain of fire now worth casting on singel target again?
    I think I saw in another thread that it has been buffed in singletarget. Talk about doing 180s in the design department. I don't have the PTR installed myself though, and at this point it seems rather redundant so I haven't tested it myself.
    Quote Originally Posted by Erin View Post
    I only saw a few minutes of it but it looked slicker than a lubed up olympic swimmer fleeing from a shark.

  11. #11
    Thanks for the guide.
    - You might want to check the grimoire of sacrifice part where you say A. It's significantly behind in single target. B. it's viable single target.
    - shadowburn a dps loss when the only change is that it doesn't generate mana? couldn't a chaos bolt / shadowburn weaving be viable?

    - what about havocked shadowburn? are they a dps loss?

    - - - Updated - - -

    Quote Originally Posted by Klokie View Post
    Yay

    I'll get right on the questions?

    Is rain of fire now worth casting on singel target again?
    read the guide:

    Rain of Fire is a small DPS increase to use in the single target rotation, assuming that the target will take every tick of the Rain of Fire, one's not already there, and you have nothing more important to cast than an Incinerate. (An incinerate can be more important to cast if, for example, without casting the incinerate your next Chaos Bolt will consume 3 stacks of Backdraft)

  12. #12
    Couple of things I noticed in there.

    You still have CoE listed under the Fire and Brimstone category. (Last line line of the main part, before the sub paras start below it)
    And in gemming you have it as 'gem to hit cap, then go with best secondary based on talent choices'.

    Good guide tho, hoping my lock is as much fun after patch as before, sadly Blizzard hates giving me beta's so I can never see prior.
    Last edited by Dazu; 2014-10-14 at 08:02 AM.

  13. #13
    Hi Brusalk, nice job!
    As you said, you dont claim that this is the optimal starting rotation, but let me give an advice for this guide, because its very important to understand the key factors of the starting rotation. The opener will change completely in wod since you reach lvl100 (explained later) and its hard to predict it right now. But to get a better understanding of the destro opener you must know what its all about and what we are aiming for.

    in 5.4 the optimal way to start the rotation was:
    1. pot/precast incninerate
    2. darksoul (cause you want the following immolate and conflags to crit so you gain the second full ember as fast as possible)
    3. Immolate (immolate will be refreshed later and we need to apply it so we make use of pandemic which will give you a very long immolate with all procs)
    4. 2x conflag (now you have 6 stacks of backdraft)

    Here comes the important part! All your procs and buffs should run now and with a bit crit luck you should have about 1.5 or 1.6 embers. The main Goal now is to get the second ember as fast as possible, because you need to get off 2 chaosbolts with all procs and buffs before 10sek procs are about to fade (very depending on Bloodlust aktive or not). When you hit the second ember your T16 4pc bonus will give you additional 15% crit chance for 5 sec which skyrockets your chaosbolts dmg in the opener. so the rotation continues like this:

    5. Incinerate (until second embers is filled)
    6. 1st Chaosbolt
    7. immolate (so the dot of the first chaosbolt can tick and you apply a monster immolate with all proccs)
    8. 2nd Chaosbolt

    its very important that you drop the 2 chaosbolts and the immolate before the T16 4pc bonus and a 10sec int proc fades so you get the max dps at the opener. if you have 2 embers and 3 stacks backdraft left, never mind to spend these backdrafts on the first chaosbolt. in this situation, if you haven't bloodlust, it may save your opener. If there is a second target at the opener its very nice to have the glyphed havoc so you can drop 4 chaosbolts at the same time with insane numbers.

    This mechanic will come back because of the T17 4pc bonus: When a Burning Ember is filled up, you have a chance to cause your next Chaos Bolt to multistrike 3 additional times.

    This opener will remain in the prepatch because we have no access to charred Remains and we still wear T16.
    at lvl 100 charred remains and removing snapshotting (immolate) will change our opener completely.
    We will see how things will work out but one thing will always be the goal for destro: Get as much chaosbolts with all int proccs and buffs out as you can in the opener.
    Last edited by Buurial; 2014-10-14 at 08:49 AM.

  14. #14
    Please stop referring to applying immolate at certain time with regards to the fact that your buffs are active!! That's probably going to be the worst time to apply dots now unless they are falling off because dots don't snapshot meaning more nukes is better during procs. That's going in tomorrow not level 100

  15. #15
    High Overlord OneWay's Avatar
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    Well if it's upgraded for 6.0, beside those minorities, nothing much changed, except KJC.

  16. #16
    Quote Originally Posted by DesireKT View Post
    Please stop referring to applying immolate at certain time with regards to the fact that your buffs are active!! That's probably going to be the worst time to apply dots now unless they are falling off because dots don't snapshot meaning more nukes is better during procs. That's going in tomorrow not level 100
    The new pandemic allows you to refresh your immolate at 30% duration left so with t16 4pc bonus so you should refresh immolate so you have a longer duration of this hard ticking immolate. With this crit and haste values you will regen emberbits fast thanks to your imolate.

  17. #17
    Stood in the Fire Zevoa's Avatar
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    Quote Originally Posted by Buurial View Post
    The new pandemic allows you to refresh your immolate at 30% duration left so with t16 4pc bonus so you should refresh immolate so you have a longer duration of this hard ticking immolate. With this crit and haste values you will regen emberbits fast thanks to your imolate.
    Ugh, what?

  18. #18
    Wow, shadowburn is a single target dps loss?

    Edit: When I read that it no longer returns mana it completely wooshed over my head that mana could even be an issue. Haven't had to worry about that in a fair while. Thanks for the answer.
    Last edited by Vertual; 2014-10-14 at 10:22 AM.

  19. #19
    Titan Nerraw's Avatar
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    Quote Originally Posted by Vertual View Post
    Wow, shadowburn is a single target dps loss?
    Yes. The mana return has been removed from it, so you'll be OOM'ing shortly after you go back to casting non-Ember spells again.
    Quote Originally Posted by Erin View Post
    I only saw a few minutes of it but it looked slicker than a lubed up olympic swimmer fleeing from a shark.

  20. #20
    Quote Originally Posted by Buurial View Post
    The new pandemic allows you to refresh your immolate at 30% duration left so with t16 4pc bonus so you should refresh immolate so you have a longer duration of this hard ticking immolate. With this crit and haste values you will regen emberbits fast thanks to your imolate.
    You may want to look up the changes to snapshotting....

    Can't believe destro is going live with rof back in the single target rotation and shadowburn as a dps loss.

    Thank you as always for the guide however!

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