1. #2641
    Quote Originally Posted by Zumzumzum View Post
    I was mainly FnB-ing the whole mess and spamming Shadowburns
    Since we didn't seem to have trouble getting the important adds down in time, cleaning the field was the most useful way to play the encounter as Destro for my raid.

    I have to admit most of my Havocs were on the boss (except when there were two important adds with a raid symbol at the same time) maybe not the best target for HM but the filthy multidotters were above me on the boss anyway.

    I'm liking the SB change very much for this type of fight, you don't have to overkill the adds to get your bonus ember anymore, meaning much less useless damage (< 5k on this down, less than 3%).
    Zum how did you play destro on tortos? Were you sburn cleaving from the immune low hp turtle or something?

  2. #2642
    Deleted
    Zum how did you play destro on tortos? Were you sburn cleaving from the immune low hp turtle or something?
    lol no
    It was kinda sad since the bats were dying in like 15 sec (hope they really have more in HM) the AoE was rather limited so it was mostly single target/cleave the turtles, but no padding on the nearly dead turtles.

  3. #2643
    Quote Originally Posted by Zumzumzum View Post
    lol no
    It was kinda sad since the bats were dying in like 15 sec (hope they really have more in HM) the AoE was rather limited so it was mostly single target/cleave the turtles, but no padding on the nearly dead turtles.
    Is it really padding to havoc the boss and shadowburn the turtles? Isn't that a pretty big single target dps increase?

    Also not sure what to use on this fight: mannorath's or kjc. I used mannorath's on our kill so I could rof the turtles+bats with the boss and get tons of embers. We 1shot it so I didn't have a chance to test kjc, but I was interrupted by those damn turtles so many times it may not even be worth it. Maybe I wasn't positioned in a good spot and I can improve on this though. What did you end up using?
    Last edited by Sabsy; 2013-03-07 at 09:57 PM.

  4. #2644
    Deleted
    Do you consider it padding to havoc the boss and shadowburn x3 one of the "dead" turtles?

    Also not sure what to use on this fight, mannorath's or kjc... i used mannorath's on our kill so i could rof the turtles+bats with the boss and get tons of embers. We 1shot it so i didn't have a chance to test kjc, but i was interrupted by those damn turtles so many times it may not even be worth it. Your thoughts on this?
    Yeah that would be padding since there are other things to cleave, like alive turtles

    As for the lvl 90 talent I tried both on the PTR. Having MF would be great I agree, but I was losing sooo much time in the air on the PTR :s
    I used KJC on our try/kill.

  5. #2645
    sorry i edited my post - isn't it a single target dps increase on the boss? if there are no high hp turtles up to havoc and shadowburn, that is

  6. #2646
    Deleted
    Better than havocing a CB yes, if you really have nothing else
    But perhaps you could wait like 5 sec and do it on a 20% turtle, or bats.

  7. #2647
    The Patient
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    Quote Originally Posted by Zumzumzum View Post
    I was mainly FnB-ing the whole mess and spamming Shadowburns
    Since we didn't seem to have trouble getting the important adds down in time, cleaning the field was the most useful way to play the encounter as Destro for my raid.

    I have to admit most of my Havocs were on the boss (except when there were two important adds with a raid symbol at the same time) maybe not the best target for HM but the filthy multidotters were above me on the boss anyway.

    I'm liking the SB change very much for this type of fight, you don't have to overkill the adds to get your bonus ember anymore, meaning much less useless damage (< 5k on this down, less than 3%).
    I did something similar last night in our run. I tried aff, but it just didn't have the oomph I was looking for, so I set my focus to Horridon for cleave and FnB'd the adds as mostly a filler. We had dedicated melee for interrupts, so I was left to my own devices for the most part making sure adds died quickly. I found that cleaving SB's to the boss from 2 or 3 different mobs gave you almost too many embers to play with. I tried keeping the debuff up on an add at all times, and spent a lot of time draining embers hardcasting CB on adds that were significantly higher in health to bring them down to a more common level. MF was amazing, it would clip Horridon and all the mobs the way we were doing it, and most movement could be covered with SB or conflag.

    Any add that was marked I used as a CB dump instead of Horridon itself. After a few pulls I had more embers than I could spend. I probably could have directed more AoE damage, but Destro can put considerable pressure single target while keeping RoF+FnB Immo's rolling for more embers too. Getting the ball to drop was too easy. By the end of the first door, as long as you keep the SB debuff up on an add or two, not even have to snipe it, you'll generate more embers than you can effectively burn, and I'd spend 5 or 6 embers on CB during a Dark Soul whenever we had a Dino up.

    I went with Sup and left my observer on the boss, but that was probably a mistake. Almost 70% of my overall damage was from either SB or CB. Even though I wasn't focusing on AoEing, I was far ahead of our other non-Destro lock by a good 3% damage overall, and focusing so many CB's on specific high HP mobs helped the raid focus on general AoE more. I know I could have pushed much higher DPS had I done more general AoE. I had slightly lower add damage overall, but I did 100 million to Horridon myself. My add damage wasn't distributed evenly, but it was still higher than anyone other than our other warlock. With better havoc play than me, you can do significantly more damage to adds too. We hit hard enrage on an earlier pull, so we put a bit more damage on Horridon himself so we didn't run into that again.

    I'm not sure if this will work for everyone, but it's a particularly powerful way to cleave on a fight with almost unlimited embers. I'm sure Zum could do much, much better than I did, and I did very well. I'm a bit anxious to get in there next week and try Demo on it and see how it compares. Having a person or two able to blow down high HP adds seemed to really streamline the fight though.

    I also tried the imp on this boss for a couple pulls. On our hard enrage attempt, poor little guy did just under 6 million total. Observer did about 24 million on our kill. Poor, poor Imp. I miss little Agakpup.
    After being Medieve the Uberpally for many years, finally shelved in favor of Belledanna, the Uberlock!!! (patent pending)

    -Unretired as of the launch of 6.0! Currently guild shopping. Need a good Warlock? I need a good home!

  8. #2648
    Mind if I roll need? xskarma's Avatar
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    Fresh from the press, Blizz's wrap up of intentions and things they did to the Warlock class for 5.2:

    Source: http://eu.battle.net//wow/en/blog/7520077

    Originally Posted by Blizzard Entertainment
    Our main goals for Warlocks:

    As with all classes, we wanted to tweak talents to make underused talents more appealing.
    Fix Blood Fear.
    Put the pet back in Warlock.
    Roll mandatory-feeling Glyphs into the relevant specs.

    We feel Warlocks are, generally speaking, in a pretty good place right now. Obviously they received many changes in 5.0 and we’re still iterating on a few of those new mechanics to get them to feel quite right. Warlock talents weren’t in a bad place overall. We made a few tweaks such as Burning Rush also offering snare “resistance”, and Kil’jaeden’s Cunning no longer having an active / passive mechanic.
    In PvP we saw that Blood Fear, intended to be used defensively, was increasingly seeing use as an offensive ability. We also felt that it was a bit too effective. To adjust it some, as well as return it to its more defensive roots, the old talent has been removed, and its new replacement, Blood Horror, applies a buff to the Warlock that will fear enemies that strike her in melee.
    Warlocks are meant to be a pet class, but a lot of locks were choosing Grimoire of Sacrifice. We understand that players have a tendency toward the most powerful and efficient play style, and that managing a pet takes a little effort. Pets are a big part of what it means to be a Warlock though, so while we don’t mind offering GoSac so that there’s some play style diversity, we wanted to de-emphasize petless play. Now sacrificing your fel friend, while still an option, won’t be quite as much of a damage bump as it was in the past. In addition, too many locks felt like they had to use the imp in PvE, especially in smaller groups, in order to benefit from Blood Pact. We just added the Stamina bonus to Dark Intent to let the player choose whether an imp or another demon made more sense depending on their preference and the situation.
    Both Glyph of Embers and Glyph of Soul Shards really felt like they should be baseline, and had become essential to their respective specs. We made the original Glyph effects baseline, and added new Glyph effects that should be helpful, without feeling like they’re absolutely required. We also changed the Glyph of Unstable Affliction so players didn’t feel like they had to choose between the silence and the damage backlash.

  9. #2649
    Quote Originally Posted by Zumzumzum View Post
    Yeah that would be padding since there are other things to cleave, like alive turtles

    As for the lvl 90 talent I tried both on the PTR. Having MF would be great I agree, but I was losing sooo much time in the air on the PTR :s
    I used KJC on our try/kill.
    You could just Havoc a turtle that's alive and cleave shadowburns onto it, yaknow <3

  10. #2650
    Quote Originally Posted by Rakaji View Post
    You could just Havoc a turtle that's alive and cleave shadowburns onto it, yaknow <3
    From when I tried to multidot onto them I got immune messages (on the dead ones) soooo, maybe not? Unless my brain is mush and read that the other way around.

  11. #2651
    It seems that Blood Horrior will be awake when suffering certain damage.
    And then. http://www.simulationcraft.org/520/Raid_T15H.html
    say to us, destro pve must put Rof to recycle. destro players are silly?



    Another bugs, 87 gate will disappear when leaving some distance.
    Glyph of Nightmares canot work in pvp areas.
    Last edited by shinewaylee; 2013-03-08 at 05:40 AM.

  12. #2652
    Quote Originally Posted by shinewaylee View Post
    It seems that Blood Horrior will be awake when suffering certain damage.
    And then. http://www.simulationcraft.org/520/Raid_T15H.html
    say to us, destro pve must put Rof to recycle. destro players are silly?
    Uhhhh...I literally understood 0% of that post. Please clarify :|.

  13. #2653
    Quote Originally Posted by Woz View Post
    Uhhhh...I literally understood 0% of that post. Please clarify :|.
    There is some difference between West and East. If I canot explain it clearly,I can send to battle.net to have a try.

  14. #2654
    I'm going to take a shot.

    "It seems like Blood Horror is falling off when targets take a certain amount of damage?"

    "Tell me, is Destruction really supposed to cast RoF in single target situations now? Are Destro players a bunch of froot loops?"

    That work for you, Shine?

  15. #2655
    Quote Originally Posted by Rethul Ur No View Post
    I'm going to take a shot.

    "It seems like Blood Horror is falling off when targets take a certain amount of damage?"

    "Tell me, is Destruction really supposed to cast RoF in single target situations now? Are Destro players a bunch of froot loops?"


    That work for you, Shine?
    Thanks,almost as what you think.

  16. #2656
    Rain Of Fire is a single target dps increase, as detailed in the 5.2 Destro guide at the top of the page.

  17. #2657
    Quote Originally Posted by Zumzumzum View Post
    Yeah that would be padding since there are other things to cleave, like alive turtles

    As for the lvl 90 talent I tried both on the PTR. Having MF would be great I agree, but I was losing sooo much time in the air on the PTR :s
    I used KJC on our try/kill.
    Curse of Exhaustion, glyphed ... the turtles crawl. That player's dps will sink if they have to maintain it all the time but yeah, made the fight so much easier. And for some reason no other class is willing to slow them ...

  18. #2658
    Deleted
    What does the glyph do?

  19. #2659
    Quote Originally Posted by DanielBrems View Post
    What does the glyph do?
    Adds 10 seconds CD to CoEx, but increases the slow to 70% up from 50%.

  20. #2660
    Quote Originally Posted by Brusalk View Post
    Adds 10 seconds CD to CoEx, but increases the slow to 70% up from 50%.
    Isnt default 30% not 50%?

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