lol noZum how did you play destro on tortos? Were you sburn cleaving from the immune low hp turtle or something?
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.
Yeah that would be padding since there are other things to cleave, like alive turtlesDo 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?
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.
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
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.
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!
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
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.
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?
Rain Of Fire is a single target dps increase, as detailed in the 5.2 Destro guide at the top of the page.
What does the glyph do?
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