Showing posts with label glyphs. Show all posts
Showing posts with label glyphs. Show all posts

Wednesday, December 9, 2009

The other side of the fence is hereby desecrated

I have now tested out a lot of specs, in the following order: Unholy, Frost 2h, Blood, Unholy and Frost DW.

First and foremost, I found that I love the Glyph of Anti-magic shell. If I got it on before I get hit by a CC, I can ignore any attempts to CC me using magic for 7 seconds, often enough to drain half my opponents' health. Interestingly enough: It also allows me to run away from non-combat rogues. Combine Toughness, Da Voodoo Shuffle and Enigmatic Skyflare Diamond, and all movement-impairing effects last only half the original duration (actually: 53.55% of the original duration). Crippling Poison actually fades from me during the AMS duration, allowing me to safely run away, leaving a chained rogue behind.

Frost PVP


Supposedly, frost offers superior control compared to Unholy and Blood. I found the main controlling ability, Hungering Cold, to be a one-shot pony. Of course many would trinket it, but that's to be expected. However, since I'm mainly in BGs, and BGs usually are less than perfectly well coordinated, Hungering often broke almost immediately. Not only because of others attacking the targets directly, but because the targets were dotted and cleave damage.

I could put out a decent amount of burst damage if I could stay in melee, but PVP means you run in and out of melee range all the time. I have mixed feelings about the proc system; It's handy when you get a Killing Machine proc to know that you're going to deal a hefty crit with your next Frost Strike or Howling Blast, but unless I also waited for a Rime proc I would waste some of my dps. Technically. So I spent Killing Machine procs as they popped up. The problem is that killing machine seems to proc only on auto-attacks, and PVP has way less auto-attacks than PVE.

I missed a burst ability. A garantueed crit every 2 min is not much burst compared to Dancing Rune Weapon and Summon Gargoyle. Naturally, I also missed a pet, but that was not unexpected.

The worst part is that I felt very squishy. More so than Unholy. Unbreakable Armor looks like a nice cooldown for both dps and damage reduction, but requires a Frost Rune. Frost Runes are what is often lacking in PVP because I need to use Chains of Ice to stop my target from getting away after a Frost Nova or the like. Death Strike has no synergy with the rest of the tree, and heals for only 10% my total health. In addition, Unholy has three diseases that needs to be cleaned instead of just two, a clear advantage when facing dispelling classes.

I liked the fact that Iceblood Fortitude lasted so long. Owned several rogues with it. I also liked the snare, very handy. Howling Blast is also a good ability in itself, especially with the glyph, but it's not able to carry Frost alone unless you like the rest of the tree.

I never tried it as PVE dps. Proc watching like that is not my cup of poison.

Blood PVP


On paper, Blood offers increased survivability compared to the other two. 15% health back regularly, Rune Tap for 20% at a mere 30 sec CD, Mark of Blood, Vampiric Blood... I didn't test Improved Blood Presence and Bloodworms.

Blood was not too bad, but it had a few serious disadvantages. I liked the fact that Death Strike crit like a truck as long as you've got 25 runic power, regardless of any diseases. Having diseases up merely increases the healing it does to you. I also liked the fact that most abilities require a blood rune, which does not mess up your Frost-Unholy rune moves. In addition, with Death Rune Mastery you've got plenty of Blood Runes and Death Runes available. Vampiric Blood -> Rune Tap -> Mark of Blood anyone? For BGs, one of the best features is that Blood has almost no downtime at all. The snare from Glyph of Heart Strike works for its purpose well, but does require that you start any attack with Heart Strike despite having no diseases up, just to apply the snare. Dancing Rune Weapon was awesome for burst damage, especially since it has only 1.5 min CD. The problem, though, is that if you're CCed, the blade does not deal any damage either, so you need to time it well. Compare that to Unholy: The Gargoyle's damage is fire-and-forget.

The disadvantages... Blood is very dependant on staying in melee range. Frost also requires melee to do much, but you can deal ranged damage with Howling Blast (and Death Coil, if you're desperate) and diseases tick for a decent amount. Unholy's diseases hit hard, the pet will often be in melee range even if you're not, and Death Coil can deal good damage from a range. Blood, however... it's diseases ticks as hard as rain and have short duration (you don't have talent points for both Epidemic and Endless Winter). Death Coil hits for way less than Unholy.

I also found the sustained dps a bit lacking. I've read that Blood is very dependant on Armor Penetration. I've got a decent amount of it on my PVE set (around 30-40%) but in my PVP gear I only have 10%.

In addition, any healing reduction like Mortal Strike and Wound Poison hurt like heck. They destroy the advantage Blood has in survivability. Truth to be told, outside of lower downtime, I never really felt the advantage Blood has in survivability over Unholy. In fact, I felt tougher as Unholy.

Unholy PVP


Now I'm back to my roots again. Unholy works best for me. I feel tougher than any of the other two specs. Why? I've tried to think of a few reasons.

Against magic damage, 6% less damage taken all the time and 100% of spell damage absorbed by Anti-Magic Shell actually makes a difference. Anti-Magic Zone is good, but I often use it as a desperation move on my part, as it requires me to stand completely still. Need to find out how I can use it better. One of the cases I know of is when I get frozen by a mage, entangled by a boomkin or rooted by an elemental shammy; Then I'm not going anywhere anyway.

Each of the three trees have their own 1 min tanking cooldown. However, Vampiric Blood and Unbreakable Armor need to be used when you're under attack. Vampiric Blood is effective even on low health, Unbreakable Armor is not. It's also useless against magic damage. Bone Shield, however, can and should be buffed up in advance. It even lasts 5 min. Since there's a CD on 2 sec for each bone, it lasts a minimum of 4 seconds after the first attack. That means that for any surprise attack by a stealth class, I'm taking 20% less damage the first 4 seconds. That's actually a fair amount of damage avoided, especially since you can't trinket the Cheap Shot, you need to save it for Kidney Shot and sometimes for the following Blind.

When we're on the topic of rogue stuns, On a Pale Horse is a good PVP talent. 20% less duration on the stuns, combined with the above, translates to me actually having a fair amount of health left after a rogue or feral druid opener. It's also good against warriors (especially protection, bloody annoying bastards).

The permanent ghoul is also helpful. In particular the stun. I actually put it on auto when defending a node. Hello, rogue, want to stun me? Have a taste of your own medicine. In addition, Death Pact is easily available.

Improved Unholy Presence offers a solid 15% movement increase. That's actually a pretty serious upgrade, and does make a difference. Among other, I can outrun a warrior who is bladestorming me, given that he does not start on top of me. I didn't have any speed enchant on boots when tseting the there specs, which makes the comparison a bit unfair. When I don't have a healer, I'm usually PVPing in Frost Presence. I did try the other two in Unholy Presence, but felt it compromised my survivability too much. Frost Presence offers much longer time to live, and longer time to live means longer time to deal damage to my opponent. In the end, I deal more damage over my total lifespan. Against healers I switch to either of the other two, though.

And then there's Army of the Dead. With the other two specs, that's once in a while. As Unholy, I can use it more often, every 6 min. Nothing rocks calling those up when defending an Arathi Basin flag. I've even seen enemies turn away and head for somewhere else when I start bringing up my army.

A minor difference might also be the combination of stronger Death Coils and Lichborne for self-healing. However, it does not really compare to Blood's Rune Tap.

Finally, Desecration is a much better snare than I first gave it credit for. After all, it's automatically applied to everyone in the area. It allows better kiting of multiple enemies. While it is bad at stopping a single enemy from running away from me, it is probably better for allowing me to run away from an enemy. Besides, I've got Chains of Ice to stop someone anyway.

Aside from the survivability, there are also two other properties of unholy I love. First, the passive damage, namely the dots and pet. I can actually kite and bring a single enemy fairly low using dots alone. Kited a rogue all the way through the Warsong Gulch tunnel, only getting into melee with him for about 4 sec total to hit him with my Plague Strike and refresh Blood Plague on him, using Anti-magic shell to avoid getting snared myself. He did slow me with Deadly Throw, but couldn't catch up because I retaliated with chains myself.

Second, the burst capability. I've macroed Berserking and a trinket to Summon Gargoyle. As long as I can prevent the enemy from running away, the gargoyle deals really serious damage. Even better, it keeps firing even when I get chain-CCed. Has allowed me to win battles despite running around like a feared chicken because it kept firing.

On an unrelated note...


Disarming. It sucks. Royally. Death Knights have one semi-defense against it, though: Rune of Swordshattering. But that would mean sacrificing Rune of the Fallen Crusader, which is a serious dps upgrade. However, without it, rogues eat me for breakfast. Shadow priests and smart warriors too. If I get another identical weapon drop, I can have two different runes depending on the type of enemies I meet.

Conclusions


It's fun playing around, but Unholy really is my game. Not only mine, but 90% of the arena DK population, from what I can gather from reading various forums. With that said, many seem to play it as a support-spec, just applying pressure and allowing their team to set up the kill, often harassing a healer. Mind Freeze + Strangulate + Gnaw + Death Grip to keep healers busy for a long time.

Death Grip, you ask? Yes, it's a trick I learned from watching a PVP movie. You know paladins using Aura Mastery? Immune to silence and interrupts suck, huh? You can still stun them (though DKs are not the master thereof), but more importantly for us you can still Death Grip them. So when they use the mastery, move a bit away, and death grip right before the cast is finished. With good positioning, you can also pull them out of line of sight or range of their healing target. Fun, fun.

Posts I want to write:

  • Tanking specs testing results

  • When is it the healer, when is it the tank whose at fault?

  • When you no longer have access to any gear upgrades

Tuesday, March 10, 2009

The glyph shuffle, shamanic version.


3.1 brings a lot of changes. Dual-spec, for example. Personally I'd prefer a Quadruple-spec (Healer PVP, Healer PVE, dps PVE, dps PVP), but I'll take Dual-spec over single-spec any day. When dual-spec hits the "shelves", I'll have at least one of the builds as a resto-PVP build. I'm debating whether to have elemental PVP or resto PVE as my second build.

But it's important that you also get two set of glyphs. Because of that, I'd like to take a closer look at the various glyphs that can be useful to resto builds. For all of the glyphs, I'll rate them either 1 (rarely/hardly useful), 2 (handy), 3 (very handy/critical) for each of these purposes:

  • PVE Chain Heal: Where Chain Heal contributes 90% of your healing done. Mostly translates to 25-man raids, some 10-man and rarely 5-man.

  • PVE Mix: Where you use a mix of various heals and not only chain heal.

  • PVP Arena: Where you'll meet a limited number of enemies who usually are well coordinated, and their objective is to keep you from breathing. Mana is a secondary problem compared to just staying alive.

  • PVP BG/WG: Where you'll meet lots of uncoordinated enemies, and the objective isn't nescessarily to kill you. Running out of mana is a concern.


The newcomers



Glyph of Earth Shield: A straight-foward buff offering +20% more healing on Earth Shield. I'd consider it pretty stupid to take this glyph without also speccing Improved Earth Shield and Improved Shields, as they stack together. Buffs each charge of Earth Shield by something between 300 and 500, depending on spellpower. This is what I'd consider a handy ability for all purposes, but nothing critical for either. Check your recount values. Find how much effective healing Earth Shield provides (discarding overhealing), and multiply the number by 0.2. This is a rough estimate of the increased healing done by this glyph. Score: 2 all around.

Glyph of Riptide: 3 more sec on the Riptide HoT. Each tick of Riptide heals for something between 600 and 800, depending on spellpower. On a non-crit, this increases Riptide's total output by about 11%. on a crit (with Ancestral Awakening), about 8% more output. For this to be useful, the target must actually have less than full health at this final tick, which is 18 seconds after you initially cast Riptide on someone. In PVP, chances are high that you have to overwrite the buff early because you need the instant potion of Riptide right NOW. The glyph doesn't really convince me. There is one redeeming feature, though. Extending the HoT also extends the window in which you can cast Chain Heal on the target and get a 20% buff. But still... meh. Skip this. I'm 90% certain we'll see this glyph buffed sooner or later. A simple +5% crit rate on Riptide would be better, or perhaps "lowers the global cooldown after casting riptide by 0.5 sec". Current version: 1 all around.

Glyph of Hex: Increases the damage a hexed target can suffer by 20% before hex breaks. Similar to Glyph of Entangling Roots and Glyph of Frost Nova. I can't actually see who would want this. In any sort of group PVE, it's in 99% of the cases broken by the tank (often through AoE) and while it's a bit more incoming damage on the tank, it's nothing really bad. After all, by breaking it, the tank is sure to have aggro on it. In PVP I find that the most common reason for hex breaking being the PVP trinket. The second problem is that the target simly runs away, if it has any kind of intelligence between it's ears. With a 45 sec cooldown, it's a poor return for a glyph. 1 all around.

Glyph of Stoneclaw Totem: Shields you when you cast Stoneclaw Totem. According to a poster on wowhead, this shield aborbs 4340 damage no matter how much spellpower you have. On current PTR, the shield amount is unaffected by Earth's Grasp. In effect, another instant heal spell, but with a few limitations. 30 sec cooldown like the totem. Probably range-dependant meaning it stops working if you move more than 30 yards away from the totem. Possibly disables you from using Earthbind Totem or Tremor Totem for the same time the shield lasts without loosing the shield. The bright side is that being a totem, you can use it despite being counterspelled/silenced. It also has the other advantages of shield spells. And 4k extra health on demand isn't such a bad deal. Handy in PVP. There are few cases where I see the need for this in PVE, versus just healing yourself up. PVE: 1. PVP: 2.

The old fellows



Glyph of Chain Heal: Makes Chain Heal hit four targets instead of three. This has two effects. First, it improves Chain Heal's average throughput by 1/14 or 7%, given that it's always a fourth (wounded) target in range. Second, and harder to measure, it provides another target that potentially can proc Earthliving. If you're raiding 25-man (and possibly even if you only raid 10-man), Chain Heal will usually contribute most of your healing done. This will provide a nice increase. PVE Chain Heal: 3. PVE Mix: 2. PVP: 1. The effect of this glyph is further amplified by...

Glyph of Earthliving: Increases the chance to proc Earthliving by 5%. Notice, though, that there are several cases where this does nothing. First, Earthliving never procs if you heal a target at full health. It can proc if the direct heal brings the target to full health, though. Second, with Blessing of the Eternals you will have a 100% chance to proc Earthliving on a target at less than 35% health without this glyph. Finally, earthliving doesn't stack, but merely refreshens the duration of the last earthliving if it procs again on the same target, making it less useful if you spam heals on one target (like the tank). But still... I think this is a rather solid glyph. Most of the cases you will be healing people at between 35% and 100% anyway, and it can proc on any direct heal, making it an work just as well in 5-man and 25-man. It's nice for PVP too, since there's a chance that the last earthliving was devoured/spellstolen/purged/dispelled/whatever. I rate it 2 all around.

Edit: As drug pointed out, Earthliving is a minor part of healing done for a priest mainly relying on Chain Heal. I agree with his comment, there's probably better glyphs for a chain-healer.

Glyph of Healing Wave: Heals you for 20% of the amount Healing Wave heals your target for. I have sometimes, but not every time, experiened that this extra heal triggers even when I'm the target of my own HW. Possibly a bug. Personally, I love this glyph. Since I favor using Healing Wave as much as possible, I rarely ever worry about my own health in PVE groups. In fact, between this glyph and ancestral healing, I often heal area damage without using Chain Heal at all. Of course, it does rely on you using Healing Wave. Since shorter casttime = less chance to be interrupted/kicked/silenced/etc, not to mention higher chance that my target is alive when the heal hits, I mostly favor using Lesser Healing Wave in PVP. However, there are times when I can use this, and I try to maximize those. PVE Chain Heal: 2. PVE mix: 3. PVP BG/WG: 2. PVP arena: 1.

Glyph of Lesser Healing Wave: Increases the amount healed by Lesser Healing Wave by 20% if the target has Earth Shield. This is *the* PVP resto shammie glyph. Don't leave home without it. It both increases throughput and mana efficiency of your most used PVP healing spell, but only if the target has earth shield. More handy in arenas than in BGs, but it is always handy because you can earth shield yourself and spam Riptide -> LHW -> LHW -> move/root until Riptide is ready again for maximum chance of survival. It does have some use in PVE as well, but since Earth Shield will almost always be up on the tank and HW is preferable to LHW as a tank heal if you've got the talents to support it (mainly Imp Healing Wave, Imp Water Shield and Healing Way), it's usually better to stick to HW. However, if the tank needs heal right NOW, he may not have the extra second it takes to cast HW. PVE chain heal: 2. PVE Mix: 2. PVP BGs: 2. PVP arenas: 3.

Glyph of Healing Stream: Increases the amount healed by Healing Stream Totem by 20%. It makes little sense to take this without Restorative Totems. I'm a personal fan of Healing Stream totem in 5-mans myself, as it provides a nice steady return to health for everyone, meaning I can just ignore everyone with less than 2k health missing. However, since it's party only (unless I've been missing something, which reminds me: WTB raid-wide Healing Stream totem), it is significantly less effective in raids, especially 25-man. I rarely ever use it in PVP. PVE chain heal: 1. PVE Mix: 2. PVP: 1.

Glyph of Water Mastery: Also called glyph of 30 mp5, at least as long as you have Water Shield active. A solid glyph if you ever run into mana problems. PVE: 2. PVP BG: 2. PVP Arena: 1.

Glyph of Shocking: Reduces the global cooldown of all shock spells to 1 sec. This one is for the PVPers, especially at higher levels of arena. Of course, it does require that you rely on shocks as a source for interrupts/snares/burst in the first place. PVE: 1. PVP: 2.

Glyph of Frost Shock: Increases the snare effect on frost shock to 10 seconds. PVP glyph without doubt. Without Reverbation, which few resto shammies have, Frost Shock has a duration of 8 seconds and a cooldown of 6 seconds, meaning you technically can perma-snare someone. This is easier said than done, and another two seconds help a lot. But more importantly, pretty much every melee'er who would want to stay on your face beating you have access to some talent that reduces the duration of snare effects by 30%. That reduces the duration of non-glyphed frost shock from 8 to 5.6 seconds, meaning you can't perma-snare someone. With the glyph, this increases to 7 seconds. Like the glyph of shocking, this is a good glyph if you can't find any other for a PVPer. PVE: 1. PVP: 2.

Glyph of Mana Tide Totem: Increases the amount restored by Mana Tide Totem by 1% per tick. It will now restore a total of 28% of total mana instead of 24% of total mana. Last time I checked, Mana Tide Totem was a very low part of the mana restored during a fight, and so I consider this a minor upgrade. However, redeeming trait that it affects all party-members. This glyph provides an additional 20% of total mana across all affected, which isn't bad.

To tell the truth, I don't like this glyph. I don't like any type of glyph that provides a buff to others (versus just your own healing), because the raid might end up forcing you to take it. No, I'm dead serious. Let's now say that Uldar really brings mana troubles for mana users. The raid leader might require that all priests run with this glyph because it helps with the mana trouble. While it's nice that the priest in question can help others, he has to sacrifice a glyph slot which could be used for some other glyph he'd rather want to have. It might cripple his own healing somewhat, while helping other healers.

But min-maxing, it's not a bad glyph for PVE. PVE: 2. PVP: 1.

Recommendations


For a PVE raider relying primarily on Chain Heal, the primary glyph is Chain Heal. Good choices for the last slot are Water Mastery, Healing Wave, Earth Shield, Lesser Healing Wave, Mana Tide Totem or Earthliving.

For a PVEer that relies on a mix of heals, especially in heroics, I'd strongly recommend Healing Wave. If you regulary user either, Healing Stream, Chain Heal or Lesser Healing Wave can make good choices. If neither are too much used, go with Earthliving, Water Mastery, Earth Shield or Mana Tide.

For a PVPer that stick mostly to battlegrounds, wintergrasp and other world PVP stuff, there are a lot of choices. If you have trouble with survivability, go with Stoneclaw, Earth Shield and Lesser Healing Wave. Mana trouble? Water Mastery. Neither? Healing Wave, Shocking or Frost Shock all make decent choices if you rely on those spells. Finally, Earthliving is always handy if you can't find anything else.

For an arena healer, I strongly recommend Lesser Healing Wave. As with BGs, if you have trouble with survivability Stoneclaw and Earth Shield could help you. Depending on what partners you run with, Frost Shock can also be tremendously useful, also in reducing incoming damage because you can slip away from your enemies slightly easier. Shocking is a solid choice if you're good at watching your enemies.

For an all-rounder, Earthliving and Water Mastery might be the best bets. If you use Healing Wave a lot, it's a good glyph, otherwise Lesser Healing Wave.