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#1 (permalink) |
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Character Info
Gwyllim 80 Orc Warlock Maelstrom US RP PvP Guild: Earthmother Protectorate Talent Spec: 54/17/0 |
Post-3.0.2 affliction talents review
I've been thinking about the 3.0.2 patch and spent a large portion of last month trying out some ideas on the PTR to confirm my initial impressions. *This post is entirely concerned about*affliction, particularly for the interim period between now and when the expansion hits in a month. This is also focused on raiding, though arguably pvp is going to be where the real innovation is found. Finally, these are only my opinions, albeit long-winded one. Please, correct/debate/disagree with these assessments, and hopefully a working guide for talents in the Wrath of the Lich King world will develop out of the conversation. Which curse? First, there is the important question of which curse to use. With the new "frailty" talent, there is the possibility of doing dramatic armor reduction without any cost (other than a missing curse) using the new Curse of Recklessness. I see this as a real improvement in melee-heavy raids. If you are not stacking a boomkin, then the next curse on the list is Curse of Elements. A rule of thumb for Curse of Elements: if your damage meter (e.g., Recount) indicates that you're doing less than 16% (=3% from the overall damage boost + 13% from the curse) of your damage with Curse of Agony, use Curse of Elements instead. It ups all of the rest of your DPS sufficiently (when talented with the new malediction) to make it worthwhile. Every build I tested on the PTR maxed its DPS in this scenario. That said, the new boomkin buffs override curse of elements, in which case you'll be using Curse of Agony to get the double benefit. Why Curse of Agony, and not Doom? Well, it scales better---benefiting from Shadow Mastery, Contagion, and Improved Curse of Agony, while for some reason, Curse of Doom does not. I know, that sounds like a bug, but as of October 12th (tested on the PTR), that's how it works. Oh, and if you end up using Curse of Agony, Amplify Curse and the Curse of Agony glyph (which adds two ticks and 4 seconds to the time of the DoT) are definitely worthwhile investments. [Using the analysis below, the talent reduces F by 0.02, the glyph by an addition 0.005. This is a huge benefit for a single talent point. If shadow bolt is 33% of your dps, that translates into a 0.8-1% improvement in overall dps.] To summarize: use Curse of Elements, unless you have a boomkin, in which case, Curse of Agony. On the off chance that you are surrounded by melee or ranged DPS, the new Curse of Recklessness, talented, is pretty sweet as well. Talent points outside affliction Next, how many talent points do I have to spend on the affliction tree? Or, in other words, what talents do I have to have from demonology or destruction? It used to be you needed Bane and Improved Shadow Bolt at the least. However, now ISB only effects the first four direct damage spells (basically, shadow bolt and haunt), so you don't need it. That's right, it does not benefit DoTs anymore. Instead, we have Haunt, which (surprise, surprise) makes DoTs do 20% more damage for 12 seconds after it hits---pretty much just like improved shadow bolt used to do. Only now, you can guarantee 100% uptime, and you get some healing out of the deal. Not too bad, right? Of course, this means you have to spend at least 51 points in affliction, and Ruin will be inaccessible in a 70 build. If you're not hit capped, put 3 points in the hit/mana talent, and you now have 51 points to spend, with 2 more to go in demo for survivability or into affliction for better synergy. Talent analysis Now, the tier-by-tier analysis of the (affliction) talents. A detailed damage analysis is at the end, but here are the assumptions. (1) 1/3rd of damage is from shadow bolt filler; 2/3rds is from DoTs and Haunt (2) The parameter A contains the combined effects of +hit and +haste. A change of +hit by 1% is a 1% change of A, and similarly for +haste. 3% improvement in A gives a 1% overall DPS improvement. (3) The parameter F is the fraction of time spent casting / renewing DoTs and Haunt. Reducing F by 0.03 is a 1% overall DPS improvement. Tier 1:
Tier 2:
Tier 3:
Tier 4:
Tier 5:
Tier 6:
Tier 7:
Tier 8:
Tier 9:
Tier 10:
Tier 11:
Methodology I need to describe some of my methodology for evaluating talents. In particular, the damage model used for affliction is a little more complex than a direct damage scenario. The effects of +damage and +crit are straightforward to evaluate, and you can refer to the copious literature on it in the forums. Trickier are +haste, +hit, and other things (improvements in cast time, lengthing of DoT times). To evaluate these effects, you have to consider how much of your time is spent casting/refreshing DoTs, and how much is spent casting shadow bolt. Let's call this fraction f[spell]. For example, in a perfect world, without any +haste or +hit, f[corruption] = 1.5/18. In practice, +haste and +hit reduce this fraction, while lag and human response increase it. If you know this fraction (f) for all of the spells in your rotation (Curse of choice, corruption, unstable affliction, siphon life, immolate, and haunt), you can figure out the total portion of your time spent casting DoTs: F = Sum(f). To calculate the DPS, let D[spell name] be the damage your spell does if it hits every time and does not have any +haste (including +damage and +crit effects, e.g., through Pandemic). For calculating the damage per second from DoTs, we only need to know the total damage, d[spell name], and the time between casts. The time between casts is set by the length of the DoT and the "gap" time. Thus, the longer the DoT, the less "gap" time effects the dps of the spell, which provides another indicator of the benefit of the Curse of Agony glyph. Roughly speaking, the "gap" time reduces DPS from DoTs by about 7% (~ 1/15). To calculate the DPS from the filler spell, Shadow Bolt, we need to now include the effects of +hit and +haste. We define a combined +hit and +haste parameter A = (0.83 + hit) * (1 + haste). For example, if you only cast shadowbolt, your actual DPS would be A * D[shadow bolt]/2.5 s (assuming 5 points in Bane). The effects of +hit and +haste, as mentioned before, are to reduce the time spent casting DoTs. This is equivalent to saying that the actual time spent casting DoTs is F / A. Now, to figure out our total DPS, we first sum over damage from DoTs, then we add to it: DPS = DPS from DoTs + A * D[shadow bolt] (1 - F / A) /2.5 s This is an approximation, of course. It neglects some second order effects, particularly the interplay between lag and haste. It is convenient to rewrite the Shadow Bolt component of this to see the complete effects of +haste and +hit: DPS(from SB filler) = DPS[shadow bolt w/o haste or hit] * (A - F) In practice, A is near unity, and F is between 40 and 55%. If the filler is 1/3rd of your DPS, then a change of F from 0.43 to 0.40 is a 1% improvement in overall DPS. Similarly, an increase of A by 0.03 is a 1% improvement to DPS. To conclude: +hit and +haste do matter, but you need a substantial amount to benefit. More important are things that increase the duration of DoTs or decrease the GCD for specific spells, i.e., Amplify Curse. For reference: Spells, sorted by f Immolate: 13.3% (10% w/ 5 points in bane) Haunt: 12.5% (18.8% if cast immediately after every 8 sec cooldown) Unstable Affliction: 10% (8.6% w/ glyph) Corruption: 8.3% (0% w/ 5 points in everlasting affliction) Curse of Agony 6.3% (5.4% w/ glyph, 4.2% w/ Amplify Curse, 3.6% with both) Siphon Life 5.0% F (untalented, no glyphs): 55% F (talents and glyphs): 40% F (talents and glyphs, use CoElements): 36% F (talents and glyphs, with 0.2 s lag and 1 s "gap" between DoTs): 44% F (talents and glyphs, with 0.2 s lag and 1 s "gap" between DoTs, use CoElements): 40% |
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#2 (permalink) |
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Character Info
Gafilka 70 Gnome Warlock Trollbane US PvE Profile: Blizzard Armory Talent Spec: 45/16/0 |
Re: Post-3.0.2 affliction talents review
After reading this I think I may go afflict instead of fire destro. Thank so much
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#3 (permalink) |
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Re: Post-3.0.2 affliction talents review
Awesome post! Anyone want to do the same for the other two trees?
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#4 (permalink) |
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Character Info
Vaell 80 Blood Elf Warlock Scarshield Legion Euro RP PvP Guild: The Final Contingency Profile: Blizzard Armory Talent Spec: 0/41/30 |
Re: Post-3.0.2 affliction talents review
*gold star* Welcome to the Den and enjoy your stay. ^^ A quality post. Thank you. *Gets a tea and settles in for a good read* |
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#5 (permalink) |
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Character Info
Amiddleona 70 Gnome Warlock Greymane US PvE Profile: Blizzard Armory Talent Spec: 45/5/11 |
Re: Post-3.0.2 affliction talents review
Good analysis one little quirk, you said that if less than 16% of your damage is Curse of Agony then use CoE. Actually the 5 minutes length of CoE should be included too, because that is about 13.5 seconds every 5 minutes (4.5% more time to cast SB), so that should be included too. so prolly around 17% or 18%. good guide :D. And I cry everytime I see that internal CD on eradication. |
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#6 (permalink) |
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Character Info
Kemper 70 Gnome Warlock Illidan US PvP Guild: Serenity Now Profile: Blizzard Armory Talent Spec: 0/21/40 |
Re: Post-3.0.2 affliction talents review
Great post, I linked it on my guilds board for the other locks to look at if that's ok. I decided to go 51/0/10 this new patch because I saw what you saw in the patch being a big buff to affliction, which is my favorite spec to play by far. can't wait until I'm level 80 and I can have ruin as well. Should be a pretty raid viable, fun spec to play. |
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#7 (permalink) |
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Character Info
Avandian 70 Blood Elf Warlock Azgalor US PvP Guild: Hellscream Raiders Profile: Blizzard Armory Talent Spec: 53/3/15 |
Re: Post-3.0.2 affliction talents review
well, I've just spent the past hour getting my first taste of the new affliction talents. GOOD DPS is pretty solid. I've picked up a little from pre-patch, as long as I keep everything up constantly. I'm still feeling out some things so I think I could get a couple hundred more DPS out of it soon. Also, this is going to be a great levelling spec. Just casting Haunt, Corruption and Curse of Agony on a mob is enough to kill it with a blueberry tanking. You could drop the Curse of Agony and just drain life if you wanted as well. And if you remember to life tap at some point in the fight, the heal coming back will keep you topped off in life and mana indefinately. BAD To get that DPS I had to juggle Haunt, Corruption (just the first cast), Curse of Agony, SiLi, UA, and Immolate. And the live version of Haunt still has the 10 sec cooldown, so keeping haunt up is really tough. You basically have a half second window to cast it in order to keep everything right. |
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#8 (permalink) | |
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Re: Post-3.0.2 affliction talents review
Quote:
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Whether you're a forum expert, newbie or just want a good laugh...
Everyone can learn something from : Posting And You... They're, there, their? Wear, were, where? Test yourself! |
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#9 (permalink) |
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Character Info
BiBus 70 Human Warlock Jaedenar Euro PvP Guild: The Drunken Fighters Talent Spec: 00/21/40 |
Re: Post-3.0.2 affliction talents review
I just can say "That's a great post" I always loved affliction but had to give it up for raiding because of the better scaling of destruction. Now: how do we deal with boss that reset aggro every minute or so? Will be aggro no longer a problem? |
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#10 (permalink) | |
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Re: Post-3.0.2 affliction talents review
Aye, thats a pwn summary ![]() BiBus - DoTs left on a Boss during aggro resets will still cause a problem - just make sure you let them run out before the transition (Hydross for example) but with greater built-in threat tanks shouldn't have too many problems getting mobs back if you do make an error in judgement. *** Information added 2 Minutes and 1 Seconds later... *** Quote:
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