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 Pranešimo tema: Destro @ MOP
StandartinėParašytas: Ant Rgp 28, 2012 10:28 am 
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Užsiregistravo: Pir Geg 12, 2008 12:02 am
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Miestas: Kaunas
Beta - Build 16010
To view this guide with proper formatting, Wowhead links, images and more, visit http://www.wowraids.org, or click here.

Disclaimer: The game is currently still in beta. The information in this guide may change before Mists of Pandaria is released. I will endeavour to keep this guide updated as soon as possible after changes are made to the servers. Check back regularly to keep on top of changes to the class.

The information in this guide would not be possible without the hard work of the people that develop Simcraft. This is based upon simulations and testing. Much of this information may change before release.

To view this guide with proper formatting, Wowhead links, images and more, visit http://www.wowraids.org, or click here.


0. Introduction
1. Talents
2. Glyphs
3. Stats
4. Gems
5. Enchants
6. Your Demon
7. Spells and Abilities - Single Target
8. Spells and Abilities - Multi Target and AoE
9. Extra Tips
10. Mists of Pandaria - Gearing up in Week 1
Appendix 1 - Information for Level 85 Warlocks in 5.0.4


In Mists of Pandaria, Destruction is a simplistic spec that utilises a new resource; Burning Embers. These are generated by your Fire spells and are used to provide a sudden damage boost in the form of Chaos Bolts and Shadowburns, or by turning your single target spells into AoE attacks.
In its current state, Destruction offers the lowest DPS of all the Warlock specs, but this is compensated slightly by a very easy rotation with on-demand burst, that will allow you to focus more on your surroundings and the raid situation.
This guide should teach you everything you need to know about the spec in order to play successfully.

1. Talents

In Mists of Pandaria, talents are no longer split into trees that have prerequisites. They also do not offer noticeable DPS gains, which means there is a lot more room for flexibility. Some encounters will have clear winners, whereas others it will simply boil down to your play style.

Tier 1


There isn't a clear winner here. You won't find much use for Harvest Life. Soul Leech will ease your healer's work by providing a constant flow of health, but Dark Regeneration adds an extra survival cooldown that might save you in dangerous situations. Either of these last two will be fine, though Soul Leech will most likely be my default talent of choice.

Tier 2


Howl of Terror isn't going to be useful in a whole lot of situations, although there may be specific encounters in the future where it's reliable. Mortal Coil has the benefit of providing you with 15% of your maximum health which gives it far more practical use in a raid situation, so it will be the talent of choice in most situations. With that in mind, on certain encounters involving stunnable adds, Shadowfury will be a great talent, so don't ignore it completely. I'll be explaining specific encounters where it'll be useful in future guides on my website.

Tier 3


The talents in this tree are all heavy defensive abilities. Soul Link in its current state shares damage between you and your pet so that you both remain at the same percentage of health. This works both ways, so you take a large amount of any damage directed at your pet. Any Warlock that did Madness of Deathwing Heroic will know that pets have a terrible tendency to stand in places that will get them killed, and whilst this could boil down to simply requiring better pet control, you're better off avoiding this talent completely. With that in Mind, if you use it with Grimoire of Sacrifice, it gives you a flat 20% health boost. Sacrificial Pact offers you a ~300k shield, but Dark Bargain could save you from a lot more depending on how it's used. What you pick will vary from encounter to encounter.

Tier 4


Burning Rush is the go to talent of choice here - an on demand sprint with no cooldown is absolutely amazing. There may be the odd fight here or there where you want Unbound Will. There likely won't be any occasions where Blood Fear will have use in PvE.

Tier 5


At the moment, Grimoire of Supremacy offers the highest DPS increase for destruction. This allows you to summon more powerful demons to replace your old ones.

Tier 6


Honestly, the talents in this tier are all far too encounter specific to judge outright. For stationary "ultraxion type" fights without any AoE the only choice is Archimonde's Vengeance, on fights with considerable AoE you'll want to take Mannoroth's Fury, and on highly mobile fights Kil'jaeden's Cunning will be the talent of choice.

2. Glyphs

Like most things in MoP, the glyph system has been simplified. Most of the Warlock glyphs do not offer any DPS gains and are simply cosmetic or fun tweaks to the class. There are two you should consider for Destruction:
[Glyph of Burning Embers] - Allows you to have a maximum of 4 Burning Embers instead of 3.
[Glyph of Soulstone] - This is optional, but the only other Major glyph with any practical use.

3. Stats

This is your primary stat. Each point of Intellect increases your Spell Power by 1. However, when looking at your gear, each point of Intellect is actually worth 1.05 Intellect due to the passive ability Nethermancy. Therefore, if an item has 20 Intellect, you will gain 21 Intellect when you equip it. Intellect also increases your crit chance by a very small amount; 2548 Intellect gives you 1% chance to crit.

Increases your chance to hit with spells. You need a total of 15% hit to reach cap, and 340 hit rating is equal to 1% hit. Once you reach the hit cap (5100 hit rating), your spells are all guaranteed to hit, so any additional hit is pointless.

Makes your spells cast faster and reduces your global cooldown. 1% Haste makes your spells cast 1% faster, and you need 423 haste rating to gain 1%.

Crit Rating
Increases your chance to critically hit with spells. You need 600 crit rating to gain 1% chance to crit.

Each percent of Mastery increases the damage you do with Immolate, Incinerate, Fel Flame and Conflagrate by 1%, and the damage you do with your Ember consuming spells by 3%. Each percent of Mastery is equal to 302 Mastery rating.

Expertise increases your Spell Hit at the same rate as Hit does. You can use a combination of Hit and Expertise to reach the hit cap.

As a general rule of thumb, you should consider stats in the following order of importance:

Intellect --> Spell Power --> Hit (Up to 15%) --> Haste >= Crit --> Mastery.

Intellect is very, very good for Destruction, and should always be the deciding factor in your upgrades. Get to the Hit Cap as your second priority, and then stack Haste and Crit. Crit is slightly better than Haste at very low (pre-raid) levels of gear, but Haste is much better at higher gear levels.

To optimise your reforging, once your gear is relatively stable, use the scale factors generated by SimCraft and plug them into http://www.wowreforge.com. Import your character, specify the hit cap and away you go. If you don't know how to use SimCraft, I'll explain it in a future tutorial. If you don't want to Sim your own character, or don't care about accuracy, you can use the default scale factors in WoW Reforge. You could also use the addon ReforgeLite for similar functionality.

4. Gems

Meta [Burning Primal Diamond] 216 Intellect and Increased Critical Effect
Red [Brilliant Primordial Ruby] 160 Intellect
Yellow [Reckless Vermilion Onyx]
[Potent Vermilion Onyx] 80 Intellect and 160 Haste

80 Intellect and 160 Crit
Blue [Veiled Imperial Amethyst] 80 Intellect and 160 Hit

As a general rule, the above gems should be perfectly suitable choices for you as you gear up - stick to the socket colours unless the bonus is particularly awful. If you're struggling to reach the hit cap you could substitute in a [Rigid River's Heart] in a blue slot to help you get capped.

What you use in yellow sockets will depend on whether Crit or Haste is better for you, as explained in the stats section.

5. Enchants

Shoulder Greater Crane Wing Inscription 200 Intellect and 100 Crit Stike Rating
Back Superior Intellect 180 Intellect
Chest Glorious Stats 80 All Stats
Wrist Super Intellect 170 Intellect
Gloves Greater Haste 170 Haste
Belt Living Steel Belt Buckle Extra socket
Legs Greater Cerulean Spellthread 285 Intellect and 165 Crit Strike Rating
Boots Pandaren's Step 140 Mastery Rating and run speed.
Weapon Jade Spirit 1650 Intellect on a proc chance.
Off-Hand Major Intellect 165 Intellect

6. Your Demon

Currently, Destruction uses the Observer (Upgraded Felhunter) pet. This provides the highest DPS of the pets available to Destruction.

Don't forget your Doomguard. This is a powerful demon that you can summon only once every 10 minutes, and he stays with you for 60 seconds, attacking the target that you cast him on. He deals 20% bonus damage to enemies under 20% health, and also benefits from bloodlust. The best time to use him depends heavily on the fight that you're on and when your raid uses bloodlust, but it will almost always be just before bloodlust is cast.

The Infernal is the Doomguard's equivalent for AoE situations. He shares the cooldown with the Doomguard, so you must decide which one is most appropriate to use. You'll usually use the Infernal when there are 7 or more targets.

7. Spells and Abilities - Single Target


IMMOLATE: This deals Fire damage every 3 seconds for 15 seconds. Critical strikes have a chance to generate Burning Embers.

CONFLAGRATE: This is an instant cast spell that does Fire damage and gives you the Backdraft buff. Backdraft has 3 charges, and it reduces the cast time and mana cost of your Incinerate and Chaos Bolt spells. Using it for Chaos Bolt consumes three stacks of Backdraft. You can have up to 6 charges of Backdraft by casting Conflagrate twice in succession.

SHADOWBURN: This instant cast spell deals extremely high Shadow damage. It consumes a Burning Ember, and can only be used on enemies under 20% health.

INCINERATE: This deals Fire damage to an enemy and generates Burning Embers.

CHAOS BOLT:This deals high Shadow damage to an enemy, and always critically hits. Critical Strike chance increases the damage it does. It consumes a Burning Ember.

DARK SOUL: Increases your Critical Strike Chance by 30% for 20 seconds.

Spell Priority

1 - Shadowburn - Use this when you have Burning Embers on enemies below 20%.
2 - Chaos Bolt - Use this when you have Burning Embers on enemies above 20%, but only when you don't have Backdraft.
3 - Conflagrate - Use this to keep up the Backdraft buff.
4 - Immolate - Keep this up.
5 - Incinerate - Use this as your filler.
6 - Fel Flame - Use this when moving.

Just before the fight starts, use a Potion of the Jade Serpent and then use Dark Soul. Pre-cast an Immolate to land just as the boss is pulled, and then follow up with a Conflagrate, or Curse of Elements if nobody else is providing that debuff. Then start building up your Embers with Incinerate. It's important to remember that, to do max DPS, you don't have to use your Burning Embers immediately after you get them. As long as you don't let yourself get capped (i.e. don't let yourself reach four embers or reach under 60k mana) then you aren't wasting any DPS. This allows you to store up your Embers for sections of the fight that require high DPS, or to time your Chaos Bolts with procs, Dark Soul, Bloodlust or other similar effects. Powa Auras is a great addon for telling you when these effects are active. With that said, going too long without using Chaos Bolt will lead to mana issues, as your Backdraft charges will run out faster than your Conflag cooldown, thus making Incinerate cost more.

When the boss is approaching 20%, stop using Chaos Bolts so that you have just under four Embers stored up when he transitions below 20%, allowing you to instantly throw off four Shadowburns. The single target rotation for Destruction is really that simple - just know when to blow your Embers for extra DPS.

Remember that if nobody else in your raid is providing the magic damage taken debuff, remember to apply Curse of the Elements on every enemy you attack. Remember to use Flask of the Warm Sun at all times, and use Potion of the Jade Serpent immediately before you enter combat, and again at critical stages of the fight.

8. Spells and Abilities - Multi Target and AoE

RAIN OF FIRE: This deals Fire damage in a selected area over time. It does not need to be channelled, and may be cast in several areas at once. If the target is Immolated it deals 50% additional damage, and has a 25% chance to generate a Burning Ember each tick.:

FIRE AND BRIMSTONE: This causes your next Immolate, Conflagrate or Incinerate to hit all targets within 15 yards of the target, but deal reduced damage. This consumes one Burning Ember.:

HAVOC: Causes your next Chaos Bolt or three other single target spells cast to also strike this target.

Spell Priority: 3 or more targets

1 - Rain of Fire - Keep this ticking over enemies you are AoEing.
2 - Fire and Brimstone - Use this when you have Burning Embers.
3 - Immolate - Keep this up on every enemy by utilising Fire and Brimstone.
4 - Conflagrate - Use this to keep up Backdraft.
5 - Incinerate - Use this as your AoE filler.

Start off by casting Rain of Fire over the enemies that you want to AoE, followed immediately by using Fire and Brimstone and Immolate together, to apply Immolate to every enemy. This means that the Rain of Fire ticks will start to generate Burning Embers. Next, use Conflagrate to get the Backdraft buff up. You can use Conflagrate with Fire and Brimstone if you have the Embers, but to start off with you probably won't have enough. Next, use Incinerate on the Immolated enemies. Every time you get a Burning Ember, use it on one of your spells. Rain of Fire and Immolate should always be ticking on enemies to ensure your ember generation stays high, and then use the Embers that generates to use Fire and Brimstone with Incinerates and Conflagrates.

9. Extra Tips

This section should clarify some of the major mechanic changes between Cataclysm and Mists of Pandaria.

Dot Refreshing:
At level 90, DoTs are refreshed in a different way. If you cast Corruption on an enemy that already has Corruption on it, the remaining duration of the previous effect will be added to the new effect, up to a maximum of 50% of its base duration. So, if you recast Corruption when it has 6 seconds remaining, it will now have 24 seconds remaining. The maximum duration it will increase to is 27 seconds, since its base duration is 18. This means that you can refresh it any time when it has less than 9 seconds remaining and you won't waste any time. (9+ 18= 27).

Before you reach level 90, this extension doesn't happen, which means you should refresh your DoT just after it expires.

Doom Guard:
Your Doomguard now benefits from Bloodlust and deals bonus damage when under 20%. He also updates dynamically with your stats - there is no need to wait for Int or Haste procs before you summon him - although summoning him when their internal cooldown is soon to expire will be beneficial, to ensure they proc whilst he is out.

10. Mists of Pandaria - Gearing up in Week 1

During the first week of Mists of Pandaria, there won't be any raids available (except for the two outdoor raid bosses). It also will not be possible to acquire enough Valor to purchase any gear, or achieve Revered with most factions. This means that during the first week of MoP, when gearing up ready for raids in the second week, most of your gear will come from heroics and from a few crafted items. Below is a table that shows the BiS gear that is attainable in the first week, so that you can be completely prepared for your raids. I've also included the scale factors once you're wearing that gear.

Head Barovian Ritual Hood
Jandice Barov - Scholomance ​Burning Primal Diamond
Veiled Imperial Amethyst Mastery --> Crit
Neck Pendant of Precise Timing
Shoulder Shoulders of Engulfing Winds Brilliant Primordial Ruby Greater Crane Wing Inscription
Back Cape of Entanglement Superior Intellect Crit --> Hit
Chest Spelltwister's Grand Robe Reckless Vermillion Onyx
Veiled Imperial Amethyst Glorious Stats Mastery --> Hit
Wrist Deadwalker Bracers Super Intellect
Hands Spelltwister's Gloves
Tailoring - (Golden Lotus Honoured) Veiled Imperial Amethyst Greater Haste Mastery --> Crit
Waist Girdle of Endemic Anger Brilliant Primordial Ruby Living Steel Belt Buckle
Legs Leggings of Unleashed Anguish Brilliant Primordial Ruby Greater Cerulean Spellthread
Feet Scarlet Sandals Reckless Vermillion Onyx Pandaren's Step
Ring 1 Vithrak, Gaze of the Deadman
Flameweave Koegler - Scarlet Monastery Lib Mastery --> Hit
Ring 2 Signet of the Hidden Door
Thalnos the Soulrender - Scarlet Monastery GY
Trinket 1 Vision of the Predator
Striker Ga'dok - Gate of the Setting Sun
Trinket 2 Flashfrozen Resin Globule
Vizier Jin'bak - Niuzao Temple
Weapon Headmaster's Will
Darkmaster Gandling - Scholomance Jade Spirit

Appendix 1 - Information for Level 85 Warlocks in 5.0.4

- http://wowraids.org/raiding-as-a-warlock-level-85/

Most of the information in the three guides I wrote on these forums will do you fine at level 85. The below information is other stuff you'll want to know that applies ONLY to level 85:

- The hit cap is now 15%, which is 1537 rating. It was previously 1742, which means you will need to reforge out of some hit.

- Your DoTs do not get extended when you recast them. This means that for Corruption, Bane of Doom, Immolate and Unstable Affliction, you should recast them as close to their expiry point as possible, whether before or after. The tick doesn’t “clip” like it used to, but recasting it early means wasted DPS time. You should recast Agony before it drops off, not after, but again, as close to expiry as possible.

- These are your stat priorities:

Int > Hit > Haste > Crit = Mastery. (If you have high amounts of one stat, the other two might become better).

Int > Hit > Mastery > Haste >= Crit

Int > Hit > Haste > Crit > Mastery (Crit will sim above Haste if you don’t have much/any of it, but only reforge to it a little).

All the other information in the guides, including rotation and talent choices, is applicable to level 85 as well as 90. The one exception to this is that Grimoire of Sacrifice might be better than Supremacy for Destro at 85.


Į viršų
 Pranešimo tema: Re: Destro @ MOP
StandartinėParašytas: Ant Geg 14, 2013 9:46 am 
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Užsiregistravo: Ant Lie 14, 2009 1:23 am
Pranešimai: 5304
Miestas: Klaipeda
simcraftas grybauja right ?


del stats priority?

Į viršų
 Pranešimo tema: Re: Destro @ MOP
StandartinėParašytas: Pir Gru 02, 2013 9:08 am 
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Užsiregistravo: Ant Lie 14, 2009 1:23 am
Pranešimai: 5304
Miestas: Klaipeda
TL;DR: 5.3 -> 5.4 Changes

Current Theorycrafting Results. Please note that this is subject to change in the very near future as I experiment more!

These results are based off of what we can expect in the first few weeks of the tier. These are T15H results, not T16H.

Single Target:
•RoF is still worth casting on one target under high-haste situations, such as Sinister Primal/Haste Procs + Hero, or when moving over Fel Flame.
•Burning Primal is now better (slightly) than Sinister Primal
•This is no longer true! (The optimal rotation involves only using Incinerate under Backdraft or Hero/Haste Procs. Fill with Fel Flame otherwise.)
•GoSup/Serv/Sac are all roughly even
•Mastery >= Crit >> Haste. This is the best reforging setup I've found.
•Specific pet values are incoming, but I have not finished these yet.

Beginning of 5.4 Destro Discussion
Anything under this point of the guide is still 5.3.

1.Destruction Abilities [Read this for rotational information!]
1.Single Target
2.Stat Priorities and Pet Choice [Read this for gearing/stat philosophies!]

1.1 & 2 Target Pet/Grimore Comparison Chart
2.Grimoire of Supremacy/Service
3.Grimoire of Sacrifice
3.General Rotation
4.What to Avoid and How to Fix Them
5.My Personal Starting Rotation
7.Useful Addons
8.Get a More Noticeable Rain of Fire
9.TL;DR: 5.1 → 5.2 Changes

Single Target:

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 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 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 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:

Fel Flame is Destruction's filler while moving. It does around half the damage as an Incinerate and costs significantly more mana.

It generates 1 emberbit on hit, and 2 emberbits on crit.


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) Curses, Immolate, Incinerate, Conflagrate, Fel Flame, 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. This no longer includes immune targets.

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 >3 targets will cause you to gain so many emberbits that you can likely almost spam Chaos Bolt as your filler.

Rain of Fire on >7 targets will cause you to gain so many emberbits that you can easily spam Shadowburn given the opportunity.

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, Conflagrate, or Curse 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.

Before 5.1 Conflagrate had a separate FnB charge, however as of 5.1 Conflagrate has shared charges between FnB and normal.

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.

Getting AoE Started
As both Immolate and Curses 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-Curse or 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 or FnB-Curse 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!)


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.

Skull Banner:
While Skull Banner is technically a warrior cooldown, you should definitely be aware of Skull Banner's existence. It provides 20% critical strike damage for 10 seconds on a 3 minute cooldown. You can think of it as a mini-Dark Soul that you have little control over. It does not provide Critical Strike rating!

When Skull Banner is up, you should consider the ICDs of your Int Procs and how soon you'll need to cast a Chaos Bolt. I do not personally know the scaling value of Critical Strike rating for increasing Chaos Bolt damage. According to neubs986 on MMO-Champion, 20% critical strike damage is roughly worth about 5,400 Int. I'm unsure whether that number is accurate, though it fits in with roughly with my experience that 2+ int procs is worth more than Skull Banner.

When considering whether to cast a Chaos Bolt during Skull Banner, you should take into account a few things.

1.When's the next time you need to cast a Chaos Bolt? Is it soon?
2.Will there be temp Int/Crit procs coming up before before you'd have to cast a Chaos Bolt to avoid capping?
3.Will the value of those temp procs be worth more than around 5,400 Int and be up at the same time?
4.Is the damage from those Chaos Bolts required a bit later in the fight, or would be buffed from fight mechanics?

If all those are true, you should postpone casting Chaos Bolt(s) until those temp procs/fight mechanics roll around.
If not all of those are true, then you should cast 1 or more Chaos Bolts during the duration of the Skull Banner.

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)

Stat Priorities vary drastically depending on level 75 Talent Choice.
The below results may very well be wrong. I'm working on updated results, but the below results may be a result of a specific set of reforgings on the part of the T15H simc profile and are NOT representative of stat priorities in general
For the time being:

Grim of Sac: Mastery > Haste == Crit
Grim of Serv/Sup: Haste==Crit > Mastery

Key for stat priority:
Symbol Meaning
Haste == Mastery There is no practical difference between Haste and Mastery. Each stat's weight is within the other's error boundary. (Who knows which is better)
Haste > Mastery Haste is noticeably better than Mastery, but the error boundaries of each stat overlap. (Haste is probably better than Mastery)
Haste >> Mastery Haste is much better than Mastery. The error boundaries do not overlap at all. (Haste IS better than Mastery with no doubt)

Single Target:

Grimoire/Pet DPS Priority
Sup/Observer 172596 Mastery == Haste > Crit
Serv/Felhunter 172349 Haste == Mastery > Crit
Serv/Succubus 172310 Haste > Mastery > Crit
Sup/Voidlord 172253 Haste > Mastery > Crit
Sup/Shivarra 172233 Haste == Mastery > Crit
Serv/Voidwalker 171961 Haste > Mastery > Crit
Sup/Fel Imp 171057 Haste > Mastery > Crit
Serv/Imp 170912 Haste > Mastery > Crit
Sacrifice 164203 Mastery > Crit == Haste

2 Target Cleave:

Grimoire/Pet DPS Priority
Sup/Observer 222427 Mastery == Haste > Crit
Sup/Voidlord 222188 Haste > Mastery > Crit
Sup/Shivarra 222139 Haste > Mastery > Crit
Serv/Succubus 221686 Haste >> Mastery>> Crit
Serv/Felhunter 221357 Haste >> Mastery>> Crit
Sup/Fel Imp 220998 Haste == Mastery>> Crit
Serv/Voidwalker 220793 Haste > Mastery>> Crit
Serv/Imp 219941 Haste >> Mastery>> Crit
Sacrifice 215995 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 no longer a viable Single-Target choice, and is the not 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.

I do not have a specific formula for when you should switch to Sacrifice over one of the pet talents. All I can say is that 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.

As you don't want to cap on Embers, and you will generate more than 3 Embers in one minute, I've found it best when without 4pc T14 to have 2 separate Ember burns in around 1 minute cycles. Most temp procs are coming back up around 1 minute intervals, so when those pop up again you should consume nearly all your embers, assuming you won't need them before your next burn due to fight mechanics. At least as much as you have time for with the temp procs.

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.

Very similar to the single-target rotation, however you also need to keep RoF up and cast Fire and Brimstone between your casts. 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.

4. Clipping Grimoire of Sacrifice's DoT portion of Chaos Bolt

This is something you're rarely (if ever) run into, but it's good to know that it's possible. The DoT portion of Chaos Bolt does benefit from Pandemic and normal DoT refreshing mechanics, but in situations where the boss is moving a lot and your first of two Chaos Bolts takes a long time to travel, while your second one has very, very little time to travel, it's possible that the second Chaos Bolt will hit before the 2nd tick of the first's DoT portion. This isn't a large DPS loss as it's a small amount of damage over the course of a fight, but if you're using Kil'jaden's Cunning it's easily avoided as you can just run away from the boss and force some extra travel time on the 2nd Chaos Bolt.

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)
Dark Soul/On-Use Int
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.

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 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:

SET spellEffectLevel "25"
3. Start WoW
4. Cast RoF.
5. Success!

It should already have more meteors visible, but you can further fine-tune the number of meteors by typing the following into chat:

[code]/console spellEffectLevel #

# can be any number, but numbers much higher than 100 and it starts getting extremely CPU intensive and bogs your framerate down significantly. The default number is I believe 10.

Originally Posted by Blizzard Entertainment
Warlock (Forums / Skills / Talent Calculator)

•Grimoire of Sacrifice now increases the damage of abilities by 15% (was 25%) for Destruction Warlocks.


•Immolate now deals 15% more damage.

•Conflagrate now deals 15% more damage.

•Fire and Brimstone now has a radius of 10 yards (was 15 yards).

•Incinerate now deals 10% more damage.

•Shadowburn now grants 2 Embers if target dies within 5 sec.

What this means:

•Sup/Observer is pretty much always going to be the Grim/Pet choice for Destro (including 2 target cleave) - Haste == Mastery > Crit

•AoE is now much more potent, but has a smaller range

•We got a single-target damage buff, but a cleave damage nerf

•Shadowburn now grants +2 embers when a target dies with the debuff still on them. We no longer have to get the killing blow to get 2 embers back!


Į viršų
 Pranešimo tema: Re: Destro @ MOP
StandartinėParašytas: Pir Bir 16, 2014 3:23 pm 
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Vartotojo avataras

Užsiregistravo: Ant Lie 14, 2009 1:23 am
Pranešimai: 5304
Miestas: Klaipeda
madonion rašė:
reik leist kaos bolda begurksnojant alu ir visi priesai aplink mirs

didelis tavo boldas ? dar galima su kavoku i du priesus leist tada abu mirsta daugiau liuto tanku repeirams .

btw jau graziai apsiredes ? WF off set dali koki jamsi ?

Į viršų
 Pranešimo tema: Re: Destro @ MOP
StandartinėParašytas: Tre Bir 18, 2014 2:27 pm 
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Užsiregistravo: Pen Spa 12, 2007 4:59 pm
Pranešimai: 6719
Miestas: VLN

Į viršų
 Pranešimo tema: Re: Destro @ MOP
StandartinėParašytas: Tre Bir 18, 2014 3:43 pm 
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Vartotojo avataras

Užsiregistravo: Ant Lie 14, 2009 1:23 am
Pranešimai: 5304
Miestas: Klaipeda
madonion rašė:
kad as farm bosu nemusu ateinu tik kartais pasivaipint ajnt kokiu xaroshu ar klaxiu

farm bosus va is kaneksuso ateina ne 1 norintis ira

bb nesimatuojat? sake yra ten kazkoks lokas su 3 men expierencu nuo mop pabaigos, kur mokina visus lost.

Į viršų
 Pranešimo tema: Re: Destro @ MOP
StandartinėParašytas: Tre Bir 18, 2014 4:38 pm 
Vartotojo avataras

Užsiregistravo: Pen Kov 14, 2014 1:01 pm
Pranešimai: 37
Jagas rašė:
madonion rašė:
kad as farm bosu nemusu ateinu tik kartais pasivaipint ajnt kokiu xaroshu ar klaxiu

farm bosus va is kaneksuso ateina ne 1 norintis ira

bb nesimatuojat? sake yra ten kazkoks lokas su 3 men expierencu nuo mop pabaigos, kur mokina visus lost.


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