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Lilyi

Member Since 19 Nov 2007
Offline Last Active Jul 11 2013 03:14 AM
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Posts I've Made

In Topic: Divine Insight 5.4

29 June 2013 - 07:40 AM

The divine insight change is obviously a significant buff to the talent, but people in this thread and elsewhere are making it out to be a lot bigger deal than it really is.
  • Divine Insight procs don't accelerate the Rapture cooldown, and don't reduce the mana cost of the shield you use the proc on. PW:S is one of the more expensive heals a priest has (better healing per mana than flash heal especially in inner will, but worse than many other priest heals), so it doesn't do a lot for your mana.
  • The Divine Insight shield still costs a global, and for that amount of casting time, PW:S is not leaps and bounds ahead of the rest of a priest's healing spells in terms of healing per second.
  • If you re-shield a target that already has a shield, the shields are not combined; you either replace the weaker/partially consumed shield, or you get a 'more powerful spell is active' error. You can't just stack 500k PW:S's on the enemy team's kill target. This limits the frequency that you can use up divine insight procs on the same target, which can result in wasting partial shields by overwriting them, or getting CC'd while waiting for an old shield to break and having your proc expire while not in control of your character. A skillful player will be able to use the vast majority of their procs without much waste, but it's not a given. Also, if you delay using a proc significantly (due to CC, positioning, or by choice), there may be insufficient time for that shield to fully break before weakened soul falls off the target or you get another proc from the next penance cast. This can dramatically reduce the value of the talent.
  • If multiple targets are taking damage, the value of the talent diminishes significantly; you could just cast a shield on another target instead of re-shielding the same target (as an aside, this is the biggest reason the talent is so weak in PvE). Also, when dealing with spread pressure, it's usually less likely that the previous shields will break as quickly on a given target, which can result in problems using the proc as mentioned above (overwriting partial shields, for example).
On average, this buff results in 3 additional "weakened-soulless" shields every 45 seconds, assuming penance is always cast immediately on cooldown. The biggest benefit in PvP is probably just the fact that you'll be casting instant spells for those 3 additional GCDs, making you a bit more mobile and less vulnerable to interruption. It's also an additional 12 seconds of Body and Soul sprint time on the target of the shields every 45+s.

In Topic: Divine Insight 5.4

21 June 2013 - 05:23 PM

Holy divine insight on live is already arguably too good in PvE (I suggested they nerf it pre-MoP based on PTR raid testing). There was zero chance for the buff to the holy version to make it live.

The disc version needed a buff for sure, but not sure if 100% is the right number. The problem is that even at 100% the talent is somewhat lackluster in PvE, but is much more useful in PvP. Personally, I would prefer they redesign the talent completely for disc.

In Topic: Shadow Trinkets

21 June 2013 - 08:34 AM

Breath of the Hydra from Megaera and Cha-ye's from Dark Animus are both good if you want RPPM proc trinkets. They can proc at the same time, and if you join arena fast and can delay the opener a bit, they're extremely likely to both proc together when you first start to cast, giving you a huge amount of Int (the anti-proc-RNG RPPM system resets itself when you zone, so entering arena ASAP is important).

If you don't like RPPM, heroic Light of the Cosmos from Elegon in MSV is still very good and is above 496 (15% chance to proc, 40s duration in PvP, 45s ICD, takes ~8s to proc usually which means it has ~75% up-time if you cast continuously). The dominance offensive/operation shieldwall trinket is good if you want an on-use trinket. I recommend proc trinkets since their procs are stronger and due to the double duration 50% effect change on PvE trinkets in PvP, they have very high up-time.

The tyrannical trinkets all suck becasue they have a bunch of passive pvp power, which is severely under budget.

Keep in mind that ToT LFR trinkets are just as good as normal/heroic ones in pvp due to the ilvl downscaling. If you don't raid or care about PvE, you can also get Mogu Runes of Fate and coin for the trinket you want in ToT LFR up to 3x per week (in LFR you can re-coin the same boss multple time in the same week by re-running it), which makes them pretty easy to obtain, especially with the anti-bad-luck-streak system for bonus rolls. Obviously if you PvE you probably want to save your coins for normal or heroic boss kills.

In Topic: shadow priest dmg reduction gone

21 June 2013 - 06:25 AM

Latest PTR patch notes: http://us.battle.net..._11_2013#priest

Official Blizzard Quote:

Shadowform' class='bbc_url' title='External link' rel='nofollow external'>http://us.battle.net/wow/en/blog/10158897/54_PTR_Now_Live-6_11_2013#priest']Shadowform now increases the Priest's armor by 60%, but no longer reduces all damage taken by 15%.


Armor formula for level 86+:

DamageReduction = TargetArmor / (TargetArmor + 4037.5*AttackerLevel - 317117.5)

Armor in full Tyrannical gear and Inner Fire: 27086
Armor in full Tyrannical gear, Inner Fire, and new Shadowform: 43337.6

old shadowform spell and bleed mitigation: 15%

old shadowform physical mitigation: 46.3908%

new shadowform spell and bleed mitigation: 0%

new shadowform physical mitigation: 48.3705%

physical mitigation increase for new shadowform: 3.6929%


TL;DR: In PvP, shadow priests will take ~3.7% less direct physical damage, 15% more bleed damage, and 15% more spell damage with the current version of shadowform on PTR.

In Topic: Legendary PvE metagems in PvP

24 April 2013 - 10:07 PM

Yeah, the procs are just so strong, I can see them being better than a regular meta even with reduced rates, but it really depends on the numbers.

I have both metas now (caster spellhaste and healer no-mana-cost procs) so maybe I'll mess around with it and try to figure out what their actual proc rates are for PvP on live (we all know that we can't trust blizzards random one-off comments during beta about what will happen on live, and we need to actually measure the real-world numbers to get any accurate info).

Problem is just that I have the metas in PvE gear, so I'd either have to test in PvE helms (and likely the proc rates are only adjusted in RBGs and arenas, not regular BGs or outdoor pvp/duels, so I'd have to use a PvE helm in rated matches), or I have to drop ~2500g (the price of 5x primal diamonds) per meta just to test, plus the cost of replacing my old meta if it sucks. Was hoping someone else had some numbers so I could avoid taking that risk.

If I do it, I'll probably just screw around in 2s or something, but it still takes a lot of testing to figure out an accurate proc rate with any degree of confidence.


EDIT: Just realized that the legendary metas require an ilvl 502+ item to equip, so you can't even put them in any of the PvP gear. They would have to be good enough that you'd want to use a PvE helm, which seems really unlikely (and you'd probably want a 541 heroic thunderforged helm if you did it). However, with the upcoming removal of resil from gear, there is still some possibility of finding a way to use the legendary metas in pvp. It's unclear how the downscaling of ilvls on gear in pvp will interact with the i502 legendary metagem requirement.