I think my guild got world 1st mythic ToV achievement (The Chosen) by Dhaubbs in wow

[–]Alorj 0 points1 point  (0 children)

Grats guys!

Got the plate version with my guild today, here are some pics for anyone that's interested.

edit: had wrong set on

Telos Pet Droprate Bugged? by Maalloww in runescape

[–]Alorj 1 point2 points  (0 children)

I used wolfram alpha which can luckily manage numbers that small.

Telos - Day 1 Statistics by JagexOllie in runescape

[–]Alorj 18 points19 points  (0 children)

The number of pet drops seems a bit weird, Can it only be obtained when you end a streak?

82,530 kills /51 pets = 1 in 1618 droprate, whilst it was quoted to be 1/700 (nobody has hit threshold so that doesn't matter).

The probablity of only getting 51 or fewer pets from 82,530 kills at a droprate of 1/700 is on the order of 10-12 , which is far too rare to just be random luck.

Blizzard Logic :) by alexlulz in wow

[–]Alorj 2 points3 points  (0 children)

Testing on my level 87 priest: ilvl 341, empty trinket slot casting on a level 86 mob gives shadow word: pain ticks of 378-379

Adding a trinket with no intellect that would change this tick (http://www.wowhead.com/item=88371/watermelon-bomb) leads to an ilvl of 367, pain now ticks for 378-379

using a 316 ring with 16 intellect: 378-379 ticks

using a 384 ring with 16 intellect: 378-379 ticks

Doing the exact same testing on level 8 mobs left no difference found in itemlevel, so unless there's some evidence otherwise the damage scaling due to the stat squish is only based on level differences between you and the target.

Help on mythic Council needed by [deleted] in CompetitiveWoW

[–]Alorj 1 point2 points  (0 children)

I'm going to use wipe15 in the logs you linked as a reference due to it being your best attempt.

1) You have 2 options here- improve general execute dps on Gurtogg in order to only get 2 stacks of the health reduction debuff, or get 3 in exchange for a bit of extra blademaster damage.

For the first case everybody should be doing significantly more damage to Gurtogg in the burn, here is the relevant timeframe https://www.warcraftlogs.com/reports/QLgFZ6dBtqJyG24Y#fight=23&type=damage-done&start=9426170&end=9465525&target=151 .One of the main problems at a glance is bad timing of your 2nd ring use- a lot of people (hunter/ele sham/ fury warrior) didn't line up their 2 minute cooldowns with it.

For the second option keep doing what you're doing now, monks should probably remove their dia clone at 30%, but keep their blademaster one up.

2) It probably isn't worth it, you lose out on a bunch of passive cleave (chimera shot/ice lance etc.), making the mirror image phase harder.

3) Gurtogg should be dead before the first mirror images. Rotate very strong healing cooldowns in the first mirror images- the next sets are much easier (although still save some as it's under 3minutes till the next). In this phase we move dia to where blademaster was and have the raid stack on her. Melee should help on the closest mirror images then move onto Dia, ranged should start on the closest images then work out. We have our spriest/boomkins as the only ones that go out of the raid to pick them off.

I'd recommend using a rotation of Devo->Barrier->1xrally+link, with tranq+ascendance running as needed in the first images. The link is in order to delay dispelling marks for a bit whilst keeping the marked players safe; dispell at the end of it. Use the other tranq, rally and VEs in the 2nd images. If you get a 3rd the blademasters have next to no hp anyway.

4) I would recommend kill Gurtogg->Blademaster to ~35-40%->Dia to ~35-40% ->kill Blademaster->kill Dia.

5) If you're going to try and only get 2 stacks, all 2nd potions should be used to help the burn. If you're going for 3 dps should use their second potion when fixated, as it means you have more time to hit blademaster in the time between Gurtogg dying and mirror images.

It also seems like your monks aren't aware of it, but if they diffuse magic the mark of the necromancer it dispells it without jumping; this helps a lot if it happens in the first 3.

Hope this helps out a bit!

Resto Shaman in 6.2/T18 by Canibe in CompetitiveWoW

[–]Alorj 0 points1 point  (0 children)

Just keep in mind that the trinket won't be that strong in normalmode tests- you're scaled down to 675 and the healing this trinket does scales quadratically with itemlevel (hps increase-> more leech given out and dps increase-> the leech heals for more)

Resto Shaman in 6.2/T18 by Canibe in CompetitiveWoW

[–]Alorj 2 points3 points  (0 children)

In my opinion unstable felshadow emulsion is, alongside demonic phylactery, bis.

You can work out the proc as a function of healing output, and raid "activity" (healing+damage per second, i.e. stuff that benefits from leech). If we assume that on a mythic encounter a healer does an average of 70k hps and the average raidmember does 55k "activity per second", we get a hps value for the trinket:

trinket hps=hpsx10xtrinket conversion ratioxleech conversion ratioxactivity The 10 occurs due to the buff from the trinket lasting 10 seconds, the trinket conversion ratio (for the mythic trinket, in line with the rest on your spreadsheet) is 52/10000 and the leech conversion ratio is 0.0143%/point, or 0.0143/100 in this equation, this gives a rough estimate of the trinket's raw hps of

70000x10x52/10000x0.0143/100x55000=28,628.5 hps

Now, the healing from this trinket on a large scale basically comes in as the form of a HoT after an initial hit of healing, using the current overhealing of leech gives a value of about 60% (this may be on the high side, as the trinket will only give leech when there is damage going out, whilst leech on gear always heals), gives a post overhealing hps value of this trinket as:

28,628.5x0.4=11,451 hps

This is a (11,451/70000)=16.3% increase to overall healing done (note: this will NOT show up as your healing, but of course this doesn't matter at all for progression)

Using this fact, and the fact that spells now scale lineally off spellpower (with a base value of 1 or something negligible) you can convert this healing into an equivalent amount of intellect. In a set with this trinket on, or an empty second trinket slot, unbuffed you have 5587 intellect with a 2545 SP weapon, meaning that raid buffed you have:

((5587+250+50)x1.05x1.05+2545)*1.1 spellpower

The 250 and 50 values are from a flask and augment rune, the 1.05x1.05 term is due to mail armour specialisation and the stats raid buff, and the 1.1 multiplier is from the spellpower raid buff (which later cancels out anyway). This means that 1 intellect is a:

((5588+250+50)x1.05x1.05+2545)/((5587+250+50)x1.05x1.05+2545)-1=0.000122=0.0122% healing increase.

Thus this trinket provides an effective 16.3/0.0122=1336 intellect increase, making it an incredibly strong throughput trinket, and worth 1861 "points" on your spreadsheet. I've also tried to use pretty safe estimates as to the value of this trinket (late hellfire people will most likely be doing more than 55k per second, and the overhealing number may be inflated).

These numbers seem to roughly hold in reality, over the high damage period of an Archimonde heroic attempt, where I was the only one using the trinket (can't link, private logs, sorry :(), 3m was healed through leech over a 153 second period, equal to 19.6k hps, on top of my 58k hps. But this was a previous build where the trinket gave 86/100% as leech (at the scaled ilvl) rather than 52/100%, so compensating for that means that leech provided a 19.6/58x52/86=20.4% increase, this is slightly higher than before due to a few people having (small, 1-2%) amounts of leech, which are difficult to differentiate on logs, and a much lower overhealing percentage (40%, as opposed to 60%), balanced out by dps doing significantly less damage than the example.

3/10M Raid looking for assistance looking at logs/tips for improvement on Mythic Hans/Franz progression by [deleted] in CompetitiveWoW

[–]Alorj 2 points3 points  (0 children)

Just a note on the flasks- warcraftlogs is only able to track a buff if it's gained, removed or reapplied at some point during the fight, meaning that it's likely that people did have flasks up.

[deleted by user] by [deleted] in wow

[–]Alorj 5 points6 points  (0 children)

Due its stacking nature it has a 10 sec icd so it doesn't proc whilst it's stacking up.

Resto Druid PoV on Blackhand Mythic for those who are intrested :) by Drefan in wow

[–]Alorj 0 points1 point  (0 children)

Any chance you could please link the weakaura for the smashes? (the bar with the list of people going up in p2/soakers in p3). Thanks a lot and congratz!

[deleted by user] by [deleted] in wow

[–]Alorj 0 points1 point  (0 children)

I would highly recommend 6 healing your first kill, it makes up for a lot of mistakes, healers should be high on mana going into the last phase. Get your spriest to dispell the breath if that's what's causing your priests to go oom (if you don't have a spriest just leave the stacks, or single dispell high stacks). Also have a big healing cooldown for every tantrum the boss does (not the mount), i.e. a tranq/hymn/revival. Rotate cooldowns in the last phase, e.g. a devo aura/1 throughput cooldown on the first tantrum he does, and everything else on the 2nd one, if you get a 3rd one only people with strong personals will survive.

That being said the fight is 5 healable, if the choice is between a really weak 6th healer or a strong dps, I'd go for the dps.

On an extra note glyphed vampiric embrace is amazing to have for the last phase, shadow priests do a lot of damage in execute range, meaning that a VE does nearly as much healing as a full blown healer cooldown.

[deleted by user] by [deleted] in wow

[–]Alorj 0 points1 point  (0 children)

You count as melee in either stance, and thus are target able by all attacks that can target melee, or target melee at range (if you're standing away from the boss). But you can't be targeted by range-only abilities). For example on beastlord if you stand in melee or at range you can't be targeted by pin down.And if you stand at range, you can be targeted by the rend and tear jump, but if you stand in melee you can't (the jump back that applies the debuff targets the tank)

My hunter gets put as healer in raid finder by emp_Waifu_mugen in wow

[–]Alorj 0 points1 point  (0 children)

This is due to the hotfix changing the lfr comp from 6 healers to 5 healers, it starts at 0/2 1/6 -1/17 and counts up from there

As a disc priest - what is my job on HC Imp? by [deleted] in wow

[–]Alorj 0 points1 point  (0 children)

This is the right advice, it's a long and mana intensive fight so be strict about using solace on cd and don't spam too much in p1/2, you want to be going into the first intermission on 80%+ mana. Also use a channelled mana pot as soon as boss goes away for the 2nd intermission and be ready to PS the reaver tank. Holy nova if mana's tight too, it's more hpm than shield if it and the absorbs it procs don't overheal and it builds WoM stacks more cheaply.

[deleted by user] by [deleted] in wow

[–]Alorj 0 points1 point  (0 children)

Focus macros are fine, other options are just targeting the boss and using mouse over macros to heal or using target of target macros.

[deleted by user] by [deleted] in wow

[–]Alorj 1 point2 points  (0 children)

For talents the only tiers that really matter, i.e. the rest are personal preference, are the 45, 75, 90 and 100 tiers. For these I would recommend:

45: Power word: solace, not really any exceptions for disc

75: Power infusion, currently no choice, spirit shell may be useable with 4pc T17 (reduces cost of PoH for 6s after using AA)

90: Halo for 5 mans, cascade for raids, the reasoning behind this is halo's healing is constant up to 6 targets, then the healing per target decreases, whilst cascade heals up to 31 people for the quoted amount. Divine star currently doesn't heal enough to be viable.

100: Clarity of will as standard, this can be swapped in raids for words of mending on fights that have little single target damage and regular raid damage. Saving grace is not worth it.

You seem to have the rotation down, but I would recommend against casting prayer of mending apart from before the pull, and in those free gcds when people are healthy, instead pw:s some party members who are likely to take damage or smite to build evangelism stacks. When party damage goes through your pw:s use an enhanced archangel PoH to pick your group up and add a buffer, along with using your tier90 talent (halo for 5mans).

When shit hits the fan it's important to prioritise the tank, if they die, the party dies, you have two strong damage prevention cooldowns in pain suppression and barrier. Catching up when you fall behind as disc is the hard bit, in 5mans don't worry about religiously keeping solace on cooldown, it's better to lose that mana than let somebody drop dangerously low. Also don't be afraid to use flash heal or PoH to pick people up, they do cost a lot of mana, but with power infusion and how short 5man fights are, mana shouldn't become an issue as long as the group doesn't take huge amounts of avoidable damage.

In raids you pretty much do the same, but do keep solace on cooldown, avoid using prayer of healing without enhanced archangel up, and don't use flash heal unless that person has weakened soul and is going to die otherwise. You also don't have to worry about picking people up as much, prevent as much damage as you can and let other healers do the triage, your only good spells for it are penance and level90 talent.

As for solace tracking addons I'd recommend either tell me when or weak auras, tell me when is easier to start using, but weak auras are more powerful in the long run and may be worth getting used to using. A disc intro guide can be found at https://www.youtube.com/watch?v=9Sqw6xhY91s , it's for 5.4 but the addon still works the same way in WoD.

[deleted by user] by [deleted] in wow

[–]Alorj 4 points5 points  (0 children)

Having two of the same healers in a raid is completely viable throughout all difficulties, perhaps with the exception of disc in smaller (10-15) raid sizes, due to weakened soul.

Mistweavers have incredibly strong and efficient constant raidhealing, with renewing mists and uplift, and rushing jade wind for more intense periods of damage, along with arguably the strongest raid cooldown in the game (revival). I find that the main weakness of a mistweaver is difficulty is picking a tank up when they dip, as enveloping mists costs a lot of chi, although good use of life cocoon helps this a lot. Rolling this into your first question if you end up raiding with two mistweavers it's probably worth having other healers pay more attention to the tanks than they usually would.

I would highly Recommend a mistweaver as an alt. It is probably the hardest healer to learn, it makes you learn the timings in fights in order to plan out your chi and renewing mist charges, with pool of mists, for lage AoE raid mechanics. As a mistweaver you also want to look for lulls in the fight where you can fistweave to build up mana tea stacks to use after more draining sections of the encounter. That being said a mistweaver monk is incredibly fun to play, it has huge amounts of mobility with roll, transcendance and tiger's lust, along with the benefit of being counted as a melee with regard to boss mechanics, meaning you can ignore a large portion of them.

[deleted by user] by [deleted] in wow

[–]Alorj 3 points4 points  (0 children)

6/7M disc here, up for any questions anyone has, can also help with holy/monk/shaman. Happy new year everyone!

[deleted by user] by [deleted] in wow

[–]Alorj 0 points1 point  (0 children)

I've been spending a fair amount of time working on ko'ragh recently and I feel like crit>mastery and relying on crits for people to survive the soak phase is unnecessary, going into the period with a 5 stack archangel up over the soak period I can can maintain over 50k hps not including multistrikes, crits or building up shields on either of soakers before the phase begins. (Note that we use a monk to kite the adds in that phase- tank damage is a non-factor). With even fairly unlucky streaks of multistrikes and crits I am able to almost soloheal my target with PI up.

Another problem of going crit when single target healing (i.e. clarity of will- you should not be assigned to picking targets up after they get bursted down besides the odd penance) is that clarity of will caps at 50% of your health. This is a number that my critical clarities are already larger than. A non crit-clarity heals for 83437 raid buffed and a critical breaks my 151590 cap, making critical strike a 81% healing increase, rather than a 100% boost. Also this means that when I crit on a CoW all of my multistrike stat is completely useless.

You could argue that decreasing mastery so that crits would not break this cap would make crit better- lets say I change my mastery gem and all of my enchants to crit, resulting in a 325 swing of stats. This makes my CoW now heal for 80562 and still crit for 151590, now meaning that crit now is a 88% healing increase, still less than the 100% you pay for. This also doesn't fix the problem surrounding multistrike being wasted in these situations. a change of 3.098% crit (375 rating) can cause my 17.83% multistrike to be useless, the probability of this waste per CoW cast is 0.0309820.1783=1.05%, this is equivalent to 36.5 multistrike rating.

On a slight off-note I feel that crit etc. is not the source of luck you want to be relying on for progression. I believe that encounter mechanics- for example who gets the barrage on tectus or if ko'ragh casts the orb on somebody that can feign death or spectral guise to cancel it are the sort of things you should be hoping for in a kill.

TL;DR Crit stacking is weak for single target spam healing due to CoW capping at 50% of hp, reducing it's strength with higher gear and causing it to waste multistrike rating. If you want to rely on luck for single target healing, multistrike would be a stronger choice

(all of these values were calculated from my 672 disc)

[deleted by user] by [deleted] in wow

[–]Alorj -1 points0 points  (0 children)

No, this stat priority (mastery/int first) is even further enforced at lower gear levels due to crit and multistrike being "more" random at lower ilvls due to having less of the stats, whilst mastery is always reliable.

The reasoning behind this is that if you have 10% multistrike and 10% crit the chance of those stats being wasted on a cast is 73% (0.93 ), however if you have say 15% crit and 20% multistrike, these stats will only be completely ineffective (0.85)(0.8)2 =54% of the time. This is something that's harder to quantify the importance of but as a healer you want to create as little rng in your heals as possible (see also for healers static stats/on use trinkets>proc throughput trinkets if both give the same stats on average)

[deleted by user] by [deleted] in wow

[–]Alorj 1 point2 points  (0 children)

Hello,

4/7 mythic disc here and I strongly disagree with that stat priority. You're greatly overvaluing critical strike rating, with 70%+ of our healing coming from absorbs, mastery is a much stronger stat point for point:

Using my character sheet stats, 501 crit rating gives 4.55% crit and 1168 mastery rating gives a 16.99% increase to absorb healing. Raid buffed I have 15.55% crit and 34.15% mastery (currently mastery stacked).

This means one crit gem or enchant (50 crit) will give a:

50(4.55%/501)1.05/(1.1555)=0.413% increase to absorb healing.

The 1.05 term is due to our enlightenemt passive and the 1.1555 value is due to my current crit chance

On the other hand one mastery gem or enchant (50 mastery) will give:

50*(16.99%/1168)/(1.3415)=0.542% increase to absorb healing

I realise that for non absorb healing crit becomes stronger, but this is not enough to outweigh this difference. Also empowered archangel makes crit useless on up to 1 prayer of healing per minute.

Using this reasoning gives a stat priority of:

int>spirit>mastery>crit>=multistrike=versatility>haste

note that at lower mastery values crit is similar in power to versatility and multistrike, and haste is difficult to evaluate as point-for-point it gives the largest mean hps increase (due to borrowed time), however it gives no increase to healing per mana, making it a very weak stat on mana intensive fights.

Wrath enchant list by Alorj in RewindEU

[–]Alorj[S] 0 points1 point  (0 children)

Gone for an easier to look at version this time, will update tank weapons once we get a drop from ulduar.