Posts Tagged ‘spec’

EDIT AGAIN: Stupid Google Docs playing silly buggers. Have uploaded both of the files to and they’re accessable via this link:, have changed the file names to make it obvious which is macro enabled and which isn’t

EDIT: The links are pretty difficult to spot on the posts using this theme I’ve found, so I’ve also added links to the two calculators to the ‘screenies and stuff’ page, the link to this is at the top of the bar

So I had a bit of time spare at the weekend and knocked this little excel sheet up so I could look at what kind of spec I could go for with the new renown abilities. For those of us who are security conscious (and why wouldn’t you be in this day and age) the sheet is macro enabled and has one button which is simply used to clear all of the checkboxes, I you really truly dont want to download something with a macro in, I created a version that is competely macro free (you’ll just have to manually uncheck things). You can download either or both of these versions from here. Once these changes have gone live and are confirmed I might do a nice swishy web-based version

So anyway, my thoughts on the changes (full details of the new realm abilities can be found here)…


  • Wounds now worth taking as they increase at the same rate as the other stats (unlike previously)
  • No armour buff anymore (considering this was bugged and only rank I worked, not a major deal)
  • Criticals… 15 more points for 2% more crit than previously… Ouch
  • Resolute Defence, rank I now costs 10 points, this is painful

New Stuff

  • take less damage, deal less damage – hmm interesting, though for pvp I dont think its much use, might be good for tanks in pve though
  • +18% dodge/disrupt, thats pretty impressive, probably better things to take first though
  • +18% parry, pretty impressive also, could be useful for those classes with parry reactionals, especially with the likely nerf to undefendable talismans
  • Reduce chance to be crit by 24%, wait… what??? really??? almost cancels a bw/sorc’s full comb/DM
  • Reduce crit damage by 50%, cancels bw/sorc’s full comb/DM bonus
  • +AP pool… doubt anyone will spec this
  • +health regen… those tanks in full def sov might enjoy this
  • chance to boost movement speed… what is the point of this? odjira in boots proces enough and you’re losing 24 wounds for that, or you could spend 10 rps for a lower chance of a lower boost. Considering those 10 rps could be spent to give +38 wounds
  • improved flee… really? run out of ideas?
  • Cleansing wind… purge, nice. expensive though, and I think i prefer resolute defence
  • efficiency, not too fussed about this either
  • last stand.. interesting but probably not worth it

Had some nice scenarios last night. Apart from starting off playing like an idiot it was pretty much all good.

Our group:

Disarm – rr4x Blorc
Squitch – rr66 Zeal
Gwaragh – rr41 Sham
Merilees – rr66 Sorc
Mykael – rr70 Chop
Finnark – rr74 Mara

We all use Enemy as standard and run a single target assist train. If you’re in a pre-made group and you’re not running Enemy (or something similar), quite simply, you’re doing it wrong, the same goes for voice comms.

I simply love having an rDPS in the assist train (though I may be ever-so-slightly biased) it just adds so many tactical options is amazing…

randomstealther pops on healers – they shout, rdps turns round, disarms and kills or roots and everyone moves away. mdps trains would have to reach them first in which time the healer can be dead
an enemy healer or rdps over extends to position on flank away from main fighting, rdps breaks from main assist and kills (sorc is amazing at this)

and more things to boot

on the subject of breaking from the assist train, quite often a bright wizzy or healer will break from their pack to gain advantageous positioning. With a sorc’s rotation (cw, wop, vot, ab, gb, id, hor), quite often players don’t realise that they’re being targetted until its too late. If you think about it, until arctic blast lands (which due to flight time is around the same time that gloomburst lands) the only damaging ability you’ve got on them is chillwind, both word of pain and vision of torment just sit there doing nothing until their timer is up and they explode. Once gloombusrt has landed, the next two spells are instant cast as well (and land instantly) so there’s pretty much no escape.

Assuming full dark magic, you’re going to get a lot of crits with these spells and can easily hit a stupid amount of damage. As everything is hitting around the same time, you need healers that are really on the ball to stop it. On the rare occaision that something survives, they can be easily finished off with either a stricken voices (insta aoe silence + dmg – which also stops them self healing) or frostbite (1s cast disarm + dmg)

We also went to Altdorf in an alliance warband… pretty good fun with some nice fights, and I even respecced to bomb for it… and while I was pretty near the top damage and db chart (didnt get championed so the sorc that did ballooned his score) after playing ST since the last patch, it just didnt feel right and it wasn’t as much fun as single target (which is a massive u-turn for me as I used to be a massive advocate for face-roll bomb spec)

So, this is my current spec, and it works wonders in PvP and has the added bonus that I don’t really need to respec for PvE (unlike when I ran bomb spec and spent a fortune respeccing every week)

Some thoughts on abilties I’ve taken and skipped;

Recover Energy – useless
Echo of Power – Brilliant skill, crits for around 1500, can destroy Witch Hunters that use Shroud of Magnus if you get the chance to use it
Tapping the Dark – I actually quite like this skill, but I find it more useful to have more killy power and let the healers worry about keeping people alive. Also, with the other tactics I have, the only one really suitable for removal is Frozen Fury, without which, this tactic is next to useless
Impending Doom – high damage, instant cast, builds 40 dark magic – what’s not to like?
Swell of Gloom – relatively poor damage, can’t crit, doesn’t get contribution from stats (I think) and guaranteed to backlash… Just not enough benefit over frozen fury
Shades of Death – just garbage, waste of a GCD

Vision of Domination – practically doubles WoP damage and reduces the timer on it, brilliant
Gloom of Night – This is a bone of contention for me, sometimes I spec for it, sometimes I don’t. It certainly has its place. However, with my current rotation it just doesn’t fit it. Add to that the fact that it will break staggers willy and indeed nilly and I just can’t bring myself to spec for it
Shadow of Disaster – Spirit debuff, awesomesauce. My only regret is that Doombolt isn’t spirit damage, but hey ho, you can’t have everything
Hand of Ruin – Kinda hits like two Impending Dooms if you leave it running for the second tick (2 secs), but you can use it on the run just as effectively. Love this spell
Chilling Gusts – Can be quite effective, but Frozen touch with frozen fury slotted foes comparable damage and doesn’t cost a spec point
Absorb Vit – now they fixed it, its pretty much worthless

Tactic Choices:
Endless Knowledge – capped Int with this tactic
VoD & SoD – see above
Frozen Fury – added dps

Morale Choices:
Misdirection – use this when fighting lots of bright wizzies. if soloing, this is swapped for mage bolt
Focused Mind – 1.5s doombolt spam
Scintillating Energy – nice stagger, generally used on a random healer in group vs group, but most of the time, M2 gets used anyway

Well, the standard rotation is – Chillwind, Word of Pain, Vision of Torment, Arctic Blast, Gloomburst, Impending Doom, Hand of Ruin (2 ticks maximum)

And assuming its a non-tank and isn’t guarded the burst is high enough to pretty much kill any player due to the ridiculously high burst potential in a very short space of time


So you can see that WoP is the first major damaging spell to land, and 3 seconds after that everything else has landed on the target as well. Arctic Blast is a 2 second cast, but has travel time which I’ve assumed (for the sake of argument) is 1 second