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10.2.5
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10.2.6
Warlock Destruction Guide 5.4.8
来自 delenath
[Last Updated]:
2014/06/28
变更日志
补丁:5.4.8
评分:4/5
(
17
投票)
About Warlock Destruction
From Cataclysm to Pandaria
Talents
Glyphs
Equipment
Consumables
Gems
Enchantment
Stats
Professions
Pets
Skill rotation
Racial
WeakAuras
ABOUT WARLOCK DESTRUCTION
Greetings to all. I'm
Delenath
, warlock from The Penguins Mafia guild in C'Thun. We have before us a specialization that will make our enemies to burn in fel flames and fire rains invoked from the sky: Destruction.We are in a specialization that has suffered a complete remodeling from Cataclysm, characterized by explosive damage and power in fighting with multiple objectives.
FROM CATACLYSM TO PANDARIA
In the previous expansion, Cataclysm, Destruction was a completely broken class, since both affliction and Demonology were able to damage much greater than this, both in area as in a single target. But with the arrival of Mist of Pandaria this ends thanks to new mechanical with
Chaotic Energy
becoming in one specialization rather than viable in most figths.What changes have taken place?
Thanks to the new passive ability
Pandemic
It will be forced to renew our periodic damage effects before the end of its duration.
In certain fights, we can stop relying on our minions thanks to talent
Grimoire of Sacrifice
.
Our skills
Chaos Bolt
and
Shadowburn
will made a tremendous amount of damage, spending
Burning Embers
.
Thanks to
Chaotic Energy
our mana regenerates passively by 625% faster, and our spell haste also increases the regeneration of mana.
Aftermath
will allow us to use
Rain of Fire
without channeling, working as a periodic extra effect and it has a probability of generating
Burning Embers
.
New cooldowns will grant us a great survival:
Unending Resolve,
Dark Bargain
and
Sacrificial Pact.
TALENTS
UPDATED 5.4!
With the release of patch 5.4 siege of Orgrimmar some of our talents have major changes.
Dark Regeneration
: Instantly restores 30% of our health and of our pet, and all the healing that we receive increases 25% for 12 seconds with a 2-minute cd. This talent can be useful in fighting with specific moments of great harm and that we or the group has to be cured.
Soul Leech
:
UPDATED!
It will give us a shield of absorption to us and our pet for 10% of damage dealt with
Incinerate
,
Fel Flame
,
Chaos Bolt
and
Shadowburn
for 15 seconds. It has changed how it's works with respect to previous patches, now, instead of healing you, you gain a shield that absorbs a 10% of the damage dealt, becoming the most recommended option in the fights where there's no huge damage.
Harvest Life
: Improves our
Drain Life
to deal 50% more damage and increase the heal by 150%.
By default, we will use
Soul Leech
in the most of fights, however
Dark Regeneration
could be very useful in high damage fight, and to help our heals.
This level is most oriented to PvP, but we have a couple of skills that will be useful in PvE fights.
Demonic Breath
:
UPDATED!
This talent has change. Now this is a frontal cone that slow by 50% the speed of enemies in a ratio of 10 meters for 6 seconds.
Mortal Coil
: Whenever we fight against single target or a fight with few adds this talent is recommended, since implies a cure of 15% of your maximum health every 45 seconds.
Shadowfury
: recommended talent in fights with multiple adds.
If we need control against adds, we will use
Shadowfury
, if the fight is against one target or target that cannot be stunned, we use
Mortal Coil
as extra healing.
Demonic Breath
is only useful if you need to kiting adds, like sha minions in Garrosh fight.
Soul Link
:
UPDATED!
Now this talent will split 20% of all damage received between us and our pet, and also become a 3% of all our damage into healing for us and our demon. Also if we use
Grimoire of Sacrifice
with this talent, our maximum heal will increase by 20%.
Sacrificial Pact
: Sacrifices 25% of our pet's health to shield us with 400% of the health sacrificed for 20 seconds, with 1 min cooldown. If we use
Grimoire of Sacrifice
, we have to be careful, because we will sacrificed our own health.
Dark Bargain
: Is our most powerful mitigation talent. With 3 min cooldown, it turns immune for 8 seconds, leaving us a damage over time effect equal to 50% of the damage received for 8 seconds. It is extremely useful to hold vast amounts of specific damage.
The talent
Soul Link
it become in a very interest choice, the pet damage no longer affects us, so it translates into 20% passive damage reduction.
Sacrificial Pact
will be useful in combats with a specific medium/high damage frequently, while
Dark Bargain
will be necesary in fights where the mechanics can kill us on one shot.
Blood Horror
:
UPDATED!
When we hit by mele attack, the enemy will run in horror for up to 4 seconds, it has one charge with 30 sec cooldown and last 1 min.
Burning Rush
: Drains 4% of our maximum heal per second to increase our movement speed by 50%, and movement-impairing effect will not reduce our below 100% of normal speed. It's last until cancelled so we must be careful.
Unbound Will
: Purge all Magic effects, movement impairing effects and all effects which cause loss of control of our characted or demon. It's cost 20% of our maximum health and has 1 min cooldown.
We will use
Burning Rush
in the most cases, as tool to escape from areas or moving fast.
Grimoire of Supremacy
: increases total damage and healh of our pets by 20% (included
Summon Doomguard
and
Summon Infernal
) and it also transforms their appearance on other more terrible.
Grimoire of Service
: Instantly summons a second pet for 20 seconds. The pet will instantly use one of their special abilities when summoned.
Grimoire of Sacrifice
: You sacrifice your pet to gain one of this abilities, and also increase the power of
Incinerate
,
Conflagrate,
Shadowburn
and
Fel Flame
by 15% and
Chaos Bolt
will deal extra 15% damage as damage-over-time for 3 sec, and restores 2% of our maximum health every 5 sec. The skills affected by
Fire and Brimstone
won't increase their damage.
We have two options, on the one hand,
Grimoire of Sacrifice
is the best choice against one target if there's no heavy movement; if there are many targets and we need to do area damage, we will use
Grimoire of Supremacy
, since the skill that use
Fire and Brimstone
will not be affected by the increase damage of
Grimoire of Sacrifice
.
Archimonde's Darkness
:
UPDATED!
Now makes our
Dark Soul: Instability
has two charges.
Kil'jaeden Cunning
:
UPDATED!
Now this talent allow us to cast moving our
Incinerate
spell without spell penalty.
Mannoroth's Fury
:
UPDATED!
With 1 min cooldown, increase the area of our
Rain of Fire
by 500%, and the damage dealt by 100% for 10 sec.
All this talent row has been modified. Our best option in a bout against a single target that we don't have heavy movement will be
Archimonde's Darkness
, since it will allow us to make better control when using our
Dark Soul: Instability
. In the fights we have many adds frequently,
Mannoroth's Fury
will be a strong talent. If we have heavy movement constantly, we use
Kil'jaeden's Cunning
.
GLYPHS
UPDATED!
Some of our glyphs have changed or have been substituted by others. MAJOR GLYPHS
Glyph of Siphon Life
.
UPDATED!
Makes our spell
Inmolate
heals us
20% of the damage deal
0.5% our maximum health when dealing periodic damage.
Glyph of Drain Life
. Make our
Drain Life
spell healing increase 30%.
Glyph of Demon Training
. Allow our imp cast firebolt in bursts of three, and cast time is reduced by 50%, and other effects depends of our summoned pet.
Glyph of Soulstone
. Players resurrected by
Soulstone
are return to life with 100% instead 60%.
Glyph of Ember Tap
. Modifies our spell
Ember Tap
to heals additional 5% of our health, but the health is restored over 10 sec.
Glyph of Hearthstone
.
Hearthstone
heal us 100% more, but the health is restored over 10 sec, Is useful in fight we know we are going to take constant damage, but it will not be recommended when we need a quick heal.
NEW!
Glyph of Havoc
. Makes our
Havoc
spell has 3 additional charges, but increased the cooldown by 35 sec.
NEW!
Glyph of Curse of Elements
.
Curse of Elements
hit two additional nearby targets.
NEW!
Glyph of Eternal Resolve
. With this glyph, we will not activate
Unending Resolve
, but we gain passively 10% damage reduction from all sources, and with
Soul Link
talent we gain total 30% damage reduction.
NEW!
Glyph of Unending Resolve
. The damage reduction of our
Unending Resolve
spell is reduced by 20%, but the cooldown is also reduced by 60 sec.
NOTE:
Our
Glyph of Demon Training
allow our imp cast
Felbolt
in bursts of three.
What does this mean?
Our
Summon Imp
has 200 energy points.
Felbolt
consume 40 energy points. Without glyph, our imp cast
Felbolt
and it will always stop until have at least 120 energy points, then, our imp will launch the next.
If we use the glyph, our
Summon Imp
do next: He will cast three spell, with total cost of 120 energy points, he will stop and he cast it againt when he gain another 120 energy points. This means he will deal more burst damage, stop few sec, and after that he will cast another wave of three, and repeat.
The damage with or without the glyph is practically the same; it could be a damage loss if the target dies when our imp is recharging energy, since no glyph would be making between 1 and 2 more cast. If it's a fight against a single target that amount of damage is negligible, but in combat against multiple targets such as Norushen, Galakras, Nazgrim, etc, the accumulated damage may be important, although this is something that we can not control.
The difference between them is with the glyph, we can put our pet in passive and save the energy to make a specific focus, or in fights as Thok, which will move away from our position, by the time our imp comes to it will have its full energy, and without the glyph, if the boss get out of range before our imp cast, he will try to move to a nearby position, and we will be losing cast in the process.
MINOR GLYPHS
They are all aesthetic, you can use that you like to pleasure that none provides extra damage or excessive use in PvE with the exception of
Glyph of Health Funnel
, that heals instantly our pet 15% maximum health, but
Health Funnel
will have 10 sec cooldown.
EQUIPMENT
UPDATED!
My goal is not to provide a BiS list since each people, according how they play, as well as the other specs, may vary between one and other, however I will try to analyze the most possible items, so you can decide.
Trinkets are a very important part on our equip, since they bringing us damage procs that we need to manage to increase our damage as much as possible.NOTE:
Trinkets are ordered from highest to lowest priority, and i only talk about normal, since hc trinkets priority are the same.
Purified Bindings of Immerseus
. 1st boss loot, Immerseus.
Black Blood of Y'Shaarj
. 14th boos loot, Garrosh Hellscream.
Kardis' Toxic Totem
. 7th boss loot, Kor'kron Dark Shaman.
Our best choice is
Purified Bindings of Immerseus
, so we will have to get it as soon as possible and improve it whenever we can. This trinket gives us an increase of 7% (up to 10% on your improved heroic warforged) of our critical damage, our haste and our mastery. This means that if for example we have 15000 points of mastery without the trinket, this will provide us an increase of 1050 points (15000 * 0.07) of mastery. In addition, the other effect grant us a 15% chance of gain 11761 points of intellect (more depends on your version and whether it is improved) when we do spell damage, with an internal 115 sec cd. If we are lucky and is activated at the beginning of combat or few seconds later, due to their internal cd will match exactly cooldown of our
Dark Soul: Instability
, what will give us a very high damage.
As second trinket,
Kardris' Toxic Totem
and
Black Blood of Y'Shaarj
are equally valid options, since theoretical difference between both is approximately 1k dps. However, with a high control of our class,
Black Blood of Y'Shaarj
becomes a very attractive option, since we can do massive damage with 10 stacks (~23-30k intellect) using our
Chaos Bolt
single target, or with
Fire and Brimstone
applied to
Inmolate
in area.
Kardris' Toxic Totem
trinket may induce to error. Our damage spells has 14% chance (19.4% hc warforged) to activate instant extra damage equal to 33% of the damage done by original spell. This means if we do 300k damage hit, the trinket could do 99k extra damage (300000*0.33). More stronger damage we deal, more damage the trinket will do. The other effect grants us with 11761 intellect for 10 sec when we do spell damage, with 0.92ppm approximately.
On the other hand,
Black Blood of Y'Shaarj
give us 1959 haste, and our spells can grant us with Wrath of the Darkspear, which give us 2350 intellect every sec up to 10 sec. If we chose this trinket we have to better manage our spells, and try to spend
Chaos Bolt
or
Shadowburn
with the highest amount of charges, and also renew
Inmolate
.
Thanks to
2 set bonus,
critical spell of
Conflagrate
has 20% chance of increase the critical strike chance of our
Inmolate
and
Incinerate
by 10%.
4 set bonus
grants us 15% critical strike chance by 5 sec after fills up a
Burning Embers
. However, this effect has a 10 sec cooldown (not reflected in the description) to avoid during a match against several targets always have active profit.
Chest of the Cursed Conqueror
. 4th boss loot, Sha del Orgullo.
Helm of the Cursed Conqueror
. 11th boss loot, Thok the Bloodthristy.
Leggins of the Cursed Conqueror
. 13th boss loot, Paragons of the Klaxxi. Celestians loot in Timeless Isle (normal only).
Gauntlets of the Cursed Conqueror
. 8th boss loot, General Nazgrim. Celestians loot in Timeless Isle (normal only).
Shoulders of the Cursed Conqueror
. 12th boss loot, Siegecrafter Blackfuse.
There is no much difference when it comes to select the part for which we break tier, will depend on our progress and possibility of loot, and luck that we have with coins (the warforged seals).
Theoretically the best option is to ignore the shoulders and go for
Rime-Rift Shoulders
from Norushen , since it is the higher gain mastery with respect to other items.
Hellscream's War Staff
.14th boss loot, Garrosh Hellscream.
Gaze of Arrogance
. 4th boss loot, Sha of Pride.
If we opt for staffs, we will have two options. Both give us mastery and critical as statistics, very good for our spec.
Hellscream's War Staff
has two red sockets, while
Gaze of Arrogance
only has one blue socket. However, we can get
Faze of Arrogance
on 4th boss and we must be lucky to get
Hellscream's War Staff
, from Garrosh, since is individual loot.
On the other hand, we can go for wand/sword/dagget and offhand.
Immaculately Preserved Wand
. 10th boss loot, Spoils of Pandaria.
Arcweaver Spell Sword
. 8th boss loot, General Nazgrim.
Rik'kal's Bloody Scalpel
. 13th boss loot, Paragons of the Klaxxi.
Revelations of Y'Shaarj
. 14th boss loot, Garrosh Hellscream.
Juggernaut's Power Core
. 6th boss loot, Iron Juggernaut.
Festering Primordial Globule
. 11th boss loot, Thok the Bloodthirsty.
Both the offhand and weapons are sorted in order of priority, being
Immaculately Preserved Wand
and
Revelations of Y'Shaarj
our priority. However, the difference of the wand respect to
Arcweaver Spell Sword
is a lost of mastery by haste, however thanks to reforjes and gems, does not become a bad choice if you have the chance of having it.
Rik'kal's Bloody Scalpel
not interest us especially since we will not be short of hit.
As with weapons, if we can get
Juggernaut's Power Core
before
Revelations of Y'Shaarj
we will be changing mastery by critical, this is not optimal, but it all depends on luck.
Festering Primordial Globule
have the same problem as the previous dagger, hit excess.
For the rest of items, there are many BiS list, so I am going to make a compilation of best items for our spec.
Head
Ebon Ritual Hood
. 14th boss loot, Garrosh Hellscream.
Hood of Swirling Senses
. 1th boss loot, Immerseus.
Neck
Untained Guardian's Chain
. 3th boss loot, Norushen.
Ashflare Pendant
. 7th boss loot, Kor'Kron Dark Shaman.
Shoulders
Spaulders of Kor'Krom Fealty
. 8th boss loot, General Nazgrim.
Shoulderpads of Dou Dou Chong
. 2th boss loot, The Fallen Protectors.
Rime-Rift Shoulders
. 3th boss loot, Norushen.
Chest
Akolik's Acid-Soaked Robes
. 11th boss loot, Thok the Bloodthirsty.
Wrist
Avool's Ancestral Bracers
. 10th boss loot, Spoils of Pandaria.
Bracers of Broken Causation
. 3th boss loot, Norushen.
Hands
Fusespark Gloves
. 12th boss loot, Siegecrafter Blackfuse.
Waist
Belt of Ominous Trembles
. 6th boss loot, Iron Juggernaut.
Legs
Leggins of Furious Flame
. 6th boss loot, Iron Juggernaut.
Feet
Toxic Tornado Treads
. 7th boss loot, Kor'kron Dark Shaman.
Bone-Inlaid Sandals
. 5th boss loot, Galakras.
Finger
Extinguished Ember of Galakras
. 5th boss loot, Galakras.
Iyyokuk's Hereditary Seal
. 13th boss loot, Paragons of the Klaxxi.
Signet of the Dinomancers
. 11th boss loot, Thok the Bloodthirsty.
Note: This list does not include all types of items, but those who benefit most significantly to the Destruction spec, as we focus more on mastery; this does not mean if by need or significant improvement of one item, we cannot use other items with differents stats.
CONSUMABLES
Best lvl 90 consumables.
Flask
Flask of the Warm Sun
Potion
Potion of the Jade Serpent
Food
Mogu Fish Stew
GEMS
UPDATED!
Meta gem socket
Burning Primal Diamond
/
Sinister Primal Diamond
Blue socket
Sensei's Wild Jade
Red Socket
Artful Vermilion Onyx
/
Keen Vermilion Onyx
Yellow Socket
Fractured Sun's Radiance
/
Fractured Serpent's Eye
*jewelers only*
ENCHANTMENT
UPDATED!
Shoulder
Greater Crane Wing Inscription
/
Secret Cane Wing Inscription
*inscriptors only*
Cloak
Enchant Cloak - Superior Intellect
/
Lightweave Embroidery
*tailors only*
Chets
Enchant Chest - Glorious Stats
Bracer
Enchant Bracer - Super Intellect
Gloves
Enchant Gloves - Superior Mastery
Waist
Living Steel Belt Buckle
Legs
Greater Cerulean Spellthread
Boot
Enchant Boots - Pandaren's Step
Ring
Enchant Ring - Greater Intellect
*enchanters only*
Weapon
Enchant Weapon - Jade Spirit
Offhand
Enchant Off-Hand - Major Intellect
STATS
Thanks to
Pandemic
, new 90 passive talent, the refreshing of our
Inmolate
is slighty changed. In Cataclysm we wait until the end of its duration to refresh, however, with our new passive skill, we must renew when 7-8 sec to the end, this way the spell last 14 sec base duration, duration will be increased to 20-23 seconds, causing an increase extra damage over the fight because we have to renew less frequently to extend its duration. We also have to take into account a new dynamic, perhaps more importantly for Affliction, but with equal importance in our branch.In Cataclysm,when we get a damage effect by trinket, enchantment, etc.., the next tick of our damage spell is automatically renewed with increasing our statistics, returning to its normal damage when the effect expired. However, now in Pandaria is necessary to cast the spell to benefit from the effect, and although this end, until the duration of our spell does not end, will continue to have the benefit gained. It is important to consider this along with the effect of
Pandemic
, because if we know that we will have an increase of our statistics is better to wait a few seconds and renew with the effect or renew it when it fits the set time, and again just before we lose the effect of damage to maximize the amount of time that we will have our active dot.
Warlock Stats
Intellect and Hit Chance
. Our main statistic is the intellect, with which we will gain 1.05 spellpower per point earned by the new passive skill
Nethermancy
, that means, 1 intellect point grant us 1 spell power point + 0.05p from
Nethermancy
and passively increases our critical chance. 2548 intellect points grant us 1% critical chance.
We need hit rating or expertise (expertise now transformed into hit rating) for spells not fail. The hit rating changed to 15% compared to 17% of all life, that number becomes 5100. It also need to make our pet not miss their attacks or spells, this benefit only the integer part of percentage hit rating we have, that is, if we have for example 14.99% hit rating, our pet will have a 14% chance to hit and would not benefit from the 0.99%. 340 hit rating point equals 1% of it.
Haste
. Reduces the cast time of our spells, resulting in faster
Burning Embers
regeneration . They also benefit from it our pets, the more faster attack speed with consequent damage increase. Also, thanks to
Chaotic Energy
we regenerate mana more efficiently. 425 haste points equal to 1% haste.
Mastery
. Mastery percentage increases the damage we do with our basic spells and that what require
Burning Embers
. 200 mastery points equal to 1% mastery.
Critical strike
. Our critical strikes will make 200% of normal damage. Also, our critical damage gives us twice
Burning Embers
. 600 points of critical strike rating equals 1% critical.
Stat priority for Tier 16
UPDATED!
Compared with the previous patch, our stat priority has changed. By default we will seek Mastery > Crit >~ Haste , however depending on the encounter and the second specialization we use, this priority may be affected.
Intellect
Spell power
Hit chance
Mastery
Haste
Critical strike
7.3
5.65
6.7
4.6
4.2
4.5
Possibilities for gems in red socket:
1-
Artful Vermilion Onyx
: If we don't need extra hit.
2-
Keen Vermilion Onyx
: If we need hit (expertise = hit)
Possibilities for gems in yellon socket:
1-
Fractured Sun's Radiance
2-
Sensei's Wild Jade
: If we need much hit.
Possibilities for gems in blue socket:
Sensei's Wild Jade
In theory and in
a single target fight, we will follow the following priority system
INTELLECT >
SPELL POWER > HIT (until 15%)
> MASTERY > CRITICAL STRIKE
>~ HASTE
In fights with
2 - 4 targets
INTELLECT >
SPELL POWER > HIT (until 15%)
> MASTERY > HASTE
>~
CRITICAL STRIKE
In
pure fighting area
INTELLECT >
SPELL POWER > HIT (until 15%)
> MASTERY > HASTE
>
CRITICAL STRIKE
Final conclusion
INTELLECT >
SPELL POWER > HIT (until 15%)
> MASTERY > HASTE
>~
CRITICAL STRIKE
We are facing the situation of having to choose our priorities both for destruction as we play in one of our other spec.
Choosing this statistics, we will adapt very well to most of the current raid bosses, as they are quite varied in their areas or unitarget refers.
PROFESSIONS
In Pandaria, as in Cataclysm, best professions and therefore we provide more damage than any other are Tailoring, Engineering and Blacksmithing. We also have several options that will list in ascending order according to major damage we increase our contribution:
Tailoring
:
We get
Lightweave Embroidery
for our back, which give us a chance when we do damage to gain 2000 intellect points for 15 seconds with 45 seconds ICD.
Engineering
:
We get
Synapse Springs
. Sometimes outperforms Tailoring although temporary benefit has a longer reuse (1 minute), provide a smaller amount of Intellect (1920) and the duration is less for the simple reason that it is a cd and we can choose the right time to use it. We may also obtain a temporary movement speed buff (increases by 200% for 5 seconds) to specific situations with a risk of failure and become damage that will take away huge amount of life per second.
Blacksmithing
:
Adds two extra sockets (wrist and gloves). We can use this to add 2x
Fractured Sun's Radiance
.
Enchanting:
It allow to add
Enchant Ring - Greater Intellect
to our rings, totaling 320 intellect.
Alchemy:
We gain 320 extra intellect point when we use a flask. Also give us double duration of our flask.
Leatherworking:
Improves wrist with
Fur Lining - Intellect
so we can get a bonus of 320 extra intellect (the wrist enchant give us 180 intellect).
Inscription: Improves shoulders with
Secret Crane Wing Inscription
so we can get a bonus of 320 extra intellect (the shoulder inscription give us 200 intellect).
Jewelcrafting
:
In Pandaria we have 2 special gem socket unlike the three that has brought us to the moment previous expansions. We can use 2x
Brilliant Serpent's Eye
, that gives us a bonus of 320 intellect.
PETS
Near our BiS equip, in unitarget fights will highlight
Grimoire of sacrifice
, but in area fight will be better
Grimoire of supremacy
.
Observer
: This pet do mele damage and use the special ability
Tongue Lash
. Can also interrupt a magic school spell for 6 seconds and silence the target for 3 seconds thanks to
Optical Blast
, with 24 seconds CD. It's pretty quick with his melee attacks and his special attack is medium power and high cost (60 fel energy).
Fel Imp
: It is the only caster, which gives it a versatility that others do not have: you can start the fight without having to move it to the target; you can change from one objective to another without leaving your site and therefore without stopping spellcasting. His skills are extremely useful, because it has mass dissipation and heals us coast inflict minimal damage and can instantly make a jump and placed at our side. It will be the best choice in fighting with many changes of objectives. Their spells are high power and low cost (40 fel energy).
Shivarra
: This pet do mele damage and use the special ability
Bladedance
. You can knocks back the targets within 5m and inflict shadow damage by
Fellash
, with 25 seconds CD. It's pretty slow with melee attacks and special attack has a great power and a high cost (60 fel energy).
Voidwalker
:
UPDATED!
This pet do mele damage and use the special ability
Torment
. It has
Void Shield
, with which it is surrounded by orbs that reduce damage taken and inflict enough damage per charge orb when attacked. The bosses will not trigger this shield since they "fixed" this, as in fights like Thok and Garrosh where the area damage is physical, we can gain a huge amount of damage thanks to the ability, but now, will not be a profitable pet. You can also disarm the target for 8 seconds every minute. It's pretty quick with his melee attacks and his special attack is low power and with an average cost (50 fel energy).
Doomguard and Infernal
With
Grimoire of Supremacy
,
Summon Doomguard
will transformed into
Terror Guard
y
Summon Infernal
will transformed into
Summon Abyssal
.
These two temporary pets have undergone many changes over the previous expansion, and is now taken our updated stats accoding we gain a benefit like a trinket, enchants, potions, etc.Both invocations have a cooldown of 10 minutes and 60 seconds duration.
Terrorguard
. Deals 20% additional damage to enemies below 20% health, so if the fight will last more than 1 minute at this stage we will summon it at that time to make the most damage. We will use in combat against a single target.
Abyssal
. It has not changed but now becomes instant cast and will cause our Infernal has a preference for attacking enemies who were in that area. We will use in combat against many targets. Unless we face 7 enemies or more for most of its duration we will rent more use
Terrorguard
. Advantage
You do not need to accumulate trinkets or expect that the changes of our charms take place before launch.
They benefit from
Heroism
/
Time Warp
/
Bloodlust
/
Ancient Hysteria
. Since they benefit from our updated stats in combat, the alterations in our own haste will also become our pet. Need not be present during the launch of any of these benefits.
You do not need to wait several attempts for the CD because when the raid dies, its cooldown is reset. Its cooldown will also be restored after defeating the boss.
Disadvantages
We can not make our
Terrorguard
or
Abyssal
go to battle with all the potential benefits of intellect and achieve and make the lead throughout its duration, which significantly impairs the Demonology branch for the great benefit received by the mastery.
Terrorguard
and
Abyssal
not work as expected when we have active
Heroism
/
Time Warp
/
Bloodlust
/
Ancient Hysteria
, because if it takes the fastest casts, makes a stop between them, so at the end of the invocation will be released 17 cast, we have the effect or not. This results that we throw before or after, depending on the need of the raid.
SKILL ROTATION
We have before us a class that may seem simple, but to get the maximum performance we must be very attentive to certain factors that, ignore them, will result in a significant drop in our dps.
How burning embers work?
We face an entirely new dynamic. In cataclysm our rotation depended almost exclusively cast
Incinerate
and
Conflagrate
, while our
Chaos Bolt
was relegated to the background, while often not worth throwing it, however it has now become one of our main sources of damage.
Spending burning embers
We spend our burning embers through
Chaos Bolt
or
Shadowburn
if our target is below 20%. Also we use with
Fire and Brimstone
if we need to do area damage, or by
Ember Tap
as desperate heal to avoid certain death.
Generate burning embers
We generate embers by our skills
Incinerate
,
Conflagrate
and
Rain of Fire
, and by
Inmolate
if it do critical damage.
Inmolate
: It is our main source of periodic damage. It has 2 second cast and creates a burning ember if it does a critical hit.
Incinerate
: It will be our priority when we have nothing more important to do (explained in the next section). Consume a charge of
Backdraft
. Generates a burning ember when hitting, two if you make a critical hit.
Conflagrate
: It's an instant spell that has two charges, each of which regenerates every 12 seconds. Generates a burning ember, two if takes a critical hit. It also generate 3 charges of
Backdraft
, and this can stack up to 6 times, reducing the cast time and mana cost of our next
Incinerate
a 30% or our next
Chaos Bolt
, which consumes 3 charges. It is important to always be between 0 and 1 charges of
Conflagrate
, because we are going to lose an important and necessary source of damage. However, we only launch
Conflagrate
if we know that we will have at less than 2 charges of
Backdraft
before the next cast of
Chaos Bolt
or if we have 3 or less accumulations of
Backdraft
.
Rain of Fire
: This spell is an area of effect that we will locate in the desired location, lasts 8 seconds and count as periodic damage. If the target is affected by
Inmolate
, it receives 50% more damage of
Rain of Fire
.Can generate a burning ember when we damage an enemy (not including immune enemies) and is considered periodic damage, so it can turn our trinket based on periodic damage.
UPDATED!
This spell has suffered a terrible nerf in regard yo ember regeneration. You will not use it in our rotation to a single target, and in combat areas only in the following cases: 1- We have the legendary meta proc, a trinket which grants us haste o we are under the effect of
Time Warp
and similar.
2- We have to move and our target will be in the area for the entire duration.
3- If we have the
Mannoroth's Fury
4- We can use the begin of a combat area to gain some embers and not lose the benefit of
Fire and Brimstone
, but if we can do normal rotation without losing embers, no income spending a GCD on renew
Rain of Fire
.
Chaos Bolt
: This spell is one of the most powerful of a Destruction Warlock . This attack is always a critical hit, and benefits directly from these stat. It should be used when any active intellect proc, some own cd or raid cd, or are about to reach four embers, where the target is more than 20% of its health.
Chaos Bolt
consumes three stacks of
Havoc
, although it is of the best ways to use this spell (explained below).
Shadowburn
: This is the second spell that consumes our embers, only if the target is less than 20% health.
Shadowburn
consumes one charge of
Havoc
, so it will be ideal to increase our damage, but always keeping in mind a few things (explained below in the section). If after 5 seconds after doing damage with
Shadowburn
the target dies, returns 2 embers us, otherwise we will return 15% of our mana. Ideally accumulate about 3 embers when the target get to 20%. When the fourth is nearly loaded we cast and will continue to accumulate until the moment we have more procs or damage bonus, then spend 4 to do a very powerful burst damage. No need to do this just 20%, but when the situation demands. Because only consumes one charge of
Havoc
, we must have something in mind; if the situation allows it and you have two target, one of them at least less than 20% of his life will be more interesting to spend the three charges to cast
Shadowburn
and rebuild embers when the cd of
Havoc
reboot.
Fel Flame
: Instant cast generates an ember, two if it is critical. Makes roughly half damage than
Incinerate
and costs much more mana. It should be avoided, unless, by the dynamics of the meeting, not count on
Kil'jaeden's Cunning
, in which case when we move we can use it to do some damage while we are not short of mana.
Havoc
: It is an instant spell with a 0.5 second GCD with 25 seconds cd and 15 seconds long, which when applied to a target gives us three charges. It is not necessary that our spells are the same objective, that is, can we change target while active
Havoc
one. When a single target spell cast into a different target, this is copied to the target affected by
Havoc
first. We use it with spells
Inmolate
,
Incinerate
,
Conflagrate
,
Chaos Bolt
and
Shadowburn
, as well as our curses, however, to take 100% advantage we need to know in which situations it should be used for what spell. Under normal circumstances, both objectives above 20%, optimize their damage combined with
Chaos Bolt
. When one of the two targets is below 20%, we will launch
Havoc
in the target with more life, and spend the three charges by
Shadowburn
. If you do not have enough embers for this, cast a
Shadowburn
and use the other two charges on
Incinerate
, because it is more interesting to use with a single
Chaos Bolt
. Finally, we must note that the copied spells do not behave like the original; we need not be in range of enemy to be copied spells, although we will be in a range of 80 meters. we does not need to have it in front so that the spell is copied successfully.
Fire and Brimstone
: This spell has undergone a change from the previous patch. It does not activate GCD and puts us one buf by which our next
Inmolate
,
Incinerate
,
Conflagrate
and curses hit all targets within 10 meters, consuming a burning ember, and will continue until you cancel it or until we have more burning embers. However their damage will be less than the normal version of the spell, but increases directly benefited by our mastery. Spells that we launch through
Fire and Brimstone
will hit targets as if each skill can be launched individually, thus, the more goals, more embers generate until I reached a point that will generate the same or more embers that we spend (In point of area damage delve more this topic).
Once learned skills, let's move to the rotation of damage in a normal boss without adds or second objectives to worry. Our priority is to follow the following:
Curse of the Elements
. Keep always applied to the target and renew every 5 minutes.
Shadowburn
. Cast when the boss is below 20% health and meet one or more of the following conditions:
1.- We have accumulated more than 3.5 embers.
2.- We have active
Dark Soul: Instability
.
3.- We have an active intellect proc or buff damage increase.
4.- If you're out of mana to regenerate 15% of the same.
5.- If the target has little to die.
Chaos Bolt
. We use until we have more than 2 stacks of
Backdraft
and while the following assumptions are met:
1.- We have accumulated more than 3.5 embers.
2.- We hace active
Dark Soul: Instability
3.- We have an active intellect proc or buff damage increase.
Conflagrate
. Cast to gain
Backdraft
. It is important not to accumulate two, or we will lose damage.
Inmolate
. Keep always applied to the target.
Incinerate
. Cast while the other opcions not met.
Fel Flame
. We use it when we have to move, as long as we do not have the talent
Kil'jaeden's Cunning
, in that case, we use
Rain of Fire
instead.
When we have two objectives, we will apply
Rain of Fire
if it affects both objectives throughout its duration, apply
Inmolate
in both and we use
Havoc
on CD, spending it by
Chaos Bolt
or
Shadowburn
if at least one of them is below 20%.
With 3 targets, keep
Rain of Fire
if it affects the three objectives throughout its duration and
Inmolate
in each of them, and will continue to use
Havoc
whenever we can, with priority of
Shadowburn
if any of them is below 20%.
With 5 targets, we apply
Rain of Fire
as explained in the description of the spell and apply
Fire and Brimstone
to our spells
Incinerate
and
Conflagrate
, if we have leftover embers we can also apply
Inmolate
.
With more than 5 targets continue with our normal rotation including
Fire and Brimstone
and we use
Rain of Fire
as explained in the description of the spell. It is convenient to say that only apply
Fire and Brimstone
to our spells
Inmolate
and
Curse of the Elements
when we have more than two embers and we can generate enough embers to keep using
Fire and Brimstone
. That is, do not spend the embers to apply
Inmolate
and/or
Curse of the Elements
if not then we will have enough embers to keep using
Fire and Brimstone
with normal rotation.
NOTE:
If we have the talent
Mannoroth's Fury
, we use on cooldown (or save it in a short time if we have to deal with a round of adds) and use our
Rain of Fire
throughout its duration to benefit from the 100% increased damage.
Collect four embers. This should not be done
NEVER since it represents a huge loss of dps. It is best to cast one
Chaos Bolt
or
Shadowburn
without active damage procs.
Cast
Chaos Bolt
with three or more stacks of
Backdraft
. This is the second most important thing to avoid, as both involve a considerable loss of dps and mana regeneration.
UPDATED! Currently, it is preferable to consume the effect of
Backdraft
in our
Chaos Bolt
as long as we are in the situation we have
Dark Soul: Instability
and the maximum possible damage procs. However, we will try this situation will not happen.
Collect two charges of
Conflagrate
. As far as possible we will avoid this, since this implies a lost of the own damage of the
Conflagrate
because it is unable to obtain more charges.
Chaos Bolt
with
Grimoire of Sacrifice
. In some meetings will be more profitable to go with this talent, but is a little niggle. Thanks to
Grimoire of Sacrifice
, our
Chaos Bolt
in addition to this damage, will put a dot of damage that will last 3 seconds. If we are casting two
Chaos Bolt
, it may be the case where the second cast comes before the the dot does the second tick, wherewith we lose this damage. It is not very important, but we can choose to solve it stepping a little back and then cast the next
Chaos Bolt
, to let some time to make your dot do the damage before the next
Chaos Bolt
reach the target.
Currently, I prefer this new rotation, I've seen that gives me better results.This is only valid if we start with
Dark Soul: Instability
, otherwise follow the priority list.
When there are 3 seconds to start the pull we will use
Potion of the Jade Serpent
Then we cast
Incinerate
to reach the boss when the pull countdown reaches 0.
Curse of the Elements.
We cast if anyone else in the raid can.
Terrorguard.
We will use here if the fight lasts longer than 10 minutes, but we will save it for the last 20% or the last minute of combat.
Dark Soul: Instability
. We will use our cd with all the benefits of extra damage, such as engineering intellect gloves, or some on-use trinket (if you have one).
Inmolate
. We apply it here and thanks to the precast, and if we are not unlucky, we'll have our damage proc.
Conflagrate
x 2. We spend both charges because we have all our procs damage.
Incinerate
x 4 Thanks to the legendary meta and Bloodlust (if cast to pull) we can cast 4
Incinerate
to generate at least two embers, and to benefit from the bonus tier 4.
Chaos Bolt
x 2. Here we unleash the power of our
Chaos Bolt
, because if we did not have bad luck, we all active trinkets, raid benefits, personal cds, tier bonuses, etc.
Renew
Inmolate
to benefit from all our procs damage.
Incinerate
x 2 to take advantage of charges of
Backdraft
(here we should have another ember load)
Chaos Bolt
.
From here follow the normal rotation explained earlier.
In some very specific cases, it may be interesting to use
Chaos Bolt
instead
Shadowburn
under 20%. This is so because our
Chaos Bolt
always be critical, while
Shadowburn
is ruled by critical chance we have, although the second is instant. That said, when it is more interesting to use one over the other below 20%?
If we have
Time Warp
or similar, we have active the 30% haste from our legendary meta and we have 3 charges of
Backdraft
, we are expecting a cast of
Chaos Bolt
less than 1 second, so this being 100% critical and cast time is less than the GCD, we are ensuring a powerful critical damage, since our
Shadowburn
is not always critical, and depends on our critical strike (with raid buffs around 30-35%). However this is achieved only with high haste, for example, if you mixed team to use another spec, so unless you get at least 100% haste with all these benefits, this will not work.
Whenever we fight in combat with or against adds and a main target, it is important to be aware of when the health of them down below 20%. If it is possible, apply
Havoc
in the main target or the objective with more life, and we will use
Shadowburn
on the objectives that are about to die, so get refill embers quickly and get a substantial increase in our damage.
We must pay special attention to
Skull Banner
from warriors. This 3 minute cd gives all party and raid members benefit from a 20% critical damage. Because our
Chaos Bolt
benefits directly from our critical this is a very important cd thing to keep in mind. After various tests, we have about this cd is equivalent to earn between 6500 and 7000 intellect. However, the trinkets gives us about 12k intellect, so we have to have a few things in mind.
Will we need to use our
Chaos Bolt
in the near future, due to the mechanics of the boss or punctual burst?
We will have procs of damage before having to use a
Chaos Bolt
to prevent reach 4 embers?
Will the damage procs previous assembly higher than 7k intellect and will keep active at the same time?
If all the above is confirmed, it is best to wait to have higher benefits before using our
Chaos Bolt
, if not, we will use one or more
Chaos Bolt
as long as the
Skull Banner
.
Thanks to our tier bonus 4, with an ICD of 10 seconds, each time an ember is filled, we will gain 15% crit for 5 seconds, whereby we must be vigilant to cast one
Chaos Bolt
and take advantage to use
Inmolate
, as this critical ticks will slowly refill our embers.
RACIAL
Below are the racial abilities that can help us focus on PvE.
Orc
: Gives us the benefit
Blood Fury
and increases the damage of our pets 2%.
Undead
: Passively, when we attack our enemies with our spells we inflict extra damage thanks to new effect
Touch of the Grave
. Some fights we may also be useful
Will of the Forsaken
.
Troll
: Gives us the benefit
Berseking
; increase all damage done against beasts by 5%; and provides 1% expertise with ranged weapons.
Goblin
: Give us 1% haste;
Rocket Barrage
; and improvements in mobility through
Rocket Jump
.
Human
: Provides 1% expertise when we equip a sword which will become 1% hit rating. Some fights we may also be useful
Every Man for Himself
.
Dwarf
: Gives us the benefit
Stoneform
, useful in some fights, and 1% expertise with ranged weapons.
Gnome
: Gives us 1% expertise when we equip daggers and swords which will become 1% hit rating.
Worgen
: Gives us 1% critical strike and improved mobility thanks to
Darkflight
.
WEAKAURAS
If we want to have better control of our trinkets, benefits, etc., the WeakAuras 2 addon is very useful. It basically allows icons displayed on screen when any event or condition that we want, for example when we benefit from the effect of a trinket. It can be used to whatever thing we imagine, I am going to put a few codes that I find useful, feel free to change them to your taste and experiment.
NOTE:
All the codes listed bellow correspond to the
version 2.0
of WeakAuras addon, if you don't have this version, you must update the addon, otherwise it will not work.
How to import the code?
Write /wa and access the panel of the addon, once there go to "New" and then select "Import", copy this code and a window with the name and the icon will appear to the left of the screen, then click on "Import" and now you have it.
Dark Soul: Instability:
Displays the icon and the duration of
Dark Soul: Instability
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Conflagrate:
Displays the icon and the remaining charges of
Backdraft
when we use
Conflagrate
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Havoc:
Displays the icon and the remaining charges of
Havoc
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Fire and Brimstone:
Displays the icon of
Fire and Brimstone
when is active.
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Rain of fire:
Displays the icon and duration of our
Rain of fire
when is active.
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4 tier bonus (15% critical strike):
Displays an icon when we get the benefit of 4 tier bonus.
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Purified Bindings of Immerseus trinket:
Displays an icon when we have active trinket and the remaining time.
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Sinister Primal Diamond (30% haste legendary meta gem):
Displays an icon when we have active our legendary gem and the remaining time.
dWZCcaGEPu1lfs1UKk61kvntHeZvQQzRKBkLOdtQBtI)sP2PuSx0UfSFPc)eQmmO04OGLPIgkezWsLA4e6Gsj10GQogLCoiQfkvXsHelgkwUipuQKNcESk9CftukftvutwOMovxukvUQusUSKRRu2OuLoTQ2mfTDiLNbj9vHu(mbZtkLoje(UqmAk04fs6ssjClLkxtfopj12ijFds1VjAAXmHNaIGxjt9T6J4kdtFqSwl7gTVLkBeb0(5X8lxnHHWzNy78GGcHycXmtWugC4BFXMtlcX)iU0QbxF3peAHiHOIZ0CkN9U7apQOJmQNOBz448evvgO5o84jmU(UFqs(bNqghseuJZ0CkN9UZG1bY4pmOclYgouDyDsZD4rNqQeEziRwSi8xzGqytjNEbHknSXIG(6VmmmtyCDYzMqS0wyjJqmeIL2k1mAHIyiiSKrS1x)LbcJrze6em)WpgzMqS0wyjJqm0PtyC9D)0Lm46pOubNaUwLbeTPDe80liujMjKkfcwyje0k1WmBSiKlfXTPJUrPeFNoHuPGtSsAxMi0w6eI8XUr2OclbXKuivZGuQU)8YaBoj8XeAz5AcgRxWOZgvyjSK6yMjSnL9DPNH9qijxfZeu2w(ZmD6e2MY(kvWOD2dH7spdZeMpiSkcrR1OefCDfD60PtqZmHCPiUnD0nkL47eqe8kzQVvFexzy6dI1Az3O9TuzJiG2ppMF5QPtan2yH3clDs
Shadowburn:
Displays the icon of our
Shadowburn
when the target is below 20% health.
dmZicaWsrWUOQQTjkMjvLMlQQMTK(gvv2jszVWUPYpfvnmjmovLHJkhuK4yiPZjQSqvvlveAXQswoLEOiPNQSmK45O8BPAQiAYuLPtCBrPtl0LjDDk2OiQZlsTzP02vfmpuv6RIitdP67QIoSGhJWOvPXRk0jvL6wuvCnP4EOQ4ZQ4Vs0ZqvgubjwwmpmpqI9y(2wMki5pQFn545xXhpk8YWRHcA9HEdMvpXUJmnNIfj6omJtSXZrTGeZ4IcMeShvGGLoFBltfKCMMm5YLHofkFfnf5O3GwFO7hMZKL0gph1YanQyInEoQfKysAofJjbXWWmmT8QHQCXlmo1sOo5QHQCXOuGzCrbtc2JkygMwACrb)ygN(G6eSGr6ygMwYPwc1jxnuLl(X4ulH6KRgQYTSZP2G0Ty8LpqWcgPJxyrpSDdE9NVmwh2ZONCbTVcSRgpxb0(kW8ImUAi9BIUd7TtuBBGq5)nr3X4FCATwUBWR)SCeDJ9O)My1dR2dEGeZW0sIAGXWpMTxvqIL1uLiiHabZW0sgNsGFmgNsasmw0DQkOXdcgrnWyGeJfDNQILukj6B(utalRPkrqILukj6B(uta)qGabcgdJI)f(3G9aOrLo1cia
Kardris' Toxic Totem trinket:
Displays an icon when we have active trinket and the remaining time.
dGd)baGEkr9sHQ2fLITjQMRqz2q5tOu62Qu7uu2lz3u1(fIFsLmmi9BqdvKgSqA4QKdsP0JvLJbvNJk1cPeCyPAXusTCu9qvKNISmvLNdmrukMQGjtHPl5IucDvuQ6YkUoeTrHk)veBMI2oLitdfNwPplfFxfmovvNuknAvOXtfUekvUfv01GW5rjFJs1ZOK8AvulCfeTIA91Wn7Vjw7d6bXS16fBlwjN4tVqYNKu4cG(e0CrarF2GAdcr3ImezOGitOVO1YJY(yezSGlSolQ6VZarS7segSBOGioeBuq0nsSAvqLkvIy5Y0emLIZ5Vv2XTYEoc34FO)mm)Y0jJDr8PzH(aRRr0(GErRHO47Cd(cyBKObOJ9fjAawZTiq1FNbNG(QV(7XxICX(a1YglkQ4BtZWvqe4AWWAneHZ87gnxesWKaUgmSwdzbr((9auqz4Icqh7ls0u4HHRsLOdRrDuz5OIU4Wg(aaP85TGf6v2NipY7aFBAgoqz4IC4Y0emLIZzUD0pMpCuC3miCJ4NrMozqi64SnhlLLJkcu93zqkC9LOGRuvI6kikaDSVirtHhgUOwFnCZ(BI1(GEqmBTEX2IvYj(0lK8jjfUaOpbnxLilPmCgCuvs
Black Blood of Y'Shaarj trinket:
Displays an icon when we have active trinket and the remaining time.
dWZ6baGAkrTEksEjfP2fLKTrvmtkcZLkmBH(eLi3guonk7uj2lz3q2VK4NQudtPmokPESQmukLgSKYWvGdsj0Hr1XusNdelubTukQSykvwUGhsP4PiltP65atKsWuLyYuy6IUiffxLIsxwQRtvAJuQ6ZQQnRITlP6BGQVkjnnQQVtL6wku)vrgTIA8ueDsq6Suu11OIopvYZujVwH8BOwRQiIjckk7WH)AhqFyeWbdvFk2)gzWdUMaSplIpdWU7GiGODR2SYPiyImezOIOdgLeZuTw29fzY7Zb0PSFSpKD4(EUCUb)YZkCi(6m23POiMBOIiVGE6f5aGgkkGJTkIG5nMmvuQuKxqpL8yJszNOxKdaQicWq)ylQQfnNjUTX0kvkcK83iGTygkfvUTvuO)mmQ4AqlI9WiriVWkb2)3bGwwfXmenmYFJQuByeJnQudFQuZ8wcmZ5bllcK83iGnyuYziynkfDB2cb1cMrugy)FhureIdRbQOLvrvd8CwPsrUzg5SwGSjAUz)5ulq2e56(CaDk7T2P1xxxx77W394zZhIoJ9Hl6HXrdSBKStPiUkIQg45SiOOSdh(RDa9Hrahmu9Py)BKbp4AcW(Si(ma7UdkfvxlR(RBkLa
If you are intested in reading this guide in spanish, you can go to
this
page.
Thanks to all.
Delenath
The Penguins Mafia - EU-C'Thun.
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