Analysis of Shadowlands DPS After Week 3 of Castle Nathria - Second Week of Mythic
Today we will take a look at the DPS balance in Castle Nathria at the end of the third week of Shadowlands Season 1. In this third week, we have a larger Mythic participation, so we're able to look at Mythic data with more accuracy. For this analysis we will use data provided by
Warcraft Logs Mythic Castle Nathria statistics
Warcraft Logs' Castle Nathria Statistics Page
Disclaimers and Source
The data for this article was taken from the
Castle Nathria Statistics Page on Warcraft Logs
under the Shadowlands Season 1partition at the 95th percentile for Mythic difficulties.
The idea of this article is to give a perspective of the state of class balance for Castle Nathria in Shadowlands Season 1 as more players get deeper in Mythic difficulty. We will look more in-depth at the specs that had the most variance when compared to
We say perspective, as there are inherent biases in looking at the data this way.
Specs that are considered underpowered are generally played less and tend to appear weaker than they actually are.
This happens as many performance-oriented players will tend to play the strongest spec or class, increasing even further the gap between top and bottom specs.
The balance between specs is very delicate and will likely change throughout Season 1, as player acquire more gear, different classes and specs tend to perform better with more secondaries.
For more information on specs in the Shadowlands Season 1, check out our Class Guides!
Blood DKFrost DKUnholy DK
Havoc DHVengeance DH
Guardian DruidFeral DruidBalance DruidRestoration Druid
Beast Mastery HunterMarksmanship HunterSurvival Hunter
Arcane MageFire MageFrost Mage
Brewmaster MonkMistweaver MonkWindwalker Monk
Holy PaladinProtection PaladinRetribution Paladin
Discipline PriestHoly PriestShadow Priest
Assassination RogueOutlaw RogueSubtlety Rogue
Elemental ShamanEnhancement ShamanRestoration Shaman
Affliction WarlockDemonology WarlockDestruction Warlock
Arms WarriorFury WarriorProtection Warrior
DPS Rankings in Shadowlands Season 1 - Mythic Castle Nathria Week 2
Spec and Class
Change from Week 1
Unholy Death Knight
Havoc Demon Hunter
Beast Mastery Hunter
Frost Death Knight
Spec Analysis for Week 2
In the data above, most specs retained their position or moved slightly. However, a handful of spec have major variances when looking at Heroic Week 1, Heroic Week 2, and Mythic data. To help contextualize these changes, we've asked a couple of our class writers and class experts for their input to explain changes in rankings.
Now that we have seen another week of Mythic we have a larger sample size including more bosses to look over. One of the classes that changed the most in terms of its ranking is Fire Mage, moving up from 11th to 6th overall. This places it behind other ranged like Marksmanship Hunters, Balance Druids, and Affliction Warlocks. There are a couple reasons for this change, some have to do with the actual power of Fire and others are more to do with how some of the fights are ordered.
Fire gained a lot of power in this second week thanks to unlocking the legendary Fevered Incantation and the 2nd potency slot with Night Fae's Dreamweaver. This helps beyond just your damage since gaining access to all your DPS tools makes your case for receiving Power Infusion even stronger. Additionally, the sample size of bosses with Mythic logs posted has increased. With smaller sample sizes, you are bound to see larger shifts. This is probably one of the biggest factors in the shift of power for Fire. The last reason is that some of the early bosses were mediocre for Fire Mage, statistically. A notable example is Huntsman Altimor (which was the boss that artificially inflated Arcane the first week due to a bug). This can actually be a fantastic Fire fight, but looking at logs, all Mage specs are towards the bottom.
Note: Bosses are only included in the aggregated data after 50 public kills of that boss have been logged. This means that Sludgefist has not yet been added to statistics. Expect to see Affliction lock and Fire Mage continue to ramp once this fight is added.
The major differences between Week 1 and Week 2 are the fights that are present on logs. During Week 1 there were primarily single target encounters with decently heavy movement. In week 2 we started to get some logs with Council of Blood which the killing of Waiters and damage as a whole on those is readily apparent quickly. Depending on the percentile you are looking at, Sun King Salvation has also moved from early prog guilds that had Balance Druid's healing and now you have Balance topping the meters on Sun King when they are damaging instead of healing. I expect moonkin to continue to rise in stocks as Sludgefist and Sire Denathrius parses eventually come through as Balance Druid will be one of the top few specs in the game.
Havoc Demon Hunter
Week 2 of Mythic coincided with the aquisition of the second Dreamweaver Potency conduit for Night Fae Havoc DH. The first trait from Niya being a mastery buff was never very valuable for havoc so having access to our two best Potency helped our damage. Players are also getting more used to the raid and the fight timings which is something that will affect Havoc damage very significantly due to having a 4 minute cooldown and to a lesser extent Demonic being procced every 30 seconds. Both Night Fae and Venthyr Havoc Demon Hunter covenant abilities are also very powerful "nuke" or burst abilities which is very valuable on bosses like Huntsman on the Shades of Bargast, Sun King to break the shields and Sludgefist during destructive impact. Havoc cleave/AoE damage has always been good but these little optimization by players around fight timings makes a really big difference on single target which is the weakness of the spec.
Arcane's Mythic popularity plummeted from week 1 to week 2. The spec was seeing a lot of play on Altimor, where we could use Touch of the Magi to deal massive damage to the boss by gaming
on the Shade of Barghast adds. In short: the explosion at the end of Touch of the Magi was not ignoring damage-taken bonuses on the enemy, which most cleave spells do.
already functions this way, for example. That was hotfixed on the 18th December.
Outside of Altimor, Arcane only has kill logs on three other Castle Nathria bosses: Shriekwing, Hungering Destroyer, and the Council of Blood. The first two are purely single-target fights and early in the instance, where most specs can compete. The majority of Council records are personal logs with weird gear, indicating they're probably from the Shadowlands beta. Take them with a grain of salt.
On the whole, for many players, Arcane is just not as well suited to Mythic raiding. Fire or (when its tuning is more balanced) Frost are much easier to play - and when you have easy access to all three specs, why would you make life more difficult for yourself? Arcane absolutely can be played at Mythic levels, but its low cleave, melee range AoE and utter lack of short range mobility - meaning any sort of repositioning kills your damage - means it demands more from players than our other specs.
Some people might have noticed that Feral has had significant drops on the overall numbers in Castle Nathria, dropping from high up on the list down to 10th, so to break that down we'll look at the bosses where feral is doing well or not!
Feral's strength is certainly single target damage, where it really shines, and much of the raid does encourage that! However a few more bosses have been killed now compared to the last look at the data and feral has dropped a bit. If we look at the bosses where the average has been dragged down a bit there's really only one that sticks out. Sun King's Salvation has feral in dead last (by a lot actually), this is almost exclusively where the average has been brought down,
If we look at the other bosses (average across all percentiles) we can see Feral is still performing exceptionally!
2nd on Shriekwing
9th on Huntsman (in a very competitive block)
1st on Hungering Destroyer
1st on Artificer Xymox
and of course as mentioned, dead last on Sun King
So why does Sun King look SO bad for feral? Well I think there's a few reasons. Firstly the fight really isn't actually an AOE fight, for most of the fight the only adds that really matter are largely single target, the Vanquishers, Shade of Kaelthas, and bursting the Infusers down. Outside of this there's a lot of mobs that you CAN hit with AOE but it isn't necessarily the most important thing to do. In the case of Feral as well, a hybrid, it may be more beneficial to not be maximising DPS and instead Heart of the Wild healing the boss instead.
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