T16H Trinket Combinations – Affliction (UPDATED)

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

DPS Chart

Actually underrates Bindings and Black Black of Y’shaarj a little bit because the generic profile is reforged to a Haste breakpoint while both Bindings and Black Blood give Haste.
And here’s the profile, if anyone wants to doublecheck:

warlock=genericafflictionwarlock
level=90
race=blood_elf
role=spell
spec=affliction
professions=Alchemy=600/Enchanting=600
talents=000010
glyphs=unstable_affliction

legs=leggings_of_furious_flame,id=105516,stats=2540armor_2515int_4013sta_1730haste_1659mastery,gems=160hit_160mastery_160hit_160mastery_120int,enchant=285int_165crit
shoulders=shoulderpads_of_dou_dou_chong,id=105441,stats=2177armor_1827int_2981sta_988hit_1396mastery,gems=160hit_160mastery_160hit_160mastery_120int,enchant=200int_100crit,reforge=hit_haste
wrists=avools_ancestral_bracers,id=105591,stats=1270armor_1490int_2236sta_1009haste_969mastery,enchant=180int
off_hand=revelations_of_yshaarj,id=105650,stats=1410int_2236sta_929haste_969mastery,gems=160exp_160mastery_60int,enchant=165int
finger1=iyyokuks_hereditary_seal,id=105628,stats=1490int_2236sta_920hit_1038mastery,enchant=160int,reforge=hit_haste
finger2=signet_of_the_dinomancers,id=105606,stats=1410int_2236sta_944haste_953mastery,gems=160exp_160mastery_60haste,enchant=160int
feet=boneinlaid_sandals,id=105493,stats=1996armor_1907int_2981sta_1297haste_1260mastery,gems=320mastery_60hit,enchant=140mastery
chest=robes_of_the_tendered_heart,id=105440,stats=2903armor_2435int_4013sta_1235hit_1913haste,gems=80int_160mastery_320mastery_160hit_160mastery_180int,enchant=80all,reforge=hit_mastery
back=xingho_breath_of_yulon,id=102246,stats=1555armor_1855int_2902sta_991crit_991haste_991mastery,gems=80int_160mastery_60int,enchant=lightweave_embroidery_3,reforge=crit_hit
main_hand=immaculately_preserved_wand,id=105594,stats=1066int_1720sta_736crit_15321sp_705mastery,gems=160exp_160mastery_60int,enchant=jade_spirit,reforge=crit_haste
waist=belt_of_ominous_trembles,id=105515,stats=1633armor_1827int_2981sta_1341hit_1082mastery,gems=80int_160mastery_160hit_160mastery_320mastery_120int,reforge=hit_haste
hands=gloves_of_the_horned_nightmare,id=99424,stats=1786armor_1720int_2820sta_1194haste_1127mastery,gems=80int_160mastery_80int_160mastery_120int,enchant=170mastery
head=hood_of_the_horned_nightmare,id=99425,stats=2322armor_2290int_3795sta_1781haste_1201mastery,gems=sinister_primal_80int_160mastery_180int
neck=untainted_guardians_chain,id=105465,stats=1490int_2236sta_944hit_1023mastery,reforge=hit_haste
trinket1=empty
trinket2=empty

default_pet=felhunter

Pay to Not Play

A discussion popped up on Twitter today about the potential ‘Blizzard Store XP boost‘, among a few people that I follow (@HamletEJ, @Anafielle, @Rank4HT) and comments were made that it would be a welcome addition because in current day wow, leveling an alt is a monumental undertaking. I’m exceedingly bad at Twitter because it becomes such a struggle for me to put together a coherent point while respecting the character limit. So I put together a brief post elaborating on my thoughts about the topic here.

At its core, the argument is a bit of a rehash – Blizzard themselves struggled with the issue before Mists of Pandaria was launched. At one end of the spectrum is the experience that directly preceded MoP – Dragon Soul: no daily grinds, no VP capping but for a bit of gold, no lesser charms, little to do in the end game after you were done with your weekly raids. At the other end is the solution Blizzard came up with, with all of those things along with Challenge Modes, Brawler’s Guild, Pet Battles, Heroic Scenarios, and in 5.4, Proving Grounds and Flex Raiding to boot. The struggle was between whether or not it was better to assume having an alt in order to fill up playtime versus having enough to do on your main so that most players would be satisfied without an alt.

When it comes down to it, the paid experience boost is a mechanism for making and having alts. Blizzard could just as easily offer free levels, or even offer level 90 characters in their real money store and the result would mostly be the same (outside of little perks like populating the world still with the experience boost). I completely understand the motivation for having an alt, perhaps more acutely than others because I’m a player that pretty much only raids and doesn’t do much else in the game. Raiding is what I enjoy, so being able to do more of it, whenever I want, must be better, right?

Actually, I don’t think so.

The reasons for this aren’t all that complex. Simply put, you can have too much of a good thing. Blizzard often has to protect players from themselves, and this is no exception. Raid anything too much and it gets stale and boring, and players quit when they’re bored. They don’t quit if there’s a lot they haven’t experienced in game and they haven’t gotten around to it. They quit if the game is monotonous and there’s not enough to do. The work Blizzard is putting into making T14, T15, and T16, 16, 13 and 14 bosses, respectively, is instantly undermined if people are running instances 5, 6, 7 times a week. No number of bosses within a tier will stop a player from getting bored if they kill it 100 times a tier in addition to however many wipes of progression.

Someone else in that Twitter conversation (@graceofair) mentioned that they’d be okay with the XP boost but maybe not something like ‘Pay for Lesser Charms’, and I actually have the opposite sentiment. To me, the experience boost is a key to do something for the second time easier, whereas buying Lesser Charms is a key to doing something for the first time easier. If I only have 15-20 hours a week to play, and I only enjoy raiding, it would probably be best if I joined a 15-20 hr/week raiding guild and didn’t have to do anything other than raid. Having to do 6 hours of other stuff in order to raid the remaining 9 isn’t the most appealing.

Note: If I misrepresented anyone’s position, I am an idiot.

Current News, Flex Raiding and Design Choices

First, I want to apologize for the long hiatus from writing – moving, acclimating, and working at a new job essentially sucked all my free time away to the point where I can hardly muster the time to raid the requisite hours a week with my guild, let alone write and research topics for a blog. Secondly, I want to say that moving forward this should change – the tier is almost drawing to a close for me personally, and if we can boil things down to a 1 night farm I’ll be able to turn all of these ideas I have in my drafts sections into fully formed posts.
—-

This is a Warlock-centric blog, but this is not a Warlock-centric post. I had the time to write this today because I don’t have to do any research, any log-sifting, any math for it. Yesterday night, Blizzard unveiled one of the new features we’ll be seeing in 5.4: Flex raiding, a scaling, cross-realm Easy Mode raid that doesn’t share a lockout with anything else. All this morning I’ve been reading through the full gamut of opinions –  “why do we need a 4th difficulty?!”, ‘waste of time, Blizzard could’ve fixed PvP/fed all of Africa’, ‘sometimes we have 9 people, sometimes we have 15 people, this is perfect!’ – in an attempt to understand how I feel about it myself.

I feel pretty good about it, actually.

Continue reading

5.2 Gear List – a Work in Progress

Blame it on end of tier burnout or being busy with moving – either way, I’ve been slacking. In my time away from the blog, Something Wicked finished up Tier 14, bagging a Realm First! Sha of Fear achievement. I was promoted to a full member. I even finally managed to not die on Heroic Imperial Vizier. I’ve tried to stay up with most of the upcoming changes in 5.2, and I’ll be writing a post to summarize some of the changes, but most of my summary will actually be of discussions that have happened on MMO-Champion. I know it’s a bit late – by all accounts, 5.2 is coming out Tuesday, March 5th, but damn it I’m going to try and catch up.

Something that I haven’t seen is a comprehensive gear list for 5.2 – so I’m making one similar to one I used for last tier. The way I used this last tier was to Ctrl+F the boss name or the item slot before or after doing each boss to see if the coin was worth it, to see if there was another boss later in the instance/raid night that was likely to give me what I wanted, and to see quickly how each item was itemized. The lists are more or less sorted from worst to best from a T15H BiS Affliction/Demonology point of view – that is, crit sucks. At the moment, the list is only ilvl 522 – but you can safely assume that Thunderforged, Heroic, Heroic Thunderforged items all follow the same order, as do Raid Finder items (but the Valor and World Boss items are better than the Raid Finder ones, whereas the Valor and World Boss items are worse than the Thunderforged, Heroic and Heroic Thunderforged items).

Continue reading

Coming Soon

Really sorry to anyone still following or checking occasionally to see if anything new is up – I’ve been in the process of moving and am experiencing a bit of end of tier burnout, but I do have a lot of topics to write about. Hopefully I’ll be able to put them up soon.

The Value of a Soul Shard

The Warlock community has always had an excellent group of theorycrafters, partly because the community could always count on SimulationCraft to do a lot of heavy lifting, and Zakalwe, a Warlock, is a very active SimCraft developer. Since MoP, however, the changes to Warlock mechanics made it so that SimCraft has struggled to provide comprehensive answers about optimal Warlock play. A large part of this is the introduction of Pandemic, making DoT refreshing more of an art than a science; the other part of this is because Warlocks are an ‘actual’ resource based class for the first time – Affliction has Soul Shards, Demonology has Demonic Fury, and Destruction has Burning Embers.

To compound the problem, these resources aren’t like the other resources in MoP – the build up for them is fairly long and slow, and the proper use of these resources dictates that they should be pooled. So while Hunters can calculate the marginal value of a point of focus just by looking at the DPS of a rotational ability like Arcane Shot, figuring the marginal value of a Soul Shard is not quite as simple.

Continue reading

Learning Demonology: Part 1

This blog, in general, is about Warlock topics – well, it says it is in the corner – but up to this point it would be more accurate to say it’s a blog about Affliction Warlock topics. The reason for that is simple – I play Affliction, and I don’t play anything else. I played 4.3 Destruction and it is still probably my favorite spec (but keep in mind, I’m a Cata baby), and I played Demonology for Spine, but for the entirety of MoP I’ve played Affliction and only Affliction.

This choice to only play one spec hasn’t come to haunt (ha ha ha) me yet, but it’s always nice to have another specs or all specs available to you because each specialization actually does have its own unique strengths – or least that’s the case for Warlocks. As my current guild is constituted there’s no need for Demonology on any fight  we’ve done – on Will of the Emperor Heroic our current comp nukes down grouped Emperor’s Rages quickly enough, and on Wind Lord Mel’jarak Affliction is every bit as strong as Demonology, but is there a compelling case to play Demo on Sha of Fear Heroic? There seems to be, so I’ll be writing about my process and experience as I learn this spec.

Continue reading