![]() Legs: Presence of Sight (Obtained through Zul'Gurub with Zandalar Tribe ).Waist: Cleric's Belt Buckle (Crafted by a Blacksmith).Hands: Enchant Gloves - Minor Haste / Enchant Gloves - Shadow Power (Locked until PVP Progression 3).Chest: Yeti Gambeson / Devilsaur Gambeson (Crafted by a Leatherworker).Shoulder: Zandalar Signet of Mojo / Zandalar Signet of Serenity (Obtained through Bijous and Zandalar Coins).Head: Presence of Sight (Obtained through Zul'Gurub with Zandalar Tribe ).Ideally, I'd recommend getting 4-set of either Magister's Regalia or Dreadmist Raiment (Dungeon Tier 1) It's very hard to create a Best-in-Slot list of items on Ascension, as the progression is pretty fast and missing an item in one place, means we'll have to supplement the missing stats somewhere else, and it leads to a mess. And we're already gaining a lot of Haste from Eradication and Backdraft. Haste Rating is a hard one to math out, but essentially we want to get "GCD Capped" which means that by the time we've finished a cast, it lines up exactly with when we're able to cast another one. Aside from these stats, we're also getting an extra 10% from Pure Shadow, in addition to 30% from Molten Core. Assuming that we have 500 Spirit un-buffed, we'd get an extra 30% Spirit from Spirit Tap, which would put us at 650 Spirit, where that Spirit then converts to 260 Crit Rating (18.57%). Hit Cap for casters is 17%, so we always aim to hit this, no matter what our other stats are.Ĭrit Chance we want to aim to get about 25%, as we're getting the rest almost for free, using Spirit Stacking we're essentially converting 40% of our Spirit, into Crit Rating. (Stat Priority: Spell Power > Spirit = Crit Chance > Haste) Ideally, you'll want the following stats, however, always prioritize getting Hit Capped, remember that Hit Rating is different from Melee to Casters. If you're using a Staff, avoid Celestial Focus. Fel Armor - Provides passive Spell Hit Rating from Spiritįile:Pure Shadow.png File:Mindburn.png File:Dusk Till Dawn.png File:Pendulum.png.Molten Armor - Provides passive Critical Strike Rating from Spirit.Shadowform - increases your Shadow Damage by 10% permanently.Shadowfury - This is your primary Multi-Target Ability, with Pure Shadow at 10 Stacks, it will send a massive Shadow Crash into the enemies at the targeted location.Shadowburn - Combined with Dusk Till Dawn, this will hit 5 Targets and apply Corruption to all of them if you have 5 stacks of Dusk Till Dawn.Mind Blast - Used to trigger Backdraft and Shadow Weaving. ![]() Shadow Word: Pain - Used only in emergencies where you would otherwise loose your Shadow Weaving stacks.Corruption - Keep this up on your main target, it is used to proc Molten Core and Eradication.Shadow Bolt - This is your main damaging ability.The order is not too important, but I'd recommend starting with Bane in Destruction Warlock, then moving onto Raze in Elemental Shaman, from there, you can do any order you desire. If you're not one of the people, who'll be using Soul of the Warden while leveling, I'd recommended these talents for leveling with these starting abilities. Molten Armor and Fel Armor synergizes really well with our build, as we will be stacking a lot of Spirit for the maximum value on the new High-Risk Enchants If you're able to, I'd suggest getting at least Shadowform and Shadowfury skill carded, and if you're balling I'd recommend ![]() These are abilities that you'll absolutely need for this build to function. Generally you'll want to have your 3 core abilities at level 1, although you could ignore Shadow Word: Pain for now.
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