Showing posts with label Pandamonium. Show all posts
Showing posts with label Pandamonium. Show all posts

Monday, December 9, 2013

For my angel:

The clearing is awash in darkness, in stillness. Stillness broken neither by footstep nor voice.

As if to spite the dark, an angel appears.

Her head is wreathed in a dancing flame, and her face is a glimpse of the divine.

I rush from my hiding place, but try as I might, she remains one step out of reach.

She is not of my world. She is a world away.

Eventually, I must return to my mundane surroundings, but I am left with a chill. A chill in my body, in my bones, in my soul.

I feel as though I have witnessed something not meant for mortal eyes. I fear I may never be the same.



You are my Inner Fire and my Hymn of Hope.
I love you, Shawna!

Friday, April 5, 2013

Atonement DPS Guide - Basics

Penance: It's what's for breakfast.
Due to a series of buffs, nerfs to mainstream Disc healing, and the t14 4-piece bonus, Atonement healing is now a competitive raiding spec. It's not really DPS, and it's not really healing. It's the first true hybrid spec. This guide outlines an approach to Atonement focusing on dealing maximum possible DPS.

Contents
  1. Gearing
  2. Enchants
  3. Gems
  4. Glyphs
  5. Talents
  6. Rotation
  7. Buffs

Friday, March 8, 2013

Insanity

See you all in Trollduar.
Hey, everybody, guess who's back. (Hint: it's me.) Unless you've been under a rock, you all know 5.2 is out. As patches go, this one's pretty glorious for Shadow priests. We've all been a little bit on the wimpy side through last tier, and the couple buffs we've gotten are quite welcome.

Shadow Buffs
  • Insanity redesigned. Details below.
  • Shadowform damage bonus increased to 25%, up from 20%.
  • (Not yet live) Shadow Word: Pain damage increased 25%.
  • Power Infusion now grants 5% damage while active, in addition to its previous effects.
  • Shadowy Apparition pathing is noticeably improved, and the limit is increased to 10 at a time, up from 3. They still fail a lot, but it's a lot less.
  • AoE target cap increased to 20. While this effects all classes, it will bring Shadow closer to specs that can apply DoTs in an AoE in very-many-target situations, and greatly increase the healing of Halo in 25man raids.
Shadow Nerfs
Mind Flay: apply directly to the forehead.
The New Insanity

As promised, let's talk about the new Insanity. The Solace and Insanity talent no-longer grants Shadow priests a spell. Instead, if you start a Mind Flay cast on a foe with your Devouring Plague on it, the cast morphs into Mind Flay (Insanity), dealing +33% damage per Shadow Orb spent. It's an entirely different spell, but I couldn't find it on Wowhead to link it. This bonus damage persists for the duration of the channel, potentially lasting beyond the end of the Devouring Plague DoT itself.

It hits hard. 99% damage may not sound like a lot on such a weak spell, but you can really feel the oomph. Running Solace and Insanity obviously increases the value of Divine Insight, but it also makes sense to use any of the other tier-6 talents with it when they're applicable.

Using Insanity

It is a damage gain (albeit a small one) to prematurely-refresh DoTs shortly before casting Devouring Plague if they would expire during the Insanity period.

Given the option, it is obviously worthwhile to begin an extra Mind Flay (Insanity) immediately before Devouring Plague would expire, allowing you to channel about 2 seconds beyond the end of the effect.

I've read that Mind Blast is higher priority than Mind Flay (Insanity), but by my math, the damage you lose by delaying Mind Blasts (and also the resultant Insanity phases) is approximately equal to the damage you gain from greater Insanity utilization right now. Even so, I believe you should use Mind Blast if it comes off cooldown; the Devouring Plague damage makes that a small damage gain.

Do not cast DoTs during Insanity, and use tier-7 talents only if you would lose the opportunity to do so if you delayed them (for example, AoE targets no-longer clumped for Halo if you wait.)

Thursday, November 8, 2012

Discipline priest buffs.

(Source)
So, Discipline just got some more buffs via hotfix earlier this week. I was surprised; I was already dominating the healing in early Heart of Fear. While this may have been (mostly) due to ideal fight mechanics, I still shudder to think what the healing meters will look like this weekend. Just from shifting Divine Aegis from 30% to 50% (base; pre-mastery) I should gain about 17% healing output, and a bit of mana, as I can stop casting on the raid after Force and Verve sooner. The Rapture change from 150% to 200% should ensure that my mana won't run low before the boss dies anymore.

All-in-all, I'm feeling vindicated about my feelings earlier this expansion regarding Discipline balance. Now if only Mistweaver monks had nerfs in the pipe instead of more buffs.

Monday, October 29, 2012

What you should know about Mistweaver monk healing.

So, I rolled a monk. As I'm the optional 3rd healer in my raid, and because Disc has some problems, I leveled a Mistweaver. Unlike some well-prepared people, I leveled it all the way from level 1, without any instant recruit-a-friend levels. But that's not what this post is about; the actual healing at level 90 is. First, I'll start with things important to non-Mistweavers.

Healing Spheres

The little green balls everywhere? Those are healing spheres. They can be manually cast, or proc off of any heal. They heal 25-35k or so if an injured player touches them. There's no cooldown on touching your monk's balls, so if there's a bunch of them, you can heal tons of health all at once by walking through them. Think of them as a second Healthstone. Tanks, particularly, can make use of these to great effect by tanking near a few, and sidestepping into them if things get rough. (Everyone can do that, it's just most awesome when tanks do it.) When most of my Healing Spheres get used, they're about 20% of my total healing, so if you're grouped with a Mistweaver, do pay attention to them, particularly if you're moving anyway, or the healer is struggling.

Tuesday, October 16, 2012

Shadow Priest Level 90 Talents

So, unless you've been living under a rock, I'm sure everyone knows that priests got a new set of talents when we hit level 90. This talent tier has a host of problems and intricacies that any good priest needs to be aware of. Today, I'm going to analyze the level 90 talents from a Shadow perspective.

Tuesday, October 9, 2012

Tuesday, October 2, 2012

Pet Battles: More fun than expected.

 So, I know I said I'd update the Shadow DPS guide last week. Well, I've been busy. (Haven't we all!) Don't worry, it's still coming, just not for a bit longer. Leveling was much more interesting than I had expected. I've never been very interested in quests, (and I still wasn't,) but hunting down and soloing all the various rare champion mobs was seriously fun. Heroics have been mostly a bit of a letdown, but challenge modes are just about perfectly tuned. Organizing a Sha of Anger raid was hard, but the fight itself was easy. I also rolled a monk. As expected, they're crazy OP. My level 15 mistweaver is doing 100 DPS... while also healing. None of that has anything to do with this post though; today, I'm writing about pet battles.

As the title says, pet battles are more fun than I expected. To get started, ask a guard to direct you to the pet battle trainer in Stormwind or Orgrimmar. You'll need 100g to begin, which you'll soon win back in prizes from defeating NPC pet battlers. The trainer will give you your starter Pokemon pet, and then the fun begins.

Battles take the form of alternating turns between your pet and the opponent's. On a turn, you select one of 6 actions: 3 pet specific attacks, throw a trap, switch pets, or do nothing. At first, your level 1 pets will have only one attack, but will quickly learn more. Unlike Pokemon, status-altering and other non-damaging moves are actually worth using most of the time. The battle continues until either team flees from battle, or either team has no remaining pets. Then the other team is declared the winner. Each pet on the winning team receives XP based on the difficulty of the battle, and healing proportional to how much HP they lost in that battle.

Levelling

The primary activity you can pursue in pet battling is levelling your pets. Because XP in pet battles has similar mechanics to XP in the rest of WoW, most of the time your pets will level the most quickly by fighting other pets of similar level. This means most battles are not trivial, and pose a significant threat to your pets' HP. Since fainted pets receive no XP, you must take care to keep them all alive long enough for Revive Pets to come off cooldown. The cooldown is 8 minutes, which is about 4-5 battles if you're focusing on it.

To survive all the way to the 8 minute cooldown, you need to pick your fights carefully. As you level in a zone, you'll begin to learn which wild pets are dangerous, and which are easy pickings. For example, frogs are easy, until level 4 when they learn Frog Kiss, a potentially-devastating move that can repeatedly CC your team every turn if you're unlucky. On the other hand, rats are pretty much always easy, as their moves do terribly-low damage. Fights can also become much easier (or much, much harder) based on type and mechanic interactions. Like Pokemon, there are several different pet and move types, which interact to boost or reduce damage dealt. Sometimes, pets' passive effects or moves are particularly suited to fighting some kind of opponent. Returning to the previous example, all critters are immune to the CC from Frog Kiss, thanks to the Critter passive, which reduces the duration by 1 round, down to zero.

Switching pets in battle can also help you level faster. Starting at about level 4 or 5, most wild pet encounters will feature two enemy pets, so obviously switching can help you deal with the type and abilities of the hidden second pet. Like in Pokemon, you can also use the "bait and switch" method: send out a weak pet, then quickly switch it to something stronger. Unlike in Pokemon, each pet must attack at least once in order to get XP for the battle. A third reason to switch: XP is not "split" fully between participants; one pet winning a fight earns less total XP than two pets winning that fight, which earn less still than if you had used all three. Also, many pet abilities persist after the pet switches out, and may also interact with mechanics they don't have, and so switching can be strategically relevant to the fight itself.

Collecting

If you're not new to WoW, you probably already have a LOT of pets. But we can always use more, right? Right. So how do we get them? Well, all the old ways of accumulating pets still exist, but you knew about those. Let's talk about catching 'em all.

To catch a wild pet, first you need to weaken it to less than 35% of its max HP. There's an achievement for catching one below 5%, but you'll get that by accident at some point. I think, but do not know, that having the HP lower improves your odds. At any rate, once a wild pet is low enough, simply throw a trap and hope for the best. If it fails, you can try again on your next turn. Each failure improves your odds on future tries in the same battle, so just keep trying. If you succeed, you can't catch any more pets in that battle, so think carefully about which pet you want to capture in a battle with more than one!

Now that you know how to capture, let's talk about what to capture. At first, you won't have very many pets, and nearly all of them will be critter or beast type. To start off, you'll probably want to sample pets of different types and mechanics. For example, even though a Fawn is critter type, it's interesting because it has the ability to heal other pets in your party on its turn. Also, you should pay attention to how strong wild pets seem, because different individuals of the same species come with different stats. If they hit harder than other pets of the same species and level, or have more HP, you should try to catch them. It uses the standard WoW item quality colors; particularly strong pets are rare quality, while crappy ones are poor. Even within the same species, same level and same quality, stats vary a bit. Catch the strongest pets you can.

Lastly, let's talk about where to find pets. As a rule of thumb, pets tend to show up in any non-instanced area that all players can travel to, that has quests in it. So that rules out dungeons, battlegrounds, the Deeprun Tram, the goblin starting area, etc. Pretty much anywhere else is fair game - including cities. If you know exactly what pet you want to find, you can search for it in the ingame pet journal, and the journal can tell you which zone or zones it appears in. If you can't seem to find it, it may be rare, or may only appear in certain conditions, like 'at night' or 'near water'. It may even only appear as the hidden pet in a battle with other pets. Also, some will require a flying mount to get to, even in newbie zones (curse yoooooou, Tiny Brown Ram!)

Parting Thoughts

It would be fairly simple to write a variety of addons that could provide additional information to pet battlers. For example, an addon that shows a list of pets that can be caught in your current zone and which ones you have. Or one that would show whether or not you've caught a member of a species you're facing in battle, and if so, the stats of the strongest one you have compared to the new wild one. Or an addon that tells you whether the pet you're facing is rare/uncommon or not. Maybe some of these even exist already; I haven't looked yet.

Just remember, none of this will in any way effect your raiding, PvP, or whatever else. It's for fun. If you're not having fun with it, don't force yourself. Just because I like pet battling doesn't mean you need to.

Friday, September 21, 2012

[MoP] Shadow DPS Guide - Basics

So, I'm sure you were all expecting this post a month ago when 5.0 hit. Well, better late than never. Here's a Shadow basics post, updated for patch 5.0.
  • Freshly updated for level 90!

Friday, September 7, 2012

Monk Heirloom Gear & Enchants

With Mists of Pandaria looming, only one thing is for certain: we're about to be awash in a jade sea of incompetent monks. I'm sure many remember with horror how it was at the start of WotLK, when 50% of the server was DKs, 90% of DKs were terrible at their class, and they beat us all in PvP and damage anyway, because they were super-OP. So of course, we have to prepare ourselves, and what better way than by getting our twink gear in order right now? After all, we won't be able to beat them until 5.1 nerfs them into line, so we'd better join them.

Friday, August 24, 2012

Shadow Priest Glyphs [Mists]


Prime glyphs are gone.
With Mists less than two months away (and no recent Shadow changes), I think it's high time to start theorycrafting for Shadow in 5.0. One of the big things that'll strike right when 5.0 drops is the new glyph set. We'll probably need to buy mostly all-new glyphs, as a lot of the old item IDs no longer refer to valid glyphs. Unlike before, it's hard or impossible to say what will be the best ahead of time. Very few glyphs, if any, offer any sort of damage increase, and the ones that do are extremely situational and minor. Probably, the "correct" glyphs will vary on a per-fight basis, and we'll need to swap glyphs between every encounter. To that end, you may want to buy and learn more than just what you plan to use immediately.

Wednesday, August 15, 2012

5.0 (Pre-Expansion Patch) Release Date

Spoiler Alert! Snape kills Dumbledore!
Er, I mean, the Horde kills Jaina.
Tuesday, August 28, 2012.

This is the pre-expansion patch, introducing account-wide pets, mounts, and achievements, and the new talent and glyph system. It may also include the Battle for Theramore event. It won't include pandas, monks, panda-land, or levels beyond 85.

Friday, August 10, 2012

The Future of Dispels

Mass Dispel looked like this in 2007. Cool, huh?
On the Mists beta, all defensive dispels have been given a cooldown. Single-target dispels all gained an 8 second cooldown, and Mass Dispel gained a 15 second cooldown. Since this change has been active since the very early days of the beta and hasn't been adjusted at all since then, I'm pretty sure it will make it to live. Additionally, the defensive component of all of our dispels now removes all harmful effects on the targets that match the category, not simply one or two.

Friday, August 3, 2012

Introductory Raids in Mists

Great news on the PvE front, regarding the launch of Mists of Pandaria! There will be zero raids available at launch. You may be thinking, "How is that great news??" Well, in today's post, I'll tell you why.

"[We might] delay opening Mogu’shan Vaults until a week or so after the expansion’s release, similar to how we’ve always handled the start of the PvP season, just to give players a little time to reach level 90 along with their friends and get acclimated to Pandaria’s new 5-player dungeons, daily quests, and scenarios."

Friday, July 27, 2012

Thursday, June 21, 2012

Shadow Word: Insanity Mechanics

Archangel is no longer a talent option (probably because it was garbage for Holy). It has been replaced with Power Word: Solace, which deals a pitiful amount of Holy damage (or Shadow damage in Shadow spec) and restores 2% max mana. If you shift into Shadowform, however, it morphs into Shadow Word: Insanity. Its tooltip lies; see below.

Straight from Ghostcrawler (Source) :

"The damage scales based on the percentage of ticks that have already gone off from the spell (specifically, for each DoT, the damage is increased by (# ticks elapsed / (total ticks – 1)) * 100%, so for a base SW:P which would tick 6 times, SW:I gains 20% damage per tick elapsed), the tooltip should reflect this in a future build. The intention is that you can use Shadow Word: Insanity in solo combat when a mob is getting low to help push them into Shadow Word: Death range, or before your DoTs fall off on a raid boss to eek some more damage out of them. The damage increase based on duration is there to avoid a situation where the right way to play is to apply your DoTs and then blow them up, which we don’t consider fun gameplay."

It's obviously IMBA for PvP, but its PvE uses are less obvious. For narrow bust windows, if any, it may be useful. Depending on its base damage and SP-coefficient, it may also be rotational if/when your DoTs all run low at the same time. If our mana income is too low, then the talent also gives us the option to leave Shadowform to spam Mind Siphon. Frankly, I would be surprised if the talent comes anywhere close to viable when compared to the other options on that tier, but I haven't run the math yet.

Halo and Cascade Mechanics

Zarhym has put out an open call for theorycraft regarding talent and spec balance, (Source) based on the latest beta build. While I intend to submit my own analysis regarding Shadow, I think the following information may be of use to anyone else planning on doing the same.

"Cascade does a % of its max damage/healing based on linear distance between the source and target of the bounce. It does 40% of its maximum damage at 0yd, and 100% at 30+yd, scaling linearly between those two points (anywhere between 30yd and 40yd will give 100%). It prefers farther away targets when it bounces.

Halo’s damage scaling is… a bit more complex. Sometimes the formulae that are under the hood are extremely complex looking, because we build in several knobs that we turn to get the tuning where we want it. Halo is one of those cases. The easy to understand way to think of it is that the multiplier on the max damage/healing is 10% at 0yd, up to 40% at 17yd, spikes up to 90% at 22yd, 100% at 27yd, then down to 60% at 35yd. The intent is that it is weak on targets near you, but there’s a sweet spot in a ring from 20yd to 30yd from you, and that the edges of that ‘sweet spot’ are smooth. The actual formula (warning, may seem scary!) is… 0.5 * (1.01)^(-1 * (((Distance-25)/2)^4)) + 0.1 + 0.015*Distance. I’m sure someone can post a graph of that pretty quickly. One thing to note is that the max range is 30yd, but that it includes creature’s hit boxes, so the distance between the caster and a valid target may be slightly larger than 30yd, which is why the formula makes sense out to 35yd. Again, you absolutely do not need to understand any of that to benefit from the heal!"

In an attempt to simplify the above, here's that graph he mentioned.

Note that the distance used is from the source,
and the source isn't always you.


It has a "soft" 30 yard range limit; it accounts for the targets' hit boxes.
It has a "hard" 35 yard limit. Nothing centered 35+ yards away will be hit.

Friday, May 11, 2012

[MoP Beta] Shadow Priest Update - May 11

Huge rotation-changing, er, changes, are getting less frequent. Thus, these beta updates are getting progressively more boring. If I had something more interesting to write about, I'd probably be writing that instead.

Sources of Shadow Orbs

Currently only Mind Blast and Shadow Word: Death (below 20%) provide Shadow Orbs. This makes Shadow Orb generation very predictable and regular, and as such, Devouring Plague is likely to be used at a very regular interval, much like it is today.

Mind Surge has been reworked, now allowing Haste to shorten the Mind Blast cooldown, which again smooths out Shadow Orb generation, and allows that part of the rotation to scale with Haste. The previous Mind Surge mechanic has been moved to the Divine Insight talent (level 75), so if nuke procs and irregular Shadow Orb gains are your cup of tea, you can spec into it.

Shadow Heals

Like many overpowered things in beta, the Shadow healing spec is mostly gone. Glyph of Dark Binding now applies to Prayer of Mending, Renew and Leap of Faith. Don't get me wrong, it's still a great glyph. It's just not the core piece of a viable hybrid spec anymore. Similarly, Shadow never got Discipline's mana/haste procs; that was a data-mining error. Oops!

Another glyph option, Glyph of Devouring Plague is available to increase your self-healing, but won't help the rest of your raid. It's actually quite sizable, increasing the damage-to-healing conversion from 15% up to a whopping 48%. (The tooltip lies.) On a related note, Devouring Plague has been nerfed into oblivion. I expect it'll get fixed in an upcoming beta patch though, beta balance is always wonky.


Mind Spike Proc

It's back, this time procing from Vampiric Touch ticks with the From Darkness, Comes Light talent (level 45.) This is a fun mechanic, and I was sad to see it gone last build.

Talents now Shadowform-Friendly

Many talents which previously broke Shadowform don't anymore. Huzzah!

Dungeon-Friendly CC

The Glyph of Psychic Scream now also applies to the Psyfiend talent. Also, huzzah!

Discipline

This isn't Shadow-related, but Discipline just got flip-turned upside-down. Spirit Shell is now a cooldown that converts all direct heal spells into absorbs. Neat! I fully expect this mechanic to change a lot over the coming weeks.

Shadow Overview

The beta Shadow rotation now closely resembles the live one. It's all about DoTs and using Mind Blast on cooldown, with Mind Flay filler. Sure, you can build a proc-filled rotation, or shift focus away from your DoTs, but those are talent choices, and if they get the balance right, will just be a matter of choice. Our scaling looks good, our new mastery looks, if anything, even better than the current one. In general, Shadow is in a pretty good shape right now. Switching from live to beta right now is about as seamless as the shift from 3.3 to 4.0 was. So relax everyone, the sky is no-longer falling like it was when Shadowy Apparitions was our primary nuke.

Friday, May 4, 2012

[MoP Beta] Shadow Priest Update - May 1

Need a new talent?
Why not Zoidberg?
Well, it looks like it's time for another beta post. I know I've been posting more about the beta than anything else lately, but there are just so many changes. Enough to warrant this post.

Recent Beta patches: Tuesday May 1, Friday April 27.

I actually wrote a full rant about the state of Shadow priests after the April 27 patch, which was made almost wholly obsolete by the May 1 patch. You can see that rant here, if interested. If you're wondering why the tone of all my beta posts is so positive, it's because things actually are looking good. That rant is a great example of what I write when things are bad; because they were, and I did.

The New Mastery

Mastery: Shadowy Recall - Your DoT ticks have an X% chance to deal damage twice.

It's like crit rating that only applies to DoTs... or is it? Many of our abilities have a chance to trigger on DoT damage. In addition to behaving like crit rating, this will also increase Shadow Orb procs from MF/SW:P, mana return and Mind Blasts from VT, and Shadowy Apparition procs from SW:P. Also, as we gear up, DoTs will shift towards greater prominence in our rotation. Cool. I like the new mastery's design.

Shadow Heals

With the addition of Glyph of Dark Binding, Shadow priests can now heal without a double-whammy to their DPS from needing to re-cast Shadowform. Combined with a level 75 talent option, Twist of Fate, it will be a damage gain to heal someone who is below 20% HP.

At 0% haste, the buff gained from Twist of Fate perfectly cancels the time lost to casting a Flash Heal, assuming you won't cast any DoTs during the 10 second buff, and exceeds it if you do. As haste levels rise, both the cost of casting the heal, and the benefit to DoTs rises. Not only can you spec to heal your raid, but there's also a real DPS incentive to do it.

In addition to proccing off of intentional heals, Twist of Fate has also been proccing off of SW:D backlash and Devouring Plague heals when you're below 20% HP. This makes Twist of Fate appreciably more valuable than it previously was for Shadow, making it more competitive against the other level 75 talents. (Previously, it was weak.)

Shadowy Apparitions is passive again (and there was much rejoicing!)

Last beta patch, Shadowy Apparitions was our only rotational Shadow Orb-dump. Now it's the same old passive proc from SW:P. Huzzah! See my rant for why this is a good thing. Also, their chance to proc no longer rises while we're moving. Good. Another bad mechanic gone. Finally, the summon limit has been raised to 15, which should help in cases of path-finding errors. Now while several of them stand around useless, at least we'll still be able to proc more on something else.


Devouring Plague is back!


Devouring Plague had been gone since the start of beta, apparently never to return. Then, it returned today as our new Shadow Orb dump. It deals 2.5k per orb instantly, and another about 8.8k per orb per second for 2 seconds. Notably, our Shadow Orb dump still interacts with our mastery nicely. This DoT has two relevant haste breakpoints. It gains an extra tick at 25%, and a second extra tick at 75% (reachable with a base haste of 34.7%, plus Heroism.) 25% haste is likely to be a very important mark for Shadow in early Mists, possibly surpassing hit capping, as haste did in early Cataclysm.

Notably, Vampiric Touch no longer self-heals, but Devouring Plague does. 15% of damage dealt is converted to health. This amounts to a quick ~20k self-heal, which can be used on-demand to soften certain fight mechanics. Nice.

Sphincter Guys

Spectral Guise is slightly improved relative to when I wrote the rant. It still bites, but it now grants stealth instead of invisibility, meaning we can still see our foes. This is a minor step in the right direction.


Vampiric Touch procs stuff.

From Darkness, Comes Light no longer procs from SW:P, leaving VT as the only thing to proc Mind Spikes. Also, we got a new baseline passive ability, Mind Surge, which procs instant Mind Blasts off of VT. While VT was heavily nerfed 2 beta patches ago, it's still a little stronger than SW:P, and more so due to these procs.

State of the Spec

Things are looking pretty good. All of our talents are looking at least situationally viable. We have options for an off-healing spec, proc-heavy rotations, and/or burst cooldowns. We're almost free of all of our known buggy mechanics -- Shadowy Apparitions, while still susceptible to path-finding errors, is at least a minor part of our DPS once again.

Also, scaling looks likely to preserve our rotation as we gear up. Late in Wrath, we had issues with Mind Blast dropping out of the rotation at ICC gear levels, but the new mastery design seems built to reinforce the usage of spells that are already limited: DoTs and cooldowns.