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Тема «Classic»
Тема «Thottbot»
Melee DPS Trinket Cataclysmic Signet Brand Explained - Learn How It Works & When to Use
Live
Опубликовано
22.12.2023 в 00:40
Mandl
Possibly the most polarizing new piece of gear in Season 3, the melee DPS trinket
Клеймо-печатка Катаклизма
that drops off Smolderon in the Amirdrassil can deal tremendous damage but only for those that manage their stacks effectively.
Our guide writer, Mandl, not only explains exactly how this new trinket works but also provides advice on when you might consider using this powerful trinket as well as some additional tips that can help you maintain your stacks.
Amirdrassil, the Dream's Hope Raid Overview
Every tier, players get to discover new trinkets and gear, and they typically all come with some limitations, some things they're
amazing
at, and some things they might be lacking on. Today, we will take a closer look at
Клеймо-печатка Катаклизма
, a very polarizing trinket in terms of performance and what it is great at. You've likely seen it perform really well in some cases, and terribly on others. This article will attempt to shed some light on why, along with providing some interesting information you may not have been aware of in terms of how you can make it do more.
How Signet Brand Actually Works
Season 3 brings an interesting twist to a familiar trinket concept with
Клеймо-печатка Катаклизма
. Unlike previous incarnations, instead of having a time-based ramping stat proc like
Душа старого воина
or an active effect like
Карманная элементиевая наковальня
, the ramping mechanism is an RPPM trigger - an average of 3 procs per minute (modified by haste) of
Жестокое клеймо
, a hefty DoT on a target. Each time you manage to apply
Жестокое клеймо
, you gain a stack of
Поджигатель
, amplifying the damage of every proc of
Жестокое клеймо
, up to 15 stacks. These have no duration while in combat, and swap to a 15s duration when combat drops.
At 6 and 15 stacks,
Жестокое клеймо
also gains additional effects:
After gaining your sixth stack (this is visible on logs
here
), any damage tick from
Жестокое клеймо
also deals 50% of the damage it deals to you. While this sounds like a lot, it's a smoothly-ticking DoT with one damage event per second for < 10k damage to the user. There are scenarios where this can be dangerous, but you should evaluate this by yourself. This damage is also reduced by the player's versatility and any other damage reduction effect. This effect cannot crit (and that's probably a good thing)
After reaching 15 stacks (i.e. maximum but
not upon reaching 15 stacks itself
),
Жестокое клеймо
will also cleave 10% of the damage it deals to its primary target to nearby targets, split evenly. This damage is listed as
Лучащееся клеймо
in logs and details and does not reflect back to the user as friendly fire damage. This effect
cannot crit
.
The most interesting peculiarity is the damage formula for this trinket. Unlike a lot of trinkets, the direct effect
Жестокое клеймо
's damage scales exponentially with
Поджигатель
stacks, gaining a compounding 20% for each stack - making the damage per tick the following:
damagePerTick = baseValue * (1+vers%) * 1.2^(firestarterStacksAtTimeOfProc)
To quickly put this in perspective, assuming the base value (i.e. 0-stack) is 100%, this is what happens:
Поджигатель
stacks
Damage buff
1
120%
5
248.83%
10
619.17%
14
1283.92%
15
1540.70%
Pretty nifty, huh? Over 15 times the value per proc if you can manage to stack it up and keep it stacked up. It sounds daunting, particularly in Mythic+, but there are plenty of tricks we can use to keep ourselves in combat. Because this value ramps up so much based on previous procs, each spec will typically have a rough guideline of fight length at which point this trinket edges out the competition; this depends on how much haste you have as well as how many proc triggers you can line up per minute. For instance, for enhancement, the sweet spot is at the 2:30-3min mark - at which point every additional minute becomes a massive gain compounded on top of
Клеймо-печатка Катаклизма
's original value.
Combat Check Quirks
Mythic+ players will be acutely familiar with how much time spent out combat is problematic, both in terms of routing efficiency and just time spent
doing nothing
, and
Клеймо-печатка Катаклизма
does not disappoint in adding even more pressure on top of this. When you drop combat - or more specifically, when
nothing is in combat with you
,
Поджигатель
changes from being a buff with no duration to a 15 second duration, and starts to decay - losing one stack every 5 seconds. After 15 seconds, all stacks disappear.
Tracking these drops on logs is made arbitrarily more complicated by two issues: at 5 stacks and 15 stacks, a trinket behavior quirk causes all stacks of
Поджигатель
to be flagged as lost then one stack instantly regained, and stack drops while out of combat are not recorded as long as the player had more than 5 stacks of
Поджигатель
when they left combat. This is a log-only issue, as the display of buffs is completely fine in-game, but makes it extremely difficult to track stack drops properly.
The check on the trinket is interesting in that it is easily fooled in three different ways:
Taunting critters is a good way to deliberately extend combat for a bit. If you've watched the
December 7th patch notes
mentioning critters scaling off Challenger's Might, this was why. Much like in Season 2, if you decide to use
Клеймо-печатка Катаклизма
, make a note of where critters are in dungeons and taunt them to put yourself temporarily in combat to keep stacks rolling!
Much like
Душа старого воина
and
Карманная элементиевая наковальня
, you can use
Потрепанная кукла
in order to deliberately trigger combat at any moment in a key, up to once every 20 minutes. This toy spawns a non-targetable entity that you can then hit with a ground or untargeted AoE - anything that can hit something without targeting it works. This prevents the stacks from decaying until the
Потрепанная кукла
disappears and up to 6 seconds after.
Frost and Blood Death Knights able to
Порабощение нежити
an enemy will notice that
Поджигатель
never turns into a timed buff when combat drops, no matter where they are or how much roleplay they have to suffer through. This is because the NPC that was in combat with you, that you cast
Порабощение нежити
on, still is recorded somewhere as being in combat with you as it did not die. This allows you to basically keep
Поджигатель
stacked in
Атал'Дазар
and
Крепость Черной Ладьи
with absolutely no effort other than reapplying
Порабощение нежити
every 5 minutes.
Where to Play
Клеймо-печатка Катаклизма
Raids
There are two massively important factors when deciding to play
Клеймо-печатка Катаклизма
: uptime on
any
target, and fight length.
The first is obvious: the more uptime you have on any target, the more events can trigger
Жестокое клеймо
(this is rppm but, as it turns out, spending 5-10s off target every now and then does matter), and as a result the faster you will gain stacks of
Поджигатель
, thus making you do more damage with
Жестокое клеймо
. To be completely clear,
Жестокое клеймо
can only proc from direct melee hits from you (not your pets), and from abilities flagged as melee.
The second is also obvious: barring freakishly good streaks, there are only so many stacks of
Поджигатель
that you can generate per minute. The more apt your group is - or often, the lower the difficulty - the worse
Клеймо-печатка Катаклизма
will perform compared to the competition. To give you a concrete example, here are some Blood Death Knight
Клеймо-печатка Катаклизма
DPS values for
heroic
(483)
Клеймо-печатка Катаклизма
across a handful of logs on Volcoross:
Difficulty
Fight duration
Поджигатель
Stacks
Клеймо-печатка Катаклизма
DPS
Normal
2:00
15 (19 procs)
14.2k
Normal
1:13
7 (7 procs)
1.7k
Downtime also very harshly punishes users of
Клеймо-печатка Катаклизма
, and a great way to showcase this is Mythic Tindral Sageswift, where a number of players will be flying upwards to deal with
Пылающая бомба
and where all three phases have mechanics that force non-tanks off target relatively often. A very quick example of how hard extended downtime punishes you is
this log
, with four different profiles:
Spec
Time to 15
Поджигатель
stacks
Клеймо-печатка Катаклизма
DPS
Notes
Prot Paladin
3:23 (P2)
10.4k DPS
Being a tank means near-constant uptime on
something
on this fight. Their first time flying was late in phase 3.
Enhancement Shaman
3:23 (P2)
11.9k DPS
Got very lucky on p1 procs due to persistent uptime on boss.
Fury Warrior
4:54 (P3)
8.4k DPS
Got supremely unlucky with their first
Поджигатель
stack 36s into the fight - just when the flow of mechanics properly starts, and never really recovered.
Assassination Rogue
5:48 (P3)
6.6k DPS
Very frequent uptime drops on the boss leading to significant times without procs.
A good way to very quickly gauge whether
Клеймо-печатка Катаклизма
will have value for the content you are doing is to use simulationcraft/raidbots and to be
very specific
about encounter duration while doing so. Don't just leave it on 5min by default, as this will overvalue
Клеймо-печатка Катаклизма
massively if you're clearing trivial content such as the Volcoross logs above. Model your boss fights - and if you're not sure, check somebody else's kill time!
Mythic+
Unfortunately for us, Season 3 dungeons present an excessively large number of speed bumps that force groups to just stop and do nothing. Between the mandatory 30 second roleplay before
Тир, Хранитель Бесконечности
becomes active, the slow-as-molasses elevator and eel gauntlet in Throne, and the excessive amount of travelling in both Dawn dungeons, there just aren't that many opportunities to really keep stacks going in a lot of dungeons, aside from the tricks mentioned above. We'll cover some examples of where to use
Клеймо-печатка Катаклизма
, and more importantly, cases where
Клеймо-печатка Катаклизма
just isn't worth it.
If you are a Frost or Blood Death Knight, talent into
Порабощение нежити
for
Атал'Дазар
and
Крепость Черной Ладьи
. In
Атал'Дазар
, you should be able to keep stacks rolling until you reach your first
Восставший почетный страж
(this works out to a major damage gain), which you then
Порабощение нежити
and keep until the end of the dungeon. In
Крепость Черной Ладьи
, you instead
Порабощение нежити
one of the
Призрачный эконом
in the first pull going either left or right (this also works out to a major gain for your team by removing one source of
Клинок души
from these pulls), and then trade it for a
Восставший чародей
upstairs.
If you are
not
a death knight, beyond considering rolling one, there are a significant number of critters in
Атал'Дазар
, and you can abuse the
Неспокойная душа
that fly around the
Слияние душ
in
Крепость Черной Ладьи
to keep yourself in combat during the 30 second forced roleplay after you kill it. The first staircase can be done without dropping
Поджигатель
by using a speed boost, and you will want to use
Потрепанная кукла
for the second - or drag a mob upstairs with you!
To give a concrete, very quick list of dungeons and whether you should or shouldn't play
Клеймо-печатка Катаклизма
, I would cautiously advise the following based on common routes done in groups:
Dungeon
Verdict
Notes
Атал'Дазар
Play
Go scout in m0 where the critters are or just vibe, use
Потрепанная кукла
on the way to Yazma if you are not a death knight
Крепость Черной Ладьи
Play
It's amazing! You just need to know where the
Неспокойная душа
are and plan your
Потрепанная кукла
usage if you're not a Death Knight
Вечное Цветение
Play
Use
Потрепанная кукла
if you cleared the lashers on the ramp behind
Сухокожий
's room before killing him, everything else is all about not dawdling around after mobs die.
Усадьба Уэйкрестов
Play
Use
Потрепанная кукла
or find a mob when going downstairs after Goliath/Raal.
Чаща Темного Сердца
Debatable
The problem with Darkheart is that it
really
depends on the key level. The moment you start skipping
Гноешкурый гризли
, you incur a forced stack drop just before
Верховный друид Глайдалис
. You can spawn
Порожденный ненавистью дракончик
near
Дресарон
to keep yourself in combat while waiting for blood elementals to patrol away if you intend to skip them.
Трон Приливов
Debatable
Throne has two mandatory drops you can do nothing about (going upstairs, going back downstairs) and since it's an elevator
Потрепанная кукла
doesn't work. You
can
justify it for the second half of the dungeon but you will need to
Потрепанная кукла
coming out of
Подчиняющий разум Гур'ша
's room (or
Озумат
if you did it backwards).
Рассвет Бесконечности
(both wings)
Avoid
Both Dawn wings have so much roleplay, forced combat drops, forced time spent waiting for bosses to spawn and mandatory dragon scenic fly-over that you'll struggle to keep stacks up. Fall is
slightly better
in that you can technically keep your stacks after
Хроникар
if you're fast, but that's the only solace. The final shroud skip most groups do to get to
Иридикрон
outright kills it for last boss as well.
That's it! I hope you enjoyed this quick trinket deep dive and learned a thing or two from it.
Клеймо-печатка Катаклизма
is an amazing trinket design and I seriously hope we get to see more content-dependent trinkets like it in the future.
About the Author
This article has been written by Mandl (Mandl#0001 on Discord). I am a tank multiclasser and Useful Minion for the
Acherus Death Knight community
, where I answer questions regarding death knights and discuss class and encounter strategies.
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