[00:02] the MMO genre, but for good reason. The fantasy of blasting enemies and looking good while doing it is most of what makes it so special. But in the World of Warcraft, it's more challenging than one might expect. While easier than the [00:15] other roles, there is a ton of nuance to damage per second, like the routes you take, the procs, the cooldowns, priority targets, and more. The sky's is the limit on DPS, but it's such a fun place to start your journey, too. So, let's [00:30] get you into it. My name is Baz the healer and let's get you pumping. First thing to discuss before we talk about how to do actual damage is that every spec has a different damage profile. Every specialization can do single [00:44] target when they're talented for it, but every specialization also has a way to do area of effect or AoE damage. And they excel at different types of AoE damage as well. Some specializations are [00:56] good at two to three target cleave. Some specs are great at five targets, but then struggle to do a lot more in higher counts, while others can unleash their somewhat unrestricted damage to hit as many mobs as the tank wants to pull. And [01:10] significantly depending on what you do in AoE versus cleave versus single target. Let's start with your rotation. And more importantly, a big thing to And more importantly, a big thing to avoid, air gaps. Your global cooldown is [01:25] that spinny thing that happens whenever you use an ability or a spell. You might have heard the phrase ABCs always be casting. And it's true here. The less do. That doesn't mean blasting before the tank gets threat, but once the mobs [01:41] are grouped up, it's time to start pumping. Some specs have air gaps in their rotation while waiting for enough energy or for a spell to line up. But outside of those niche moments, trying to keep it airtight is very important. [01:54] And to add to that, being comfortable with your rotation, World of Warcraft rotations for damage can have a lot of variance based on procs and cooldowns. And if you're spending too much time trying to find the next button to press, [02:08] that's going to be slow, which is a DPS loss. So, we want you playing your spec as close to second nature as possible. But by doing so, your damage will increase significantly. Spend time in front of the training dummies. Just a [02:22] few minutes a day or even just a few times a week can make a huge difference. I do this very regularly when I'm playing specs just because I play so many specs. It's nice to be able to warm up and quickly get back into the rhythm [02:35] of what I have to do. And after you're comfortable with your rotation, it's time to speed up every other aspect of damage dealing, like target acquisition, getting comfortable tabbing or tab to scan early to find your priority [02:48] targets, clicking on name plates quickly to find or swap targets. But speeding up that targeting acquisition process will lead to less gaps and damage as you target around, especially when it comes to interrupting mobs, crowdcontrolling [03:02] to interrupting mobs, crowdcontrolling mobs, etc. Yes, every DPS contributes to the control of enemies, and yes, you can afford the damage loss. So, having your crowd control and interrupt effects on easy to hit keybinds does wonders for [03:15] your damage because you're spending less time doing the control and more time doing damage. And the absolute same can be said about your defensives in your self-healing. Know how to protect yourself. You are responsible for your [03:27] own health bar. Your healer is there to catch you if you fall. However, they have five players to worry about, and if they're in raid, upwards of 20. The more responsible you can be for your own health bar, the better. Defensive should [03:41] control buttons, so you can easily click on them or hit them with your hand without a sweat. We want to make sure we live and defend ourselves quickly again, so we can focus on the blasting. Remember, the largest damage loss that a [03:55] group can sustain is losing its DPS, so your life is pretty important. Now, let's finally talk about cooldowns. These are the moves that power you up, give you a special attack, an install state, summon a friend to help you [04:08] fight, whatever. The first rule, and the easiest one to remember, is [music] more is more. Some specs have 1 minute cool downs or a 30-se secondond or 45se secondond cool down. Some are 2 minutes and then some of them are 1 and 1/2 [04:23] minute. And it's important to get as much value out of these coolowns as possible. So, if you can get 80 to 90% of a cooldown effectively used, I think dungeons and boss fights where this won't work. Like, if it's too low level [04:38] of content, you might just want to pop the cool down because nothing you're not going to get 80 to 90% of any cooldown out. There are additionally times in dungeons and in boss fights where you're going to want to hold your cooldowns. If [04:50] you know your tank is about to do some crazy pull and you've coordinated it and you know you should spend your cooldowns, maybe you hold for one pull to make sure it works. But if you're holding for more than one pull, this can [05:02] get a little dicey because again more is more. We can get more casts of your cooldown that's going to be more damage overall. Now in raid and in dungeons, especially in raid boss fights, you might find that your cooldowns are [05:15] coming up right as a mechanic comes up. If that mechanic is going to select you something, maybe don't press your cooldowns until the selection period is over so that you know you don't have to spend your cooldowns. But more often [05:29] than not, using your cooldowns more often is always worth it. A great example of this is devastation evoker. They do more damage to higher health targets, but during their dragon rage 2-minute cooldown, they ignore the [05:42] health bar and do bonus damage as if that target was full HP. So, it's actually a good idea if your cooldown's coming up mid boss fight to pop your You'll get a ton of damage out of that moment. And then another instance of [05:57] more is more, blood lust. Blood lust, heroism, time warp, primal rage, fury of the aspects. These are all the same move technically, and they give your entire raid a haste buff of a flat 30%. And note that this is flat haste. This is [06:13] not the stat of haste. So, it scales a little bit differently. And it also incurs a 10-minute exhaustion debuff. So, you can't use it back to back. You're going to have to wait 10 minutes before you get another blood lust out. [06:26] windows offered to a team. And in raid change depending on the group or depending on the strategy. In the dungeon environment, you want to use this as many times as possible. So, the [06:39] difference between getting two or three uses of blood lust is a very significant increase in damage. So, it's a good idea to maybe use it in the first or second pull to make sure that we get the full value out of that lust. In raid, you'll [06:53] sometimes get these weird scenarios where a boss enters a knockdown state and there's like bonus damage being dealt to the boss and yeah, your blood lust might be safe for a situation like that. Someone will pop it, everyone will [07:05] get the buff, and you'll all be blasting. But outside of the niche cool down or two or you're waiting for a vulnerability phase, the highest amount of damage in any fight is the start of a boss fight or the start of a large AoE [07:19] pull. It's that beginning of a fight where players have their cooldowns and all their damage is going to be where you get the most value typically. And some specs want to play around lust, right? they might get significantly more [07:33] that they actually want to hold on to their cooldowns to use in that blood lust window. So to go back to devastation evoker, yeah, I can use dragon rage partway into a boss fight and get the full benefit of my mastery [07:46] doing that extra damage as if the target had full health. But it is almost always more damage if I send Dragon Rage at the exact same time I blood lust. However, complicated. When do you hold? When do you spend? And so if I'm ever waiting [08:02] more than 30 to 45 seconds for this blood lust window, I'll fall back on my blood lust window, I'll fall back on my 80 to 90% rule instead. Will I get 80 to 90% of this cool down? Yes. Then I'm going to spend it, right? No. Then I [08:17] might wait for the next poll, especially if that poll is bloodlust. You know what else? You can have huge percentage uptime on being subscribed. This is my full-time job now. So every subscriber really does help the channel. I'm able [08:29] to make full-time content creation work because of all of you. So, hey, thank you so much. Melee and range DPS should always be positioned for the fight and for whatever's coming up next. Premove and even move between your cast to [08:43] ensure that you're close enough to where you want to be. Make sure your healers can hit you, the enemies are between the tank and you, and your next movement isn't going to be terrible. Warlocks can really struggle with this limited [08:55] mobility, as can shadow priests. Warlocks can move, sure, but the problem is it either costs their health bar or a longer resource like a gateway. But simply being in a good spot to respond to mechanics, hit the enemies, and be [09:08] ready for the next group movement will limit how often you are late to the party or out of position for a healer or a team mechanic. Just because you have a standing at 40 yards. There are many times that a mechanic is coming up that [09:22] does require some precision. If you can already be at the optimal location or against the last mechanic on the floor ready to drop more, whatever it is, you're going to save on many fronts. Cleaner arenas make for less panic [09:35] during mechanics. Prepositioned for movement means more spell uptime after moving and before movement, and we're wasting less time overall because we picked a good spot to be in in the first place. If you are new here, this is a [09:49] slow skill to develop. You need to learn the encounters and fights to know where to stand, but many players ignore this even after months of grinding, but it's such an easy way to clean up your damage and your teamwork. Now, to the melee and [10:02] the casters that throw bombs, cones, etc. Positioning part two. Make sure that the cone is facing more enemies rather than less. And sometimes this means selecting the target closer to you so that it actually hits more targets [10:17] evoker, which is similar to moves such as hand of guldon, shadow crash, etc. target in the center of the pack. So, there might be like a big large target, but I recommend targeting the mob that's actually in the center. This is going to [10:33] confirm that you get more hits out of that move and you're not missing any targets, which is a pretty big damage increase. Same thing with cleave. If conal style melee attacks, make sure none of the mobs are behind you as some [10:47] of these cones only really work in front of you. And as an aside, some of these And uh it's pretty easy to test if something has a butt hitbox. However, I figured I'd at least mention it. Some of you get that, some of you don't get [11:00] that. Let's head into our final topic, priority targets. There are a few flavors of priority target and priority target damage. The basic version is that if there's a scary mob, then it's got to die. You go and kill it, such as the [11:13] knights in Priaryy of the Sacred Flame. These are tough to deal with and very disruptive enemies. Or the enemies in Dawnreaker that provide a mortal wounds effect onto your tank. A mortal wounds effect will reduce the amount of healing [11:25] they receive, and if it stacks up too high, your tank might just die. So, we got to kill that target. Some of your moves do more damage to the primary target, like Fist of Fury on Windalker. Some specs will do single target attacks [11:39] to build a resource that they then spend on AoE damage, like demonology warlock. Make sure if you have prior target damage that you're using it on the priority target. And some specs in your party, like a balance druid, might lack [11:53] priority damage and thus rely on others to help out in that category as they swap more from hardcore AoE to single target. Then we have funnel. This is when you get resources from having a lot of things out. Frell's bleeds are [12:07] this. The more bleeds they have, and I think it's specifically RIP, um although I might have that wrong, the more chances they get at a free full damage bite. Bite does cleaving damage, but it does a majority of its damage to the [12:20] priority target. So, by getting out more bleeds, you can funnel all of your bites into a priority target. The final form of priority target is actually a time-saving measure. When a mob has more health than the others in its pack, if [12:34] we were to like say cleave them down evenly, only the big mob would remain. But if we burn down the mob so it dies of the others, you spend less time stuck fighting one mob left. Single target is the lowest damage profile in the game. [12:49] So the less time we spend in single target is time saved. It's hard to calculate this, but it really does end up being a pretty significant amount of time save if a DPS is on top of it. Now, before we leave, a few things. First of [13:04] all, read your guides for your DPS spec. And then, as you start learning and getting comfortable with the spec, read them or watch them again. I always find as I acclimate to a spec that I end up retaining so much more by going back and [13:17] make sure I didn't miss anything. Especially read the guides on itemization. You don't need to follow a best in slot list. I feel like that's a recipe for disaster. But know your stat weights and why you want a certain [13:30] amount of stats. And when it comes to enchantments, embellishments, etc., it's always worth doing it on gear that you're going to use for a while. But the should be using for enchantments or embellishments or even just on items in [13:44] general might change from season to season. So every time there's a major patch, I highly recommend going and checking out the guides or the patch might have changed to your favorite spec. And hey, that's going to do it for [13:58] perfect. So make sure you get in those reps and those rotations. And once you get used to it, DPS is a total total blast. If you have any other questions, let me know. Otherwise, hey, I'll see [14:11] let me know. Otherwise, hey, I'll see you in the next one. Take care, friends.