The Shockadin plays a list of cooldowns. You keep
Seal of Righteousness up and press each ability as it comes back, in order of what it is worth. Nothing builds up or needs spending, so the only decision left is mana at the end of long fights.
Before the pull
- 1At -3 s: Cast
Divine Favor - 2At -1.5 s: Cast
Seal of Righteousness
Divine Favor a few seconds out. It sits on you until your first
Holy Shock, which then crits. Casting it early or on the pull makes no difference.
Seal of Righteousness about a second and a half out, so the seal is up for your first swing and your first
Judgement. Casting it in combat instead costs a global cooldown at the pull and holds up your first Judgement: 3.2 % on this fight, more on a short one.- Wear the
Manual Crowd Pummeler in your main hand, with your real two-hander in your bags.
Priority
Read it from the top each time a button comes free, and press the first line that is ready.
- 1Swap to item set swap1 if Haste not active and
Manual Crowd Pummeler not readyWeapon swap (bench/swap.go): the set's own weapons go on once Manual Crowd Pummeler is used and its buff is over.+6.7 DPS · 0.6 % - 2Cast
Manual Crowd PummelerWeapon swap (bench/swap.go): Manual Crowd Pummeler is used at the pull.1.0/min– - 3Use the other cooldowns as they come up+39 DPS · 3.6 %
- 4Cast
Judgement if can cast
Judgement8.0/min+186 DPS · 17.1 % - 5Cast
Seal of Righteousness if
Seal of Righteousness remaining ≤ 1 s3.0/min+199 DPS · 18.3 % - 6Cast
Consecration if mana % ≥ 20%8.0/min+234 DPS · 21.5 % - 7Cast
Hammer of Wrath2.0/min+28 DPS · 2.6 % - 8Cast
Holy Strike6.0/min+142 DPS · 13.0 % - 9Cast
Holy Shock6.0/min+118 DPS · 10.9 %
- Use the Pummeler on the pull, then swap. Its use gives 50 % attack speed for 30 seconds, and every extra swing is another seal hit. Keep it on until the haste ends, because taking it off ends the buff, then equip your two-hander. The swap costs a global cooldown and restarts your swing. The gear page shows what the opener is worth.
Judgement every time it comes back. It is off the global cooldown, returns every 8 seconds with
Improved Judgement, and in Forever it no longer uses up your seal. The line is worth 17.1 %.- Renew
Seal of Righteousness in its last second. The seal lasts 30 seconds and adds Holy damage to every white swing. Judgement can't be cast without a seal. The line is worth 18.3 %.
Consecration whenever it is ready and you have 20 % mana or more. It keeps
Consecrated Ground's 10 % Holy bonus on the boss, so it is worth more than its own damage: 21.5 %. The mana floor only matters at the end of a three-minute fight.
Hammer of Wrath below 20 % boss health. It has a 1-second cast that stops your swings, so it is worth only 2.6 %. Cast it when the other lines are on cooldown.
Holy Strike each time its 10-second cooldown ends, worth 13.0 %. It deals Holy damage, so the boss's armor doesn't touch it.
Holy Shock last, for 10.9 %. It misses more than your melee because it rolls on the spell table.
Even with every line pressed on time, more than a third of your global cooldowns stay empty. That is normal for this build: every line is waiting on its own cooldown.
More than one target
The list stays the same.
Consecration hits every enemy standing in it, and the first four take most of its damage. On a three-minute fight against three bosses it does 34.0 % of your damage, against 14.6 % on one boss, and the line is worth 38.9 %.
Dragonbreath Chili hits every enemy too. Judgement, Holy Strike, Holy Shock and the seal stay on your target.
Cooldowns
Divine Favor: before the pull, then again on cooldown two minutes later. It always lands on a Holy Shock.
Talisman of Ascendance: used at the pull, then whenever its one-minute cooldown is up. For 20 seconds or six spells, each spell you cast adds a stack of 40 spell damage, up to five. Our simulator doesn't apply the six-spell limit.
Manual Crowd Pummeler: once, on the pull.
Demonic Rune and
Major Mana Potion: only on fights long enough to run you low. In the sims the rune goes out about half a minute in and the potion around 100 seconds, on separate cooldowns. On a one-minute fight neither is worth anything (0.0 %).
What your log should show
These are the casts, shares and crit rates to look for in your Warcraft Logs report. Fewer Judgements or Consecrations a minute than these means they sat ready while you did something else.
About 8.0 Judgements and 8.0 Consecrations a minute, with the seal near 29.6 % of your damage, is the target. Your log can also settle an open question. Our simulator rolls Judgement on the melee table, so it crits 20.7 % of the time, as often as your seal (20.8 %). If your Judgements crit at your spell crit instead and miss about as often as Holy Shock, Forever rolls them as spells, as Classic did.
Uptimes
Vengeance should read near 98.4 %: any crit that isn't a tick refreshes it, and you crit several times a minute. The one to watch is Consecrated Ground at 98.3 %. If it is low, Consecration is going down late or the boss is standing outside it.