Primalist Raw AOE EASY 6mil sustain, almost no learning curve required.
When? For when you want to contribute to raw aoe burns like raid trash. Better not bother with dedicated aoe for your average DRR run, for that, stick to PL Melee Cleave. -> viewtopic.php?t=114 or Inferno PL -> viewtopic.php?t=117
2 Options. Both need to buff up in melee range and then offer extreme burst, able to fire off heavy hitters and big cds right away.
Note: They will deal more damage in action than on a dummy. Mainly due to No Witnesses needing another player and dummies being immune to Slow for BErserker.
1) 31 Berserker. Easier. Needs Melee. Gets better when reacting to procs.
Mostly a 1 button.
Spoiler:
Zerker.jpg (224.86 KiB) Viewed 1534 times
Zerker Mechanics (optional to bother with)
Icy Cleave Reduces the cooldown of Icefall which reduces the cooldown of Underworld Shards.
Death Tendrils is by far your hardest hit. Give it some extra attention and it will do around 20% of your damage while only being used every 30 seconds.
Legenary Raze
Death Tendrils
Ancestral Force (Mastery)
Heart Freeze (aoe interrupt)
Jungle Rush
The idea: We use Legendary Scything Strike. It can randomly proc a Scything Strike ca. every 6-8 seconds which increases the next attack by +50%. If we catch Death Tendrils and Ancestral Force with this bonus, we win.
-> Try to hit 5 targets with Legendary Raze.
Every target hit gives 6% more boni. 5 targets = +30% aoe damage for one minute. Open with the #eco macro. We may proc Scything Strike right away which means we have 6-8 seconds until the next proc.
Hit the #Tiger macro to fire all cooldowns and keep hitting it in anticipation for the SS proc (big Kalert). (Use 1-3 times #eco before switching to #Tiger) When Scything Strike procs (Kalert), hit Death Tendrils. Keep hitting #eco or #Tiger and try to apply the follow up Ancestral Forces and Death Tendrils only with an ss proc.
The delay at the start is no problem since Underworld Shards with it's many rapid ticks applies your cool down Spirit's Wrath just as often (16 times)
Other Abilities like Creeping Doom simply don't do enough damage to be worth bothering with.
Note: Shatterfrost can't be tested on dummies. It deals more than double the damage if targets can be slowed by Icefall.
2) 31 Typhoon. Way more damage. Melee. Ground effect dots. More strict opener but no procs to look out for.
Literally a 1 button after the opener.
Spoiler:
I'm both sad and proud to present a Typhoon which does more dmg than the complete Fury/ Cunning dance while being stupid easy.
phoon.jpg (222.07 KiB) Viewed 1534 times
(Why the Berserker Font buff? Font of Frenzy only buffs abilities while Font of Wrath buffs all damage. If you cannot stand in melee range, use Frenzy)
Basics: Tsunami, our 31 points unlock is completely carrying Typhoon.
It is a target aoe dot effect who's duration you can enhance by having stacks of turmoil at hand when applying.
The catch: You can stack your own Tsunamis. So you can have two Tsunamis active at the same time.
Our moneyball now is to apply Tsunamis with as many buffs as possible and spend every second where Tsunamis are on cooldown with reducing it's cooldown and providing buffs for it.
Typhoon is supposed to have low damage cunning pushers and high damage cunning consumers. But those ''high dmg cunning consumer'' literally do not deal enough damage to compete with attacks that simply reduce the cooldown of Tsunami (aka the low dmg cunning pusher)
Quite comparable to Berserker with Death Tendrils and the ''filler spam'' but now with an even more impactful star ability and even less impactful filler abilities.
We are talking about an AOE DOT that ticks 500-800k per target over 21 seconds and is stackable. Easily the single highest damage attack in the game.
Tsunami can only be used at 100 cunning which makes it easily macro- able. Best to give it some extra attention though since it's easily 70% of your damage lol. The Gryphon Avatar resets the cooldown of Tsunami. We can apply two high damage dots back to back right away.
TLDR of what we will do:
Apply buffs and debuffs by hitting targets in melee range.
Spam an opener button and use Tsunami at 100 Cunning.
Hit the Gryphon cd button to use Tsunami a second time right away. We have 3 more seconds to use hard hits.
After Ancestral Force we are literally only spamming low damage attacks which will reduce the cooldown of Tsunami until Tsunami / Avatar: Gryphon are available again.
Macros:
#Default - Press this until 100 Cunning after Ice Cleave and Raze. Low Stability followed by a Wind Shear gives extra Turmoil.
-> Hit targets with Icy Cleave (30s on the targets) and Raze (60s on yourself)
(They push towards fury at the start but are worth it)
Press the #Default Macro until 100 Cunning.
It will push towards cunning while also collecting stacks of Turmoil (important for Tsunami). you can decide to go to 10 stacks of Turmoil here if you deem it worth it. On 100 Cunning, hit the #Tsunami Macro
(If you miss the timing here, the opener Macro will use Tsunami- but try to manually use it! This way when there are more than just you in the group, No Witnesses will get you a 6 second +45% buff which you can catch with BOTH Tsunamis!
Right after the manual Tsunami, press #Dirty.
Press it until you channel Ancestral Force.
Now, simply use #Default until the end of days. Refresh Raze and Icy Cleave far enough before Tsunami's cooldown is ready or you may be stuck in harmony and delay Tsunamis- rendering the whole ''maximum cooldown reduction'' approach useless.
-> You can simplify it by not using the #Tsunami button manually but have your opener cast it. This leaves damage on the table but may be appropriate for when it's very chaotic.
TLDR:
Icy Cleave + Raze in melee range > Spam #Default until you have 100 cunning > #Tsunami for one Tsunami > #Dirty until it channels Ancestral Force > #Default until the end of times.
-> There are interactions of your ''low damage cunning pushers'' with some buffing each other by 20% but it simply does not matter at all. (Feel free to play around with them before falling asleep though of course)
Your ''low damage cunning pusher'' (Attacks that grant Turmoil stacks reduce Hurricane's cooldown) are:
Turmoil1.jpg (91.51 KiB) Viewed 1534 times
-> Rippling Ether and hurricane are only in the #Dirty Cooldown macro because the huge bonus from No Witnesses + Storm Rage stacks last long enough to support them and still buff Ancestral Force. Otherwise their damage will not compete with the damage that a cooldown reducing attack provides.
Mega-giga sweat trick: Switch to a Titan or Vulcanist. Use the Avatar for 100 fury.
Switch to a Predator, use the Avatar for -20 harmony.
You now got the fury Eternal bonus for just long enough to infuse your first two Tsunamis.
Faster opener: Postpone Icy Cleave for after Tsunami. Since it's an @target dmg taken, it can be applied after Tsunami and still affect it.
It saves you 3 seconds from Icy and cunning push. But it will waste turmoil stacks& a hard hit cd.
My Primalist Karuul alert set (Only relevant here for Scything Strike procs)
Credits to Hokhmah (His guide made me aware of the Tsunami stacking), Killerloose (He randomly wanted to learn Typhoon together in May. So while learning it we made a rotation that is actually useable - and then turned out to also perform better)
If i missed details, oddities and bugs pelase note out i only have like 1.5h usetime on Typhoon. Apparently Tsunami crits are buged or something.