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Old 02/11/10, 7:00 AM   #13546
Whillow
Glass Joe
 
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Human Mage
 
Aggramar (EU)
Originally Posted by Shorlin View Post
I have noticed recently certain latency conditions (server-side lag I think) have a very detrimental and frustrating interaction with arcane missiles. The caster bar will channel normally but each missile will fire off slowly, like casting normal missiles even though missile barrage is procced, and I will still be casting missiles well after caster bar has finished.
Does anyone else get really frustrated by this, and are there any solutions? I know that server lag has an adverse affect on all spells, but it really seems arcane missiles is affected the worse by a long margin. I would like to know the best rotation under these conditions.
I know what you mean as we sometimes get a similar effect on Aggramar EU. It can be quite annoying when you want to be constantly nuking Putricide or Rotface and your rotation gets messed up with Quartz still showing you as casting AB when you know it's already finished! Haven't discovered a miracle cure for it. Just pray to the Hamsterwheel Gods @ Blizzard to pedal faster!

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Old 02/11/10, 7:17 AM   #13547
Brama
Glass Joe
 
Undead Rogue
 
Frostwhisper (EU)
Hey there,
i have a few simple questions.
a few days ago i acquired Heartpierce and decided to try out muti (spec used according to this forum) and i still had ... from TOC 25 hc.

As stated i equipped the heartpiece in my maind hand since its the higher dps one and put DP on the fastest dagger and IP on the slow one.

I tried it at Saurfang but my dps there was a bit low. It was around 8.5k. While in combat i usually pull way above 9k. I though that muti was superior then combat on static fights?
I stealthed first to rupture, then used hunger for blood and SenD and then mutilate until 4+ points to envenom. For each envenom i waited until i had atleast 60 energy.
Is what im doing good?

Another small question that i have: i use the spreadsheet to see what gems i need to take. Looking at my combat spec now im not heavily into ARP. i sit around 429 arp without using any arp gems. I have around 10.4k dps according to the spreadsheet with the gems i have now. When i replace all those gems (atleast the red ones) with ARP ones, i get 10.5k dps. Thats not a big increase. But i hear everywhere that higher level gear should be going for ARP. Is the dps difference that small?
(not using arp trinket btw, i have one but i have no idea which current trinket i should "loose", cause according the spreadsheet i loose a big portion of dps if i loose one of the 2 in favour of MR or GT).

Thanks in advance and sorry if i not to clear about some thing, English is not my native language

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Old 02/11/10, 7:38 AM   #13548
BerethorVII
Glass Joe
 
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Human Paladin
 
Hakkar (EU)
Thanks very much for your advice. I have the Libram of Three Truths and I already seven macros that I've recommended. I will try to follow what I suggest, changing up the Libram of Three Truths with Valiance, because when I find it hard to keep up the 5 stack, while changing targets. Thanks again and hello

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Old 02/11/10, 7:41 AM   #13549
Zaniel
Piston Honda
 
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Night Elf Rogue
 
Aggramar
Originally Posted by Brama View Post
Hey there,
i have a few simple questions.
a few days ago i acquired Heartpierce and decided to try out muti (spec used according to this forum) and i still had ... from TOC 25 hc.

As stated i equipped the heartpiece in my maind hand since its the higher dps one and put DP on the fastest dagger and IP on the slow one.

I tried it at Saurfang but my dps there was a bit low. It was around 8.5k. While in combat i usually pull way above 9k. I though that muti was superior then combat on static fights?
I stealthed first to rupture, then used hunger for blood and SenD and then mutilate until 4+ points to envenom. For each envenom i waited until i had atleast 60 energy.
Is what im doing good?

Another small question that i have: i use the spreadsheet to see what gems i need to take. Looking at my combat spec now im not heavily into ARP. i sit around 429 arp without using any arp gems. I have around 10.4k dps according to the spreadsheet with the gems i have now. When i replace all those gems (atleast the red ones) with ARP ones, i get 10.5k dps. Thats not a big increase. But i hear everywhere that higher level gear should be going for ARP. Is the dps difference that small?
(not using arp trinket btw, i have one but i have no idea which current trinket i should "loose", cause according the spreadsheet i loose a big portion of dps if i loose one of the 2 in favour of MR or GT).

Thanks in advance and sorry if i not to clear about some thing, English is not my native language
Mutilate isn't that difficult a rotation to grasp, but as with any rotation it does take some getting used to. Once you've played it more, you'll find your numbers steadily increasing. That said, there are some simple tips I can provide to help, I believe.

First, instead of wasting CPs on a Rupture, try opening up with a Garrote. It will cost you less DPS, and provide the bleed earlier. The better option, of course, is to have someone else provide the bleed, but beggars can't be choosers.

Next, instead of pooling your energy before an Envenom, try to Envenom whenever your previous Envenom buff wears off (or as soon as possible thereafter). Your goal is to maximize the uptime on that buff, since it provides a nice chunk of extra Instant Poison procs. Poisons do a tremendous amount of damage as Mut, so the goal is actually to help that as much as possible.

Lastly, with regards to Combat and ArP, you need to recall that ArP is one of those stats where the more of it you have, the better it is. This is why people stack it all the way up to the cap. Even 100 DPS gain, as you were showing on your sheet, is not a small gain. It's essentially one item upgrade, and you're getting that just from regemming!

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Old 02/11/10, 7:52 AM   #13550
nemanja1503
 
Orc Death Knight
 
Nagrand (EU)
Need a small clarification.

It hasn't been stated which of the two specs (GoDD,GoD) is better. Now it can either mean that they are same and its up to personal preference, or since GoDD seems way simpler that GoD is better yet more difficult. So clarify please.

Also, I have come upon several threads where people say ArP is better than Str at 5000+AP. Your stats worth table says different. So is that what I read rubbish or is there any truth to it.

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Old 02/11/10, 7:54 AM   #13551
Brama
Glass Joe
 
Undead Rogue
 
Frostwhisper (EU)
Originally Posted by Zaniel View Post
Mutilate isn't that difficult a rotation to grasp, but as with any rotation it does take some getting used to. Once you've played it more, you'll find your numbers steadily increasing. That said, there are some simple tips I can provide to help, I believe.

First, instead of wasting CPs on a Rupture, try opening up with a Garrote. It will cost you less DPS, and provide the bleed earlier. The better option, of course, is to have someone else provide the bleed, but beggars can't be choosers.

Next, instead of pooling your energy before an Envenom, try to Envenom whenever your previous Envenom buff wears off (or as soon as possible thereafter). Your goal is to maximize the uptime on that buff, since it provides a nice chunk of extra Instant Poison procs. Poisons do a tremendous amount of damage as Mut, so the goal is actually to help that as much as possible.

Lastly, with regards to Combat and ArP, you need to recall that ArP is one of those stats where the more of it you have, the better it is. This is why people stack it all the way up to the cap. Even 100 DPS gain, as you were showing on your sheet, is not a small gain. It's essentially one item upgrade, and you're getting that just from regemming!
Cheers for the fast reply.
And im using a garrote instead of rupture, was mixing the 2 up...
Im gonna give it another go next week and will try to envenom when the previous is about to fall off. But i still need 4+ points, right?

For my combat spec im gonna switch to ARP gems. Do i need to use an arp trinket with it? I have both the GT as the MR. But which current trinket i need to swap it for? I have Herkuml war token and Deathbringers will equipped...
EDIT: playing with my spreadsheet it shows that i have currently a dps of 10.508.3, when i swithc all my atp and agi gems (11 in total) to ARP i will get 11.517,3. A whopping 9 dps...i was already confused, now i am even more...

Another thing i dont understand is that i have the sanctified shadowblade gauntlets, in the spredsheet it says that Aldiana's gloves of Secrecy are a better upgrade by 33,85. And it even has ARP on the gloves. However when i swap them around in the spreadsheet my dps goes down from 10.517,1 to 10.368,4..??

Last edited by Brama : 02/11/10 at 9:19 AM.

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Old 02/11/10, 8:20 AM   #13552
ShowXdown
Glass Joe
 
Undead Mage
 
Eredar (EU)
Frost Breath is ofcourse partial resistable... the 3 Piece Ulduar Frost Resist gear, will help your tanks ALOT!

Last edited by ShowXdown : 02/11/10 at 9:15 AM.

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Old 02/11/10, 8:40 AM   #13553
wilegenuis
Von Kaiser
 
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Troll Hunter
 
Blade's Edge (EU)
Add non GCD actions to hunter macro

I'm looking for items that are not part of the GCD that I can add to my macro.
After each time I shoot a shot, I would like to add to that macro all non-GCD shots
I know that Hand-Mounted Pyro Rocket and silence shot can be added as they are not part of the GCD.
Are there additional MM hunter shots that can be added?

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Old 02/11/10, 9:21 AM   #13554
Alyse
Von Kaiser
 
Blood Elf Priest
 
Sen'jin
While I don't claim it would be easy to model expertise, I believe you would still be able to come up with a somewhat accurate model, based on what Amroo is suggesting.

We could probably agree that dodged melee swings do not incur a penalty to your rotation, as it does not desync runes or push back your GCD.

For rune attacks, you could model the chance of having a 'catastrophic' event, or string of dodges, as ((chance to be dodged)/100)^n, where n is the minimum number of successive dodges required in order to push back your rotation by one or more GCDs. Additionally, for PS/BS, you could incur the additional penalty of desyncing your runes by taking multiplying your chance of a 'catastrophic' event by the percentage of attacks that are your BS/PS, and then doubling the GCD penalty to account for the time required to resync the runes.

This method may not be 100% accurate, but it should at least help give a better insight onto how expertise might affect one's rotation. Additionally, we can see here why expertise would have a diminished value near the cap, as your chances of receiving a string of dodges decreases exponentially.

edit: not sure how the simulator models expertise, or if this is already implemented

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Old 02/11/10, 9:48 AM   #13555
Maevemmy
Glass Joe
 
Dwarf Hunter
 
Kel'Thuzad
As of basing off of this unfinished build (Talent Calculator - World of Warcraft taking points out of improved tracking and FA ( at 15%hit with it) and putting them into 3/3 Imp stings , 3/3 piercing shots , a point into aimed shot and the rest into unleashed fury better than the basic 7/57/7 build?

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Old 02/11/10, 10:53 AM   #13556
Thyrial
Glass Joe
 
Human Death Knight
 
Windrunner
GoDD and GoD are pretty close, it really depends on the specific fight which one is actually better. GoDD is not really simpler with the exception of the fact that, with GoD, you have to make sure to get a pest off before your diseases fall off otherwise the whole benefit of GoD is wasted.

As far as ArP goes it does become better then Str at a point, however that point is not a specific amount of AP. When it happens is based very heavily on the gear you have. The only way to accurately determine if Arp is better then Str for you is to run a sim with your gear.

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Old 02/11/10, 11:06 AM   #13557
funuss
Glass Joe
 
Night Elf Death Knight
 
Burning Blade (EU)
Originally Posted by Pyrius View Post
Unholy Blight is 10% of your DC's damage. Morbidity is 5% per point.
This would probably be a valid argument, would the UB stack. Unholy blight just refreshes itself, therefore the stated 10% does not apply precisely as the morbiditys 5% per point. There are plenty of situtuations where you chain DCs in a row, where the UB will just refresh the duration, but wont lead to a direct dps gain as the morbidity would.

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Old 02/11/10, 11:08 AM   #13558
Krutsik
Glass Joe
 
Troll Shaman
 
Tarren Mill (EU)
If one should compare all the crafting proffessions out there and follow the 1 haste>2 ap rule that according to sim has been true since the beginning of ToGC then one would see that there are only 3 proffessions that can give haste:

Blacksmithing - 2 extra socets = 40 of a stat (most likely haste).
Jewelcrafting - 3 extra gems with 34 of a stat instead of 20. 3*(34-20)=42 (haste). It also goes very well with the current bis chest, because when you add a 34 expertise gem you get exactly 140 expertise not wasting stats. But that is just a minor detail, since the list is most likely about to change drastically due to the discoveries made about the crit cap.
Engineering - without counting in the cloak enchant, since haste from enchanting is clearly better and the boots enchant since 12 hit/12 crit is most likely better in bis gear there's still the gloves enchant which is on use and gives 340 haste for 12 seconds every 1 minute, averaging to 340*12/60=68. Also it has a great synergy with our 2 piece set bonus.

Knowing that, let's say that all JC gems and BS socets will be used for extra haste.

Blacksmithing gives 40 haste.

Jewelcrafting gives 42 haste.

Engineering gives 68 haste (and can be used with shamantistic rage every time it's up).

So from that, even though the difference between JC and BS is really minor, I'd say that the 2 best proffessions are engineering and jewelcrafting. Feel free to correct me. I'm not sure though weather and how much choosing these proffessions over 2 static 80 ap ones would change the bis list, but I just wanted to throw my ideas out there since the discussion started drifting towards really maximising dps. Also most of us probably won't be willing to pay for a race change to add a couple of dps so I'll keep my thoughts about blood fury vs berserking to myself at this point.

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Old 02/11/10, 1:39 PM   #13559
Belltoll
Von Kaiser
 
Draenei Shaman
 
Steamwheedle Cartel
Originally Posted by Saian View Post
So that leaves me basically 1,5 seconds to stop pushing (EXE/MS/SLAM...whatever) and switch over to OP?
That's why I play arms, you don't always know what your next attack is going to be and it require deeper level of concentration, then say my elemental shaman where I think I can actually DPS with my eyes closed because the rotation is so set. Really we need to be constantly reassessing and queueing up HS to maximize our DPS regardless. 1.5 seconds is a fairly long period of time, think about how far your can move in the game between GCDs.

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Old 02/11/10, 1:43 PM   #13560
Shamzeb
 
Draenei Shaman
 
Maelstrom
Hello so i am currently in a 25 man raiding guild and in our raids i can usually pull sround 8k dps in 90% of the fights. I have my rotation down pretty well but now i am seeing a lack of dps in one fight in particular. In the professor putricide encounter my dps falls to about 5k but in other moving fights it dosen't drop so significantly. I know that most people will see a dps decrease in this fight due to target swapping and what not but i have been trying to increase my dps and im getting no where. i have tried switching my roations, using diff totems, relics, and diff buffs. Im just curious if anyone has any tips that they use or do you change your rotation? I have been yelled at before for posting stupid questions but im really stumped here and am hoping so get a better idea of how to fix this. im not looking for any easy answer but just not sure what else to do.

Here is my armory The World of Warcraft Armory - Shamzeb @ Maelstrom - Profile

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