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05/14/08, 5:35 AM
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#2971
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Glass Joe
Blood Elf Rogue
Blackwater Raiders
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non 2 pc t4 cycle / gordok spirit testing
Hi
I was spoiled for a long time by the ezmode that is 2 pc t4 combat swords. 1s/5r, neither SnD or rupture ever dropping. After losing that, I am failing to understand the wisdom of 4s/5r and 5s/5r -- do these methods just assume that rupture will fall off 30-40% of the time? I've tested extensively on the Gordok Spirits to see how the uptime of the two was working, and found that by the time a 4 pt SnD was prepared, there were only about ~7 seconds left on a 5 pt rupture. I would estimate rupture being down 30-40% of the time as i said, as another was being built up. The spreadsheet shows 4.1s/5 for me, i've tried both 4s and 5s with little luck keeping rupture up. Is it common to be boggled when making this switch?
As a corollary to that, i'm used to starting mobs with garrote and the 1 pt straight into SnD which gets me into my cycle instantly. What do people start off fights with without 2pc t4? Is garrote into 1 pt SnD then 4 pt SnD then building 5 for rupture a common start?
Thanks
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05/14/08, 6:08 AM
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#2972
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Vula'jin the Void, blessed by the loa
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You seem to be under the misunderstanding that 100% Rupture uptime is a requirement. While it is true that you want to strive for as high Rupture uptime as possible, 100% simply isn't feasible most of the time even if you do have T4 2pc, let alone if you don't.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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05/14/08, 8:17 AM
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#2973
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Glass Joe
Undead Rogue
Stormscale (EU)
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As a corollary to that, i'm used to starting mobs with garrote and the 1 pt straight into SnD which gets me into my cycle instantly. What do people start off fights with without 2pc t4? Is garrote into 1 pt SnD then 4 pt SnD then building 5 for rupture a common start?
ditto.
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05/14/08, 8:20 AM
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#2974
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Vula'jin the Void, blessed by the loa
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Garrote generally seems to be the preferred opener provided you can get to the mob's back in stealth in a reasonably short time. If it's going to take a long time just to get there, you're going to lose more DPS from the wait than you'll gain from using Garrote. Positioning yourself as close as possible to the spot where a boss will be tanked is usually a good idea. I think the last boss where I found it not worthwhile to try for Garrote was Supremus.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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05/14/08, 8:26 AM
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#2975
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Glass Joe
Undead Rogue
Terenas (EU)
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Originally Posted by Vulajin
I think the last boss where I found it not worthwhile to try for Garrote was Supremus.
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Depends on your tank I guess. Taking an extra second or three to get into position for a Garrote can give your tank 1-3k extra threat, which makes life a little easier.
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05/14/08, 9:30 AM
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#2976
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Von Kaiser
Night Elf Rogue
Turalyon (EU)
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I was comparing a dagger build and a sword build.
Changing from a dagger build to a sword build, basically this is what happens:
1.First the 5 points of dagger specialization are changed into 5 points of sword specialization.
2.The 5 points of Opportunity (subtlety tree), and the 3 of Puncturing wounds (assassination tree) are converted to:
(Assassination tree)
1 extra point in Ruthlessness
1 extra point in Lethality
2 points in Murder
3 points in vile poison
3. Leaves us with 1 point to spend.
And the strange thing is what happens with that point.
This seems to be put in the talent ‘Nerves of steel’ in the combat tree.
Can someone tell me why this point is put in a talent, that is a filler talent, and which is unneeded to get to the higher talents? (I am sure it is unneeded, as the dagger build didn't need it either to get to Surprise Attacks)
As far as I can see it is more useful to put that extra point in Vile poisons (a 4th point)
Or even put it in another talent.
I know that removing movement impairing effects can give you extra damage (ie more time on the mob, but is the poison point not worth a lot more?
It appears to me that a 20/41/0 build is more damaging then a 19/42/0 build.
I don't know if it has been covered so far, somewhere in the thread (or that I have read over it). If so, then my apologies, and please point me to the correct posts then.
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05/14/08, 9:47 AM
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#2977
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Piston Honda
Human Rogue
Dunemaul (EU)
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A matter of preference. The Nerves of Steel talent also works on many abilities that would be unresistable otherwise.
I would argue that in practice those resists give you alot more DPS-time on the target. eg. Kaz'rogal.
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05/14/08, 10:48 AM
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#2978
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Glass Joe
Undead Rogue
Terenas (EU)
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Originally Posted by patcherke
Can someone tell me why this point is put in a talent, that is a filler talent, and which is unneeded to get to the higher talents? (I am sure it is unneeded, as the dagger build didn't need it either to get to Surprise Attacks)
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Because Blizzard still loves to use fear mechanics to control the difficulty of fights and an extra 5% resistance to this equates to more DPS on those fights than 4% extra poison damage.
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05/14/08, 1:15 PM
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#2979
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Von Kaiser
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As for Garrote, I use it on most encounters myself. It gives the tank a little extra time to build threat and does solid damage compared to SS when there are no Sunders up on the target. I don't always use it on fights like Gruul or Void Reaver though; the room is so massive that I'd lose way too much DPS in-time stealthing all the way to the back of the bosses.
I do have a couple more questions of my own.
-From my understanding, a Rogue using Imp EA is going to be a rDPS increase over his personal loss from using Rupture -- is this correct?
-Because of that assumption, lately I've been thinking of asking one of our least-geared Rogues to spec for and keep up Imp EA on bosses to play around with it and see how our results turn out. I know I read of this being a strategy that a lot of guilds use on Brutallus; my guild is far from being in Sunwell, but is this a worthwhile strategy to use beforehand (think SSC, TK, early MH)?
-Besides the rDPS factor, how much, if any, would this interfere with Warrior threat generation from Devastate? I tried to read the Prot Warrior megathread to find an answer, but the math on that thread just kills me. It didn't sound like Imp EA would interfere with threat generation, but I thought I'd ask to make sure.
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05/14/08, 1:19 PM
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#2980
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Von Kaiser
Worgen Hunter
Tichondrius
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You don't ever use EA if there is a warrior tank, as imp EA will overwrite sunder stacks. Sunder/Devestate is a prot warrior's main source of threat. If you have bear/pally tanks, then by all means have your least-geared rogue do imp EA. Hell, our dual-warglaive rogue does Imp EA rotations on Brut some nights 
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05/14/08, 1:28 PM
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#2981
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Mike Tyson
Night Elf Rogue
Doomhammer
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Yes, Imp EA is a rDPS increase, and a fairly significant one, assuming you have at least 2 physical DPS in the raid (the rogue and one other). The catch is that if you have a prot warrior tanking, you generally can't use it - it costs them quite a bit of threat, and I suspect it'd be almost impossible for them to hold aggro with EA up. I mean, talk to your tanks, and if they're okay with trying it feel free to do so and tell us how it goes; but I suspect you'll find that you're badly aggro limited, which negates the advantage of Imp EA.
Additionally, Imp EA isn't appropriate in all circumstances; it takes rather longer to stack up than Sunders do, so on a fight with lots of interruptions it's not worth it - it doesn't take too much Imp EA downtime before Sunders catch back up in rDPS contribution. So while it's good for largely sustained fights where you get it up initially 10 seconds into the fight and never drop it, it'd be a poor choice for, like, Al'ar or Solarian.
So, all in all: Imp EA does have it's uses, and there are fights where it's a great benefit in combination with druid (or paladin) tanks. But it's not something you can use all the time.
Edit to address Goldengiff's comment: keeping up Imp EA doesn't really cost a 2-glaive rogue any more damage than it does a rogue with lesser weapons; the only damage you're losing is Rupture, which only scales with AP; hence, it's entirely possible that a Infamy/Savagery rogue will lose less DPS than a 2-glaive rogue, depending on what their other gear looks like.
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05/14/08, 1:37 PM
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#2982
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Don Flamenco
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There are a few things to consider when opting for EA
Rupture only scales with AP, not all gear, so least geared, in the general sense, does not necessarily mean least ruputre damage lost, in the absolute sense.
Imp EA dropping is a huge DPS loss for every physical damage dealer in the raid, poor rupture uptime is a loss of, at most, 100% rupture damage for one rogue.
Picking up Imp EA requires droping points from poison talents only, the DPS lost from the rogue picking up the talents does not scale significantly with gear.
Running an EA rotation will, in almost all cases, be a 5s/5ea rotation meaning that more energy will be going to sinister strike than in a typical 4.xs/5r rotation. SS DPE scales very well with gear meaning there is a smaller loss in effecency for a well geared rogue than a poorly geared rogue.
Given the DPS losses from maintaining EA that scale with gear are small and mitigated by a change in cycle machanics that favors high gear levels priorities for Imp EA assignments should not be driven by gear but by skill level. The most skilled rogue, i.e. the rogue least likely to bungle the rotation, should be assigned with keeping it up.
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My vanity is justified.
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05/14/08, 1:54 PM
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#2983
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Glass Joe
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I was able to convince our Prot Warriors to allow me to try using Imp EA on bosses which they were tanking after reading this article on Tankspot:
Warrior Expose Armour vs. Sunder Armour Revisited - TankSpot
I was using the 5s/5e rotation, which I found somewhat difficult to keep up on certain fights, especially Supremus (for whom I returned to using Rupture). None of the tanks had any complaints in terms of threat loss, and I did not notice a drop in their TPS as reported by Omen (I tried to keep on eye on to be sensitive to any problems). I'm including a WWS of that night, the first 3 Naj tries were with a Paladin tank, but everything beyond was tanked by a Prot Warrior.
Wow Web Stats
EDIT: I realize there are a lot of "didn't notice" and other subjective descriptors. If there is anything I can do to generate more reliable evidence, I'll do everything in my power to get it. I'll be adding another WWS of tonight's raid if that's deemed worthwhile.
Last edited by Splenius : 05/14/08 at 2:00 PM.
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05/14/08, 2:02 PM
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#2984
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Glass Joe
Blood Elf Rogue
Blackwater Raiders
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Rupture uptime
Originally Posted by Vulajin
You seem to be under the misunderstanding that 100% Rupture uptime is a requirement. While it is true that you want to strive for as high Rupture uptime as possible, 100% simply isn't feasible most of the time even if you do have T4 2pc, let alone if you don't.
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Hmm. For the longest time, i was using t4 helm+legs despite many significant upgrades elsewhere. Now i'm using badge legs but still t4 helm. Has anyone done some serious math as far as how much dps is lost from rupture dropping? I'd wonder if you compared the static increase of the badge pants over t4 pants, if it outweighed the old rupture damage over its complete cycle.
Assuming 6 second rupture downtime per 18 second cycle (12r + 6), 275 average tick.. that's 825 damage every 18 seconds lost, or 2750 per minute, 45 dps. Switching from t4 pants to badge pants on the spreadsheet, it actually claims a 48 dps increase. Hmm, that seems excessive. I wonder how much rupture downtime the spreadsheet model assumes - because there's a rotation that's recommended, but that doesnt imply how it calculates rupture damage falling off.
If this all somehow works out, it does seem to imply that at least in ideal circumstances, dropping 2 pc t4 for even 1 piece upgraded like that, is worthwhile.
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05/14/08, 2:06 PM
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#2985
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Glass Joe
Night Elf Rogue
Silver Hand
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One thing to keep in mind is that the majority of our damage is our white damage, particularly with SnD. So, yes, you will lose fairly significant damage due to the downtime of Rupture, but according to the spreadsheet its a net gain in dps, presumably from the increased white damage you'll receive from the better pants.
EDIT: I double checked, and I do believe the decreased rupture is accounted for. In Aldrana's spreadsheet it lists the set bonus value of 2pc T4 as 39.30~ dps. For me, I've noticed it takes nearly a full tier upgrade in each piece in order to increase my overall dps just from losing that set bonus.
Last edited by Caspian : 05/14/08 at 2:31 PM.
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