Post:
Rogue: Simple Questions/Simple Answers
User:
Barlow
Infraction: 2. All opinions should be stated as succinctly as possible.
Points: 0
Administrative Note:
Message to User:
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Please don't quote-split.
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Original Post:

Originally Posted by Althen
The issues I can identify are those of SnD fragility (not having enough time to either build CPs for an acceptable Envenom
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Since it's difficult to provide math for those situations I tend to use Envenom when the Mob is extremely low on HP in order to use the Envenom buff for the next target - so I can build up DP stacks easier. Master Poisoner is very helpful in those Situations (e.g. Freya Adds).
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Beyond that, does the passive energy boost provided by Vitality really affect the frequency with which one can spam FoK to the point that we're seeing this discrepancy?
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Focused Attacks is the only non Cooldown Talent that comes to mind in Terms of FoK Energy Regeneration in a Mutilate Spec. Since a Combat Rogue with Vitality will regenerate energy 25% faster (not taking Combat Potency procs/Melee Focused Attack procs into account) you would need to refund 12.5 energy per FoK on average to make up for this. Assuming you have a 50% crit chance on FoK this would mean, you'll need 6.25 mobs on average to make up for Vitality not taking any Cooldowns into account.
Also keep in Mind that Cold Blood will not only WORK with FoK but raise your Energy Reg via Focused Attacks.
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Furthermore, are daggers still at a disadvantage with regards to FoK, even after the 1.5x buff? I know it seems I'm throwing darts blindly and trying to hit the board, but I'm quite curious as to whether I simply need to bite the bullet and grab dual spec, enchant my Combat mainhand and simply respec for these fights.
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The white Damage component on FoK with 1.8 Speed Daggers is slightly higher that the damage of 2.6 Weapons (same DPS assumed). Be sure to equip weapon with Instant Poison in your Offhand for FoK and switch back to your regular DP Offhand for Mutilate). Afaik the chance to apply posion should be Higher when using 2.6 Weapons, as Combat would do, but even when using Daggers your additional Poison Damage and Chance to apply (via Vile and Improved Poisons) will make up for that.
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