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01/12/09, 11:49 PM
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#301
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Glass Joe
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Originally Posted by Aldhissla
I looked at that mod on curse after it was mentioned on these forums, however I thought that it looked too unfinished and could not be customised as much as other mods out there.
I am using a combination of NeedToKnow and TellMeWhen - however I am eagerly anticipating merging of different spells into one frame on TMW (having 3 seperate bars for mangle bear, cat and trauma ftl).
Similar setup 2 posts up to mine, however I like the bars of NTK over the icons of TMW for rake, mangle-cat (if there is no bear or arms warrior doing it), rip and savage roar, i tend to get a feel for the timers at a glance that way.
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I was using NeedToKnow before i swap to BadKitty because this 1 helps to keep track on trauma, mangle from other ferals, and FF from others too. Yeah there is no much customisation since it is design specifically for cat at the moment, and the cat dps tracking part is actually quite complete. It is not too bad and i recommend you give it a try.
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01/13/09, 12:54 AM
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#302
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Glass Joe
Night Elf Druid
Whisperwind
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Originally Posted by Aldhissla
I am using a combination of NeedToKnow and TellMeWhen - however I am eagerly anticipating merging of different spells into one frame on TMW (having 3 seperate bars for mangle bear, cat and trauma ftl).
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Why bother with Mangle - bear? Didn't Blizzard change it so it does not affect cat dps or was that only talked about and dropped?
Last edited by Sarasper : 01/13/09 at 1:08 AM.
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01/13/09, 2:15 AM
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#303
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Piston Honda
Tauren Druid
Gorgonnash (EU)
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Originally Posted by Sarasper
Why bother with Mangle - bear? Didn't Blizzard change it so it does not affect cat dps or was that only talked about and dropped?
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Mangle - Bear still applies a debuff that increases bleed damage by 30%, which happens to be the same thing that Mangle - Cat and Trauma do.
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01/13/09, 2:30 AM
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#304
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Piston Honda
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Originally Posted by Sarasper
Why bother with Mangle - bear? Didn't Blizzard change it so it does not affect cat dps or was that only talked about and dropped?
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It was dropped. Mangle - cat and mangle - bear each affect both shred and maul damage.
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01/13/09, 12:20 PM
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#305
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Glass Joe
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I dont see how you guys have problems incorporating a 5 CP FB into your rotation when you have 2 PC T7 and Glyph of Rip both increasing duration by 3 secs for 6 secs soon to be 7 I have no problem in a 25 man to mangle rip SR opener and then from there get off 3 5pt Finishers Rip then SR then FB before Rip is down and have to be reapplied. Yes your FB does less damage than Rip but if it still assumes that Rip doesnt fall the dps is more.
My rotation is:
Mangle, Rake, SR(gets me 3-4 CP SR every time)
Then Repeat:
Shred to 5 CP while maintaining Rake and Mangle; Finish with Rip
Shred to 5 CP while maintaining Rake and mangle; Finish with SR
Shred to 5 CP while maintaining Rake and mangle; Finish with FB
The specs this assumes is 7800 atk power, 10% haste, 10% armor penetration, hit capped, 47% crit. All stats completely unbuffed and this nets any fairly stationary encounter such as Patchwerk, Kel'thuzad, Thaddius or Loatheb as an ez 4500-5400 dps. And in a fight like Malygos I can break 6600 dps if the tank can handle me.
Things to notice is with my crit chance 3 special moves=5CP.
Energy costs for skills
Rake: 30
Shred: 42
Mangle: 28
Rip: 30
FB: 40
and with the energy regeneration and occasional OOC procs its more than ez to do so
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01/13/09, 1:34 PM
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#306
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Von Kaiser
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Isn't rake 35 energy with 5/5 ferocity, or am I missing something?
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01/13/09, 1:42 PM
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#307
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Von Kaiser
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Yes, 35 energy for rake, 29 for 2-T6 Imp Mangle, 35 for FB.
Edit: Due to latency of course the effective cost of FB is a bit tougher to pin down, but more than 35.
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01/13/09, 1:55 PM
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#308
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Bald Bull
Orc Warrior
Black Dragonflight
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Stopin, that won't work because you're trying to cram at least 15 CP(not accounting for CP overflow) into 20s(Rip duration). No cat can generate that much cp, berserk being the exception. Until then, the rotation you specified will have significant parts where rip is not up.
Last edited by Deathwing : 01/13/09 at 3:12 PM.
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01/13/09, 2:07 PM
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#309
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Bald Bull
Tauren Druid
Lightbringer
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It is, and Mangle is 29 with 2t6 and 5/5 ferocity and 3/3 imp mangle, 34 with imp mangle and ferocity, or 35 with 2t6 and ferocity (I suppose 34 with 2t6 and imp mangle but not taking ferocity would just be dumb)
One thing I don't understand is the Glyph's interaction with Rip. Rip tics every 2 seconds, does +3 seconds ever add that last second of damage?
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01/13/09, 2:17 PM
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#310
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Von Kaiser
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Well the glyph adds 4 seconds, so 2 ticks, no issue there.
The T7 2-set which you're thinking of adds 3 seconds, and from beta days I was always curious how that would actually work. Oddly, it adds 2 ticks, effectively 4 seconds. I still have no conclusive answer on how this is working from staring at timestamps and mob debuffs, but in the combat log, the rip falls off right as the 10th tick occurs, despite the fact that visually, you may actually see the rip disappear off the mob before the last tick.
Best I can figure, the boss debuff icons, as well as any timers you have, are being told the 19s duration. The actual damage dealt, and the combat log, seem to rely on a different mechanic, where glyphed, 2-set rip deals 10 ticks, and the debuff falls off the mob when the 10th tick completes.
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01/13/09, 2:18 PM
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#311
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Bald Bull
Orc Warrior
Black Dragonflight
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Originally Posted by Boevis
It is, and Mangle is 29 with 2t6 and 5/5 ferocity and 3/3 imp mangle, 34 with imp mangle and ferocity, or 35 with 2t6 and ferocity (I suppose 34 with 2t6 and imp mangle but not taking ferocity would just be dumb)
One thing I don't understand is the Glyph's interaction with Rip. Rip tics every 2 seconds, does +3 seconds ever add that last second of damage?
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2T7 is "bugged", it adds 2 extra ticks of damage. Ever wonder why your Rip duration runs out, and then a decent amount of time after that you get another tick of rip? According to anything that tracks buff/debuff duration, rip lasts 19s, because that's what the game tells those mods. But, the game is, right now, actually applying 10 ticks of rip damage. Now, if you happen to hit ferocious bite at 19.5s, will you get the bleed bonus from RnT? No idea. This will all be corrected next patch anyway, whenever that is.
As for Stompin's rotation, I was thinking on that a bit more. Why go to full 5cp savage roar, Stompin? If your rotation works around 20s rip, why not do a 2-3 cp roar? Yes, 2 cp roar lasts 19s, I think that 1s window can be spared. Frees up a lot of cp "wiggle room" in your rotation, because at max, you need 15 cp max per 20s(this is counting for CP overflow), which I think is more manageable than 18 cp max per 20s. Minimum would of course be 12 cp per 20.
Note: I'm doing these napkin calcs with the assumption the average cp ability costs 35 energy. It's more convenient because a mangle build has just mangle(34) and rake(35) Anyone have an idea what average energy per cp is for a shred build?
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01/13/09, 11:00 PM
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#312
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Von Kaiser
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I never really thought about the 19 second rip thing before, now I am wondering if re-applying rip right after the debuff falls off (at 19 seconds) prevents the 10th tick or not?
People mentioned this "bug" is being fixed soon, how are they addressing this issue? reducing the 2T7 to 2 seconds or making it 4 seconds?
In regards to the 5cp Rip, SR, FB rotation, that seems ludicrous to me. At least with any kind of semi-decent Rip uptime.
I am currently using a 2-3cp SR -> 5cp Rip rotation, which feels "nice", and is manageable even with bad luck with crits. Sometimes I am refreshing SR early or wasting CPs by putting in extra shreds while sitting on 5cp waiting for Rip to fall off, but I like the "feel" of the rotation and the near 100% SR/Rip uptime.
I have been curious about potential ways to work FB into a rotation, but have not had the time to tinker with it yet (also my gear may be a little crit lacking to make it viable yet), so if anyone has other suggestions about working FB into a rotation I would love to hear it.
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01/14/09, 12:32 AM
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#313
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Don Flamenco
Night Elf Druid
Runetotem (EU)
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What's the problem if rip expire? It's simply a finisher there is no reason to keep it always active at the expense of FB. If you FB soon enough (with about 3 tick of rip left). Using FB and the obviosly build cp for SR and then RIP will let RIP expire, but will increase your dps more than waiting RIP to expire to reapply it.
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01/14/09, 12:42 AM
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#314
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Piston Honda
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Originally Posted by Aldhissla
I never really thought about the 19 second rip thing before, now I am wondering if re-applying rip right after the debuff falls off (at 19 seconds) prevents the 10th tick or not?
People mentioned this "bug" is being fixed soon, how are they addressing this issue? reducing the 2T7 to 2 seconds or making it 4 seconds?
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The debuff doesn't fall off after 19 seconds; the timer goes to 0 and stays at 0 for one second before the last tick occurs and the debuff falls off. (At least, this is true with my UI - x-perl.) If you reapply rip at 19 seconds you lose the last tick.
As for the fix, the PTR patch notes say "Dreamwalker Battlegear: The Rip bonus is now 4 seconds instead of 3."
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01/14/09, 4:58 AM
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#315
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Piston Honda
Tauren Druid
Kargath (EU)
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I do have 2 questions:
a) People talk about opening with rake - mangle - SR or maybe mangle - rake - SR. Correct me if I'm wrong, but that first rake is made without SR, so all ticks are calculated with less AP right? Isn't it better to open Mangle - SR (with 1 or 2 CP) - Rake?
b) What is your strategy on Berserk? I usually try to use a Tigers Fury so I end up at ~85 Energy, then use Berserk, which brings me to 95 Energy. And then? Just do shreds, refresh mangle/rake and waste lots of CP, because rip and SR don't need refreshing? I assume FB during Berserk is a quite bad idea, right?
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