Originally Posted by shixxor
2) Should I always keep rupture up, no matter how many points like mutilate rogues or is it more profitable to sometimes let it run off and build up a 5cp rupture?
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No one answered your question, so here it is. As combat you never ever perform a damaging finisher under 5 cps. When you have 5 cps you check if rupture is about to fall of, and if not you eviscerate. If it happens that you eviscerate and then you have to refresh your SnD with your next cps, it's not an issue. Rupture just does slightly more damage than evis, so you use it whenever you have the option to.
The reason that mutilate runs 4+ envenom and 1+ rupture is because it's not the abilities themselves that provide the majority of the benefit but their secondary effects (envenom buff and venomous wounds). So you run 4+ envenom because if you hit 4 cps, you would lose more dps by hitting mutilate and wasting 1-2 cps than you would by simply deducting 1 second from the envenom buff duration and having your envenom hit slightly softer. With rupture it makes almost no difference how much damage the ticks themselves do, you just want to maximize the number of venomous wounds procs that you can, so you refresh with whatever cps you have when it wears off.
Combat, on the other hand, has no secondary benefit to finishers (apart from restless blades, which scales directly with number of cps anyways). It's just an energy-efficient source of damage. And, as you never have to waste combo points because of Revealing Strike being used at 4 cps, you should never really have a reason to use a damaging finisher at 4.