With the caveat that this is based on intuition more than analysis: I'd say KSp before ARing. The gains for aligning KSp with Deep Insight are marginal at best. KSping during AR is a huge waste of energy. And KSping before AR has the advantage that all the extra finishers done during AR shorten your KSp cooldown and increase the likelihood of squeezing an extra one in over the course of the fight.
It's been my assumption that the best method is to use cp generators at the pull until your TotT buff falls off and you're loosely bottomed out on energy - which will usually leave you a bit into green insight but occasionally will get you to yellow - then ksp and immediately AR. That way you're taking advantage of the 2piece, wasting little energy, getting at least some insight up for kspree, and at little risk of missing a cooldown use due to the one eviscerate you'll perform before getting things on cooldown. The added benefit is that you will then have trinket procs (including full wrath stacks) up for KS while your prepot will still be running as well.
I apologize for throwing in a "well here's how I do it!" because I know that can get spammy. Just thought I'd expand a little bit on what feels like the most efficient solution.
It is not impossible that that has since changed, and if you'd like to re-test (and in particular if you'd like to re-test on beta) that would be great; but what is written there is correct based on the most recent testing we have.
The character sheet stats show energy regen increased when Berserking is used, both Live and on the Beta. (numbers below from Beta)
Base haste: 27.06%
Base energy regen: 13.86
Haste with SnD: 77.88% ( 1.7788 / 1.2706 = 1.4 = 40% increase )
Regen with SnD: 13.86 (no increase)
I have a question regarding the Legendary proc.. In PvE I been having alittle trouble noticing the proc, With my normal buffs are on the top right of the screen, however my focus mainly being towards the center of the screen.. For other buffs I use Power Auras mod to keep track of timers and etc. However I simply can not get a Power Aura to work with the actual Proc of the legendary..
Here's an excellent powerauras setup that I use. It's not too intrusive, it's offset from the center of the screen but not by too much, and it has everything you might need. Including a fabulous sound clip when they proc. Just copy it, select import on powerauras, and then paste it.
← Click Here
Version:4.23; icon:inv_misc_volatileshadow; buffname:Shadows of the Destroyer; x:-154; alpha:0.7; owntex:true; mine:true; combat:true; size:0.25; y:-172; anim2:1; stacks.enabled:true; stacks.x:10; stacks.Relative:BOTTOM
← Click Here
Version:4.23; icon:Spell_Shadow_Shadowfury; buffname:Fury of the Destroyer; x:-65; customname:92349; alpha:0.3; mine:true; customtex:true; combat:true; size:0.38; y:-7; customsound:Sound\Creature\YoggSaron\UR_YoggSaron_Slay01.ogg; anim2:1; timer.h:1.6; timer.enabled:true; timer.cents:false; timer.Relative:BOTTOM
How does the Immune and Resist portions of Cloak work exactly?
We found on H Blackhorn that the Twilight Barrage can be Immuned but only within about 1 second of Cloak being activated (closest data points were 0.6s = Immune, 1.6s = not immune); however if it was not Immuned then the rogue took the full amount of the damage (minus Resistance Aura), killing him if he was trying to solo soak (without Feint). There wasn't any additional resist effect given by the cloak.
Can link logs if needed. (Also, on another forum someone claimed that Immuning the Barrage doesn't stop it hitting the ship, but my logs show that it does stop it hitting the ship, both for rogue and paladin).
It works how you said. Within 1 second of activating it, virtually all mechanics will be immuned. Any other duration and it just depends on the fight - on madness you can resist the blast on fourth platform, for example.
However, there's something important to note. Nothing stops barrages or onslaughts from hitting the ship. Even if 8 people stacked in a barrage, it would still damage the ship. The damage is calculated by adding together all targets within the soak radius, then adding the ship, then dividing it evenly. So while you can solo soak onslaughts (and usually should, on heroic), the ship gets hit dramatically harder than if everyone is inside. I'm unsure if cloak immuning causes you to still halve the ship's damage taken or not, but it's not worth trying to game under most circumstances. Feint will allow you to consistently soak them without any risk of dying, and cloak can be used to clear stacks and allow you to soak another with feint. It's just difficult to get feint to go off and still get there in time, because its activation range is miniscule. Make sure the mobs are being tanked in a good location to allow this, and he'll be fine. Try to get another soaker, though.
However, there's something important to note. Nothing stops barrages or onslaughts from hitting the ship.
Barrages do not hit the ship at all if they hit anything else (including Immune players) -- according to every single log I've ever looked at. Onslaughts do work as you describe.
So while you can solo soak onslaughts (and usually should, on heroic), the ship gets hit dramatically harder than if everyone is inside.
The onslaught is 1.2M (10H), so the ship would get hit for 600K if solo soaked (assuming that a solo immune does cause the damage to be split). That's about the same as a group soak plus a single unsoaked barrage, (barrages are 420K if not soaked) . Is this really a strat that people use? I guess it would depend on having several immunes in your raid.
We found it dramatically easier to have the final onslaught soaked by our fire mage. Blink allows him to reach it through all the fire, the final set of drakes is down and they need to be burned to trigger a transition, and the sapper has just landed with a fresh set of adds. We also soak the third onslaught with our priest, but that's just out of habit. We did it before to get an edge on dps and reduce raid damage, but that's not really relevant with the 20% nerf.
Back on topic, just to clarify the main part of my question: is the 'resist' part of Cloak bugged for Twilight Barrage?
In previous expansions the tooltip said "90% increased chance to resist", although it no longer says that, and my logs show that if the Barrage is not Immuned then the cloak in fact does not provide any additional resistance.
Resistance in this case means something different. There's partial-to-full resistance which comes from having the resistance stat (aura, totem, racials, innate) and is countered by spell penetration (and in previous expansions curse of elements), and there's spell hit chance which is determined by relative level and other mechanics. Cloak doesn't trigger a resist, but a miss. So many spells can be partially (or even fully) resisted but cannot be forced to miss. That's the behavior you would be seeing if barrage goes through cloak.
I was referring to heroic, so the ranged are never really on goriona; they just clean up adds and avoid fire/charge/shockwave as the boss and drake land. I think we're talking about the same thing, but I want to be clear. But yes we burn the drakes immediately after killing the sapper and push the transition as rapidly as possible. Adds will be anywhere between 40% and dead by the time blackhorn lands and is in position, and are always dead before goriona is tankable. Fire clears up not long after she lands unless people are derpish and run through it to avoid shockwaves.