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Old 01/07/11, 7:26 AM   #106
sp00n
Bald Bull
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by Coffin Burier View Post
In the Spoon's spreadsheet the SnD glyph was shown to be the third choice for the Prime Glyph slots.
That was pre-Cata though (and even so just a hack to Lightshadow's sheet), so that may have changed since then.

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Old 01/07/11, 10:00 AM   #107
Bane|Elune
Glass Joe
 
Worgen Rogue
 
Elune
Aldriana,

Is there any validity to using RvS at 2 CP so you have the chance to get the final 2 CP on a glyphed SS? I assume provided it happens that way it’s a DPS boost, but if you have to use 2 more SS to finish, it’s probably the opposite?

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Old 01/07/11, 10:41 AM   #108
Feist-Mok
Im***est.
 
Feist-Mok's Avatar
 
Human Rogue
 
Ysera
Originally Posted by Bane|Elune View Post
Aldriana,

Is there any validity to using RvS at 2 CP so you have the chance to get the final 2 CP on a glyphed SS? I assume provided it happens that way it’s a DPS boost, but if you have to use 2 more SS to finish, it’s probably the opposite?
Using RvS at any point other than exactly 4 CP's runs an identical risk of wasting a Combo Point from a GoSS proc. The only difference between using RvS at 2, followed by two Sinister Strikes, the latter of which is a proc, and using it at 5 CP's is that when the former happens, you don't realize you wasted a CP.

The reason you only use RvS at 4, is because it's the only time you can use RvS during which you can be certain that you won't end up having to Sinister Strike at 4 CP's. Because every time you have to do that, there is a 20% chance of wasting a Combo Point.

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Old 01/07/11, 10:44 AM   #109
Coffin Burier
Von Kaiser
 
Night Elf Rogue
 
Hakkar (EU)
Originally Posted by sp00n View Post
That was pre-Cata though
My fault Spoon. I was confusing your Spreadsheet with the FAQ made by Aldriana: "For a third glyph, Slice and Dice is the current leader, but both Rupture and Revealing Strike seem reasonably competitive."

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Old 01/07/11, 4:15 PM   #110
Golijov
Piston Honda
 
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Worgen Rogue
 
Alterac Mountains
Originally Posted by Coffin Burier View Post
Because of RvS beeing buffed and finishers remaining unchanged, I'd assume that the value of the RvS glyph should remain unchanged as well, as it stacks additively with the RvS buff and not multiplicatively.

In the FAQ (edit) the SnD glyph was shown to be the third choice for the Prime Glyph slots.
While the glyph will provide the same increase in finisher damage as it does currently, the buff to RvS makes the RvS glyph even less attractive when compared to other glyphs (primarily rupture glyph).

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Old 01/07/11, 4:17 PM   #111
Ryck
Glass Joe
 
Human Rogue
 
Dalvengyr
energy capping

think tank this... if energy capping is going to become a problem can we not drop relentess strikes?

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Old 01/07/11, 4:25 PM   #112
Golijov
Piston Honda
 
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Worgen Rogue
 
Alterac Mountains
It'll only be worthwhile to do so if the value of relentless strikes minus the value of the energy lost to capping is less than the value of the next best alternative for those 3 talent points. In the past relentless strikes has been very far ahead of any other low-tier ability in dps value so it's unlikely. That said I imagine figuring out the dps value of energy lost to capping (only in the few seconds after a RS proc) is somewhat tricky (it's certainly beyond my mathematical skills).

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Old 01/07/11, 6:59 PM   #113
Kuroiryu
Glass Joe
 
Human Rogue
 
Emerald Dream
Deep Insight Priority

During Deep Insight, is it still better to put up SnD if it falls off or should I keep pumping out the other finishers?

I'm guessing a 1CP SnD would be optimal to keep it going without wasting too much potential damage.

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Old 01/07/11, 11:40 PM   #114
Sarvius
Don Flamenco
 
Goblin Rogue
 
Maiev
SnD is the bread and butter of combat's damage. It increases every aspect of your damage spread because it affects white attacks, poisons, and specials through combat potency. It should never ever be voluntarily left down. Maybe loatheb, but probably not even then.

Even with deep insight you should be maintaining roughly the standard rotation; anticipate that snd is about to fall off and get as many cps as possible to refresh it with. 1 cp will mean you need to refresh it again during deep insight and is far from ideal. It's better than not refreshing it, but usually a 1 cp snd is not efficient enough to be worth it. The "it doesn't matter how many cps you refresh it with" isn't meant to convey that all cp levels are equally efficient for snd, it's meant to convey that you need to refresh it immediately regardless of how many cps you have. The only change is that you shouldn't be applying a rupture during deep insight.

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Old 01/08/11, 3:51 PM   #115
coolcreep
Glass Joe
 
Night Elf Rogue
 
Kilrogg
Originally Posted by Sarvius View Post
SnD is the bread and butter of combat's damage. It increases every aspect of your damage spread because it affects white attacks, poisons, and specials through combat potency. It should never ever be voluntarily left down. Maybe loatheb, but probably not even then.

Even with deep insight you should be maintaining roughly the standard rotation; anticipate that snd is about to fall off and get as many cps as possible to refresh it with. 1 cp will mean you need to refresh it again during deep insight and is far from ideal. It's better than not refreshing it, but usually a 1 cp snd is not efficient enough to be worth it. The "it doesn't matter how many cps you refresh it with" isn't meant to convey that all cp levels are equally efficient for snd, it's meant to convey that you need to refresh it immediately regardless of how many cps you have. The only change is that you shouldn't be applying a rupture during deep insight.
While everything you say about keeping up SnD at all times is 100% true, your point about SnD being inefficient at 1 cp is not always true, depending on talents/glyphs. For myself, my 1cp SnD is 23 seconds, as compared to 41 seconds at 5cp. If someone didn't have SnD glyphed, then it could be optimal to get more CPs for it, but a 1cp SnD is perfectly fine if you have it glyphed.

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Old 01/11/11, 3:15 PM   #116
Jestyr991
Von Kaiser
 
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Worgen Death Knight
 
Stormreaver
From what I am understanding the new combat mastery is a Main-Hand attack for 100% damage that can proc its self and also can proc Combat Potency, and its self. It looks like rogues have the old windfury totem to them selves, and part of me thinks this may bring mastery up over haste for EP value, just needs more testing I believe.

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Old 01/11/11, 3:20 PM   #117
Halbarad
Von Kaiser
 
Human Rogue
 
Ravencrest (EU)
Originally Posted by Jestyr991 View Post
From what I am understanding the new combat mastery is a Main-Hand attack for 100% damage that can proc its self and also can proc Combat Potency, and its self. It looks like rogues have the old windfury totem to them selves, and part of me thinks this may bring mastery up over haste for EP value, just needs more testing I believe.
From testing Ive been doing on the PTR its lost the Combat Potency ability (100 MG procs, 0 CP procs), I'm not sure if that is a drop in its EP or a gain with todays changes tho.

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Old 01/11/11, 3:28 PM   #118
Jestyr991
Von Kaiser
 
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Worgen Death Knight
 
Stormreaver
Originally Posted by Halbarad View Post
From testing Ive been doing on the PTR its lost the Combat Potency ability (100 MG procs, 0 CP procs), I'm not sure if that is a drop in its EP or a gain with todays changes tho.
How did you test this by the way? Because if your auto attacking and getting no CP procs there could be just a bug.

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Old 01/11/11, 3:31 PM   #119
Halbarad
Von Kaiser
 
Human Rogue
 
Ravencrest (EU)
Originally Posted by Jestyr991 View Post
How did you test this by the way? Because if your auto attacking and getting no CP procs there could be just a bug.
I used Wildflowers in my ofhand, so I dont hit with it, I also checked by standing at an angle and only using SS (with a dagger in offhand) it still procs MG, both yield 0 CP return.

Edit, and yes if I stand normaly and use a dagger I get CP procs from offhand hits.

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Old 01/11/11, 3:35 PM   #120
Gorathra
Glass Joe
 
Night Elf Rogue
 
Gilneas
I would think that the 5% increase in AP from vitality (not to mention energy regen) would also help the damage of an extra MH hit

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