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11/05/08, 7:39 AM
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#4096
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Von Kaiser
Human Rogue
Shadowsong (EU)
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Originally Posted by Neto-
And having a Ruthlessness proc right when SnD it is about to drop...
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It just pictures that you have to be very unlucky to get S'n'D dropped with 4/5 CttC. And you get two talents to spend on Opportunity instead. And remember - we are talking about one last week of raiding - obviously there will be few nerfs and buffs before we start Naxx, that may affects builds. And meanwhile - each of us will respec into one's favorite solo spec. Mine will be burst-mutilate/stealt, I believe
Originally Posted by Neto-
And yes, it does. 17%.
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Thanks for the info. Couldn't decided if I should put +crit or +hit badge dagger in OH. And obviously - still can't :>
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11/05/08, 7:49 AM
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#4097
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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Originally Posted by MasterDinadan
It's not surprising that you don't notice a difference. These items are so close in quality that you'd need a huge number of observations to observe any statistically significant difference in your average DPS. Frankly, in-game testing is so prone to human error (and sampling error, or "randomness") that it is not reliable for detecting small changes. Use a spreadsheet to figure out which is better.
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I think you meant "Use a spreadsheet to figure out that they're almost identical, enabling you to save your DKP by not buying it in the first place". Upgrades that marginal really aren't worth obsessing over.
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11/05/08, 9:28 AM
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#4098
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Glass Joe
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I was thinking the other day about how double mutilate crits get a "wasted" CP from seal fate, and I wondered how not taking 5/5 SF would impact CP generation. I found that a rogue with a 45% chance to crit with mutilate loses about 3.9% of their combo points generated (by mutilate only) with 4/5 compared to 5/5. If this is the case, is there some talent worth taking an extra point in that could lead to an overall increase in DPS, or do the extra combo points trump everything else?
I wrote this with the assumption that every muti rogue gets 5/5 Seal Fate, and I suppose that's not necessarily the case. Is there any established wisdom on Seal Fate's value point by point?
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11/05/08, 9:42 AM
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#4099
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Glass Joe
Human Rogue
Destromath (EU)
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Originally Posted by Nobb
I was thinking the other day about how double mutilate crits get a "wasted" CP from seal fate, and I wondered how not taking 5/5 SF would impact CP generation. I found that a rogue with a 45% chance to crit with mutilate loses about 3.9% of their combo points generated (by mutilate only) with 4/5 compared to 5/5. If this is the case, is there some talent worth taking an extra point in that could lead to an overall increase in DPS, or do the extra combo points trump everything else?
I wrote this with the assumption that every muti rogue gets 5/5 Seal Fate, and I suppose that's not necessarily the case. Is there any established wisdom on Seal Fate's value point by point?
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If I remember correctly, there was some math earlier in the thread leading to the conclusion that anything more than 2 or 3 points in SF would net only a marginal DPS increase. I'll try to dig it up...
EDIT: And here it is.
Last edited by Imbattable : 11/06/08 at 3:48 AM.
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11/05/08, 9:53 AM
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#4100
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Glass Joe
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I have had some trouble lately with Killing Spree giving me an "invalid target" note when I try to use it. It seems to be only on ghostly type mobs but not all of them. Is this a bug or is there something about Killing Spree that I have missed?
As a side note I was tossed off the tower while fighting Nightbane in Kara. I popped Killing Spree on the skeletons and it chose the dragon as one of the targets while he was up in the air past the edge of the ramparts. He then fireballed me to death on the ground below. Hurray for fun with the spree.
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11/05/08, 11:37 AM
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#4101
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Von Kaiser
Human Rogue
Shadowsong (EU)
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Originally Posted by Pepperry
As a side note I was tossed off the tower while fighting Nightbane in Kara. I popped Killing Spree on the skeletons and it chose the dragon as one of the targets while he was up in the air past the edge of the ramparts. He then fireballed me to death on the ground below. Hurray for fun with the spree.
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Oh... pure win.
And I thought that my Ember of Azzinoth, which decided to pull 1st boss in MgT hero when we were starting trashes in the room was fun...
But really - those moments give a flavor to farming old instances, don't they?
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11/05/08, 12:07 PM
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#4102
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Von Kaiser
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Originally Posted by Pepperry
I have had some trouble lately with Killing Spree giving me an "invalid target" note when I try to use it. It seems to be only on ghostly type mobs but not all of them. Is this a bug or is there something about Killing Spree that I have missed?
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I haven't thought through the theory behind this, but it seems Killing Spree can do some wonky things from time to time. The anecdote I have to give is on Kalecgos. I save my DPS cooldowns for when I'm in the spectral realm, and I simply cannot use Killing Spree on Sathrovarr the Corruptor. I theorize that this is because KS is either ignoring him, or being overridden and attempting to target Kalecgos, and so it just gives me error messages and doesn't use the skill.
If someone else has noticed this in this thread already, feel free to move along; nothing to see here folks.
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11/05/08, 12:22 PM
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#4103
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Don Flamenco
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They could clean up Killing Spree by making a glyph that prevents it from changing targets at all, would be very useful as a minor glyph, but probably not worth a major slot for PVE, with SnD, Rupture, and Sinister Strike basically being required.
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11/05/08, 12:34 PM
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#4104
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Piston Honda
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Originally Posted by Demi9OD
They could clean up Killing Spree by making a glyph that prevents it from changing targets at all, would be very useful as a minor glyph, but probably not worth a major slot for PVE, with SnD, Rupture, and Sinister Strike basically being required.
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It would be a fantastic PvP glyph, probably even overpowered, but we're not really here to talk about that. I think the most reasonable change they could make to KSpree without making it broken is to guarantee that you will return to the first target you hit. We're not really here to talk about how things could be different either though.
Timing KSpree is often an important issue to consider. You want to use it at a time when you'll maximize it's damage, but you also don't want to end up bouncing to some random mob, or into some AoE damage. Now that it makes you unstoppable, it's ideal to pop it right before a stun or a fear hits you, if you are able to time it.
On Nightbane, I wouldn't use it during the skeleton phase, even if not for the possibility of warping off the edge. I'd use it right before a Bellowing Roar.
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11/05/08, 1:18 PM
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#4105
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Glass Joe
Night Elf Rogue
Barthilas
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Originally Posted by wintermuteCF
I haven't thought through the theory behind this, but it seems Killing Spree can do some wonky things from time to time. The anecdote I have to give is on Kalecgos. I save my DPS cooldowns for when I'm in the spectral realm, and I simply cannot use Killing Spree on Sathrovarr the Corruptor. I theorize that this is because KS is either ignoring him, or being overridden and attempting to target Kalecgos, and so it just gives me error messages and doesn't use the skill.
If someone else has noticed this in this thread already, feel free to move along; nothing to see here folks.
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Have read the vast majority of this thread and have not seen this mentioned. I noticed this also. I have cleared all of BT and SWP with Killing Spree in my spec and Sathrovarr is the only mob I've experienced this with.
I guess, it is necessary to compile a list of any other mobs that have this (broken) mechanic, to further explore the issue?
Last edited by Tyst : 11/05/08 at 1:39 PM.
Reason: Missing word and unnecessary capital.
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11/05/08, 1:52 PM
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#4106
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Glass Joe
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KSpree "Invalid Target" issues have already been mentioned in this thread here and here in reference to the Kalecgos fight.
Yesterday GC did mention they were aware of some of the positioning gripes about KSpree such as it not returning you to the original target in a multi-target sittuation and posisioning/facing issues upon completion when used on a single target. Unfortunately, we aren't likely to see any such changes in the near future. I, however, don't recall them referencing the reported "invalid target" issues yet.
Last edited by Manaba : 11/05/08 at 2:54 PM.
Reason: referenced GC comments and improved clarity
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11/05/08, 2:32 PM
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#4107
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Glass Joe
Blood Elf Rogue
Norgannon
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Has anyone figured out the optimal rotation for Combat spec with KS? Just curious if anyone has done that as I have been afraid of the new talents.
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11/05/08, 2:38 PM
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#4108
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Bald Bull
wut
Gnome Warlock
No WoW Account
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Originally Posted by Chaboi
Has anyone figured out the optimal rotation for Combat spec with KS? Just curious if anyone has done that as I have been afraid of the new talents.
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Rotation? Killing Spree is a 2 minute cooldown ability, thus you want to use it as soon as possible*. Anyways, as of current live build, you can't use specials while under Killing Spree, so you want to activate it after you have used all your energy and have Slice and Dice up.
*Obviously there are many complications with the ability, boss-fight dependent. It shouldn't be too hard to figure out when it is a bad idea to use KS, though.
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Originally Posted by Aldriana
But while Vulajin is only a pale shadow of my brilliance, he still contributes a fair amount to the community so I'd feel guilty 
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11/05/08, 4:28 PM
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#4109
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Im***est.
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Originally Posted by Neto-
Rotation? Killing Spree is a 2 minute cooldown ability, thus you want to use it as soon as possible*. Anyways, as of current live build, you can't use specials while under Killing Spree, so you want to activate it after you have used all your energy and have Slice and Dice up.
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Having Slice and Dice up is immaterial to Killing Spree as the 10 attacks it triggers are unaffected by haste and, last I checked, it temporarily suspends the normal swing timer (Please correct me if I'm wrong on this one!). I tend to have Slice and Dice up ANYWAY, but it's not what I check for. Personally, I watch for Ashtongue/SoC procs (depending on which of the two I'm using), before popping it, or will use it right after an envenom to get a stack of deadly back up ASAP within the envenom buff.
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11/05/08, 4:35 PM
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#4110
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Glass Joe
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Ok so heres the deal,I recently switched out some gear and such and my dps has improved but,One of the officers thinks my miss on white is 2 high like 14% on bosses(mutilate btw).I'm at 200 hit right now but he's having me run +15hit to gloves tonight to see if it makes a difference,can someone give me a idea of what my swing miss should be as mutilate so I can let my officer know or even let me know if that high is somewhat normal.
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