We have just started to make some progress through U25, I have just won the 8.5 legs and from what I undrstand from before, it isn't worth breaking my 7.5 4/5 until I have at least 2 parts or even 4 parts of 8.5.
Is this still the case? Also I was wondering if it would be woth using a 8.0 peice to fill in the gap for the 4 set T8 bonus. I have been using teh spreadsheet but wondered what people opinions were for when to break the set bonus of T7.5
Is this still the case? Also I was wondering if it would be woth using a 8.0 peice to fill in the gap for the 4 set T8 bonus. I have been using teh spreadsheet but wondered what people opinions were for when to break the set bonus of T7.5
I just talked to the people, their opinion is that you believe the spreadsheet.
I've tried my best to follow the guide, but I always have trouble with my combo points getting to 5 with too much time left on slice and dice and rupture, but when I eviscerate, I can't get back up to 5 to start rupture before it's been off for a few seconds without letting slice and dice fall off. I mostly fixed that problem by eviscerating at 3 or 4 combo points depending on how much time I have left on rupture, but I'm not sure if that's optimal for DPS. So, my question is, what do you guys do to smooth out your rotations? For example, what do you do if you have 5 combo points, 6 seconds left on rupture, 10 sec left on SnD and you're at half energy? An eviscerate will mean not having rupture for a while. Slice and dice will waste 10 sec on the current one. Do you just keep sinister striking until you can rupture, or should this situation not happen in the first place with an early eviscerate every time? Or am I missing something big about the rotation?
Thanks for any suggestions.
Several things that might work for you.
SnD at 12 secs or less, also consider changing your KSp glyph for SnD. Which should pretty much solve that. While a powerful talent, I don't find reducing the CD on KSp is really advantageous in a PvE environment. It's just not safe to throw it that often.
Are you using your Thistle Tea? Seriously, I forget ALL the time, and kick myself for it later.
You're an Engineer, the Hyper-speed accelerators are a major energy boost. The haste cranks your energy procs significantly. The rockets are fun, but only REALLY killer in PvP, and aren't even in the same class for pure DPS boost.
Pool for a couple seconds, drop the Rupture, With talented SnD & the Glyph, a 1-2 CP SnD can get you through tough spots without letting it fall off.
Check your group composition an consider working in an Expose. You get full value no matter how many combo points you use. I've run in quite a few groups of all sizes lately, with no warriors, or BM Snakes, in those cases I've begun using all my "extra" CP's to keep EA up as much as possible. Same cycle, 3s, 5r, 5e(ea).
In a choice between SnD & Rupture, as Combat, I believe you always want to keep SnD up, 100%. The majority of our damage is white attacks. So if Rupture might drop for a couple, then it drops.
Seems to be working ok.
The spreadsheets are as close to the "truth" as you can get right now.
Opinions have a saying associated that I think covers it.
I know that ArP is important in Ulduar. Is it a mechanic of 3.1, or is it a byproduct of the bosses in Ulduar? When I'm in Naxx should I equip my Grim Toll or my Bandit's Insignia?
ArP isn't "important" in Ulduar, it is a good stat whatever you're raiding. However, when it comes to gemming ArP, in mostly late Ulduar (best-in-slot) gear, the value of ArP increases enough that it becomes worth it.
That said, the spreadsheet will be the best place to find the answer to your question, but I suspect Grim Toll will come out above either way.
I know that ArP is important in Ulduar. Is it a mechanic of 3.1, or is it a byproduct of the bosses in Ulduar? When I'm in Naxx should I equip my Grim Toll or my Bandit's Insignia?
Thank you.
Grim Toll even before Ulduar was one of the best, if not the best, trinket available to a Combat Rogue.
I know that ArP is important in Ulduar. Is it a mechanic of 3.1, or is it a byproduct of the bosses in Ulduar?
The others already said that you should use Grim Toll, but to answer your question directly - yes, it is a result of game mechanics changes in 3.1, where they modified how ArP works, and suddenly boosted Grim Toll from a so-so to one of the best trinkets for Combat.
This is a PvP-related question, but since it ties in with PvE mechanics it is probably better to ask here anyway.
I see most rogues use Berserking on their Main hand and Titanium Weapon Chain on their offhand.
Is this because Berserking has more chance to proc off the (slower) main hand ?
Would it really make much of a difference if you switched them when dual-wielding daggers where the speed difference is like 0.2-0.3 max ?
I see most rogues use Berserking on their Main hand and Titanium Weapon Chain on their offhand.
Is this because Berserking has more chance to proc off the (slower) main hand ?
Would it really make much of a difference if you switched them when dual-wielding daggers where the speed difference is like 0.2-0.3 max ?
Openers and finishers generally count as a mainhand attack thus give more chances to proc the effect.
Is there an addon that tracks and displays total current haste?
Slicendice, Bladeflurry, Bloodlust + Potion of Speed ect?
There's an entire EJ forum dedicated to UIs and how to get what you want, I'd try there first. My suspicion is that you can just DogTag a new frame if your UI supports it rather than installing yet another addon.
I have a quick question regarding several daggers i currently have available to me. I've just recently started playing wow again, i raided classic wow and TBC as a mage and decided it was time to bring my rogue back from the dead. I'm working my way through 5 mans and into Naxx and trying to obviously attain the highest dps i can and relearn the class that seems to have changed massivley.
Until recently i was using the Fleshshaper MH and Lightblade OH. Since getting the rising moon i swapped that into my Offhand. Is that the right thing to do?
I've read up alot of weapon speed and poison procs and figure the damage of my mutilates will go up due to the higher damage range of the DoRM but my poision application would go down, thus affecting my damage from poisons and also envenoms but testing it last night i didnt seem to have much of an issue getting 5 stacks of deadly on a target, but i'm unsure about the white damage changes it would bring to my offhand.
I know this is pretty basic stuff but so many sites seem to still ahve notes pre 3.1 patch and reccomend faster mainhands etc. if i can get this sorted out i can finally catch up with the mechanics of the class.
You've done the right thing with swapping the Dagger of the Rising Moon into your offhand. Weapon speed is no longer the huge deciding factor it once was. If you're re-learning your rogue have a read through this thread, it should have an answer for just about all your questions: http://elitistjerks.com/f78/t37183-p...updated_3_1_a/
I'm muti and thus open with it for raids/heroics and see a definite drop in DPS once it's gone (for the obvious reason that I'm one DoT down), is it therefore worth it to vanish and apply it on bosses, etc? Should I be using it more than just as an opener or is it not worth it? I believe I'd be able to keep up my rotation without SnD, rupture or HfB dropping to just vanish and immediately throw in garrote.
I'm muti and thus open with it for raids/heroics and see a definite drop in DPS once it's gone (for the obvious reason that I'm one DoT down), is it therefore worth it to vanish and apply it on bosses, etc? Should I be using it more than just as an opener or is it not worth it? I believe I'd be able to keep up my rotation without SnD, rupture or HfB dropping to just vanish and immediately throw in garrote.
Yes you should. By vanishing and reapplying your garrote you are also triggering overkill, assuming you have chosen it as a talent (which you should have), which is defiantly a dps increase. You should be using Vanish whenever possible in boss fights (on the condition that you do not overlap the overkill buffs).
When I asked a similar question about vanish and overkill the reply I got was just to continue my rotation after vanish and minimise the time I'm in stealth and not autoattacking. Is there some consensus on the best way of using vanish to maximise dps?
Couldn't find anything about this and i don't know how to calculate it so i'm dropping the question...
Let's suppose we have two copies of the same OH, for example Webbed Death. One with Wound Poison the other with Deadly Poison. We use 1st the one with DP, we let the 5x charges apply on the mob (no shiving ofc) and then swap to the wound poison one. At around 5 secs from DP dropping we swap again, get the DP refreshed and swap again to WP.
Could this outweight the weapon swap cooldown becoming a significant dps increase, a minimal dps increase not to care a bout, a decrease in dps?
Regarding the OH swapping for poisons, in the end you would see a dps decrease, either because your attention was elsewhere and you let DP drop, you swapped out and the RNG screwed you on DP procs thus dropping the stack or more likely just because you've made your cycle too bloated with the extra gcd's from swapping OH's so often.
When I asked a similar question about vanish and overkill the reply I got was just to continue my rotation after vanish and minimise the time I'm in stealth and not autoattacking.
Make sure you pool enough energy that you can vanish and use garrote instantly. Otherwise you could find yourself in a position where you are pooling energy in stealth (not attacking) which will result in a dps loss because you are not attacking anything and you could potentially screw up your rotation.
I have a question about a couple Trinkets. In particular, Bandit's Insignia and Grim Toll.
My spreadsheet doesn't list the Bandit's Insignia so I'm not 100% sure what to think. I am Mutilate speced and hit capped (soft hit for poisons of course). So, all that hit on the Grim Toll isn't so valuable. Obviously the Armor Pen proc is nice but once again, it isn't a huge stat for Mutilate.
The reason I can't just sum the EP's of these trinkets is because I don't know how to give out EP's for something like the Bandit's Insignia DMG proc.
So basically, I'm asking what's better? My intuition tells me the Grim Toll is far better if you can really use the hit on that trinket. But for someone that is at the soft cap (really I'm at like 250 hit since I always have a Spriest/Boomkin in 10's and 25's) is the Grim Toll still superior? That 190 ATK PWR hurts to lose.
So, if you're soft hit capped, would you use Grim Toll or Bandit's Insignia as a Mutilate Rogue?
I have a question about a couple Trinkets. In particular, Bandit's Insignia and Grim Toll.
My spreadsheet doesn't list the Bandit's Insignia so I'm not 100% sure what to think. I am Mutilate speced and hit capped (soft hit for poisons of course). So, all that hit on the Grim Toll isn't so valuable. Obviously the Armor Pen proc is nice but once again, it isn't a huge stat for Mutilate.
The reason I can't just sum the EP's of these trinkets is because I don't know how to give out EP's for something like the Bandit's Insignia DMG proc.
So basically, I'm asking what's better? My intuition tells me the Grim Toll is far better if you can really use the hit on that trinket. But for someone that is at the soft cap (really I'm at like 250 hit since I always have a Spriest/Boomkin in 10's and 25's) is the Grim Toll still superior? That 190 ATK PWR hurts to lose.
So, if you're soft hit capped, would you use Grim Toll or Bandit's Insignia as a Mutilate Rogue?
Any trinket on the spreadsheet is better than any trinket not on the spreadsheet from Naxx or below, as a general rule of thumb. In the case of Bandits Insignia, the proc, because it does not scale with gear, becomes less and less valuable relative to other trinkets as your gear improves. It was a nice trinket in blues and Sunwell gear just starting Naxx because of this, but it's a bad trinket for PvE now.
Hello all, have a quick question that can't be "calculated" very easily through spreadsheets so I'm asking here. When regarding trash pulls in ulduar, would it be more beneficial during those moments as combat to pop AR + BF and spam fan of knives with Malice and RENB or to use my wep swapper to put in my heavy daggers. With daggers at 150% wep damage it seems to be a descent damage increase...but again I don't have the CQC talent currently so seems like swords would be the best route still. Even when I do get CQC (due to a fist wep) and BIS weps...It looks as though the wep damage is EXACTLY the same. Is there variables that are unforseen right now that would push daggers over swords or vica versa? Thank you in advance for your input.
Golden saronite dragon = 610 wep damage
Fang of oblivion = 150% wep damage @ 610.5
Daschal's bite = 387 damage on the top end. X150% would be 580.5 top end damage on each FoK
Golem Shard Sticker = 349 damage on the top end. X150% would be 523.5 top end damage on each FoK
VS.
Malice = 582 top end damage at 100%
Runed edge = 297 top end damage at 100%
Also when FOK successfully strikes a target, does that give a chance for the "extra swing" with the swords specialization as well as autoattacking?
Any trinket on the spreadsheet is better than any trinket not on the spreadsheet from Naxx or below, as a general rule of thumb. In the case of Bandits Insignia, the proc, because it does not scale with gear, becomes less and less valuable relative to other trinkets as your gear improves. It was a nice trinket in blues and Sunwell gear just starting Naxx because of this, but it's a bad trinket for PvE now.
Right, and I sort of assumed that too. I'm only concerned about things that have sliding EP values, such as hit rating. It's EP value gets lower and lower as you reach certain hit milestones. So, a lot of static spreadsheets like Shadow Panther I think are off because they don't take into consideration your current ratings and how things become worth less at certain points, hit being the main offender.
So, even at the soft hit cap, Grim Toll should be better no matter what then?