I've got a question about weapon enchants. Obviously Berserker is the top choice, but my rogue has just hit 80 and I expect to go through a couple sets of weapons relatively quickly before getting something from Naxx25 or Uld10 that I'll hold onto for longer. With that in mind, I was looking into my options for a cheap but effective enchant for these interim weapons.
Shadowpanther has Enchant Weapon - Icebreaker - Spell - World of Warcraft ranked quite well (just behind mongoose) while having relatively modest mat costs. However, searching here the only references I can find are from before 3.0.8, when the damage on the enchant was buffed.
In short my question is: is icebreaker as good as shadowpanther makes it out to be? has any come up with a good estimate for the current DPS contribution of this enchant?
Scenario: HfB duration: max SnD duration: max Rupture duration: 4 seconds Combo Points : 4 Energy : 60
*Cold Blood is on CD.
I am currently 51/7/13 with 4pc T8.
Should I : 1. Envenom and risk ending up with only 3CPs and <60energy when rupture drops, OR 2. Mutilate to 5CP - so energy doesn't cap, but wasting that additional 1(or 2) combo points - and then rupture.
If it is 1, should i then: A. Rupture at 3 CP, OR B. Mutilate to 5 CP (dropping rupture for that few seconds) and then rupture.
Thanks for the response to the JC question btw, i've picked it up
Last edited by Valoth : 06/25/09 at 1:05 AM.
Reason: Clarity
Okay, this is my first post, so please be gentle. I don't know if I fall under the "Do not beg for hand-holding"-banhammer, but I can't find any similar Q's and A's regarding my dilemma.
We are currently working on Thorim in ulduar 25 and of course we have our problems.
I am using the 'standard' mutilate spec and I am the only rogue in the raid. Since we are stuck on arena/hallway I want to try out Throwing Specialization in the combat tree to help out in the arena.
My problem is that I don't have the weapons for a standard combat spec (I've got a mainhand sword and mace - and thats it).
Would my decent daggers (both fast though) be viable enough for a standard CQC combat spec or do you guys have a better suggestion about a combat spec with daggers only? I do know that combat with 2*daggers is a big no-no in general, but I just want to improve our chances to beat phase 1 of the fight, so I guess that I am asking for a posible better combat spec with daggers for the Thorim encounter only.
For one, why do you want to try Throwing Spec? There should always be only one caster up which is the number one focus fire target when it spawns.
You could get a [Glyph of Fan of Knives] (white item text is cool...) to help with AE damage, but you definitly should neither spec throwing spec to interupt the solo spawning caster nor ever spec dagger combat unless the spec undergoes a serious remake.
I suspect your problem is more of a correct focus order on the fight and getting overwhelmed because the mobs heal themselves to the point where more than one healer is up and you can't kill the mobs fast enough.
We had similar problems on Thorim for a while, and we got through it eventually by having one tank grab the champions and we disarmed them and killed them in the group, and we had 1-2 rogues with throwing spec. Once we had everyone dpsing in the same place, we found that even focussing on the champions, everything went down a lot faster, and we didn't have multiple evokers up.
I was in a similar position to you, I had good weapons for mutilate, but not for combat, I had Greed as my main hand. I would suggest that if you are having problems with phase 1 concentrate on that, if your dps is a little low on phase 2 don't worry about it unless you really struggle. Use two slow daggers for FoK, if you have 2/4T8 I would go with WP/DP, wound is handy to prevent any heals that the evokers do get off from being too much trouble.
I've got a question about weapon enchants. Obviously Berserker is the top choice, but my rogue has just hit 80 and I expect to go through a couple sets of weapons relatively quickly before getting something from Naxx25 or Uld10 that I'll hold onto for longer. With that in mind, I was looking into my options for a cheap but effective enchant for these interim weapons.
Shadowpanther has Enchant Weapon - Icebreaker - Spell - World of Warcraft ranked quite well (just behind mongoose) while having relatively modest mat costs. However, searching here the only references I can find are from before 3.0.8, when the damage on the enchant was buffed.
In short my question is: is icebreaker as good as shadowpanther makes it out to be? has any come up with a good estimate for the current DPS contribution of this enchant?
If you just hit 80 then your gear is probably still going through the "training greens" to your regular 80 gear. I've found [Titanium Weapon Chain] to be a very cheap (10-12g in my server) weapon enchant. +28 hit helps when you haven't gotten your normal lvl 80 gear yet.
For one, why do you want to try Throwing Spec? There should always be only one caster up which is the number one focus fire target when it spawns.
Depending on your raid group, you can make your job much easier and your arena damage much higher by having Throwing Spec. Last night I used Kick a total of once. Our "focus" is only so much as "well, melee attack this target and use single target skills when you can't AoE"
Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
Well I'm Combat swords and used my secondary talent spec. to get Throwing Spec.
We have 2 tanks in the Arena, one grabbing all the mobs for Aoe killing and one to grab the Champs. We focus fire all the DPS on the Champ, using Disarm & Dismantle in rotation to kill the champ in about 8 seconds, then we open up with Aoe, Toting the Aoe Tank and Fok'ing till the next Champ spawn. Rinse and repeat.
After checking the WWS report and looking at the Throwing Spec interrupts, it showed the Evokers were interrupted quiet a bit, almost every one that spawned.
This made it easier to control the number of mobs in the Aoe packs.
I have a most likely stupid question but I was wondering if Close Quarters Combat has an affect on Fan of Knives?
Basically if you are either specced for swords or maces would you lose 5% crit on FoK?
Thanks in advance.
If you're specced CQC and using fist/dagger, you have 5% to all attacks made with those weapons. This includes CQC.
If you're swords or maces, you don't have that 5% crit, no. Just the same as Sinister Strike, Eviscerate, Rupture (4t8) or anything else doesn't have that 5% crit.
I have a quick question in reference to combat rotation and efficiency:
In Aldriana's spreadsheet, my rotation is: 3.8 snd/5r/5e I try and follow this very closely but more often than not I'm short on my eviscerates. With the complexity of shitty glyph procs for SS. I'm left wondering if it would be better to (at 3 cp's) SS and if I DON'T proc just finish with 4cp's so
a) I don't waste a proc if it were to happen
b) allow for me to not short eviscerates.
Or do you think it'd be better to short Eviscerate if I don't get 5cp's?
Last question is it more efficient to (trash and CD blowing) to immediately blow BF, 1 cp snd, then KS and once landed pop AR get to a 4cp snd and start my rotation? What do you guys do if your just blowing everything you got? Thanks in advance!
For many classes that have multiple DPS trees, there is often a point where one surpasses the other(s) at a certain gear threshold. For example, for Warriors, Arms will outshine Fury until the Warrior starts completing his BiS Ulduar set, as the mechanics scale better. I notice that the majority of the top Rogue parses belong to Combat specs and understand from these forums that, generally, Combat holds a bit of an edge.
Simply put, I'm wondering if this is the case for Assassination vs. Combat or if there is more of a parallel gear curve whereby Combat always maintains an edge. I'm sure there are important variables to consider (eg. all things being equal, an Arms Warrior will remain competitive longer if they're using an Axe or Polearm), but was curious if there was an unscientific "rule of thumb" or if some Rogues who have experienced both could relate their experience.
For many classes that have multiple DPS trees, there is often a point where one surpasses the other(s) at a certain gear threshold. For example, for Warriors, Arms will outshine Fury until the Warrior starts completing his BiS Ulduar set, as the mechanics scale better. I notice that the majority of the top Rogue parses belong to Combat specs and understand from these forums that, generally, Combat holds a bit of an edge.
Simply put, I'm wondering if this is the case for Assassination vs. Combat or if there is more of a parallel gear curve whereby Combat always maintains an edge. I'm sure there are important variables to consider (eg. all things being equal, an Arms Warrior will remain competitive longer if they're using an Axe or Polearm), but was curious if there was an unscientific "rule of thumb" or if some Rogues who have experienced both could relate their experience.
In general, the two specs have such wildly different gear needs that the spec which will perform better often depends on the gear availiable to a particular rogue. The two specs are, on non-murderable mobs, roughly even, with Mutilate having slightly higher static max dps potential, and Combat awarding significantly more utility and burst. Against Murderable targets, Mutilate far surpasses combat in single target DPS, but again, Combat's burst can offset this in many cases.
I have a question regarding how to increase my dps. I'm having problems with my GL who keeps asking why myself and another rogue aren't "doing 8k dps" or outdpsing the feral druid in our raids who consistently tops the meters. He insists that it has nothing to do with gear (which I believe to be my primary hindrance right now). Even still, 8k dps is, from what I've seen from parses, top end and I'm surmising that most rogues are doing 6.5k average (just a guess). I run a strict mutilate cycle rarely letting anything drop off. Gear spreadsheets show me at 6k-ish which is pretty good if it's a straight tank and spank. What do you guys think. I probably do anywhere from 4.5-6k depending on how much I have to move.
First, gear "does" matter. You should always compare yourself with similarly geared people. Second, I don't know if your feral constantly does 8k dps on Ignis for example, but doing 6k is pretty good on that fight. Of course your dps is also a function of the length of the fight and the buffs/debuffs available. I advise you to check WWS parses of fights of similar length to decide. That way, you can also compare your gear with the gears of the people there.
Edit: Also, the dps of feral druids has been found too high and will be nerfed in the next patch.
I have a question regarding how to increase my dps. I'm having problems with my GL who keeps asking why myself and another rogue aren't "doing 8k dps" or outdpsing the feral druid in our raids who consistently tops the meters. He insists that it has nothing to do with gear (which I believe to be my primary hindrance right now). Even still, 8k dps is, from what I've seen from parses, top end and I'm surmising that most rogues are doing 6.5k average (just a guess). I run a strict mutilate cycle rarely letting anything drop off. Gear spreadsheets show me at 6k-ish which is pretty good if it's a straight tank and spank. What do you guys think. I probably do anywhere from 4.5-6k depending on how much I have to move.
To be honest, to me it sounds as though your raidleader doesn't really know the classes and is thus demaning the impossible.
Ferals will outdps rogues and 8k is ridiculously high. On a fight like hodir... sure, but on a more or less static fight without massive damage buffs even my spreadsheet won't give me more than 7k
Ask him to show you the parse that he's talking about where rogues get 8k on that fight. The only fights where at least 8k can be expected are XT on normal and Hodir. Another thing to consider is he might be looking at parses where the rogue strives to pad the meters with FoK instead of killing a boss the typical way.
The guild to Wotlk for rogues is very helpful for PVE. However, I am starting to do some PvP. What is a great pvp build that uses daggers, as I have sinister's revenge and murder? Also does the stronger weapon go in the mainhand? Where does the faster weapon go? What poisons should I use? Enchants? Gems? glyphs? Tyvm.
EJ is mostly PvE oriented; for answers to questions like that you'd be better served by going somewhere like Arena Junkies.
Between Flame Cap and Thistle Tea, which is more beneficial to pop first? I know that You can weave Tea->Cap->Tea to use both, but is one particularly stronger than the other?
I know crit cap scales with the amount of hit rating one has. Is there a chart where I can see crit cap to the amount of hit, that way none of my crit is being wasted.
I've seen questions being asked time and time again on the official forums and other sources concerning optimal heirloom weapons for Combat leveling. Nevertheless, no conclusive answer has been given, so I came here.
Coupled with [Venerable Dal'Rend's Sacred Charge] as your MH (I’m assuming we all accept this as being the best possible MH for combat), what is the best heirloom offhand to get if you plan on leveling to 80 via Combat Spec?
Here are the options:
[Battleworn Thrash Blade]: This apparently is too slow to receive the full effect of Combat Potency and Sword Specialization? But is Slow/Slow really that bad?
[Sharpened Scarlet Kris]: A nice fast offhand though it wont receive the full benefits of Combat Potency coupled with Sword Specialization considering it is not a Sword.
[Balanced Heartseeker]: Better stats than the Sharpened Scarlet Kris and has a higher MAEP value but not as fast so I'm not sure if this is calculated into how the weapon interacts with both talents. Also not a Sword.
<SNIP>
I would recommend one of the daggers. Although it may not be optimal DPS, it will save you the hassle of leveling your dagger skill later on.
I know crit cap scales with the amount of hit rating one has. Is there a chart where I can see crit cap to the amount of hit, that way none of my crit is being wasted.
You can only crit a hit. As long as you still have regular "white" hits on your hit table, you don't need to worry about it.