Yogg+0 spec and rotation question mainly concerning phase 3:
I've been toying around with a Combat spec with points in Imp Thrown instead of Weapon Expertise (I run Mutilate on all other Ulduar fights so my expertise is already capped.) Presuming that you're running this kind of spec what kind of rotation should you be using? I generally have Adrenaline Rush up again by phase 3 start, targeting/swinging on an Immortal Guardian for Combat Potency procs, keeping up Slice and Dice and just Fan of Knives away. Is this optimal? I run with Killing Spree, Rupture, Fan of Knives glyphs, now that I think about it I should be running with Fan of Knives ,Sinister Strike and maybe Adrenaline Rush maybe? Considering I don't use KS on p3.
I've also heard about going with a Hat build that encompasses Dirty Tricks strictly because of phase 3. Is this just a gimmicky pipe dream or something legit.
Hey guys. I have been mutilate since 2.4 and I have been waiting for the oppertunity to switch back to combat for a bit now just for a chane. I use spreadsheets, but I have trouble comparine weapons across specs. I have been using 2x Sinister Revenge for a bit now, and I am not sure what Combat weapons that are available to me. I have Uld 10 through the keepers on farm as well as Uld 25 up to the keepers. My Question I need help with is what compat weapon combos that are available to me would be a upgrade to me. I would love to make the switch, just need to find the right weapons to not nerf myself.
My guild is working on Yogg 10, and as most guilds first do we're having a problem with phase 2. I believe my best roll on this phase would be adds outside of the brain room on the tentacles . Currently I'm running a pretty much straight forward combat spec with a couple of points moved around to get Throwing Specialization. I was wondering if my thinking in regards to my role in this fight is correct? We run a pretty melee unfriendly 10 man as far as buffs go so bursting in the brain room I'm not in my opinion an ideal candidate.
My ultimate reason for this post was to see if anyone had any recommendations as to changes for the spec that they have found to work well for them. I typically use Malice/Remorse not the maces.
Thanks for any help
In the 10 man Yogg we run, I'm usually outside stunlocking corruptors to keep them from spamming. It's worked for us pretty well so far, but as we start to try the harder modes, would it be better for me to go inside? I'm not sure if the hard mode strat discussion is allowed yet, but it's a pretty basic question.
There is a nice table for weapons for each spec as of 3.1 in the Pocket Guide thread below.
Yea it is a good list, but what I have trouble with is knowing at what point would the combat weapons be better then a specific Mut dagger. I.E. Clam Grasp/Web Deth > SR/SR? Or so I have to go higher into Combat weps before I will be able to surpass my current Mut Daggers. Also curious on that list for Mut OG it has Webbed Death and no Sinister Revenge and my spreadsheet had my higher with SR/SR compared to SR/WD.
W/ epic gems now available, does this tip the scale Belt of the Twilight Assassin < Death-warmed Belt?
even as mutilate, you can toss 40 expertise and 20 agil.
You should use a spreadsheet to find out for yourself.
In general, yes, epic gems increase the value of items with sockets substantially, such that items which were previously a wash with their non socketed counterparts are now a reasonable ways ahead of them.
Yea it is a good list, but what I have trouble with is knowing at what point would the combat weapons be better then a specific Mut dagger. I.E. Clam Grasp/Web Deth > SR/SR? Or so I have to go higher into Combat weps before I will be able to surpass my current Mut Daggers. Also curious on that list for Mut OG it has Webbed Death and no Sinister Revenge and my spreadsheet had my higher with SR/SR compared to SR/WD.
Thoughts?
My thought is that this will be affected by your gear setup to the degree that there is no easy "at X point switch to combat".
Best you might be able to do is pick a somewhat "generic" gear set and test out weapon/spec combinations with that. At first glance I would say there are too many variables at play to expect any sort of really clean line dividing superior mutilate dps and superior combat dps.
Your quality of weapons available will of course dictate when you should switch, but for those "tiebreaker" cases, only a spreadsheet will be able to really tell you what the optimal spec/gear setup will be.
Got a simple question. Am i allowed to post my WMO log and ask for some advice? It's just that i feel like i am stuck at 5k-5,5k dps since a longer time, but when i check some other logs, i see rogues doing 7k dps or in some extreme cases - 10k dps.
No one is doing 10k dps except on unusual fights such as Hodir. over 7k is going to be mostly on stationary single target fights, your gear probably is not at that level even for those fights.
You should enter your gear into the spreadsheet and see the numbers that are being projected, if you are generally within 5-10 percent of that on single target fights, Ignis for example, I wouldn't be too worried.
If not then the best advice I can give you is to read the pocket guide and make sure that your rotation is correct, it is likely you are doing something wrong such as not maintaining close to 100% slice and dice up time.
The slight DPS gain you'd get from doing a weapon swap is canceled by the DPS loss you'd get from losing auto-attacks and any poison/trinket/enchant procs you'd get as a result of those lost auto-attacks.
Actually, if you were going to switch, you would be switching to a pre-poisoned enchanted weapon so procs would not be lost. I use a macro to a slow weapon for fan of knives then it macros back to my fast offhand for normal combat. There isn't really a big reason that this wouldn't work for KS, although I think there is a gcd involved in the weapon switch that could delay your ks.
We've recently killed Yogg-Saron 25 with the guild, nothing impressive obviously.
I've also just acquired my 4pieces T8.5, not that it really matters.
I was wondering though. My current Weapons are :
Mainhand: Golden Saronite Dragon ( [Golden Saronite Dragon] ) (Berserker Enchant)
Offhand: Golem-Shard Sticker ( [Golem-Shard Sticker] ) (Mongoose Enchant)
Mainhand obviously with Wound Poison, Offhand with Deadly Poison.
So far, I always had 2 Slow daggers (Furious Gladiator's Spike ( [Furious Gladiator's Spike] )) (188 dps) in my backpack with Wound Poison on both of them.
As we were approaching Aoe packs (Such as Pack before Patchwerk, Plant packs before Freya, Hodir Trash etc...), I switched to those 2 daggers to spam Fan on Knives. This worked great, 15k+ dps reachable with some CD's popped.
I got wondering recently though. If I just kept my standard weapons on, with Wound and Deadly poison, how would my damage evolve?
The Damage from my Fist is obviously way higher than the T2 daggers, although it scales differently with FoK.
The T8.5 2pc setbonus will give me 1 energy back / Deadly Poison tick.
I think I should stick to my daggers with double Wound, but would like your opinion, since this is rather hard to Spreadsheet / Test out.
Oh, 1 more thing, If the result would be to switch to my daggers with double Wound Poison on it, should I take T2 dagger MH with Berserker, T2 offhand dagger with Titanium Weapon Chain, or would it be better to replace the chained offhand with the T1 Arena dagger (178dps) with Berserker enchant on it.
When a hunter attempts to cast Misdirect on a target that's already being Misdirected to, the cast fails, the cooldown does not trigger, and you get the "A more powerful spell is already active" message. Because of this and the 30 second cooldown, several hunters can spam MD onto the same target and it will naturally fall into a rotation after the first set of casts.
Does Tricks of the Trade function in the same manner? If not, what exactly happens when a rogue casts Tricks on someone who already has an active Tricks buff from another rogue?
When a hunter attempts to cast Misdirect on a target that's already being Misdirected to, the cast fails, the cooldown does not trigger, and you get the "A more powerful spell is already active" message. Because of this and the 30 second cooldown, several hunters can spam MD onto the same target and it will naturally fall into a rotation after the first set of casts.
Does Tricks of the Trade function in the same manner? If not, what exactly happens when a rogue casts Tricks on someone who already has an active Tricks buff from another rogue?
Multible tricks stack. So it's no problem to have 3 rogues all tricking the same dps guy, or 3 rogues all tricking the tank.
Hmm... Actually I am not 100% confident. I've never noticed tricks acting weird when cast on a dps in combat and I assume the same mechanics apply to pre-pull on tank. Could be that me and the other rogues have been extremely lucky.
I'll investigate it specifically in tonight's raid whether our tank gets stacking tricks. Although I must admit I find it unlikely that they don't stack, since me and the other rogues have a tendency to just unload on bosses while the tank is stilll positioning.
I was just wondering is Fan of Knives at it's current state an useful dps tool? Under what conditions it can be useful and how to put it into a combat's rogue rotation for maximal efficiency.
Vulajin did some math on the subject a while back and if I recall correctly, as a very basic rule of thumb, it's prudent to use Fan of Knives when you're fighting packs of three or more mobs. However, as a general rule, including Fan of Knives in a single target attack rotation isn't.
The threat transferring portion of Tricks definitely stacks, the damage increasing portion doesn't though.
I think it was in 3.1 that several "bonus damage" abilities like 3.1 were made to not stack with each other (or themselves). I can confirm though that the threat transfer portion still does as another rogue and I have pushed multiple targets to the same tank simultaneously.
It should also be noted that another difference between the two is that Misdirect carries it's own cooldown. That is to say, even if unused it can be cast every 30 seconds. TotT however, has a 30 second buff timer that is put on you, when that expires the ability goes on cooldown for another 30 seconds. Meaning that if unused (for whatever reason) the cooldown becomes one minute.
Multiple tricks stack threat but not damage boost. The damage is a buff on the target; the threat transfer is a self-buff. (We frequently have multiple rogues tricksing the tank on the pull)
For the same reason, clicking off the buff as the target only cancels your increased damage, not receiving the threat; this is useful only for griefing purposes, of course.
I am currently at 248 hit with 5/5 Precision. My poison hit cap is 315. I have two +20 hit gems in the two yellow slots my gear allows me. Expertise is over-capped at 28 but I don't have a lot of flexibility with my gear.
With my 2 yellow slots I seem to have 3 choices. Which is best?
1) 2 +hit gems to get as close as possible to the 315 cap
2) 1 +hit gem and 1 +crit gem
3) 2 +crit gems
The spreadsheet says these choices are within 1dps of each other. When it comes to actual fighting, I'm inclined to take the two +hit gems.
I am currently at 248 hit with 5/5 Precision. My poison hit cap is 315. I have two +20 hit gems in the two yellow slots my gear allows me. Expertise is over-capped at 28 but I don't have a lot of flexibility with my gear.
With my 2 yellow slots I seem to have 3 choices. Which is best?
1) 2 +hit gems to get as close as possible to the 315 cap
2) 1 +hit gem and 1 +crit gem
3) 2 +crit gems
The spreadsheet says these choices are within 1dps of each other. When it comes to actual fighting, I'm inclined to take the two +hit gems.
Thanks,
Seafood
I'm not sure which spreadsheet you're using, but I'm pretty sure that both of Aldriana's assume the presence of Misery or Imp FF or at least give you the ability to toggle it on and off. Make sure you're accurately representing your raid situation in the spreadsheet. With that debuff, you only need 237 hit to reach the Spell Hit cap; without it, you need 315. If the spreadsheet is assuming you have the debuff, and in reality you don't, then it will undervalue hit. Or vice versa, if you do have Misery and the spreadsheet doesn't have it enabled, then it may be overvaluing hit. Just something to check.
Reaching the Spell Hit cap isn't required, but you do want to accurately represent your typical raid buffs/debuffs to increase the accuracy of the spreadsheet.