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Old 11/06/09, 1:19 AM   #4126
rENaitre
Glass Joe
 
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Gnome Rogue
 
Greymane
Originally Posted by dirtlord View Post
Im a combat rogue mace spec who just happend into some daggers. So I said to my self hey a wepon switch macro to daggers for fok would be nice since that would produce more dps, only i couldn't find a macro that would switch both wepons, then switch back does anyone know of a macro for this ?
Here is what I'd suggest..

#showtooltip 16
/equipslot [btn:1] 16 MH Dagger
/equipslot [btn:1] 17 OH Dagger
/equipslot [btn:2] 16 MH Mace
/equipslot [btn:2] 17 OH Mace
/startattack
/cast [btn:1] Fan of Knives

With this, when you press left click (btn:1) you will eq your daggers, start attacking your target, and FoK it up. When you press right click (btn:2) you will switch back to your maces and start attacking. Use the "?" icon and this will show if you have daggs or maces equipped.
 
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Old 11/06/09, 6:41 AM   #4127
Crevan
Glass Joe
 
Gnome Rogue
 
Darksorrow (EU)
Alternatively, you can create two weapon sets in the equipment manager: one should include only your normal weapons (maces), the other one only your daggers. Then the macro would be something like this:

#showtooltip 16
/equipset [modifier:shift] <dagger set name here>; <mace set name here>
/startattack
/cast [modifier:shift] Fan of Knives

When you trigger the macro with Shift key held down, if will change to your daggers. Without the Shift it will change back to maces.

There's one tricky bit here, though - swapping weapons will trigger a GCD, so I suspect that FoK will not be cast with this macro.
 
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Old 11/06/09, 7:11 AM   #4128
MassMan
Von Kaiser
 
Blood Elf Rogue
 
Mazrigos (EU)
Since ToTT states "your next damaging attack", what happens if your first attack gets blocked/dodged/parried?
 
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Old 11/06/09, 7:40 AM   #4129
Profound
Glass Joe
 
Blood Elf Rogue
 
Illidan
Originally Posted by MassMan View Post
Since ToTT states "your next damaging attack", what happens if your first attack gets blocked/dodged/parried?
Then it would start on the attack the deals damage?

Pretty self explanatory
 
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Old 11/06/09, 10:11 AM   #4130
drumbum
Don Flamenco
 
Human Rogue
 
Sargeras
Originally Posted by Onslaught View Post
Is this saying because im a human with 2 points into weapon expertise that I only need 16 to be capped?
First, read this post: Rogue: Simple Questions/Simple Answers

Second, for clarification, the effects of the human racial and the Weapon Expertise talent will be reflected on your character sheet tooltip under "expertise" but NOT under "expertise rating". No matter what spec or weapons you are using, the cap is going to be when you hit 26 expertise on the character sheet.
 
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Old 11/06/09, 1:12 PM   #4131
Zebananzer
Glass Joe
 
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Night Elf Rogue
 
Nazgrel
I had another question regarding Mutilate vs Combat in ToGC.

It's been a well known fact that the fight mechanics favor a combat spec and proper use of the combat cooldowns, however my question revolves around my gear.

First off, my main spec is the standard mutilate 51/13/7, and have been using 2 i245 and 1 i232 daggers for your typical weapon-swapping rotation. Nothing fancy here.

My combat weapons however, would end up consiting of a Calamity's Grasp (i226) and using one of the i245 daggers for my offhand.

My basic question, combat has the edge on most fights, but in my case, would these cooldowns outweigh the fact that I have better weapons/gear overall for mutilate?

I can't think of a way to work with a spreadsheet, short of using the simulation sheet and adjusting fight lengths to simulate add phases etc.

Normally, I wouldn't be too worried and I'd test things out myself over time, or just wait for a proper MH combat weapon, but this weekend I'm doing a trial ToGC10 run to attempt to get into one of the top guilds on the server, so I want to make sure I have a proper showing.

Any inputs on combat vs mutilate vs available gear would be greatly appreciated.
 
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