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03/24/09, 3:00 PM
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#2251
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Von Kaiser
Night Elf Rogue
Kilrogg (EU)
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Originally Posted by furordei
I have had varying answers to this question from rogues in game, but do I need my thieve's tools to pick locks, some have said that this requirement was removed and some said it wasn't. I am trying to make more room and being able to ditch that item would be nice.
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Patch 3.0.2 - WoWWiki - Your guide to the World of Warcraft
"Pick Lock and Disarm Trap no longer require Thieves' Tools"
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03/24/09, 3:11 PM
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#2252
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King Hippo
Gnome Rogue
Scarlet Crusade
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Originally Posted by furordei
I have had varying answers to this question from rogues in game, but do I need my thieve's tools to pick locks, some have said that this requirement was removed and some said it wasn't. I am trying to make more room and being able to ditch that item would be nice.
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Pick Lock - Spell - World of Warcraft
I keep mine for nostalgia. I also have flash powder, blinding powder and a few other things that exist only as an artifact of another time.
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You're a lot of DPS, you know that? You wanna' earn 14 achievement points the hard way?
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03/24/09, 3:13 PM
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#2253
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Glass Joe
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Just a quick question: Is the spec for HaT on the pocket guide up to date? I know there have been some bug fixes and changes, and I want to try this spec out, but I have found a couple of different ones on the web...
Thanks!
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03/24/09, 3:40 PM
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#2254
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Glass Joe
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Originally Posted by furordei
I have had varying answers to this question from rogues in game, but do I need my thieve's tools to pick locks, some have said that this requirement was removed and some said it wasn't. I am trying to make more room and being able to ditch that item would be nice.
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1. Put thieves' tools in bank.
2. try and open a lock/pick a door
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03/24/09, 6:43 PM
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#2255
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Von Kaiser
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Which poison for FoK?
I run combat with wound/wound poison on my weapons. Most of my gear is best in slot or very close.
I have this macro for sinister strike.
/equipslot 16 Calamity's Grasp
/equipslot 17 Hailstorm
/startattack
/cast sinister strike
This ensures that I have CG MH, HS OH, and will start spamming SS on whatever I have targeted.
However, I use this macro as well for when I use FoK.
/equipslot 17 sinister revenge
/startattack
/cast fan of knives
This puts sinister revenge in my OH. Since FoK does 50% more with daggers, SR is the clear best in slot OH weapon for FoK spam. This has helped raise my damage quite a bit for trash (yay) but also some bosses such as Grand Widow Faerlina where I'm allowed to have some fun. Wow Web Stats
Here is my question. I've been using wound poison on sinister revenge. Would deadly be better? Remember, this is just for FoK spam. Thanks
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03/24/09, 9:57 PM
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#2256
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Piston Honda
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Originally Posted by ABUSEDGOAT
I run combat with wound/wound poison on my weapons. Most of my gear is best in slot or very close.
I have this macro for sinister strike.
/equipslot 16 Calamity's Grasp
/equipslot 17 Hailstorm
/startattack
/cast sinister strike
This ensures that I have CG MH, HS OH, and will start spamming SS on whatever I have targeted.
However, I use this macro as well for when I use FoK.
/equipslot 17 sinister revenge
/startattack
/cast fan of knives
This puts sinister revenge in my OH. Since FoK does 50% more with daggers, SR is the clear best in slot OH weapon for FoK spam. This has helped raise my damage quite a bit for trash (yay) but also some bosses such as Grand Widow Faerlina where I'm allowed to have some fun. Wow Web Stats
Here is my question. I've been using wound poison on sinister revenge. Would deadly be better? Remember, this is just for FoK spam. Thanks
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Anywhere that you're spamming AOE DP is going to be subpar since things tend to die quickly. You're better off sticking to WP.
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03/25/09, 10:21 AM
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#2257
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Von Kaiser
Human Rogue
Shadowsong (EU)
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Letting SnD drop
From another thread:
Originally Posted by songster
Given that, we can rephrase the question as follows: "Is it ever worth it to time things for a slightly more powerful damaging finisher at the expense of a few seconds of lost S'n'D time and the complete loss of a damaging finisher?
The answer then is self-evidently No.
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Yes, in CttC cycle losing SnD is extremely painful, but how does it affect Combat?
I don't really know how to test it on my own, but I always wonder how much I screwed things when I allow SnD to drop for a fraction of a second between swings? Is whole swing reseted to base speed? Or only fraction of it? Or none?
For example - I have 5 CPs built (because of lucky Combat Potency and Glyphed SS procs) few seconds before SnD drop, and I am greedy to Eviscerate and don't make it to build CP for following SnD. And it's dropped for about 0.5s between swings. Have I screwed it badly?
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03/25/09, 12:48 PM
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#2258
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Glass Joe
Gnome Rogue
Stormscale (EU)
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Originally Posted by kwinto
From another thread:
Yes, in CttC cycle losing SnD is extremely painful, but how does it affect Combat?
I don't really know how to test it on my own, but I always wonder how much I screwed things when I allow SnD to drop for a fraction of a second between swings? Is whole swing reseted to base speed? Or only fraction of it? Or none?
For example - I have 5 CPs built (because of lucky Combat Potency and Glyphed SS procs) few seconds before SnD drop, and I am greedy to Eviscerate and don't make it to build CP for following SnD. And it's dropped for about 0.5s between swings. Have I screwed it badly?
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I would say you gain more dmg by landing that evisc and get snd delayed by 1 second or so instead of "throwing away" 5 combo points, since you will not benefit much from a too long snd because your rupture alot earlier, meaning you either lose uptime on your rupture, or clip your snd way too much in the following cycle.
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03/25/09, 12:54 PM
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#2259
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Glass Joe
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Combat Rotation
So I'm struggling a little with the combat rotation. I understand 2s/5r/4e or 3s/5r/5e, what I'm struggling with is the use of cooldowns, i.e., when to pop BF, AR, or KS. I'm running the standard spec 15/51/5 and I have CG/Murder with Double Wound poison. Finally, and this maybe the most important factor; I've only tried this in 10 man runs (trying to get a few achievements), specifically 10M 3DS and Malygos, is combat less effective than mutilate in these situations? Do you expect to keep up 100% uptime on Rupture and are there cases where Eviscerate is a more effective finisher, for instance on Thad?
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03/25/09, 1:22 PM
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#2260
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Piston Honda
Night Elf Rogue
Turalyon (EU)
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Originally Posted by Hellbor
So I'm struggling a little with the combat rotation. I understand 2s/5r/4e or 3s/5r/5e, what I'm struggling with is the use of cooldowns, i.e., when to pop BF, AR, or KS. I'm running the standard spec 15/51/5 and I have CG/Murder with Double Wound poison. Finally, and this maybe the most important factor; I've only tried this in 10 man runs (trying to get a few achievements), specifically 10M 3DS and Malygos, is combat less effective than mutilate in these situations? Do you expect to keep up 100% uptime on Rupture and are there cases where Eviscerate is a more effective finisher, for instance on Thad?
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Read this thread: http://elitistjerks.com/f78/t37183-pocket_guide_wotlk/
Combat is better for OS 3DS because of the extra burst damage from AR, BF and KS that the build brings with it.
Regardless of build you want to maximise your Rupture uptime but you should never sacrifice SnD or, in the case of Mutilate, Hunger for Blood because of it.
Thaddius is not the fight where changing cycles is really worth it, at least IMO. Charges increase damage directly so everything does more damage. An accredited Theorycrafter like Aldriana may have more accurate things to say here however.
A fight like Loatheb, where crit is buffed rather than simply damage done, is where forgoing Rupture in favour of Eviscerate (or Envenom) may result in increased DPS. However even this will change in 3.1 once you have the T8 4 set bonus where Rupture can crit too.
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03/25/09, 1:47 PM
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#2261
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Glass Joe
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So I'm going to specifically use OS 3DS and remember I"m talking specifically about the 10 Man version because I find it harder than the 25 Man version. If your combat when would you pop BF+KS? On the first drake? My problem is I've got these cooldowns but I'm not sure how to time them. I think AR+FOK would be great on the adds but the whole point of the 10 and 25 man is to take the drakes down fast so would you save BF+KS until you have 2 Drakes together and a heroism or would you try and burst down the first drake with a BF+KS?
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03/25/09, 2:04 PM
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#2262
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Glass Joe
Undead Rogue
Lightning's Blade
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Originally Posted by Hellbor
So I'm going to specifically use OS 3DS and remember I"m talking specifically about the 10 Man version because I find it harder than the 25 Man version. If your combat when would you pop BF+KS? On the first drake? My problem is I've got these cooldowns but I'm not sure how to time them. I think AR+FOK would be great on the adds but the whole point of the 10 and 25 man is to take the drakes down fast so would you save BF+KS until you have 2 Drakes together and a heroism or would you try and burst down the first drake with a BF+KS?
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It depends really. The real danger in the fight is when 2 drakes are active. A BF on Tenebron will give you a 2nd BF later for Vesperon (and if slow - both drakes)....doing BF+AR on Shadron+Vesperon at the same time doesn't buy you much if your Sarth tank dies. AR would be nice, but BF gets Vesperon lower for when he's less dangerous anyway.
If you can reliably kill Tenebron prior to Shadron landing - then there is good use of BF there - especially if your Blaze tank gets and bring an enraged Blaze over to you during that period. If Shadron is consistently landing prior to Tenebron dying - then an active BF would be good there to finish Tenebron off. I tend to use my KS and my AR+FoK during the Shadron + whelps + blaze burn down + TotT at the same moment on the Blaze tank. The quicker you can AoE all the adds down, the faster you get more direct damage onto Shadron again.
Keep in mind your timing of KS because it can get you killed if a drake breathes during it.
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Mishana, 80 UD Rogue, Lightning's Blade (US)
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03/25/09, 2:21 PM
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#2263
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Glass Joe
Gnome Rogue
Twisting Nether (EU)
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With the recent change to Master Poison(PTR) Will mutilate still be using slow/fast?
Or will slow/slow dps make up for the less Fa procs?
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03/25/09, 2:22 PM
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#2264
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Glass Joe
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Originally Posted by Mish
It depends really. The real danger in the fight is when 2 drakes are active. A BF on Tenebron will give you a 2nd BF later for Vesperon (and if slow - both drakes)....doing BF+AR on Shadron+Vesperon at the same time doesn't buy you much if your Sarth tank dies. AR would be nice, but BF gets Vesperon lower for when he's less dangerous anyway.
If you can reliably kill Tenebron prior to Shadron landing - then there is good use of BF there - especially if your Blaze tank gets and bring an enraged Blaze over to you during that period. If Shadron is consistently landing prior to Tenebron dying - then an active BF would be good there to finish Tenebron off. I tend to use my KS and my AR+FoK during the Shadron + whelps + blaze burn down + TotT at the same moment on the Blaze tank. The quicker you can AoE all the adds down, the faster you get more direct damage onto Shadron again.
Keep in mind your timing of KS because it can get you killed if a drake breathes during it.
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Final question in this regard to you Mish; what are you doing for DPS on this particular fight, using or not using Anesthetic Poison (or Macro for weapon swap) and what was the group make-up?
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03/25/09, 2:45 PM
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#2265
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Glass Joe
Undead Rogue
Lightning's Blade
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I was the only melee dps there (raid leader) and stacked as much caster buffs as possible...I don't have a parse but I was averaging ~4500 DPS over most attempts. No hunter, so I was using Anesthetic poison with weapon swap macro.
Group composition was -
Disc Priest (mt healer)
Resto Shaman (raid healer)
Elemental Shaman
Moonkin
Warlock
Mage
DK tank (sarth)
Feral tank (drake)
Prot Paladin tank (blazes)
combat rogue
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Mishana, 80 UD Rogue, Lightning's Blade (US)
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03/25/09, 3:57 PM
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#2266
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Glass Joe
Undead Rogue
Darksorrow (EU)
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What is the best choice as far as levelling specs go these days? Have 5/8 T6, and as for weapons i have blade of infamy / blade of savagery for combat, and shard of azzinoth and the mutilator for mutilate.
I imagine it is much closer than it once was now that mutilate can be used from any position etc
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03/25/09, 5:14 PM
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#2267
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CHALMON
Night Elf Rogue
Lightbringer
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You can certainly level as either. However, personally I prefer leveling as combat because you have more cooldowns to quickly deal with multi-mob pulls. Not to mention Unfair Advantage is pretty nice for leveling as well.
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03/25/09, 6:39 PM
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#2268
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Don Flamenco
Human Rogue
Kor'gall (EU)
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Originally Posted by zetto
With the recent change to Master Poison(PTR) Will mutilate still be using slow/fast?
Or will slow/slow dps make up for the less Fa procs?
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I tried both Combat and Mutilate today on General Vezax, with Mutilate dual SR,
I didn't have any problems with DP procs, with the exception of the initial startup (ie, after first envenom, it was 5 stacks almost instantly after Envenom).
Although the general consensus currently is that when considering two daggers of the same tier, fast in the offhand is slightly better.
However I think that might change with the new Master Poisoner.
Since it pretty much assures you will have a full DP stack before the next mutilate.
Also I don't think we'll need to drop a point into Improved SnD, as I didn't notice SnD dropping low.
Then again I did enjoy a hefty 495 hit rating (Shirt+swapping out expertise items for hit)
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Fans glory to the Gladiators,
Gods glory to the Heroes.
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03/25/09, 9:33 PM
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#2269
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Von Kaiser
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I have read a few posts that say "Grim Toll" is BIS for Combat rogues.
Well, when I plug myself into the spreadsheet, I see a 8dps loss going from FoFF to Grim Toll. I thought it was very clear that Grim Toll, from what I read, that it was BIS. I know mut had some concerns, but I assumed that was a gear check in regards to whether Grim was worthwhile.
Anyone subbing in/out trinkets for Trash vs. Boss's?
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03/25/09, 9:58 PM
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#2270
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Von Kaiser
Night Elf Rogue
Windrunner
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Does the poison proc from Mutilate hit before the Mutilate or after? Basically, can a deadly poison proc from the Mutilate itself fulfill its poison requirement for the extra damage?
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03/26/09, 9:54 AM
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#2271
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Glass Joe
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Originally Posted by Danzir
I have read a few posts that say "Grim Toll" is BIS for Combat rogues.
Well, when I plug myself into the spreadsheet, I see a 8dps loss going from FoFF to Grim Toll. I thought it was very clear that Grim Toll, from what I read, that it was BIS. I know mut had some concerns, but I assumed that was a gear check in regards to whether Grim was worthwhile.
Anyone subbing in/out trinkets for Trash vs. Boss's?
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The value of Grim Toll has a lot to do with your gear, raid buffs and spec. That's why the spreadsheet is there for you. At one point Loatheb's Shadow was a DPS increase over Grim Toll for me, but that had a lot to do with my gear.
When you see those posts saying that Grim Toll is BiS for combat they are assuming the rest of your gear is BiS or very close to it. While you're still gearing you might find that even Loatheb's Shadow is a better trinket for you, your gear and your raid buffs. I know I did at one point.
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03/26/09, 3:55 PM
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#2272
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Glass Joe
Night Elf Rogue
Shattered Hand
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Last night my guild ran Naxx25, and for some reason I've seen myself drop severely compared to previous week. I haven't changed my rotation, trying to stick to 3s/5r/5e for the "standard" bosses. Last week on patch I topped with 5350 as 15/51/5 spec, and this week I could barely hit 4900.
Nothing on my end has changed (as far as I'm concerned) in addition, the other two rogues in guild got up to almost 5800, where last week they were barely at 5k.
Our raid makeup was 99% identical both raids. All buffs present.
One of them is combat specc'd, and I can't for the life of me figure out why he's doing better than me (not because I'm jealous, because I need to improve).
My armory- The World of Warcraft Armory
(note, I had a Hailstorm with Berserking in OH, and a Hemorrhaging Circle instead of Strong-Handed ring for both these raids. I also had Skinning as a secondary profession. Spec was 4/5 Swords, everything else standard.)
His gear is pretty much identical to mine, except he's wielding KT's reach in MH, and Murder in OH both berserking.
I'm sure it's probably something really stupid that I missed on my part, but I figured I'd ask here since you guys know what you're talking about, and I'm always up for some constructive criticism.
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03/26/09, 5:26 PM
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#2273
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Glass Joe
Blood Elf Rogue
Blackrock
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In the recent PTR build (9733) this ability has changed:
* Lethality now affects all combo point-generating abilities. (Old - all combo moves)
What has changed with this ability? Combo moves I thought would have been moves that generated combo points that did not require stealth. Would this be just a tool-tip clarification?
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03/26/09, 7:33 PM
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#2274
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Glass Joe
Night Elf Rogue
Kael'thas
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i remember a while ago (i think on this thread) reading a post saying that Cold Blood and Overkill were two bad talents in the grand scheme of things. i know its just wishful thinking, but i was wondering what you guys thought of these replacements.
Cold Blood - Finishing move. Increases your chance to critically strike with attacks by 5% duration dependent on combo points. 9/12/15/18/21 seconds. Does not stack with slice and dice.
Overkill - increases he duration of Cold Blood by 50%.
Its essentially modeled after Slice and Dice/ imp SnD. the crit % was just a number. im sure an amount that was a dps increase over SnD would be ideal (seeing as they're 21 and 31 point talents). I suggest not making it stack with SnD because it would be one more thing an assass rogue would have to keep up and waste CP's on. Plus i like the ideal of a talented finisher
Comments welcome, even if im being totally retarded (like needing a 25% crit to be more powerful than SnD)
Thanks
Last edited by jukebox : 03/26/09 at 9:26 PM.
Reason: typo
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03/26/09, 7:33 PM
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#2275
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Von Kaiser
Human Death Knight
Shadowsong
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Originally Posted by impatigo
In the recent PTR build (9733) this ability has changed:
* Lethality now affects all combo point-generating abilities. (Old - all combo moves)
What has changed with this ability? Combo moves I thought would have been moves that generated combo points that did not require stealth. Would this be just a tool-tip clarification?
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Probably means ambush will hit a lot harder now.
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