Technically stacking Blade Flurry with Killing Spree may make sense, as the 20% damage boost during Killing Spree applies to your autoattacks as well, so far as I know (not to mention the extra hits from Killing Spree will be carried to a second target if one exists). But using Killing Spree during AR is a very bad idea - your energy is almost guaranteed to cap out, which costs you significant damage.
I might be confused here, but I was under the impression that you aren't autoattacking while KSpree is active. I would love some clarification on this if possible, if only because of the rather obfuscated wording of KSpree's tooltip.
"...vincer potero dentro a me l'ardore
ch'i' ebbi a divenir del mondo esperto
e de li vizi umani e del valore"
I might be confused here, but I was under the impression that you aren't autoattacking while KSpree is active. I would love some clarification on this if possible, if only because of the rather obfuscated wording of KSpree's tooltip.
You in fact are autoattacking while Killing Spree is active.
Fans glory to the Gladiators,
Gods glory to the Heroes.
(from original post)
Stat Combat EP Mut EP HAT EP
AP 1 1 1
Agi 1.94 1.97 1.99
Crit 1.54 1.58 1.49
Exp 1.52 1.88 2.02
Haste 1.46 1.41 1.50
ArPen 1.83 1.34 1.54
White Hit 1.28 1.20
Poison Hit 1.68 1.84 1.60
Yellow Hit 1.92 2.52
MH DPS 6.53 4.16
OH DPS 2.61 2.91
Meta 155.02 118.13
-----------
Do these values assume kings? I ask this because I've noticed some inconsistency with the spreadsheets. Vulajin's 3.09 SS (outdated might explain some) favors AGI > AP for combat, while the new version from Adrianna favors AP.
I'm not quite sure if this is the best place to put this, but i'm new here and can't make my own post.
I've been doing a lot of testing since 3.1 with various builds, and found a build I believe to be superior to the commonly accepted "cookie cutter" combat and mutilate builds. I can't tell for sure if its better then the hat build since it depends so much on raid dynamics. What this spec is is a 23/43/5 spec, combining essentially the best parts for sustained damage from both the standard mutilate and combat builds. The rotation is as follows: Sinister Strike x 3-5, Slice and Dice, Sinister Strike x 5, Rupture, Sinister Strike x 5, Envenom, repeat. Poisons are instant poison on main hand, deadly poison on off hand. This is a cqc build designed for slow/fast, although it may very well work for a sword fast/fast build with a little work.
Here is a link to the spec, and please, I would like as much feed back on it as possible, especially theorycrafting for it. The World of Warcraft Armory
Just for reference, I'm getting between 2600-2800 dps unbuffed and without cooldowns on a heroic training dummy with fairly good gear and weapons. For more information on my gear, just look me up on armory (Whitepanther).
Was wondering how [Golem-Shard Sticker] stacks up to [Webbed Death] for combat. Does the higher DPS out weigh the slower speed? Thanks in advance.
I simmed it with Mavana's sheet and my current gear, Golem-Shard Sticker came out ahead by a few dozen dps, so it's a upgrade, but be sure to regem/change gear to stay under expertise cap.
Fans glory to the Gladiators,
Gods glory to the Heroes.
I'm not quite sure if this is the best place to put this, but i'm new here and can't make my own post.
I've been doing a lot of testing since 3.1 with various builds, and found a build I believe to be superior to the commonly accepted "cookie cutter" combat and mutilate builds. I can't tell for sure if its better then the hat build since it depends so much on raid dynamics. What this spec is is a 23/43/5 spec, combining essentially the best parts for sustained damage from both the standard mutilate and combat builds. The rotation is as follows: Sinister Strike x 3-5, Slice and Dice, Sinister Strike x 5, Rupture, Sinister Strike x 5, Envenom, repeat. Poisons are instant poison on main hand, deadly poison on off hand. This is a cqc build designed for slow/fast, although it may very well work for a sword fast/fast build with a little work.
Here is a link to the spec, and please, I would like as much feed back on it as possible, especially theorycrafting for it. The World of Warcraft Armory
Just for reference, I'm getting between 2600-2800 dps unbuffed and without cooldowns on a heroic training dummy with fairly good gear and weapons. For more information on my gear, just look me up on armory (Whitepanther).
My spreadsheet puts it a good 300 DPS behind the standard 15/51/5 build. Which is not to say it might not be good anyway, but you're going to need more than a little target dummy testing to convince me.
I checked tonight and after having bought the glyph of envenom, I found it to work on the target dummies in org this evening.
Seems they decided to keep it in game, so where does this rate for combat specs in glyph rankings now?
Also, does anyone know any specific alterations between standard HAT (except obvious alteration of using envenom instead of evis) and envenom hat play?
Skinning is ~50EP. There's no reason not to include the information for people who aren't going to drop one profession for another that's flavor of the month.
Looks like there may be a new BiS offhand dagger in the Combatant's Bootblade. It's 1.4 speed 171.4 dps+a red socket. Drops from Thorim in Ulduar 10, on hard mode.
Mutilate w/o Ruthlessness does have a more reliable 2M/finisher cycle; however, the "sloppiness" of a Muti build of Ruthlessness, I've always found, is one of its major strengths. Being able to do 4-point finishers off a single Muti and maximize the uptime of the Envenom buff was a pretty significant DPS boost before 3.1, and is probably even moreso with the Master Poisoner change (I respec'd Combat so can't say for sure.)
"Aggro" (n): in the Ancient Lordaeranian, a battle cry roughly translating to "Victory and death!"
Ah, perhaps you are right, I went evisc IP/IP for a while, which is probably why I was thinking that way. That envenom buff might be enough to make me consider taking this back up, though I do love FF for all the movement they have you doing in ulduar.
The Envenom Glyph was not intended to hit live servers. It may or may not be removed if you already have it, but you will find that its effects do not proc properly. I suggest replacing it immediately.
For example, if you are glyphed Envenom, you will use Envenom and the stacks of poison will still disappear. It is effectively a useless, useless bug.
I noticed the update to the Pocket Guide (thank you for all that work btw) and wondered why Eviscerate Glyph is not in the top 4 for Combat since it's our recommended off finishing move. I am using AR currently since there is no KS available yet on my server, but after looking at the Eviscerate glyph thought it may be better than both AR and KS. Thank you for any assistance.
EDIT: Glyph of KS finally showed up on my server today but my I still have the same question about Eviscerate.
Looks like there may be a new BiS offhand dagger in the Combatant's Bootblade. It's 1.4 speed 171.4 dps+a red socket. Drops from Thorim in Ulduar 10, on hard mode.
Indeed. I entered it into Aldriana's sheet for Combat, and it pulled out a score of 37 higher than Golem-Shard with my current gear.
So i have been sitting here reading for a while now and looking at spreadsheets trying to figure out what is better. Agi Gems or AP Gems. One person says 1 thing then another says something else : (
Currently i am gemmed for AP and AP/crit was debating switching to Agi Agi/crit
So i have been sitting here reading for a while now and looking at spreadsheets trying to figure out what is better. Agi Gems or AP Gems. One person says 1 thing then another says something else : (
Currently i am gemmed for AP and AP/crit was debating switching to Agi Agi/crit
I think it's been answered already but for the moment AP should give more DPS, but as you get the 4pt t8 bonus the extra crit from AGI will/might outscale AP.
I have a question that might seem to have an obvious answer to some of you, but to me it's rather unclear.
Why is MH wp OH dp recommended for combat sans improved poisons? The reason I'm asking is I seem to be able to keep deadly fully stacked while applied to my mainhand, and since we use eviscerate instead of envenom as a filler given spare cp, why waste any potential extra wound procs with it applied to the offhand? In other words; what am I missing?
Hi [Kinetic Ripper] just dropped for me in Ulduar 10. I'm currently using [Calamity's Grasp] MH and [Webbed Death] OH on a 15/51/5 build with both having beserking enchants and WP/DP. As this post ranks CG/Kinetic ripper as the third best weapon combination for a combat build i entered it into Aldriana's spreadsheet and there was about 30 dps drop from a CG/WD combination. Can someone offer me any advice on what would be the better choice for the OH slot? thanks
I noticed the update to the Pocket Guide (thank you for all that work btw) and wondered why Eviscerate Glyph is not in the top 4 for Combat since it's our recommended off finishing move. I am using AR currently since there is no KS available yet on my server, but after looking at the Eviscerate glyph thought it may be better than both AR and KS. Thank you for any assistance.
EDIT: Glyph of KS finally showed up on my server today but my I still have the same question about Eviscerate.
What is considered "top" is, more often than not, what is going to give us the highest single-target DPS possible. Adding 10% crit to a finisher we do once every ~25sec or so turns out to be less overall damage than reducing the cooldown of Killing Spree.
Poke around in the 3.1 preview thread if you want details. The info is most likely there.