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05/13/09, 7:46 AM
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#841
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Von Kaiser
Night Elf Rogue
Burning Legion
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I've been reading the last posts, but it seems like people are resigned to 15/51/5 for combat. I've been running 18/51/2 since 3.1 went live and haven't seen anything to suggest a switch to 15/51/5. Is the 5/5 relentless strikes combat build the standard now, or is it only better than vile poisons at a certain gear level? I have used a 5s/5r/5e rotation, I am assuming 15/51/5 with a 2s/5r/4e or 3s/5r/5e rotation would be more optimal granted a 4pc t8 bonus, but perhaps not if you did not have 4pc. Am I wrong with my thinking?
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05/13/09, 9:36 AM
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#842
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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I've been running 15/51/5 out of habit, but I am tempted to switch to 18/51/2 just because I tend to some times cap on energy, unable to spend it fast enough. I figure I might cap a bit less if i trade the energy regen from RS for more poison damage from VP. They are very close in the spreadsheet for me, although 18/51/2 edges out 15/51/5 by an insignificant margin. Only thing I want to be sure is that the spreadsheet does NOT count the Envenom bonus from VP since I use Eviscerate.
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05/13/09, 2:49 PM
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#843
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Glass Joe
Undead Rogue
Ravencrest (EU)
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Has anyone ran any numbers on wether you should use WP MH, DP OH or WP on both as combat? I'm starting to think that the t8 2pc bonus energy proc doesn't rly make up for the dmg you loose with changing WP to DP.
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05/13/09, 2:57 PM
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#844
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Mike Tyson
Night Elf Rogue
Doomhammer
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I don't believe numbers have been run in BIS Ulduar gear, but for end Naxx gear in 3.0.x, WP wasn't honestly beating Deadly by that much on the OH - it was ahead, but not ridiculously so. With the buff to DP, the assumption - confirmed by napkinmath if not detailed modeling - was that DP would pull ahead.
That said: somewhat independent of the 2/5 set bonus, T8 is worth stacking for the 4-piece bonus, so you *will* have the two-piece bonus as well; and once you have it, the damage gains from using DP aren't inconsiderable, so even if DP weren't worth using based purely on it's own merits (which, I'm pretty sure, it is), the set bonus would very likely push it over the top.
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05/13/09, 2:57 PM
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#845
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King Hippo
Night Elf Rogue
Gorgonnash
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Originally Posted by Carnivori
Has anyone ran any numbers on wether you should use WP MH, DP OH or WP on both as combat? I'm starting to think that the t8 2pc bonus energy proc doesn't rly make up for the dmg you loose with changing WP to DP.
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Yes the numbers have been ran. Entire spreadsheets have been made with those numbers. Check them out.
Edit: Oops too slow.
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05/13/09, 7:36 PM
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#846
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Glass Joe
Undead Rogue
Ravencrest (EU)
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Originally Posted by saedo
Yes the numbers have been ran. Entire spreadsheets have been made with those numbers. Check them out.
Edit: Oops too slow.
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Actually in the Combat sheet aldriana gave us after 3.1(thanks to ald for the sheet) you can't change the OH poison(without tweaking atleast and I'm not that good with excel). There's only the choise of IP or WP for MH. Wouldn't have asked if I could've gotten the answer from the sheet obviously. :P
And thanks for the answer ald.
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05/13/09, 8:06 PM
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#847
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Great Tiger
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Originally Posted by Farz
Sure it depends on the fight. But for raw dps on PW like encounters KS is the best glyph.
I've been working on hardmodes a lot, down a good bunch of them and KS is oftenly the best glyph to use, FoK will up your dps on adds on Razorscale, Thorim and Freya. Ok its cool to get a better rank in the DPS meter by using the glyph but it is only really efficient on Freya. The DPS on Thorim (HardMode) and Razorscale themselves is what matter on those fights.
On Mimiron HM that can be a real problem if flames pop behind him, so there you can use Glyph of TotT.
But KS is really the best option as a glyph for efficiency, if you want to pose on the DPS meter use FoK.
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We can agree to disagree about whether this is "meter posing" or not. Stuff needs to die, someone needs to kill it. The faster it's dead, the faster you can move on to the next phase or win the encounter.
I'm not going to argue about hard modes, having not done them. Nor will I dispute your claim that, for instance, Thorim and Razorscale are well served by the Kidney Shot glyph to beat them in the quickest fashion. Right now, however, I can help us win both of those fights with Fan of Knives. And it is doing 20% more damage vs. having, what, 1 additional killing spree in the entire fight?
To me the former is currently more valuable.
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05/13/09, 8:24 PM
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#848
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Mike Tyson
Night Elf Rogue
Doomhammer
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The question to keep in mind is where the hard parts of the fight lie. There are certainly fights - Thorim arena, Razorscale adds, Auriya, and (arguably) one of the YS mind rooms for which there is significant stuff to FoK, and the ability to kill it more quickly is certainly advantageous. However, these tend not to be the hard parts of the encounter. Quick AoE on the lasher packs on Freya helps... but fast DPS on the Conservators also helps. Thorim arena is no joke... but killing him before his stacks get high is important to. And while fast DPS on the mind tentacles is valuable for Yogg, there's a lot of other places - including two other mind rooms - where single-target DPS is more important.
I guess my point is this: yes, to the extent that you're AoEing on bosses, optimizing for it makes a certain amount of sense. However, the AoE components tend not to be the hardest portion of the fight, and they only appear in a minority of fights. Thus, in my opinion, at least, it makes more sense to optimize for single-target DPS and let FoK DPS wind up where it will - we're not the main engines of AoE destruction for anything that isn't dying within seconds anyway. In particular, I'd never glyph for FoK - the extra KSp (or 2, or 3) is just more important in most cases.
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05/14/09, 3:30 AM
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#849
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Piston Honda
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Originally Posted by HENNESSY
I've been really enjoying the dual spec feature and I was wondering if anyone has a different opinion on which spec to use for which fight. In my experience these have been the better choices for me so far:
Razorscale: Combat
BF+KS and AR+FoK on adds really boosts your numbers in this fight
Ignis: Mutilate
Single target, basic rotation, murderable, nothing special about this fight that would make good use of Combat's cooldowns.
XT-002: Combat
Blowing all cooldowns on Heart
Kologarn: Combat
Stacking every cooldown with BF (you can hit arms+body from 1 position)
Iron Council: Depends on if your tanks are making good use of Rune of Power, if they are then Combat (Cooldowns+Rune of Power), else Mutilate.
Auriaya: Combat
When there are adds: BF+KS, AR+FoK, dps will skyrocket. Using KS to get avoid getting feared so you can continue dps is nice too (combined with KS glyph).
Hodir: Not sure about this one yet
Thorim: Combat
Lots of adds, same as Auriaya, and since most damage is by FoK in this fight I have been using Daschal's Bite instead of Webbed Death in Off-hand.
Freya: Not sure
Mimiron: Combat
BF+KS+AR is nice in last phase.
Other bosses I haven't done yet in 25 man. It seems to me so far that Combat shines when you know you can use Blade Flurry in a good way to hit multiple targets and maximizing your dps in those 15 seconds.
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Spreadsheet shows combat 750 dps better than mutilate single target in BIS gear. Why does the notion that mutilate is a single target raid spec persist?
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05/14/09, 4:51 AM
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#850
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Von Kaiser
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Originally Posted by Baudz
Spreadsheet shows combat 750 dps better than mutilate single target in BIS gear. Why does the notion that mutilate is a single target raid spec persist?
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Is this on Murderable bosses? Hodir, for instance, seems like a pretty strong fight for mutilate.
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05/14/09, 5:21 AM
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#851
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Piston Honda
Human Priest
Sporeggar (EU)
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Ald's mutilate sheet considers the boss murderable, yet the combat yields higher dps. Besides that Hodir is not a mutilate fight, if you are doing normal it is okay, but if you need to free the adds after every freeze it gets a horribly interrupted fight which mutilate does not like. Another thing on Hodir - there are extremely powerful buffs you get from time to time, combat stacking these with ks/bf/ar makes wonders.
Freya: combat again - the adds that spawn enjoy being BF-ed. Fight is very interrupted, mutilate have problems keeping hfb up
YS: combat - not only badly interrupted fight, problems getting snd and hfb inside the brain as mutilate, but stacking cooldowns on the brain is mad
Last edited by Loot : 05/14/09 at 5:35 AM.
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05/14/09, 5:31 AM
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#852
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Von Kaiser
Night Elf Mage
Windrunner
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I think it's only recently with updated sheets that we've seen such a large gap between the two specs. Before when we were comparing t7 loot and the partially revealed Ulduar loot, it wasn't as big of a difference. Now that we have access to seemingly everything and configured BiS gear combinations, we're seeing this disparity. Also, fundamentally since Mut has no spec-specific multi-mob moves, we just considered it the single target raid spec.
I'm hoping we get some tweaks to Mut in the form of a CD that pulls it closer. But I'm not holding my breath as I don't think they can really think of anything without it getting abused in PvP, or further packing the bottom of the tree.
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05/14/09, 5:33 AM
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#853
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Mike Tyson
Night Elf Rogue
Doomhammer
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No, Ald's Mutilate sheet does not assume Murder. It assumes a nonmurderable target, so against a target that can be Murdered the DPS number will be perhaps 5-6% higher. Thus, a sustained fight on a Murderable target does - according to my best estimates - favor Mutilate ever so slightly...
,,,maybe. And I say "maybe" because the finite length of real fights (as opposed to the endless ones of the spreadsheet) do favor the class with cooldowns, and that's Combat. Plus, there are synergies (like KSp during a double trinket proc) which are not well modeled. As such, Combat likely outperforms the speadsheet slightly, whereas Mutilate might not. So I think it's fair to say that longer fights against Murderable targets do favor combat. On the other hand: there aren't that many of those. So from a pure DPS perspective, I think Combat does have a slight edge.
On the other hand, there are some fights - such as Hodir - where the raid buffs probably favor Mutilate more than Combat. And there are fights where KSp is not usable on cooldown (or at all) which favor Mutilate as well. Thus, across the instance as a whole, while I do think Combat holds an overall edge - particularly when the ArPen cascade kicks in - Mutilate is still viable, particularly if your loot luck favors it.
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05/14/09, 5:45 AM
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#854
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Piston Honda
Human Priest
Sporeggar (EU)
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Hm my bad then, I though after ulduar's murderable nature and spreadsheet's aim for the optimizing the high end damage that the 3.1 sheet will have it enabled by default. Anyway today will be my first day at combat, mutilate till now and it is seriously lacking most of the encounters (tho I'm top dps on almost all of them). The only encounter you can't use KS is kolo, but the ability to BF the arm/body makes up quite nicely for that
Edit: another huge advantage of combat - go check the combat spreadsheet which is awesome :p
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05/14/09, 2:19 PM
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#855
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Glass Joe
Human Paladin
Skullcrusher
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For blue sockets for non JC's, [Enchanted Tear] is higher than either the 8agi/12stm or the 16ap/12 stm gems if you weigh str at 1.1 using the rough agility weight.
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