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06/25/09, 1:10 AM
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#1096
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Glass Joe
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I'm having trouble with the combat rotation posted here, it's not optimizing my DPS. A mutilate rogue, just a tiny bit undergeared than I am, is outdpsing me by pretty large measures. (I'm at like 3940 AP combat 15/51/5 with CG and Kinetic Ripper). Is anything wrong in my rotation? And when it says if my SnD is < 12 secs, and I should reapply, do I wait for it to go to 1-2 secs before reapplying or reapply right away?
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06/25/09, 2:11 AM
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#1097
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Glass Joe
Undead Rogue
Spinebreaker
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Originally Posted by Xepheus
I'm having trouble with the combat rotation posted here, it's not optimizing my DPS. A mutilate rogue, just a tiny bit undergeared than I am, is outdpsing me by pretty large measures. (I'm at like 3940 AP combat 15/51/5 with CG and Kinetic Ripper). Is anything wrong in my rotation? And when it says if my SnD is < 12 secs, and I should reapply, do I wait for it to go to 1-2 secs before reapplying or reapply right away?
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Don't let your energy cap, but don't refresh your finishes too early either. For example, let's say at 12 seconds left of SnD, I have 0 CP's up. I'll have 5 CP's with 5 seconds left on SnD. I can Rupture/Evisc and build up 3 CP's again before my SnD wears off. SnD uptime is very important, as well as not refreshing your finishers too early.
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06/25/09, 10:23 AM
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#1098
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Glass Joe
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Okay awesome. In another scenario, lets say I have 0 cp's with SnD at like 9 seconds and Rupture at like 6-7 seconds. Refresh SnD, but in order to have less downtime on rupture, should I reapply it with like 2-3 cp's before it goes down, or wait till I get 5 cp's ?
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06/25/09, 1:23 PM
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#1099
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Im***est.
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To follow up on the engineering discussion a few posts up, in Patch 3.2 Hyperspeed Accelerators will have their duration increased to 12 seconds, which is a pretty significant uptime increase. In addition, Engineers will have Nitro Boosts on boots without giving up any stats, as they will award 12 hit/12 crit, same as Icewalker, and the Parachute Cloak will award 23 Agi, +1 from the Enchanting provided best option.
Rough napkin math, puts engineering with those changes, especially with Saronite bombs on cooldown, well ahead of the professions pack in 3.2.
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06/25/09, 2:39 PM
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#1100
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Piston Honda
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Continuing on Diefje's example.
The old Hyperspeed accelerator's was ~45 AP upgrade to crusher, and the changes notches this up to ~63 AP.
Saronite bombs can hit bosses for more than the tooltip, so they are probably affected by player buffs/debuffs. They can be partial resisted as well. I found 9 bomb hits in the wws logs available to me, and they hit for an average of 1500 (1300 if we ignore the ones on Hodir due to the Singed buff), but a very small sample size is used). With 35.55 dps corresponding to 44 AP in the used example, bombs would result in a 31 (27) AP increase.
The benifit for both will typically be more than this due to non-infinite fights, so the proffesion will probably be comparable to or better than the other proffesions, depending on the fight.
Last edited by todemax : 06/26/09 at 3:15 AM.
Reason: I suck at math
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06/25/09, 4:28 PM
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#1101
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Piston Honda
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Originally Posted by todemax
The old Hyperspeed accelerator's was ~45 AP upgrade to crusher, and the changes notches this up to ~54 AP.
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This is incorrect. If the old ones had a 45 AP benefit over crusher, their total base value was 89 AP. Increasing the duration from 10 secons to 12 increase the base value by 20, not the difference. Thus the base value with the change would be about 107 AP. Crusher is still 44 AP, so the benefit of the Hyperspeed Accelerators goes from 45 AP up to 63 AP, not 54 AP.
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06/26/09, 3:29 PM
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#1102
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Glass Joe
Night Elf Rogue
Chamber of Aspects (EU)
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Would keeping Expose Armor up on the target result in a DpS boost assuming I manage to keep it up roughly 75% of the time at the loss of one Envenom?
I'm Mutilate specced and I've 118 ArP.
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06/26/09, 3:49 PM
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#1103
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Piston Honda
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I'm not sure how it works out for mutilate, afaik for combat keeping it up would be a DPS increase if there is no other major armor debuff. If you're raid doesn't have a prot warrior to keep the stacks up, then either a rogue should be keeping EA up (for fights 80 seconds or less) and DPS warriors for fights longer than that.
For details, check out this thread: Major Armor Debuff
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06/26/09, 5:11 PM
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#1104
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Glass Joe
Undead Rogue
Twisting Nether
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Originally Posted by Xepheus
I'm having trouble with the combat rotation posted here, it's not optimizing my DPS. A mutilate rogue, just a tiny bit undergeared than I am, is outdpsing me by pretty large measures. (I'm at like 3940 AP combat 15/51/5 with CG and Kinetic Ripper). Is anything wrong in my rotation? And when it says if my SnD is < 12 secs, and I should reapply, do I wait for it to go to 1-2 secs before reapplying or reapply right away?
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I'm having the same issue. I've played mutilate pretty much since i started raiding in WotLK, and switched to combat for the first time last night using Malice/Hailstorm (came out ahead of CG/WD on Aldriana's sheet). I'm having trouble even cracking 4K dps, whereas as mut i was passing 5k fairly regularly in almost no ulduar gear.
at this point, i'm chalking it up to needing to adjust to the spec and I'm going to give myself time to do so before running back to mutilate. That said, here are some of the issues:
- rarely have time on SnD or Rupture to throw an Evis outside of AR. I'm not anywhere near 100% uptime on SnD or Rupture if i try to throw in an Evis
- I'm energy capping fairly frequently
- I'm losing CPs at times b/c it doesn't make sense to SnD or rupture again before a target change. I've been dumping the points with an Evis, but it's usually 2 points.
- DP does not gets to 5 stacks very often.
The spreadsheet calls for a 3.9s/5r/5e rotation. I had originally taken that to mean that I could use a 3pt SnD with a 5pt rupture. But I'm wondering know if I should be using a 4pt Snd, and if that will open more opportunities for Evis.
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06/26/09, 5:40 PM
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#1105
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Piston Honda
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It means you should almost always be doing a 4 point SnD, and every once in a while you may be able to sneak a 3 pointer in there instead without dropping your cycle.
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06/26/09, 5:46 PM
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#1106
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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Originally Posted by stiq
The spreadsheet calls for a 3.9s/5r/5e rotation. I had originally taken that to mean that I could use a 3pt SnD with a 5pt rupture. But I'm wondering know if I should be using a 4pt Snd, and if that will open more opportunities for Evis.
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Think about it, can you get or use 3.9 CPs? No.
3.9 means that ~9 times out of 10 you will need a 4 CP SnD to complete the rotation (that's not actually completely true but it's close enough). If you try to maintain a full rotation only using 3 CP SnD you will fall short a lot of the time.
Aldriana could have the number round up but most prefer it this way. Having some precision in that number is helpful for gaging how much faster a gearset makes your rotation.
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06/26/09, 5:58 PM
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#1107
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Im***est.
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Originally Posted by Tinwhisker
Think about it, can you get or use 3.9 CPs? No.
3.9 means that ~9 times out of 10 you will need a 4 CP SnD to complete the rotation (that's not actually completely true but it's close enough). If you try to maintain a full rotation only using 3 CP SnD you will fall short a lot of the time.
Aldriana could have the number round up but most prefer it this way. Having some precision in that number is helpful for gaging how much faster a gearset makes your rotation.
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Additionally, the cycle modeled by Aldriana's spreadsheet tends to allow very little 'slack' for the use of energy on non-direct DPS abilities such as Kick, Tricks of the Trade, etc. In general, especially when learning the rotation, it can be helpful to add 1CP to the Slice and Dice modeled (i.e. for most people, run 5/5/5) until you establish a better feel for the rhythm of a 3 finisher cycle and get a sense of just how many CP's you need to dump into a Slice and Dice to have it sustain you through your next Rupture and Evisc, or for evaluating when a drought of Combat Potency or SS Glyph procs means you need to cut the cycle short and Eviscerate at 3 or 4 to keep sustaining things - that feel comes mainly with practice and familiarity, but trying to whiteknuckle your way through the bare minimum without that familiarity will probably not help your DPS - you lose far less by erring on the side of longer cycles than shorter ones that allow finishers to drop.
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06/26/09, 7:36 PM
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#1108
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Glass Joe
Human Death Knight
Dark Iron
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Mutilate 51/7/13 need some help
Ok i just tried out mutilate 51/7/13 as soon as i got my t8 4pc. It did not go well at all.
10M ulduar. I had a SP but no moonkin.
I used the build on this website with no MP and 3/3 TTT. My deadly poison kept falling off. I was slightly below the hit cap with 303 hit instead of 315. So i switched my bracers to fluxing energy coils, this put me at 349. Still my deadly poison would fall off. I'm going to try 1/3 MP and 2/3 TTT tonight. I didnt even break 5K on hard mode XT. Now, there is some luck involved with that ofcourse ( i got gravity bomb about 10 times), but i feel like me not being able to envenom because DP isn't up is damn retarded.
link to armory: The World of Warcraft Armory
I also have mechanism bindings that I can use instead of flux if needed.
Maybe there is something wrong with my choice of gear, some help would be nice.
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06/27/09, 5:12 AM
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#1109
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In 1st, e-brake activated.
Kytrarewn
Undead Rogue
No WoW Account
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Originally Posted by brandog712
Maybe there is something wrong with my choice of gear, some help would be nice.
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Do you use a faster offhand dagger than Sinister Revenge usually?
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06/27/09, 7:47 AM
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#1110
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Glass Joe
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So im curious, what's the reasoning behind fists/daggers combat being higher dps than swords or maces? I've seen the spreadsheets so i know its true(depending on weapons), but i still don't understand how it works out that even lvl swords/maces are inferior to fist/dagger combo.
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