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07/18/09, 12:26 AM
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#126
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Mike Tyson
Night Elf Rogue
Doomhammer
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It does have very high potential for gibbing a single target, however, in practice using it in this way proves challenging - the region in which FoK can hit but Blade Flurry can't is only 3 yards wide, so in practice keeping large number of mobs there is very challenging. Don't get me wrong, it's great if you can do it, but in practice it doesn't work as well as you might think in theory.
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07/18/09, 3:25 PM
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#127
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In 1st, e-brake activated.
Kytrarewn
Undead Rogue
No WoW Account
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Is Blade Flurry capped as to the number of potential hits in addition to that?
Experimenting with the flower packs in Freya's room, my FOK was hitting 20, 22, 24 times while BF was only hitting 10, consistently. I imagine that could be either because of range limitations or because BF can only resolve 10 hits per GCD because of a coding limitation, or because BF is somehow hardcapped to 10 hits.
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07/18/09, 4:02 PM
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#128
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Von Kaiser
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Originally Posted by madsushi
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In your write-up I noticed that you listed Imp Throwing Specialization as increasing the range on FoK by 4 yards. The increased range only applies to Throw and Deadly Throw not to FoK.
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07/22/09, 3:34 PM
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#129
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Glass Joe
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Originally Posted by Kytrarewn
Is Blade Flurry capped as to the number of potential hits in addition to that?
Experimenting with the flower packs in Freya's room, my FOK was hitting 20, 22, 24 times while BF was only hitting 10, consistently. I imagine that could be either because of range limitations or because BF can only resolve 10 hits per GCD because of a coding limitation, or because BF is somehow hardcapped to 10 hits.
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I think this is because only the MH attacks will proc BF. So seeing half the number of BF hits as FOK hits sounds right.
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07/23/09, 2:10 AM
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#130
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Baller
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Originally Posted by Kytrarewn
Is Blade Flurry capped as to the number of potential hits in addition to that?
Experimenting with the flower packs in Freya's room, my FOK was hitting 20, 22, 24 times while BF was only hitting 10, consistently. I imagine that could be either because of range limitations or because BF can only resolve 10 hits per GCD because of a coding limitation, or because BF is somehow hardcapped to 10 hits.
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It's not capped (to 10 at least), I was able to get a 20+ Blade Flurry / FoK hit while attacking a sole healer while 30 of his friends were killing Thrall.
20+ hits via FoK + BF
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Author of the Rogue column on WoW Insider
Originally Posted by Hanos
I downloaded GearScore
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07/23/09, 5:03 PM
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#131
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Banned
Night Elf Rogue
Kael'thas
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BF is limited to only the MH attacks. I've operated under this impression.
To the poster above: usual raid size for horde cities is a full raid of 40 which means you could have gotten the 20 bf attacks from hitting 40 alliance players. Hard to know from the SS.
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07/23/09, 8:58 PM
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#132
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Banned
Blood Elf Rogue
Mal'Ganis
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Originally Posted by madsushi
It's not capped (to 10 at least), I was able to get a 20+ Blade Flurry / FoK hit while attacking a sole healer while 30 of his friends were killing Thrall.
20+ hits via FoK + BF
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I don't see the line where Cathana dies. = P
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07/29/09, 11:39 AM
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#133
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Glass Joe
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Not sure if anyone has touched base on this but with the changes in 3.2 with the new hack n slash talent, the orc specialization change and rogues having the ability to use axes I was wondering how this build would match up against others.
http://talent.mmo-champion.com/?rogu...&version=10147
Basically the normal 15/51/5 spec but 3 points are taken out of precision and put into hack n slash with the left over point.
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07/29/09, 12:08 PM
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#134
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Von Kaiser
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It's basically just fist/sword spec again with a slightly different aesthetic and some free expertise. 3-5 expertise (I forget how much it is) and a bit of gear hybridization probably isn't worth losing 3% hit.
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"Aggro" (n): in the Ancient Lordaeranian, a battle cry roughly translating to "Victory and death!"
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07/31/09, 8:08 PM
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#135
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Piston Honda
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Also consider the fastest Axe we've seen out of PTR thus far is 1.6, which doesn't really point toward the spec being all that outstanding due to itemization.
But we also haven't seen any MH Fists, so maybe we'll all be stuck with 2.6/1.6.
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08/01/09, 12:27 AM
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#136
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Piston Honda
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Well, the Horde version of the axe is a 1.5 speed ( Blood Fury - Items - Sigrie). I can only assume that the alliance version will be the same once the patch hits.
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08/02/09, 2:28 AM
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#137
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Von Kaiser
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Items with Triggered Effects: These items generally have cooldowns on how often they can be triggered. Those cooldowns are now triggered each time the item is equipped (example: A trinket has a 45-second cooldown on an effect triggered by player attacks; when a player equips that item, the effect will be unable to be triggered for the first 45 seconds it is worn).
I acquired a Mjolnir's Runestone today and a guildmate pointed out this change to me when I was explaining why I wouldn't want to have both it and Grim toll equipped together, overlapping procs placing me above the armor pen cap. Basically with this change you could equip the item 20-25 seconds before combat begins and have a much better opportunity to stagger the procs throughout a fight, and thus minimizing their overlapping. My question is would the sum total of EP gained from a fight with no overlap, which I agree is not 100% certain, outweigh the EP gain from the synergy of MR and DMC:G?
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08/02/09, 10:25 AM
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#138
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Banned
Blood Elf Rogue
Mal'Ganis
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Probably, but is it really worth it? Maybe you gain 5-10 DPS if it works according to plan without fail... maybe you lose a lot more if they manage to resynch for whatever reason.
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08/02/09, 3:35 PM
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#139
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Great Tiger
Night Elf Rogue
Lightning's Blade
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You are underestimating the effect of putting GT and MR out of sync. I just played with the simsheet and forced GT's first proc to be delayed by 22 seconds. Obviously the results will depend on your gear and also on the length of the fight, but for BiS gear and 5 minute fight I was getting the following:
Base case, 15/51/5 Comet's Trail and MR, armor pen gems and food gave me 7742 dps; same with GT and MR is 7539 dps; and delaying first proc of GT is 7647. So the impact is roughly 110 dps. It's still a worse combo than CT+MR, but it's a good boost nonetheless.
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08/03/09, 5:28 PM
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#140
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Von Kaiser
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Thank you Mavanas, I'm unable to use your sim sheet due to being on a Macintosh and the version of excel I have. This is definitely something I will play with, as it will likely be some time before we open up algalon on 25 man. The best way I can see to time this is to bind it into my tricks macro and a little communication with my tank. Much appreciated.
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08/03/09, 11:38 PM
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#141
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Banned
Blood Elf Rogue
Mal'Ganis
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Originally Posted by Mavanas
You are underestimating the effect of putting GT and MR out of sync. I just played with the simsheet and forced GT's first proc to be delayed by 22 seconds. Obviously the results will depend on your gear and also on the length of the fight, but for BiS gear and 5 minute fight I was getting the following:
Base case, 15/51/5 Comet's Trail and MR, armor pen gems and food gave me 7742 dps; same with GT and MR is 7539 dps; and delaying first proc of GT is 7647. So the impact is roughly 110 dps. It's still a worse combo than CT+MR, but it's a good boost nonetheless.
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How does MR+DMC:G compare? Because let's face it: for most people, CT isn't going to be an option. They're going to be looking at MR+DMC:G or MR+GT.
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08/04/09, 1:31 AM
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#142
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Ok so i'll update the table with more trinket combinations in BiS gear. MR =Mjolnir Runestone, DM = Dark Matter, CT = Comet's Trail, DMC:G = Greatness, GT = Grim Toll. "With delay" means, switch in GT 22 seconds before the start of the fight, so that its first proc is delayed.
1. MR+ CT = 7742
2. MR + DM = 7691
3. MR + GT (with delay) = 7647
4. MR + DMC:G = 7641
5. MR + GT (no delay) = 7539
The main problem with GT in BiS gear is that you are way over the poison hit cap, so all that hit rating is not adding as much value. At lower levels of gear, you typically have less Armor Pen so the benefit of MR+GT combo is lower, but if you end up below the poison hit cap, it will add some value to GT. The bottom line is MR + GT (with delay) is close to MR+DMC:G. If you are below the hit cap, side with GT (if you delay the first proc in 3.2), if not DMC:G is fine.
P.S. It just occured to me that the ability to delay the first proc of GT, might even change the BiS list in favor of more armor pen gear, but I'd rather not start that analysis till we are certain they are making that change.
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08/04/09, 3:28 AM
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#143
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Von Kaiser
Human Rogue
Alterac Mountains
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Is the change to combat potency not going through in the 3.2 patch? I did not read that in the patch notes. Anyone has any reliable info?
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08/04/09, 12:32 PM
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#144
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Glass Joe
Undead Rogue
Grim Batol (EU)
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Is Blood of the old god, really that bad in comparison with DMC:G?
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08/04/09, 12:48 PM
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#145
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Bald Bull
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Originally Posted by Tuon
Is Blood of the old god, really that bad in comparison with DMC:G?
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Yes.
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08/04/09, 1:14 PM
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#146
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Von Kaiser
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Blood of the Old god Briefly appeared to have a use when it looked like the optimal mutilate spec would only take two points in precision and thus fail to be hit poison capped without it, however that has since been disproved so now it is basically just useless.
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08/04/09, 3:33 PM
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#147
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Glass Joe
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But it's still a good trinket to use if you don't have CT or DM right? Currently, I use BotOG on my mutilate spec with DMC:G and I pump out 7k dps and I use 51/7/13 Mutilate Spec.
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08/04/09, 5:23 PM
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#148
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Great Tiger
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Generally speaking, disembodied dps numbers are not hugely helpful to determine which item is better, which is why you will read scores of posts asking you to consult spredsheets. That said, for combat the Blood of the Old God is in close proximity to using a Grim Toll/DMC:G combo (per Aldriana's spreadhseet with many excellent tier 8-content pieces) and combat values ArPen higher than mutilate. So, yes, it's still a decent trinket if you haven't got one from Algalon.
As always, you have two things to consider here:
1) Only the spreadsheets or similar simulation craft can really tell you what's better and by how much. And yet, they rely on modeling quirks that might not always apply to real-life fights. For example, movement fights are different from stationary ones in many ways -- assuming you have to leave your primary target. Stoppage fights are different from sustained combat fights because you have time in between to cool-down on use abilities for example. Etc., etc.
2) Use the best gear you can get, not some hypothetical gear you wish you had. If the best trinket you have is Blood of the Old God and you have a Greatness card, well, that's what you use. If your best trinkets are Mirror of Truth and Blood of the Old God, for goodness sakes, blow the 4-5k gold on a Greatness card if you're semi-serious about raiding. There are new trinkets coming with the patch, some of which will be easier to obtain than others.
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08/04/09, 6:59 PM
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#149
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Great Tiger
Night Elf Rogue
Lightning's Blade
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From memory, MR is better than BotOG, for mutilate. The only spec for which BotOG was superior was 51/7/13 but it's a subpar spec in terms of single target dps.
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08/05/09, 1:37 AM
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#150
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Glass Joe
Undead Rogue
Earthen Ring
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So now with the new tier 9 set being out, and the 2 piece and 4 piece being not so stellar, is it the right choice to just stick with 4/5 tier 8.5?
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