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10/09/09, 3:46 AM
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#16
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Banned
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Is that 10 man? Might be wrong but AOE'ing 5 mobs in 25man seems pretty different results than than AOE'ing 3 mobs in 10 man.
I've been experimenting with the following weapons in 25man:
-CQC
Facebreaker - Nemesis Blade (heroic) - Stygian Bladebreaker (normal)
-HnS
Hellscream Slicer - Blood Fury (heroic)
Axes appear to come out ahead on the ~4 nights of attempts experimenting. Granted I have a 258 axe but the results were noticeable. Glyphs FOK/AR/SS using double WP I was noticeably ahead of the other rogue every pull using my Axes and we were about tied when using my daggers.
Glyph's KS and ToTT I found like wasted slots when you could have AR instead. Killing spree un-glyphed will refresh in 2 minutes which is exactly when Anub emerges again for ground phase you dont really need it during phase 2. ToTT glyph I also found undesirable of our tanks one is horrible and sub-par and even he had no issues holding threat I stopped using ToTT altogether. Just my experience take with it what you will.
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10/09/09, 4:18 AM
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#17
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Von Kaiser
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Originally Posted by Mathum
Is that 10 man? Might be wrong but AOE'ing 5 mobs in 25man seems pretty different results than than AOE'ing 3 mobs in 10 man.
I've been experimenting with the following weapons in 25man:
-CQC
Facebreaker - Nemesis Blade (heroic) - Stygian Bladebreaker (normal)
-HnS
Hellscream Slicer - Blood Fury (heroic)
Axes appear to come out ahead on the ~4 nights of attempts experimenting. Granted I have a 258 axe but the results were noticeable. Glyphs FOK/AR/SS using double WP I was noticeably ahead of the other rogue every pull using my Axes and we were about tied when using my daggers.
Glyph's KS and ToTT I found like wasted slots when you could have AR instead. Killing spree un-glyphed will refresh in 2 minutes which is exactly when Anub emerges again for ground phase you dont really need it during phase 2. ToTT glyph I also found undesirable of our tanks one is horrible and sub-par and even he had no issues holding threat I stopped using ToTT altogether. Just my experience take with it what you will.
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If you're speaking to me, I'm writing about 25-man, as in 10-man you can pretty much do whatever you want and still beat it.
As I said, we use 1 warrior to tank all 4 adds, and it's necessary for me to put as much threat on him as possible--it's also helpful, we found, to aoe adds as quickly as possible, as you're sometimes able to kill them just before or as their Shadowstrike timers are up, which makes the fight that much safer.
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10/09/09, 4:57 AM
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#18
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Banned
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Sorry, one warrior on adds and one rogue in the guild sounded like 10 man.
I thought they nurfed one tank adds tanking. That makes the fight extremely easier. Adds die faster with one extra dps, and dps uloads faster not having to wait for 2 tanks getting adds positioned exactly perfect. I want to bring it up with my raid leader, but how do you deal with adds with shadow strike?
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10/09/09, 5:10 AM
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#19
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Von Kaiser
Night Elf Druid
Terenas (EU)
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We actually also only use 1 warrior tank on adds who is "block capped". 8/10 cases it works but sometimes it can happen that he gets instagibbed, but it happens very seldom.
DBM timers show the shadow strike and if the adds only get interupted by dedicated interupters (e.g. no one else interupts) it is enough to use 2 AOE interupters in rotation. But usually as we get closer to phase 3, the timers can be a little off so our interupters have to guess, usually works fine.
So to get back to the rogue tips, 18/51/2, normal weapons and poisons (slow MH, fast OH with WP/DP) and FoK, KS and AR glyphs are the way togo? I will try it for our next raid.
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10/09/09, 6:31 AM
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#20
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In 1st, e-brake activated.
Kytrarewn
Undead Rogue
No WoW Account
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Originally Posted by remanis
We actually also only use 1 warrior tank on adds who is "block capped". 8/10 cases it works but sometimes it can happen that he gets instagibbed, but it happens very seldom.
DBM timers show the shadow strike and if the adds only get interupted by dedicated interupters (e.g. no one else interupts) it is enough to use 2 AOE interupters in rotation. But usually as we get closer to phase 3, the timers can be a little off so our interupters have to guess, usually works fine.
So to get back to the rogue tips, 18/51/2, normal weapons and poisons (slow MH, fast OH with WP/DP) and FoK, KS and AR glyphs are the way togo? I will try it for our next raid.
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Most folks seem to prefer FOK, AR and SS, but it's entirely dependent on your guild's tanking strategy and whatnot.
Sadly- with the nerf in 3.2.2, you're not going to see yourself anywhere near the top of the charts even with perfect spec, positioning, and play.
I've found that my DPS seems better when I use both AR and BF on the first set of adds, rather than overlapping cooldowns, but again, it's all dependent on the raid and how long it takes them to AoE down the adds- note that the second set of adds each phase doesn't really "matter" so much as the first set of adds. Obviously, you have to kill them in a reasonable amount of time in fear of anub chasing one of your add tanks, but you're not really fighting for more DPS time on anub so much as just reducing any potential complications. That being said... the fight doesn't really start until P3, so why worry about P1 and P2.
The reason I like Glyph of SnD better is just that my experience thus far with anub is that combat potency is a big thing on this fight, and having the extra 4.5 seconds of SND time, especially with low-CP cycles to maintain SND while FOKing, feels like it should make for a more reliable cycle and save more energy than Glyph of SS, given that I'm not really pushing for a full 4s/5r/5e.
Raid makeup will determine whether you use wound/deadly or instant/deadly or double instant (I don't currently raid with any arms warriors, so we need to keep up a poison for savage combat) and tank strategy will determine glyphing (KS is far more valuable in a 1-tank strategy than it is in a 2 tank one, as one key example).
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10/09/09, 6:46 AM
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#21
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Glass Joe
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I've been curious to see if 38/33 is a viable spec for pure FoK spamming, however I'm not sure how effective focused attacks is over combat potency. With a 50% crit rate on 5 targets, and with vitality, you'd be getting 47.5 energy per 3 seconds. For those still using the t8 bonus it would bump that to 52.5 energy per 3 (rough math). The question would be does having AR, savage combat (obviously there needs to be someone else putting it on), and PoTW outweigh the amount of FoKs youre doing.
Last edited by Profound : 10/09/09 at 10:48 AM.
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10/09/09, 11:41 AM
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#22
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The Titleless
Andeh
Goblin Rogue
No WoW Account
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I switched from using glyphs of SS/SnD/FoK to SS/TotT/FoK last night because we have problems with healers agro'ing Burrowers while they run in, even if a Hunter tries to MD tap the back two and Warrior picks up the front two. (This is with a 1 tank strategy). So what we switched to was having the 2 rogues run out and tag the back 2 Burrowers and run in with them. The Tricks glyph gives enough uptime that even after tagging the mobs, we can still get several FoK off on all the Burrowers once they're rounded up. However, I do think that I will switch the SS glyph for SnD, since I'm only using 1-2 point SnD, and without the glyph I was having to put refresh it about 3 times instead of 2, which (assuming Ruthlessness didn't proc) is nearly the cost of an extra FoK.
It's possible that we're "doing it wrong" but the pickups have gotten a lot more solid since we switched to this, not only in terms of threat but the warrior moves less, meaning he's less likely to get gibbed from behind.
Also, Blade Twisting is really, really annoying if you're stuck Tricks'ing the Burrowers in.
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10/09/09, 11:47 AM
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#23
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Von Kaiser
Night Elf Rogue
Stormrage
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Originally Posted by Profound
The question would be does having AR, savage combat (obviously there needs to be someone else putting it on), and PoTW outweigh the amount of FoKs youre doing.
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Yes it does. As people have mentioned earlier, even with your health skimming at 10-15%, that will give PotW approx 30/50% uptime in p3 and 100% uptime for the rest of the fight. Just because p3 is where the major crunch is, you are still chasing an enrage timer, and do need single target dps on Anub. While AR might not be up for all the add phases, it should be available for the first set of adds and another set either during p3, or right before. So while AR isn't the make it or break it ability (glyphing it gives it even more value), PotW and your phase 1 dps will suffer tremendously, as well as your single target dps on Anub himself.
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10/09/09, 7:54 PM
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#24
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Mike Tyson
Night Elf Rogue
Doomhammer
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The thing to keep in mind is that while PotW will have 30-50% uptime on *Anub* in P3, it will only have ~10-15% uptime on the *adds* in P3. So the benefits of PotW are severely reduced in P3. That said, it's still a great talent for P1 and P2; hence, the question is which DPS check is harder, the P1/2 one or the P3 one - a question which I imagine depends somewhat on your raid comp.
In terms of FA vs AR: FA is something like 2.5 bonus energy per FoK, as (unless it's been fixed at some point) only MH FoK hits can proc FA). Thus the comparison is 2.5 energy per FoK vs 150 energy per AR; the question, then, is whether you do more or less than 60 FoKs between each AR. The answer to which in P1/2 is, honestly, pretty clearly no, due to the kite phases giving AR time to come back up while you're not FoKing. In P3, it's a little less clear-cut.
So: a build like 33/38/0 *might* be able to do marginally better P3 DPS, but at the expense of quite a bit of P1/2 DPS; moreover, as you're not AoEing continuously, you will lose some DPS throughout the fight while single targeting. Hence, I'm somewhat skeptical that such a build is worthwhile.
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10/09/09, 9:25 PM
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#25
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Glass Joe
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Originally Posted by Aldriana
The thing to keep in mind is that while PotW will have 30-50% uptime on *Anub* in P3, it will only have ~10-15% uptime on the *adds* in P3. So the benefits of PotW are severely reduced in P3. That said, it's still a great talent for P1 and P2; hence, the question is which DPS check is harder, the P1/2 one or the P3 one - a question which I imagine depends somewhat on your raid comp.
In terms of FA vs AR: FA is something like 2.5 bonus energy per FoK, as (unless it's been fixed at some point) only MH FoK hits can proc FA). Thus the comparison is 2.5 energy per FoK vs 150 energy per AR; the question, then, is whether you do more or less than 60 FoKs between each AR. The answer to which in P1/2 is, honestly, pretty clearly no, due to the kite phases giving AR time to come back up while you're not FoKing. In P3, it's a little less clear-cut.
So: a build like 33/38/0 *might* be able to do marginally better P3 DPS, but at the expense of quite a bit of P1/2 DPS; moreover, as you're not AoEing continuously, you will lose some DPS throughout the fight while single targeting. Hence, I'm somewhat skeptical that such a build is worthwhile.
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We've moved from 2 to 1 add tank, thus I have to keep up mind numbing on the adds at all times to assist with interrupts. That's why I even considered the build. Mainly, since I have to FoK the entire fight regardless of phases, would this be a viable spec to consider?
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10/09/09, 9:53 PM
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#26
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Von Kaiser
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Originally Posted by Profound
We've moved from 2 to 1 add tank, thus I have to keep up mind numbing on the adds at all times to assist with interrupts. That's why I even considered the build. Mainly, since I have to FoK the entire fight regardless of phases, would this be a viable spec to consider?
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We haven't used mind numbing for either of our kills, but we also don't interrupt reactively--we have the warrior tanking the adds Shockwave or one of our holy paladins Holy Wrath right as the Shadowstrike timer comes up.
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10/11/09, 1:39 PM
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#27
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Banned
Night Elf Rogue
Destromath (EU)
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how about using victors call heroic + victors call normal mode trinket. you ll get 40s of 1.2k+ ap in every add phase. most other trinkets procc in the beginning and run out just before the aoe fight begins. the problem with that trinket is the static expertise on it what will overcap most rogues by far when they use both versions, nevertheless i think on-use-trinkets are the best choice in that encounter.
Last edited by windwâlk : 10/11/09 at 4:56 PM.
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10/11/09, 7:40 PM
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#28
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Piston Honda
Troll Rogue
Twilight's Hammer (EU)
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Do people recon it is worth equipping a slower dagger in the offhand as combat fists for the FoK spamming phase? I have the choice between the heroic 25 1.8 and 1.4 daggers. The slower one has 77 higher average damage, but will generate 23% less offhand hits, which would translate in about 5 less energy per 10 seconds.
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10/13/09, 4:51 AM
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#29
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Von Kaiser
Human Rogue
Auchindoun (EU)
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We've had great success by doing the following on Anub'arak:
1. Face Anub'arak's behind, rotate your camera with the left mouse button to get ready for your add. We assign 1 add per Rogue for white hits.
2. When the adds pop, make sure you at that time, have 5CP ready for use. As soon as you see the add, pop SnD and target your add while also turning away from Anub'arak.
3. Trigger TotT, BF and lastly, AR, while the adds are moving your way. Their traveltime is roughly 6-7 seconds, so that should fit with your WCD's.
4. Bring the pain. Right after TotT runs out you can target the add with the highest HP or simply target Anub'arak and still FoK the adds until they are down.
I personally use a Combat-Axes (2.6/1.5 wpn speeds) with 2x WP setup. We've focused a lot more on getting the above exactly right, than we have on weapon swapping and other techniques. This quickly changed the outcome of the fight for us, so this is where our focus is at the moment.
I find this method is the best for us. You lose some white-hit DPS time on Anub'arak when you turn around to avoid triggering TotT too early, but this means you will have the full 5 seconds for transferring aggro onto the adds tank, which is by far the most important in this fight.
Using this method with 4 Rogues, we consistently bring down the 4 adds very fast, without aggro issues. We found that assigning targets for each rogue for the white hits, made a significant difference for us. Optimizing when we turned around and how we triggered our CD's, also had a noticeable effect on the speed at which the adds went down and these things came together and made the fight doable for us.
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10/13/09, 8:34 AM
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#30
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Von Kaiser
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Originally Posted by atroxes
We've had great success by doing the following on Anub'arak:
1. Face Anub'arak's behind, rotate your camera with the left mouse button to get ready for your add. We assign 1 add per Rogue for white hits.
2. When the adds pop, make sure you at that time, have 5CP ready for use. As soon as you see the add, pop SnD and target your add while also turning away from Anub'arak.
3. Trigger TotT, BF and lastly, AR, while the adds are moving your way. Their traveltime is roughly 6-7 seconds, so that should fit with your WCD's.
4. Bring the pain. Right after TotT runs out you can target the add with the highest HP or simply target Anub'arak and still FoK the adds until they are down.
I personally use a Combat-Axes (2.6/1.5 wpn speeds) with 2x WP setup. We've focused a lot more on getting the above exactly right, than we have on weapon swapping and other techniques. This quickly changed the outcome of the fight for us, so this is where our focus is at the moment.
I find this method is the best for us. You lose some white-hit DPS time on Anub'arak when you turn around to avoid triggering TotT too early, but this means you will have the full 5 seconds for transferring aggro onto the adds tank, which is by far the most important in this fight..
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I don't mean to discount your way of doing this, as I feel there are several ways to accomplish this encounter. I do feel, however, this method has a few things to consider. Securing agro of the adds is definitely important. The main drawback with the way you describe will become apparent to you in phase 3. I refer mostly to passive healing. I really think this is overlooked. We designed our group comps with passive healing for p3 in mind. Judgement of light is sufficient to maintain a low health pool during this time. Due to the speed at which a rogue hits healing is very steady and smooth. We asked our druids to spec out of imp lotp because we found that the melee group was healing too much from it. It is also a much more random since it is dependent upon crits and has a 6 second ICD. The method that you describe, while excellent in establishing solid agro on the adds will leave you without Judgement of Light procs and can allow your health to dip dangerously low. You also lose vital dps on Anub. In addition white attacking one add will put you out of FoK range of the other adds. I am making the assumption you are using a 2 add tank strat. If you use a 1 tank strat the DPS inefficiency is obviously irrelevant. The passive healing issue will still be problematic for you.
If you are somehow able to use 1 add tank and are having threat issues one option is to use a prot paladin and a holy paladin healing with righteous fury. Have the holy paladin stand behind the prot paladin who taunts off the holy. That coupled with 4 rogues ToTing and a call from the paladin to commence AoE will solve any threat issues you may have and allow you to maximize both AoE dps and single target dps to Anub.
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