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saedo's picture

Mutilate

saedo — Tue, 12/30/2008 - 12:19

Mutilate is the premier single target dps spec nowadays, especially on Murderable mobs.    It is also the "most difficult" of the specs to play (though it's really not that hard), but you get your high dps as returns if you can pull it off.

Potentially, this spec is also a source of 3% more raid crit from Master Poisoner, but most raids will generally have a Ret Pally or Elem Shaman, or both, providing it.   Mutilates are probably the worst source of it and should not spec for it unless really needed.  

IP / DP / Envenom

Therefore, the only spec for it currently is this 51/13/7.   If Master Poisoner is really needed, points should be shifted from Turn the Tables.    If you're not facing a lot of Murderable mobs, and want to min-max for that, Murder can be switched out for other fillers.    Though do note, Fleet Footed will not stack with Unholy DK's aura, and Quick Recovery can be very rendered useless through expertise.    So most likely, not much of a dps filler points if you move out of Murder.

Weapon wise, due to Focused Attacks and Poisons scaling, fast weapons recieved a boost in power.    Though do remember, speed isn't everything, just like Combat with Combat Potency, speed only gives a benefit, not an overriding rule.   You would main handing the Faster of your daggers, and offhanding the Slower of your daggers, finishers proc poisons which outweighs the *slightly* lower mutilate damage.

Glyph wise, there's not a lot of Mutilate glyphs out there.    You'd choose Slice and Dice and Rupture as the main 2.   The last one is really anything filler, nothing else helps with dps.

Cycle for Mutilate is more of a priority system.   Watch timers, hit the appropriate button to refresh the ones you need to.

  1. Keep HfB fully stacked at all times (can be done in stealth, out of combat, on the run, etc)
  2. Keep SnD up at all times you are dps'ing (start an SnD whenever)
  3. Mutilate to 4+ combo points
  • If SnD is low, Envenom
  • Else if Rupture is not up, Rupture
  • Else just Envenom til you can Rupture again

IP / IP / Evis

So another spec has been floating around now.   This involves 2 fast daggers (til 3.1), dual Instant Poison, which means relying on the raid (hunters) to provide the poison, and use Eviscerate.     So a bit more of a greedy spec, but supposed to be on par or above the old IP/DP/Envenom method.

The build would be something like this:  http://www.wowhead.com/?talent=fhxf0exoVboIzAo0xV0hZxb

And your third glyph would be the Eviscerate glyph.

Cycles are pretty much like before, but you're more likely to land 5 point finishers rather than 4+.

  • Rogue
  • WotLK
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saedo's picture

Combat

saedo — Tue, 12/30/2008 - 02:26

Combat has become a secondary dps spec.   For single target dps, it comes behind Mutilate, especially Murderable mobs.   However, it does better in trash, multi-add fights, interrupted fights.    It is also the best source for Savage Combat (2% more physical damage), probably better than Arms Warrrior (Blood Frenzy) over Fury warriors nowadays.   So it is advisable to have at least 1 combat rogue in a raid.

Spec wise, it is not really the case where Sword spec dominates everything else.   The spec itself is still best, but talents like Prey on the Weak boost crit value which boosted Fist/Dagger spec.   Also, through itemization, swords only having 1.5 - 1.6 speeds to them compared to daggers 1.3 - 1.5 speeds gave Dagger offhands another boost.    It'll be better spec'ing around the weapons you can obtain, using a spreadsheet to check which is better, and not gunning for a particular weapon spec.

There are 2 schools of thought for combat specs, they are said to be very close, some debate on which is actually better.    They are the 7/51/13 build, and the 15/51/5 build.    Note, although it's a sword/CQC spec, you would move points to where your weapon spec lies.   If you're using 2 weapons of the same type, then the extra points are filler you can put anywhere.    For specs of different weapon type, the points you should sacrifice should be from Sword Spec, go 4/5 sword and 5/5 in the other for maximum benefit.

Now, I will go into each spec type with more depth.

 

7/51/13

This spec goes into Serrated Blades, and sacrifices a point in Imp SnD.   

Glyphs it would go for is Sinister Strike, Rupture, and Blade Flurry or Slice and Dice if you're having trouble with upkeep.

The goal of this build is to, while maintaining 100% SnD uptime, also try to maintain near 100% rupture uptimes.     Cycle would be 4+/5r, nothing else just SnD and Rupture.     Even with Energy Pooling, there will be times where Rupture would still be up, and can't override due to previous higher AP values, those times you'd just SS more til you can Rupture again.

 

15/51/5

This would be similar to the vanilla wow combat spec, going into Ruthlessness and Lethality, maxing SnD, but also sacrifice points in Sword Spec if applicable.

Glyphs it would go for is Sinister Strike, Slice and Dice, and Rupture

This build introduces a 3 finisher cycle, 3+s/5r/5e.    While maintaining 100% SnD uptimes, rupture when you can, and can probably squeeze in an Evis with decent luck on procs.

 

Poisons

For either, your choice of poisons will be Deadly Poison, and Wound Poison.   With the 50% proc rate, and lack of talents in Imp Poisons for combat, Wound Poison will out do Instant Poison, always.    Here's an AP crossover chart if you do happen to have points in it for whatever nub reason to make Instant Poison the better poison.

Rank of Improved Poisons Attack power
1 19250
2 7875
3 4084
4 2188
5 1050

As for what poison to put on what hand.   Depends.    If your offhand is 1.4 speed or faster, put Wound Poison on it, Deadly on the other.   Else, put Wound Poison on the main hand, Deadly off.

 

Update for 3.0.9+:  So with 40% SnD now, people at the higher end of gear actually has Wound Poison surpassing Deadly Poison.   Not a whole lot, maybe 10ish dps.   But Dual Wound has become the ideal setup.    Provided your gear is good enough for it.    Exactly when?   Check a spreadsheet.

  • Rogue
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saedo's picture

Wrath Raiding Rogues

saedo — Mon, 12/29/2008 - 12:48

Thus begins my long process of typing random stuff about rogues.     If there's something in particular you wanna see first, post it.   Otherwise it'll be a random thought.     To start off with:

 Sources:

  • WotLK Pocket Guide
  • Roguecraft Spreadsheet
  • Optimal Mutilate Spreadsheet

Quick and Dirty FAQ:

1.  What hit rating should I be at?

  • STFU about hit rating.   First off, there is no magic number.    Second, caps are only around so you're aware how they affect the relative value hit rating.    AP, Agi, ArP, Haste, Crit, Exp all give you dps too in some degree.   All you should want to know is how much each is worth, not specifically aiming for any magic number for any of it. 
  • There is one possible exception for Mutilate rogues, being Expertise capped (and yellow hit capped) is usually very worth it.   Your cycles are highly dependent on Envenom hitting, and the stat weights generally reflect this value anyways.
  • Use one of the spreadsheets

2.  I heard fast daggers were good for mutilate, should I use 2 fast daggers?

  • Speed is just another stat.   Slow daggers work fine if they are sufficiently above in quality over fast daggers you can obtain.

 

 

Upcoming Changes in 3.1:

General

  • All classes now receive 25% more benefit from Armor Penetration Rating.
  • Applying a glyph no longer requires a Lexicon of Power. The same rules for switching between dual talent specializations now apply to switching glyphs and cannot be performed while in combat, Battlegrounds (except when Preparation is up), or Arenas (no exceptions).

Skills

  • Envenom now gives an additional 15% chance to apply Deadly Poison and a 75% increased frequency of applying Instant Poison for 1 sec plus an additional 1 sec per combo point. (Previously gave a 15% chance to apply both deadly and instant poison) 
  • Expose Armor now reduces armor by 20%, lasting longer per combo point.
  • Shiv: This ability can no longer generate a critical strike, and the poisons it applies cannot be critical strikes either.
  • Deadly Throw: Missile speed increased.
  • Master of Subtlety: The amount of time remaining on the damage bonus for this talent is now displayed.

Assassination

  • Hunger For Blood (Tier 11) changed to: Enrages you, increasing all damage caused by 15%. Requires a bleed effect to be active on the target. Lasts 30 sec. (Previously increased damage by 5%)
  • Hunger for Blood now lasts 1 min. Energy cost reduced from 30 to 15.
  • Improved Poisons (Tier 4) changed to increases the chance to apply Deadly Poison to your target by 2/4/6/8/10% and the frequency of applying Instant Poison to your target by 10/20/30/40/50%. (Previously increased chance to apply Deadly and Instant poison by 2/4/6/8/10%)
  • Master Poisoner: Now also increases the bonus to apply Deadly Poison when Envenom is used by an additional 15/30/45%.
  • Lethality now affects all combo point-generating abilities.


Combat

  • Savage Combat (Tier 9) now increases damage caused against poison enemies by 4%. (Previously increased damage by 1%)
  • Adrenaline Rush (Tier 7) cooldown reduced from 5 minutes to 3 minutes.
  • Killing Spree: Now also increases all damage done by the Rogue while active by 20%.
  • Lightning Reflexes (Tier 4) is now a 3 point talent and Increases your Dodge chance by 2/4/6% and gives you 4/7/10% melee haste. (Previously just increased dodge by 1/2/3/4/5%)

Subtlety

  • Sinister Calling now increases your total Agility by 15% and increases the percentage damage bonus of Backstab and Hemorrhage by an additional 2/4/6/8/10%. (Up from 1/2/3/4/5%)

Glyphs

  • Glyph of Sap  -- Increases the duration of Sap by 20 sec. (Old: 10 sec.)
  • Glyph of Deadly Throw  -- Increases the slowing effect on Deadly Throw by 10%. (Old: Increases the range on Deadly Throw by 5 yards.)
  • Glyph of Adrenaline Rush  -- Increases the duration of Adrenaline Rush by 5 sec. (Old: Decreases the cooldown of Adrenaline Rush by 60 sec.)
  • Glyph of Sprint  -- Increases the movement speed of your Sprint ability by an additional 30%. (Old: also reduced the duration by 5%)
  • Glyph of Crippling Poison  -- Increases the chance to inflict your target with Crippling Poison by an additional 20%. (Old: 10%)
  • Glyph of Pick Lock -- Reduces the cast time of your Pick Lock ability by 100%. (Old: 75)
  • Glyph of Hunger For Blood *new*  -- Increases the bonus damage from Hunger For Blood by 3%
  • Glyph of Killing Spree *new*  -- Reduces the cooldown on Killing Spree by 45 sec.
  • Glyph of Shadow Dance *new*  -- Increases the duration of Shadow Dance by 4 sec.
  • Glyph of Fan of Knives *new*  -- Increases the damage done by Fan of Knives by 20%
  • Glyph of Tricks of the Trade *new*  -- Your Tricks of the Trade grants an additional 10% bonus damage to your target.
  • Glyph of Mutilate *new*  -- Reduces the cost of Mutilate by 5 energy.
  • Glyph of Cloak of Shadows *new*  -- While Cloak of Shadows is active, you take 40% less physical damage.
  • Glyph of Backstab - Each time you Backstab, the duration of your Rupture on the target is extended 2 sec, up to a maximum of 6 sec. (Old - Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.)

 

Early Testing on PTR:

  • Instant Poison - PPM appears to be between 7.99 and 9.16 if PPM is reduced by haste, if not, it could be between 7.43 and 8.52 PPM.
  • Wound Poison - 21.27 - 21.76 PPM
  • PPM believed to be normalized to 1.4 speed at current proc rate (i.e. WP is 50% with a 1.4 spd weapon), so slower weapons will get more poison procs than current.
  • Deadly Poison - is not on the PPM, coefficient raised to 0.12*AP
  • It appears Lightning Reflexes is not worth it for Mutilates, so traditional build still
  • With the new Master Poisoner, fast OH still beats slow, so SR / WD is currently slated to be best to enter Ulduar with
  • Rogue
  • WotLK
  • 37 comments

Raid: Gorilla Teet Supreme

Raid Zone: 
Naxx

Naxx tonight!! startin earlier to do a full clear! be prepared pleease

  • WotLK
Derchlon's picture

Survival Hunter Specs: A self analysis.

Derchlon — Fri, 12/26/2008 - 00:00

So, When I first started raiding in Wrath, I figured that I had found a good 0/17/54 spec to work with(http://www.wowhead.com/?talent=cZceV0oZe00iocIhxuAhcd).  After a couple weeks of raiding, I'm finding that this spec has been alright, but I'm trying to push for better.  Reading the EJ forums, I've been keeping up with the latest in SV theorycraft, and this is what I'm finding:  The modern SV hunter should be as close to melee distance as possible, while still being able to loose arrows.  What I'm speaking of, is called Trap Dancing.  The idea that dropping a trap on a boss will proc LnL(http://www.wowhead.com/?spell=56344), causing you to use your highest damage ability, Explosive Shot (http://www.wowhead.com/?spell=60053) more often.

Before I had thought about trap dancing, I respecced into a 0/19/52 build (http://www.wowhead.com/?talent=cZ0eVbohZe00iocIhxuAhcz) due to my very high hit rating, which netted me ~20,000 extra damage on the Archavon kill from this past week.  I'm thinking with all the synergy of the stings, LnL, and Explosive Shot, the idea of adding another wrinkle to the list of accents could be really good for extra dps.

The process of a trap dance involves standing close enough to the boss(right behind the melee), in order to drop an immolation trap, proc LnL, step back with a tap, then unload 3 Explosive Shots.  With Serpent Sting up, more chances to proc LnL exist, for more triple explosive shot damage.  A typical rotation would be as follows:

1.  Serpent Sting
2.  Explosive Shot
3.  (If you aren't in position yet, Aimed Shot, if you are, move on to step 4)
4.  Immolation Trap
5.  tap your back button to get back to range
6.  Blast away with Explosive Shot
7.  Steady Shot until Explosive Shot is off CD or Serpent sting falls off(if it falls off, replace your next Steady Shot with a Serpent Sting.)

Working with that, I've compiled a new spec that I'd like to try out.  0/18/53 (http://www.wowhead.com/?talent=cZ0eVoohZe00i0cIhedAhod).  This spec has the improved stings, and improved trap abilities for shorter CDs and improved Immolation trap damage.  Considering that most of the fights in current end game are close and clustered, it seems like Sniper Training (http://www.wowhead.com/?spell=53304) is wasted.  Putting those points into Resourcefulness adds shorter CDs, and makes the traps less of a drain on mana.  Also gives the SV 41 point talent a use, with 30% increased immolation damage, which has been reported from the 3.08 test realm to be upwards of 5k damage alone.

I'm not a fan of being close to the melee, it doesn't feel like something a hunter should be doing.  But if the DPS is higher, there is no reason why I shouldn't be able to try it on for size and see how it goes.  The different specs are below for reviewing pleasure.

1. 0/17/54(http://www.wowhead.com/?talent=cZceV0oZe00iocIhxuAhcd)  Notables:  3% more to hit, Scatter Shot, slightly higher Expose Weakness uptime

2. 0/19/52(http://www.wowhead.com/?talent=cZ0eVbohZe00iocIhxuAhcz)  Notables:  30% more Sting damage, Scatter Shot, 50 more pet focus per crit, slightly higher Expose Weakness uptime. NO REPLENISHMENT BUFF.

3.  0/18/53(http://www.wowhead.com/?talent=cZ0eVoohZe00i0cIhedAhod) Notables: 30% more Sting damage, 30% more immolation trap damage, 6 second shorter trap CD, 25 more pet focus per crit.

 

 

Last minute thoughts:  Being in close range, if might be better to toss two points from Hawk Eye into Savage Strikes, for a quick melee swing while I'm setting the immolation trap.

  • Hunter
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  • Derchlon's blog
  • 10 comments

Raid: Gorilla Teet Supreme

Raid Zone: 
naxx/os

This is a last minute event post for GTS!!! we will be doing either OS or naxx. I am not sure if we will be raiding tomorrow due to the holiday, but the raid will talk together after tonight's run. 6 ST start, regulars first!

<3

  • WotLK

Raid: Kitten Brigade *OR* Lava Crab

Raid Zone: 
Naxxramas

Attendance pending, this will be either a Kitten Brigade (25-man) raid of Naxxramas, or a Lava Crab (10-man) raid of Naxxramas and other 10-man raids.

Sign up if you wish to attend!

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  • 3 comments

Raid: Kitten Brigade *OR* Lava Crab

Raid Zone: 
Whatever is available

Attendance pending, this will be either a Kitten Brigade (25-man) raid of Naxxramas, or a Lava Crab (10-man) raid of Naxxramas and other 10-man raids.

Sign up if you wish to attend!

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Dragon's picture

Ret UI 3.3 (patch, attempt)

Dragon — Mon, 12/22/2008 - 12:45

Ret UI 3.3 (patch, attempt)

One thing that is not shown is omgwtf grid. I don't turn it on in parties or solo but it is commonly found right where the party is located right now (as I turn parties off in raid).

I might use bartender to add another bar under the minimap for quest items (since autobar hates quest items even though it had a thingy for them) and Everyman for Himself just so I can see their CDs.

BTW, when making a UI if you are anal-retentive or OCD, get the mod Align. Just tap /align and it overlays something like graph paper over your screen.

  • Paladin
  • UI
  • WotLK
  • Screenshots
  • 7 comments

Christmas Day raids/heroics/etc's

Raid Zone: 
Wherever

Depending on what Allikat wants, as well as what happens on the 25th, I might host some heroics, maybe even a 10-man raid or what not.

IF I DON'T LEAD ANY OF THIS, though - anyone that signs up is free to spearhead stuff going on this day.

And for those that will think to themselves how much of a loser I am -

Yeah, it's Christmas day and I might be on WoW.  Consequently, my sister, brother-in-law and his brother, as well as my parents are all flying/driving up to the area on the *26th* for some vacation time in Vancouver, BC.  So yeah, while I might spend the holiday on WoW, I'll be spending the *holidays* with my family.  :P

Again, if I'm not on by the time that "invites" go out, feel free to start forming stuff amongst yourselves.  At the very least, this post can help people to find others that will be online on the 25th.

  • WotLK
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