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A Rogue in BT - BreakdownFollow

#1 Aug 13 2008 at 10:32 AM Rating: Excellent
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A rogues view of BT, assuming gear isnt full t6, Sunwell gear etc. But hopefully this helps the average rogue entering BT.

Any changes you think would help, let me know!

Najentus

- If there is no MS warrior in the raid, switch to wound poison and keep it 5 stacked
- Make sure melee dps is split into 2 relatively even groups and watch your spacing mod to make sure that neither group is splashing each other or the tank
- Najentus destealths you as the fight starts, so you won't get an opener. Instead shiv twice, pop slice and dice, and settle into a normal dps rotation.
- Watch the bubble timer closely, if you have less than 12 seconds left until the bubble use eviscerate instead of rupture
- You can still generate combo points while Najentus is bubbled, you just can't damage him. With this in mind spam your cheapest combo point generator (shiv usually) until you have 5 up and then pool energy, this allows you to immediately apply a 5pt rupture as the bubble bursts.
- Use cloak of shadows to negate a bubble burst whenever possible, this requires your raid to be very verbal about when they throw the spine. If your healers are on their game you should be able to cloak every second bubble.
- After the first bubble burst call for heroism and blow all dps timers. Don't bother vanishing until just after the 2nd bubble burst, this allows you to apply a garrote.
- It's usually safest to save your potion and healthstone timers for healing, but if your healers are on point you can work thistle tea and haste pots into your dps rotation
- Be very aware of spines hitting your group and get them out of people very quickly as melee groups eat more volley damage than range groups
- When a bubble goes up, if healers are slow, use your bandages as they should be up every bubble
- Watch the bubble timer carefully and try to pop dps cooldowns just after bubble pops

DPS expectation: Minimum 1000, varies by self healing, bubble durations, and raid setup.


Supremus

Phase 1:
- Supremus destealths you at the start of the encounter so you won't get an opener
- Make sure you have a second tank in range with MORE health then you to take hurtful strikes.
- Call for heroism at 95% and pop all dps timers. Depending on your raid's dps you may have time to call for a 2nd heroism as this fight has a very long potential timer.
- Pop vanish after every dps burst output and apply garrote
- Use a normal dps rotation on Supremus and at 5 seconds until phase 2 try and make sure that a full deadly stack and a max pt rupture are up
- Run out at about 2 seconds to the kite phase

Phase 2
- Run a zig zag pattern down the road watching carefully for volcanoes
- You can't cloak volcanos, so don't bother
- You do no dps during this phase as there is a brief window between target phases when he can melee you if you're close enough
- With average raid dps you'll only get 3, possibly 4, kite phases
- Some groups run with a totally different strat, of course follow that :)

DPS expectation: Minimum 800, dps will be highly dependent on how fast the main and offtanks generate threat and how far you are from the boss at the end of the kite phase.


Shade of Akama

- Dps the channelers using normal dps rotations
- Have either a warrior or a rogue run ahead and get at least 3 sunders or a 3pt expose armor on the next channeller when the current target hits about 20%. 5 sunders or a 5pt expose is obviously better
- You should have a warlock up with you making sure curse of recklessness is on all channellers and sorcerers. This warlock will also dps the sorcerers as they run up, often using seed as the sorcerers group up.
- Your shaman should put down his fire elemental as it will assist the warlock making the sorcerers very easy to finish off
- Once all the channellers and sorcerers are dead and the Shade engages Akama hit sprint and close on shade as fast as possible
- Call for heroism and pop all dps timers, as well as evasion if the protectors are grouped near Shade

DPS Expectations: Mimimum 1600, average 1800, it's possible to get in the 2500-3000 range given top gear and good crit strings.


Teron Gorefiend

- Use a standard garrote opener into slice and dice and begin normal dps rotation
- Since ghost marks are random you want to have heroism as early as possible, usually try and have it popped by 95%, 90% at the latest.
- When heroism is popped use all dps cooldowns including haste pots
- When dps timers expire pop vanish and reapply garrote
- Use a normal dps rotation for the rest of the fight popping haste pots in conjunction with blade flurry as they come up
- This fight shouldn't last long enough for Adrenaline rush to come back up, but if it looks like your AR will come back up, save both blade flurry and the haste potion to use in conjunction with AR as it comes off cooldown
- Save your cloak for incinerate whenever possible, if cloak is up and you get hit by incinerate use cloak immediately
- If your healers are on top of things use thistle tea whenever it comes up, if your healers are having issues save this cooldown for healthstone use
- If healing is an issue use cloak of shadows to remove the crushing shadows debuff, this will reduce incoming damage and remove some strain on healers

Ghosts:
- If you get the ghost debuff, continue to dps until there are about 15 seconds left on your debuff. At this point put a rupture on the boss, hit sprint and start to head to the door (if remorselessness procced use a 1 pt deadly throw to burn the last combo point on your way to the door) You want to have no combo points on the boss at the time the debuff kills you.
- If you get the debuff pay careful attention to your health - never drop below 6K just incase he incinerates you as dying in the group spawns your constructs right in the raid and often causes several other deaths due to the constructs applying their debuff to healers in addition to the damage they deal.
- As your ghost spawns hit the spirit volley ability
- Immediately follow the volley with spirit chains
- Cycle through your 4 adds with spirit lance while backing away slowly, making sure to hit each in sequence and keep them tightly gathered
- Repeat this cast cycle as timers come up
- Once all your adds are down look to see if more adds are up. If more shadowy constructs are up assist the next ghost by spamming lance on one construct till it dies, then another if possible.
- Just before your ghost despawns use spirit volley followed by spirit chains on the next ghosts' adds
- If no constructs are up have your ghost shield one healer and then melee the boss until constructs spawn

DPS Expectations: Assuming you don't get ghosts you should generate at least 1500dps on the Teron Gorefiend fight, it's not uncommon to be at 1700 or higher, and cracking 2000 is possible with a heroism rotation or top end gear.


Again big thanks to Ciarda for the write up.

Edited, Aug 13th 2008 12:43pm by Contalyst

Edited, Aug 13th 2008 8:21pm by Contalyst
#2 Aug 13 2008 at 10:32 AM Rating: Excellent
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82 posts
Gurtogg Bloodboil

Bloodboil Phase:
- Wait until all 3 tanks have a 10K aggro cushion
- Open with garrote and settle into a normal dps rotation
- Use feint if necessary to maintain lower aggro than all 3 tanks
- If tanks are having real aggro issues have your shaman run tranquil air totem for this phase
- Always stay at the center of Bloodboil's back, adjust if necessary so that you are never in his front 180 degree arc
- At 3 seconds until the enrage spread out to the sides so you aren't near anyone else when fel enrage hits
- Only use vanish during bloodboil phases as the insignificance debuff can sometimes glitch the vanish aggro drop
- If you ever get hit by the fel acid breath use cloak of shadows to remove the debuff

Fel Enrage Phase:
- Make sure you are affected by the Insignificance debuff, if you don't get affected by Insignificance do not pop any dps timers and use a light dps rotation
- On the first fel enrage call for heroism and pop all dps timers including haste pots and thistle tea
- Only use dps timers during the fel enrage phase
- If you have Insignificance DPS as hard as possible
- At 3 seconds to the end of the enrage spread out so that there is a clear path from where Bloodboil is and where the tanks normally tank him
- Shaman should drop normal dps totem setup (Windfury, Strength of Earth, Searing, Mana) during this phase unless someone in the melee dps group receives the Fel Enrage debuff

If you get Fel Enrage:
- Pop Evasion, and any class based dps timers you have
- Do not use haste potions or thistle tea, save these cooldowns for aiding healers with healing potions and heathstones
- Go crazy on DPS
- Your shaman should drop Agility and Stoneskin totems if any member of the melee group gets the Fel Enrage debuff as the survival of the Fel Enrage target is vital
- When the Fel Enrage ends use cloak to remove any debuffs on you, do not cloak prior to the end of the phase.

DPS Expectations: Minimum 1000, Average 1200. Threat capping staying below 3 tanks will be your biggest dps issue on this fight. With 3 tanks generating top end aggro you can easily break 1500 dps on this fight.


Reliquary of Souls

Phase 1 (Essence of Desire)
- Don't bother with an opener, just open with a quick shiv and settle into your dps rotation
- Make sure to stay farther from the hit box than the current fixated "tank"
- Use all dps timers except heroism right at the start of this phase
- When there are 4 or less seconds until your turn to tank the enrage, move to the very center of Reliquary's hit box. At the same time the current "tank" should move back slightly to be just outside the edge of reliquary's hit box.
- When you gain the fixate debuff during the enrage stage hit evasion and continue dpsing
- DO NOT VANISH WHILE FIXATED - this will cause Reliquary to go kill casters as the boss only fixates and cannot be taunted back to a tank
- At 3 seconds until the end of the enrage back out to the edge of the hit box while the next fixate "tank" moves to the center of the hit box
- You should get a maximum of 3 enrages, average raid dps gets 2

DPS Expectation: Minimum 1200, Average 1400. Since there is absolutely no aggro during this phase it's possible to break 2000 dps with proper raid setups and gear.

Phase 2 (Essence of )
- Conserve enough energy so you always have enough to kick
- When it's coming up on your turn to kick the Spirit Shock go to white swinging so that your global cooldown for kick will not be an issue
- When it's your turn to kick the Spirit Shock, make sure to kick it as early in the cast bar as possible to avoid any client/server lag issues allowing a Spirit Shock to go through
- NEVER INTERRUPT DEADEN
- Be very verbal on your interrupt rotation, everyone in the rotation (2-3 people) should always know who has just gone and who's turn it is next
- Pop Blade flurry early in the phase in conjunction with a haste potion and a slice and dice
- Make sure to keep slice and dice up, but due to lack of key ability spam, you often won't have enough combo points to warrant a rupture
- Watch your health carefully and use healthstones, bandages, or healing potions if necessary (especially near the end of the phase)

DPS Expectation: Your dps during this phase will suck and is highly dependent on how many people are in the interrupt rotation. If you aren't on the interrupt rotation for any reason you should be able to do a minimum of 1600 dps and it's easy to break 2000 if you time your dps timers to coincide with the reflected Deadens.

Phase 3 (Essence of)
- During the ghost phase pop your nature protection or shadow protection pot (dependent on raid strategy)
- Start DPS as early as possible
- Watch aggro carefully, DO NOT PULL AGGRO AT ANY COST
- Between 95% and 90% call for heroism
- As heroism hits pop all available dps timers
- Pop vanish at any time you come close to pulling aggro, careful timing of vanish is not necessary since this is a raw burn phase
- Use cloak late in the phase to help minimize the aura damage when it starts ticking in the 3K or higher range
- Use healthstones and healing potions late in the phase to help healers when the aura starts doing 3K or more per tick

DPS Expectation: Minimum 1800. As long as the tank generates solid aggro and healers do their job you can easily break 2000 dps, and 3000 dps is achievable.


Mother Sharazz

- Make sure to wear shadow resist. Depending on your healers you'll want to run everywhere from 250 to 365 shadow resist fully raid buffed (includes mark and shadow protection). 365 is the absolute cap and is a good idea to learn the fight, as you become more familiar with the fight and your healers become more confident you can lower the shadow resist you wear (The BT key quest neck, crafted SR cape with SR enchant, crafted belt, wrists, and boots seems to be a good set up).
- Start stealthed clear of the pull path between Mother and the tank group
- As she closes on the tanks position behind her and garrote as soon as your MT has 5K aggro
- If a beam broke your stealth instead open with a quick shiv
- Settle into a normal dps rotation and innate timers early and often, including calling for heroism around 95% for the standard AR/blade flurry/heroism combo
- DO NOT USE HASTE POTIONS OR THISTLE TEA. You want to save these timers for healing potions and healthstones in case you get fatal attraction or a fatal attraction group appears on top of the melee group.
- Aggro should not be an issue as the main tank is using normal tank gear while you are in resist gear, but it is possible to close on the meter quickly during that initial heroism burst, so use vanish whenever aggro gets close
- If a fatal attraction group appears near your melee group move away from it to save healers stress

If you get Fatal Attraction:
- As you appear start running away from the other 2 (exact directions and adjustments will depend on raid strat)
- Hit Sprint and cloak as quickly as possible to increase distance gain and resist some early damage
- If you hit 50% health immediately use a healing potion or healthstone (or both if necessary)
- If the other 2 victims of Fatal attraction are doing their jobs correctly you should have 2 purple beams extending towards them behind you at rough a 60 degree angle to each other
- When the linking purple beams vanish you can reenter the battle, bandage and get back to dps position

DPS Expectation: Shadow Resist gear gimps your dps but you should still be able to generate about 1000 dps or more.


Edited, Aug 13th 2008 12:41pm by Contalyst
#3 Aug 13 2008 at 10:33 AM Rating: Excellent
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82 posts
Illidari Council- This fight is not a good fight for rogues and in most cases it is best to only have 1 rogue in the raid setup for dealing with council. If you run more than 1 rogue there are several possible assignments for the extra rogues.

Primary Rogue:- This rogue should be on the priest mob. The rogue should equip PvP gloves so that deadly throw interrupts casts.
- Run Mindnumbing poison
- The primary rogue is responsible for interrupting Circle of Healing and Divine Wrath
- With only 1 rogue doing this the easiest way to interrupt is to shiv the priest mob and then back up and wait, when the casts start use deadly throw
- If the reflective shield is up DO NOT SWING on the mob except to apply a shiv for a quick combo point and deadly throw to interrupt. With slice and dice running you can easily kill yourself on the reflective shield.
- When the melee immune blessing goes up on the priest it is your responsibility to use verbal calls for earthshocks on Divine Wrath and counterspells on Circle of Healing
- Using the ping pong style of shiving and then deadly throwing you'll do very poor dps, but it's the most reliable way to interrupt every Divine Wrath and Circle of healing (every circle of healing you interrupt is worth about 100K to 400K damage and every Divine Wrath you stop saves your raid about 10-15k damage)
- If the reflective shield is down you can go in and melee, but since you need to constantly have energy and combo points (not to mention GCDs) you mainly end up white swinging
- Pay careful attention to flame strikes, blizzards, and deadly poison. If you end up in any of these, feel free to use cloak, healthstones, and healing pots as survival to keep interrupting is the most important thing in this fight.
- Make sure to move out of blizzard, flamestrike, and consecrate as quickly as possible (you should never end up in consecrate, but move out of it if you do)

Secondary Rogues (rogue mob)- DPS as hard as you can, but pay careful attention to aggro as every vanish is a full aggro drop.
- Since this mob spends a good deal of time vanished you'll only get to dps maybe 30 seconds out of every minute.
- Get out of flamestrikes and blizzards as quickly as possible (you will never get consecrate while dpsing this mob)
- You will want to wear PvP gloves in case the primary rogue dies and you need to take over interrupt duty

Secondary Rogues (paladin mob)- DPS as hard as you can, and since this is the primary dps target aggro shouldn't be an issue as your best tank and all misdirect cycles will likely be used on this mob.
- This mob consecrates, so be very quick to get out of the consecrate
- Avoid flamestrikes and blizzards as normal
- You will want to wear PvP gloves in case the primary rogue dies and you need to take over interrupt duty

Secondary Rogue (priest mob)- Exact same as the primary rogue except you can dps a little more (still interrupt where you can, but there is no point in gimping both rogues dps assuming the primary rogue is competent at interrupts)

DPS Expectation: Your dps will blow if you're on interrupt duty and is subpar on the rogue or pally mob due to vanish and consecrate. On interrupts you should be about 200-400 dps, on the other mobs 800-1200.[/gree]


[red]Illidan Stormrage


Phase 1(100% to 65%)n
- Start stealthed and use normal openers and dps rotations
- Position yourself behind and to the side of Illidan, this allows you to dps normally avoiding parry chances, while at the same time being in a position to easily avoid flame crash patches
- Never stand in front of Illidan
- If the main tank gets parasites, back up toward the raid until the mages take care of them
- If you get parasites run to the designated spot, wait for them to spawn, and then clear out and let the mages deal with them. Do not attempt to help with parasites as they reapply the debuff if they hit in melee.
- At 67% use envenom and eviscerates instead of rupture

Estimated DPS: Minimum 1100, you'll likely average around 1500, but if the MT or you get parasites your dps will suffer accordingly.

Phase 2 (Flames of Azzinoth)- Position with your group on the grate, stay about 1 pace back from the edge of the grate
- DPS the close flame of azzinoth from maximum melee range as much as possible, but never get close enough that a flame trail will spawn on you
- Eyebeams have quite a wide effect (wider than the graphic) so when an eyebeam is coming make sure to be well back from the beam path
- If flame trails block you from getting into melee with a Flame, use ranged weapons
- If you get barrage use Cloak of Shadows immediately, if cloak is down, pop vanish
- Use healing potions, healthstones, and bandages if healers are slow - try to never let yourself get below 50% health
- When the first Flame dies the melee group will switch to the other side so they can melee the second Flame when possible

Estimated DPS: almost impossible to estimate since flame patch drop rates, FR tank kite routes, and eyebeams all influence the amount of true dps time you get. If you end up only using thrown weapons/ranged weapons the whole time you'll probably end up at around 250-300dps, if you get melee time it goes up from there.

Phase 3 (65%-30%, alternates with phase 4 on a timer)
- Follow all guidelines for phase 1
- If you get agonizing flame on you, move away from where you were hit and use cloak
- At 5 seconds until demon phase, run away to the back walls at 40 yds or more

Estimated DPS: As per phase 1

Phase 4 (65%-30%, alternates with phase 3 on a timer, 30%- death alternates with phase 5 on a timer)
- Either apply crippling poison to your offhand or, preferably, have a 2nd offhand that is using crippling poison and switch to it for this phase
- Make sure to be at least 40 yds from the demon at the start of the phase
- When there are 2 seconds until the fire splash, make sure you are out of splash range from all members of the raid
- After the first flame burst hits, use a bandage to help top yourself up
- When the demons spawn run in and spam shiv to cripple your current target, if multiple demons are tight together shiv each of them to keep them all snared if possible
- NEVER GO NEAR THE WARLOCK TANK OR ILLIDAN IN DEMON FORM. The shadow blast the warlock is tanking has a huge splash radius and the splash hits for 10K or so, while Illidan in demon form has a nasty aura that does shadow damage and messes with healing.
- If multiple demons are tight together feel free to use blade flurry to kill them faster
- Even while the demons are up, pay careful attention to the flame burst timer and if there are 2 seconds to a flame burst make sure to space out so that you don't splash any other raid member
- If flame burst approaches and you have to choose between eating splash damage and killing a demon that's closing on it's target, kill the demon, but use cloak to try and resist flame burst and splash damage.
- Once the demons are dead get in position to quickly close with Illidan as he reverts to stage 3 or 5 respectively
- As the phase ends remember to either repoison your weapon with deadly poison or switch offhands to the one with deadly poison on it

Estimated DPS: doesn't matter as long as the demons die before they reach anybody.

Phase 5 (30% - death, alternates with phase 4)
- Exactly like phase 3 with one exception: If your raid uses a trap on Illidan, blow all dps timers at that point as the trap increases the damage he takes by 100%.

Estimated DPS: since dps timers will likely be used in this phase heavily your minimum dps should be about 1300 and if you get to use traps heavily and have no bad luck with parasites or agonizing flames you can break 2000.



Edited, Aug 13th 2008 12:47pm by Contalyst
#4REDACTED, Posted: Aug 13 2008 at 10:42 AM, Rating: Sub-Default, (Expand Post) If someone is getting 1300 DPS on Gorefiend, I'd replace them, if not gkick them completely. They're a waste of a raid spot because they don't know how to DPS.
#5 Aug 13 2008 at 11:14 AM Rating: Decent
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82 posts
Do you happen to have any wws I could browse? these DPS numbers are low after looking at random wws reports... I must say some naj kills were 2 min 30 sec with rogue dps at 2000+ (Magtheridon server alliance side) while I'll admit, my last Naj kill was 6min 18sec with me at top dmg and a dps of only 981 where as the lock with highest dps was 1298.

I mean I personally cannot fathom what more I can do at this time with my current current gear and VERY unprogressed server (we're second furthest alliance)
#6 Aug 13 2008 at 11:49 AM Rating: Decent
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2,550 posts
Why do you suggest opening with Shiv? Not to mention only a 2-pt SnD.

I go straight into the DPS routine no ******** around.

And Theo, the other problem is lag/bad computers. I know I don't do as well as I could because I have an old as **** computer and on most bosses with lots of shiny things my FPS goes down to sub 10, if not sub 5 at times.
#7 Aug 13 2008 at 12:34 PM Rating: Decent
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13,048 posts
GodOfMoo wrote:
Why do you suggest opening with Shiv? Not to mention only a 2-pt SnD.

I go straight into the DPS routine no sh*tting around.

And Theo, the other problem is lag/bad computers. I know I don't do as well as I could because I have an old as sh*t computer and on most bosses with lots of shiny things my FPS goes down to sub 10, if not sub 5 at times.

I don't care what kind of computer you have. If you can't hit those numbers, there's really no excuse. 1500 on Gorefiend is an absolute minimum with mitigating factors.
#8 Aug 13 2008 at 12:35 PM Rating: Decent
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2,550 posts
<---hasn't tried Gorefiend yet.

When I do I'll let you know so you can laugh at me for sucking. ;p
#9 Aug 13 2008 at 5:59 PM Rating: Decent
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134 posts
well i thought this post was great, no one seems to have said that yet. I will be starting BT soon i hope, done first 3 bosses in MH so who knows. But so far my highest DPS has been 1490 still need a few upgrades.
#10 Aug 13 2008 at 6:21 PM Rating: Good
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109 posts
On a side note Supremus' Hateful Strikes are different from Gruul's so you only have to stay below the MT in threat. Supremus will Hateful Strike the person with the highest current health (which should always be an OT).
#11 Aug 13 2008 at 7:19 PM Rating: Decent
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2,550 posts
The other problem is that we don't really have a melee group.

A Hunter and a Druid, sometimes a warrior consist of our Melee group besides the Rogues.

I never get WF, I never get Heroism, I never get any of the really shiny buffs...

And I still want to know what the OP's fixation on opening with Shiv is.
#12 Aug 13 2008 at 8:07 PM Rating: Decent
Good guide. My two beefs:

Quote:
If you get Fel Enrage:
- Pop Evasion, and any class based dps timers you have
- Do not use haste potions or thistle tea, save these cooldowns for aiding healers with healing potions and heathstones
- Go crazy on DPS
- Your shaman should drop Agility and Stoneskin totems if any member of the melee group gets the Fel Enrage debuff as the survival of the Fel Enrage target is vital
- When the Fel Enrage ends use cloak to remove any debuffs on you, do not cloak prior to the end of the phase.


I always blow haste pots, drums, the whole nine yards when I get Fel Enraged.With evasion, rogues take the least amount of damage out of any class when they are fel enraged. If a healer has trouble keeping them up, then they are just dumb. The damage this adds is incredible; if I get fel enraged I will end up with 14% of the damage or more for the fight.

Quote:
Phase 3 (Essence of)
- During the ghost phase pop your nature protection or shadow protection pot (dependent on raid strategy)
- Start DPS as early as possible
- Watch aggro carefully, DO NOT PULL AGGRO AT ANY COST
- Between 95% and 90% call for heroism
- As heroism hits pop all available dps timers
- Pop vanish at any time you come close to pulling aggro, careful timing of vanish is not necessary since this is a raw burn phase
- Use cloak late in the phase to help minimize the aura damage when it starts ticking in the 3K or higher range
- Use healthstones and healing potions late in the phase to help healers when the aura starts doing 3K or more per tick


As the Essence's aura stacks it increases the amount of damage that the player does. Therefore, it's best to use heroism as late as possible; we usually call for it around 60-65%.

#13 Aug 14 2008 at 5:24 AM Rating: Decent
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82 posts
GodofMoo wrote:
Quote:
And I still want to know what the OP's fixation on opening with Shiv is.


The only reason i do this is to save 40 overall energy ad get up more white damage with SnD going up faster to start my rotation. I'm sure it can go both ways in the sense of "well what if SS crits twice" etc. I cant say I'm hard set on doin 2 shivs, just it seems to get me into my rotation faster and cheaper with SnD going up faster.


Somnus wrote:
Quote:
On a side note Supremus' Hateful Strikes are different from Gruul's so you only have to stay below the MT in threat. Supremus will Hateful Strike the person with the highest current health (which should always be an OT).


Fixed


Makaro wrote:
Quote:
If a healer has trouble keeping them up, then they are just dumb.


The only reason for this is currently bloodboil isnt on full farm and, well, we have healer issues... Otherwise I couldnt agree with you more. And thanks for the idea on later Heroisms.
#14 Aug 14 2008 at 5:42 AM Rating: Good
Contalyst wrote:
GodofMoo wrote:
Quote:
And I still want to know what the OP's fixation on opening with Shiv is.


The only reason i do this is to save 40 overall energy ad get up more white damage with SnD going up faster to start my rotation. I'm sure it can go both ways in the sense of "well what if SS crits twice" etc. I cant say I'm hard set on doin 2 shivs, just it seems to get me into my rotation faster and cheaper with SnD going up faster.



SS critting would effect your damage rotation?

...you're using SF? Mutilate? What the hell?

No wonder the DPS benchmarks are so low. Wow.
Quote:

Quote:
On a side note Supremus' Hateful Strikes are different from Gruul's so you only have to stay below the MT in threat. Supremus will Hateful Strike the person with the highest current health (which should always be an OT).


Fixed


Not precisely true. Like Patchwerk, he has a Hateful Strike primer. It's more accurate to say it's the person with the highest current health that is within the top... let's say 4 on threat who isn't the MT. This is usually but not exclusively tanks. Note that Hateful Strike also provides a threat boost that isn't reflected in Omen, so even if you look a bit above OTs it may or may not be true.

If you don't want to die, wait until both hateful tanks are in melee range and he's hateful'd at least once. Works pretty much every time for me.

Quote:

And Theo, the other problem is lag/bad computers. I know I don't do as well as I could because I have an old as sh*t computer and on most bosses with lots of shiny things my FPS goes down to sub 10, if not sub 5 at times.


With the mechanics of Rogue damage, on a stationary fight (i.e.: most of them) it doesn't matter much at all.

Quote:
The other problem is that we don't really have a melee group.

A Hunter and a Druid, sometimes a warrior consist of our Melee group besides the Rogues.

I never get WF, I never get Heroism, I never get any of the really shiny buffs...


"My raid leader is retarded, what should I do?"
"Get a different raid leader?"
#15 Aug 14 2008 at 7:01 AM Rating: Decent
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2,550 posts
Quote:
"My raid leader is retarded, what should I do?"
"Get a different raid leader?"


If I intended to raid hardcore I would. As is we have all of 1 Shammy in our raid group so...

I'm in a casual raid guild and and have fun with them, I'd like WF but don't care too much. I do enough DPS, nothing absurd but nothing low. I'm happy as is.

Quote:
The only reason i do this is to save 40 overall energy ad get up more white damage with SnD going up faster to start my rotation. I'm sure it can go both ways in the sense of "well what if SS crits twice" etc. I cant say I'm hard set on doin 2 shivs, just it seems to get me into my rotation faster and cheaper with SnD going up faster.


...
Just...no.
SS will still provide more of a bonus in the...1 second? 2 Seconds? that SnD is not up when you open your rotation.
#16 Aug 14 2008 at 7:53 AM Rating: Decent
Quote:
SS critting would effect your damage rotation?

...you're using SF? Mutilate? What the hell?

No wonder the DPS benchmarks are so low. Wow.


I think what he's saying is that he thinks shiv is more damage because "it gets SnD up faster" but he thinks SS is more overall damage if it crits twice.
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