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Mut PvE - Hmmmk. Like my build?Follow

#1 Dec 10 2008 at 1:16 PM Rating: Decent
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http://www.wowhead.com/?talent=fhefoe0oqboIzAo0xV0hZxb

I've always been combat for PvE but I've heard Mutilate is viable (and potentially awesome) and I'm a bit bored of Combat. I'm farming Naxx25 tonight, and I want to show up with my A game.

Please evaluate my build and tell me what you think. I'm not a very experienced Raider, and I'm very open to opinions. Basically, with this build my Rotation looks like this-

1. Stack 3 Hunger for Bloods before combat

2. Open w/ Garrotte => Slice n' Dice
3. As soon as Poison is active, Mutilate, then, hopefully if still within the 6 second 50 energy window, Mut again.
4. Rupture
5. Mutilate
6. Eviscerate (Imp Evis does as much damage as Imp Envenom, with raid buffs, and doesn't stop Deadly Poison, and I have glyph for 10% increased Evisc crit chance).
7. Refresh HfB as necessary..

Finally, I need to replace glyph of SS. Any ideas?

Thanks~


Edited, Dec 10th 2008 4:32pm by Jordster
#2 Dec 10 2008 at 2:09 PM Rating: Decent
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glyph of vigor (if you have it specced) gives you 10 extra energy (120 total). It's nice.
#3 Dec 10 2008 at 2:56 PM Rating: Good
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Looks fine from here.

My personal preference would put the point in Quick Recovery in Improved Poisons but that's just me.
#4 Dec 10 2008 at 3:33 PM Rating: Decent
GodOfMoo wrote:
Looks fine from here.

My personal preference would put the point in Quick Recovery in Improved Poisons but that's just me.


Well, just you is wrong. One point in imp poisons is pointless.
#5 Dec 10 2008 at 4:28 PM Rating: Good
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It also improves the chance for Deadly Poison to land, not that big a deal but you shouldn't be missing finishers anyways so Quick Recovery is pretty useless as well...unless you're sitting in AoE alot in which case you have bigger problems.
#6 Dec 10 2008 at 4:45 PM Rating: Decent
GodOfMoo wrote:
It also improves the chance for Deadly Poison to land, not that big a deal but you shouldn't be missing finishers anyways so Quick Recovery is pretty useless as well...unless you're sitting in AoE alot in which case you have bigger problems.


If you're using the right weapons then WP > DP (if you're not using envenom).

Edited, Dec 10th 2008 6:46pm by Kavekk
#7 Dec 10 2008 at 4:56 PM Rating: Good
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I suppose since Jord isn't using Envenom you would be right.

But I used Envenom while I was Muti and so I would have gone with Improved Poisons. I used the spec in the sticky anyways so its a moot point.
#8 Dec 11 2008 at 1:36 AM Rating: Good
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The point in Quick Recovery as well as the points in Imp Evis would need to be moved to Imp Poisons for raiding. Other wise, looks just about right. QR might seem like a good idea, but it's just wasted points for raiding. And I realize that Evis looks tempting, but it isn't quite as good in a raid situation as we might like. Envenom ignores armor, which is super awesome for bosses as well as some trash. For all of Evis' potential, it has to deal with mitigation and that makes us sad pandas. Oh! Remember to move the points from TtT to MP if you don't have a regular retadin or shammy along for the buff as well.

The basic rotation you have is pretty much how things start off on boss fights. For trash I don't usually bother with stealth unless the mobs need to be stunned. But with Mutilate it's not a question of rotations. It's a question of priorities (HfB > SnD > Rupture). After opening and the first Muti (regardless of poison application, you need to start getting combo points) I'll usually pop SnD. But you can do it right after the opener. I just find that the added time to the first SnD gives me time to get a 4+ Rupture and a 4+ Envenom off before SnD's timer falls off while not being too close to the first refresh of HfB (which causes Energy issues). Which then sets up plenty of energy for the next bunch of fun. Note that I'm glyphed and talented for SnD currently though.

Grrr... the timing is somewhat hard to explain. But you'll see for yourself when you get in there.

Good luck and here's to phat lootz!
#9 Dec 11 2008 at 5:11 AM Rating: Decent
Quote:
After opening and the first Muti (regardless of poison application, you need to start getting combo points) I'll usually pop SnD. But you can do it right after the opener. I just find that the added time to the first SnD gives me time to get a 4+ Rupture and a 4+ Envenom off before SnD's timer falls off while not being too close to the first refresh of HfB (which causes Energy issues). Which then sets up plenty of energy for the next bunch of fun. Note that I'm glyphed and talented for SnD currently though.

Grrr... the timing is somewhat hard to explain. But you'll see for yourself when you get in there.


I do pretty much the same thing.

You have to get that first mute off regardless of poison for cp's, the problem really is what you are fighting. You don't have much time to get off a 4+ rupture, and 4+env before snd wears, and some bosses make it even mroe difficult. Even in some tank and spank fights, it can be difficult... It's alot easier just to do opener>snd>mut4+>snd and much more garunteed for something not to drop. It would be SLIGHTLY less dps to do another snd instead of getting that rupture off, but at least you are garunteed your snd doesn't come off. I'd rather be garunteed then mess up my opening rotation which, in turn, causes me to panic and try to rush things to stay on top of meters ;p
#10 Dec 11 2008 at 2:36 PM Rating: Good
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2,680 posts
I have to disagree a bit here. If you're initial SnD isn't lasting long enough to get refreshed via Envenom/Evis, it (Env/Evis) should move to before the first Rupture rather than after. That way you're only losing a bit of Rupture uptime instead. Needing to use a second SnD denies you the all of the damage from a finisher. Don't know about you, but that's around 9k average from a lost Envenom for me. That's no small chunk to sacrifice.

With that said though, I did mention that I'm talented and glyphed for SnD which adds a good amount of time to it. So... grain of salt. ;)

edited for clarity

Edited, Dec 11th 2008 2:59pm by TherionSaysWhat
#11 Dec 12 2008 at 6:40 PM Rating: Decent
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IDK what's wrong, but I can't get much above 1500 DPS no matter how I cycle the moves.

WTF.

Look @ my armory ... What am I doing wrong??

I get out-DPS'd all the time. It hurts.
#12 Dec 12 2008 at 6:51 PM Rating: Good
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That seems about right actually.

Only thing I can think of would be faster daggers.
#13 Dec 13 2008 at 8:33 AM Rating: Decent
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Whats your DPS on the dummies with just poisons on?
#14 Dec 13 2008 at 10:23 AM Rating: Excellent
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Quote:
I can't get much above 1500 DPS

Your hit's a bit low with that PvP gear. Getting up to the 315 poison hit cap will help a bit. Also, every upgrade will be noticed in your raid DPS. We're very gear (and raid buff) dependent for our damage.

Other than that.... sorry buddy but welcome to LK raiding. Rogues are still a bit gimped in raids. Even with all my upgrades (several best in slot) it's tough to compete with the hunters and mages. Blizz has mentioned that they're aware of our issues and are looking into rogue raid DPS. But I haven't seen any serious changes coming down the pipe just yet. Unless you count removing the cooldown from Fan of Knives, which, um, yeah.....


... OMG my sides ACHE from the laughter......

Cheers!
#15 Dec 14 2008 at 1:42 PM Rating: Default
I may as well post in here than making a new thread.

Like Jord I'm pretty new to mutilate for raiding, I'm currently using 51/13/7
http://www.wowhead.com/?talent=f0ef0exoVboIzAo0xV0hZxb

For glyphs I'm using SnD, Rupture and Garrote

My rotation tends to be, get HfB up
*Garrote
*SnD
*Mut
*Evi (to refresh SnD straight away)
*Mut, Mut
*Rupture
*Mut, Mut
*Env
*Repeat

I'm not sure whether I'm playing it wrong by trying to keep up a 5e/5r rotation.
For trash mobs I usually drop the rupture and use Env to keep up my SnD for the next mob.
#16 Dec 14 2008 at 4:36 PM Rating: Excellent
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GodOfMoo wrote:
It also improves the chance for Deadly Poison to land, not that big a deal but you shouldn't be missing finishers anyways so Quick Recovery is pretty useless as well...unless you're sitting in AoE alot in which case you have bigger problems.

Hold the phone.

Let's get something straight from a mechanics perspective.

Imp Poisons increases proc chance.

Hit decreases resist chance. This is what Precision (talent) does.

So "getting Deadly Poison to land" is hit; it has nothing to do with proc chance.

Unless you were just using the wrong terminology, in which case, "getting DP to proc" would be much better.

Getting it to "land" implies getting it on the target without resists.

Nitpicking, but it confused me, and I'm worried that some people don't know the difference between spell hit and proc%.
#17 Dec 14 2008 at 4:57 PM Rating: Good
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Alright, I see what you mean.

Thanks for the clarification.
#18 Dec 16 2008 at 11:27 AM Rating: Decent
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Looks good enough, though if you're raiding primarially naxx drop the points in murder (imp evis has been mentioned) and pick up 5/5 imp poisons. I'm also fairly partial to fleet footed. 15% run speed on movement fights is handy, though if you have an uholy DK there's no point.

In my half-decent heroic/70/naxx 10 gear, I'm getting 2k instant poison crits raid buffed and over 1k deadly poison ticks at 5 stacks. It's really hard to argue against having more of those. (hit 6k ap with double mongoose procs, flask, raid buffs and mirror of truth going =D)

Only reason to use wound/wound over ip/deadly is if you're below 2500 ap raid buffed. Which, if you are, you pretty much need to level past 70.
#19 Dec 23 2008 at 2:44 PM Rating: Decent
Good luck with 25N.
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