View Full Version : Combat Rotations
OrdOrh
03-15-2009, 03:33 PM
Presently, when specced combat (7/51/13), I've been using xSyR (making sure to have 100% SnD and Rupture uptime). This is the highest DPS rotation for me according to Vulajin's spreadsheet. The "problem" I've had with this rotation, while it works fine, is that I frequently find myself with 5 CP's and quite some time (at least enough of time to make refreshing either of them a waste of Energy) left on both SnD and Rupture. In this case the sensible option would obviously be to go for the Eviscerate. The problem I've been facing when doing this, is failing to keep Rupture up after going for the Eviscerate.
Because Rupture usually cannot be refreshed before it expires (more powerful spell active), I'm forced to bust my CP's refreshing SnD when it still has 10-15s left on it and only about 3-6s left on Rupture. As a result Rupture drops for a few seconds while I build up more CPs to refresh it. Because of this peculiarity as it were, keeping both going, consistently (~85% up time or more), while still keeping Eviscerate in the mix seems a little RNG-dependant to me. From looking at Fusion's WWS/WMO's, I notice that you guys manage about 85% up time on rupture while still mixing in the odd Eviscerate. Any thoughts/help would be greatly appreciated! Thanks and GL on PTR.
Punkrocker
03-15-2009, 08:35 PM
It's very rng dependent. Running a 7/51/13 makes it tougher to do since you don't get any ruthlessness procs to help you out, but it is doable.
I don't let refreshing snd with a lot of time on it bother me, it's going to happen.
If you have both the glyph and the snd talent, you can pop a 1 cp snd after an eviscerate to quickly get a 5 cp rupture back up. It will take a few rotations to get back to the point where you can eviscerate again, but it's better than letting rupture and snd drop for any length of time.
Lucretius
03-17-2009, 01:46 PM
I run into this issue often in boss encounters myself. Sometimes 2 or 3 cycles into the fight I have 5CP, with 12-15 seconds on both rupture and SnD. I usually use Envenom myself, but one thing I do sometimes to help is go for a 4CP SnD once in a while. If you're glyphed for SnD the impact is minimal imo.
SnD gives you more up-time per CP than rupture of course so this is just a part of managing your energy/CPs. There are basically 2 common scenarios I see where a decision needs to be made.
1) You have 5-10 seconds on SnD and more than 10 seconds on Rupture. This one is relatively easy. Hit Envenom, then get 3-4CP on SnD instead of 5 and refresh. You should still be able to build up 5CP on rupture without SnD dropping before you can refresh it again. (I haven't worked out the math, this is just what I've done).
2) You have 5-10 seconds on Rupture and more than 10 seconds on SnD. What I usually do here is simply leave it at 5CP (spamming SS) until I can refresh rupture. Another thing you *could* do is let your energy pool a bit (if there are only a few seconds left on rupture), refresh rupture, then you will be able to get to a full refresh of SnD faster. Also if you time your Blade Flurry/Killing Spree right you can hit them once in a while while you're waiting for rupture to finish, or if you need to pool a bit of energy. I am using Feint and ToTT a lot in certain fights so I'm constantly adjusting my rotation a bit as I go.
I don't know about you guys but I also find Rupture is sometimes? bugged. Sometimes I can refresh it before it runs out and other times I can't. Have you guys seen this?
Reliv
03-17-2009, 02:11 PM
I don't know about you guys but I also find Rupture is sometimes? bugged. Sometimes I can refresh it before it runs out and other times I can't. Have you guys seen this?
Not bugged. Since rupture is affected by your attack power when applied, it may be less powerful at times, in which case you should get the error,"A more powerful spell is currently active"
An example is:
I put up a 5cp Rupture while my darkmoon card is active. Rupture does 1200per tick(Pulled that number out of my ass)
I get back up to 5cps but my darkmoon card buff wore off, I try to rupture but since it would only do 1100, the game doesnt let me apply it over the current one.
Punkrocker
03-17-2009, 02:57 PM
What Reliv said. Refreshing rupture before it runs it's full duration is problematic for a couple of reasons, the AP effect is one of them.
The other reason is that by refreshing rupture before it runs out, you are effectively devaluing the energy/combo points used to start that rupture since you get less damage out of it.
Ideally you want to refresh rupture the instant it drops, without going above 100 energy, without SnD dropping and without doing a combo point builder at 5 combo points. Depending on how much time is left on SnD and rupture, this is where I usually clip the SnD timer and get 5 combo points back up asap so I can rupture as soon as it runs out.
Lucretius
03-18-2009, 03:23 PM
Aah, see everytime I post here I learn something! :D
That makes sense, thanks I will watch that more closely. So its ok to clip the SnD timer but you shouldn't for rupture. That makes more sense.
OrdOrh
03-19-2009, 12:45 PM
Tried clipping SnD on Patch tonight. 4.8k DPS - decent, but it could be higher. I don't think I had more than 4-5 Eviscerates over the 2.5 minute duration. I'll try using no Eviscerates next week - just clipping SnD liberally in order to expend energy before getting capped.
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