1. tnx for quick response! got a another question, do i keep usin t9 set pieces or i ll swap em for pos/fos/hor stuff later on (stat wise). anyways got a guide on how to use rawr? pretty confused rn <3
    Hey. I just created a custom build with t9 pieces, and I replaced the chest with http://wotlk.cavernoftime.com/item=50300 and the helm with http://wotlk.cavernoftime.com/item=50206, and the damage decreased as expected. This is because the 4pt9 set effect makes up for the stat difference. You can ignore the bonus set effect if you get one item with 251 ilvl or higher or two 245 ilvl items (e.g. http://wotlk.cavernoftime.com/item=47709 + http://wotlk.cavernoftime.com/item=47688).

    As for Rawr - here's a video you could find useful. Although I'm used to using Rawr for many things, I also recommend checking out the Wrath Classic sim. Imho, getting an opinion from two different sources can give you a better idea about whether a certain item would be an upgrade to you or not. Please keep in mind that the Ulduar items there are buffed (this is a custom change in comparison to retail WotLK). Anyway, if you want to use Rawr, please read this post, where I express my critique about this gearing tool.

    My previous offer still stands if you're willing to share your armoury with us. I'd gladly check your gear and tell you what you could get next. If you do end up doing that, then please inform me whether you have a lot of points to spend (assuming you're playing on Icecrown) and/or whether or not you'd be willing to spend gold in buying BoEs. :)

  2. tnx alot! ah i forgot to post my armory lol
    here you go https://armory.warmane.com/character...ecrown/summary
    currently tankin some rhcs to get emblems so a lil bit of tank trinkets, got mirror of truth as dps. as for boes im pretty much so i wont be able to purchase mutli pieces.
    in terms of points i ll prbbly will get a trinket out there (12 points rn so about a week)
    -ps: when i change spec usin dual talent feature, my bear form action bar wont work, i mean when for example use demo roar on action bar1, it ll use my healing touch in humanform for somereason .. then i gotta relog for like 10times to fix it pretty annoyin in dungs

  3. tnx alot! ah i forgot to post my armory lol
    here you go https://armory.warmane.com/character...ecrown/summary
    currently tankin some rhcs to get emblems so a lil bit of tank trinkets, got mirror of truth as dps. as for boes im pretty much so i wont be able to purchase mutli pieces.
    in terms of points i ll prbbly will get a trinket out there (12 points rn so about a week)
    -ps: when i change spec usin dual talent feature, my bear form action bar wont work, i mean when for example use demo roar on action bar1, it ll use my healing touch in humanform for somereason .. then i gotta relog for like 10times to fix it pretty annoyin in dungs
    Thanks for the background.

    1) Yeah, as far as trinkets and the point shop go, I would support you with your decision to purchase Mjolnir. It's going to stick with you for a long time.

    2) Tanking in dungeons is a good idea in order to get emblems fast. As you already understood, I'd recommend purchasing the 232 ilvl t9 set pieces and then the ring.

    3) Wrist - first boss from pos hc as already stated.

    4) Weapon - Marwyn in hor hc and then try to get the 2-handed weapon either from Twins 25 or from Anub 25. Both are good prior to ICC 10.

    5) Second trinket - Banner of Victory as already stated.

    6) If you can afford at least one BoE, I would recommend changing the boots. The trousers will be replaced either with emblems or, if you're really lucky, in VoA 10/25.

    7) http://wotlk.cavernoftime.com/item=49806 from the 2nd boss in fos hc.

    After obtaining the aforementioned things, I would start attenting VoA 10/25, ToC 10/25, and Onyxia (mby). It's prolly obvious, but you should try to enter all weekly (quest) raids for EoFs There is also the WoW version of Oktoberfest taking place on warmane - you can get easy EoFs from that as well. I see that you're in a guild - if an officer forms gearing raids, do try to enter them.

    I think the bug you're referring to might be similar to this. If not, you can create a bug report (check if someone already reported the issue you've mentioned).
    Edited: September 23, 2023 Reason: minor edits


  4. ey another question, today i got in a weird scenario when doin VOA,
    so as usual ive done my opener -> SR/dots up and so on till somehow (during heroism) i got into a weird spot with 5cp/+8sec on SR,Rip when berserk was active (over like 70 energy), was thinkin that i should do shred as you suggested above but 1 shred aint enough to dump energy within a range which FB becomes viable, so i had to like 2-3 shreds (aka 3-5cps wasted) and if ive done FB i wouldve ****ed my energy for duration of berserk... im kinda lost rn on what wouldve been better to do there...
    TL;DR: 2-3 shreds when cp capped on berserk vs FB (+60-70 energy)
    PS: as for mjolnir does it have higher proc chance prior to needles? kinda weird that it sims higher with lower stats/arp

  5. ey another question, today i got in a weird scenario when doin VOA,
    so as usual ive done my opener -> SR/dots up and so on till somehow (during heroism) i got into a weird spot with 5cp/+8sec on SR,Rip when berserk was active (over like 70 energy), was thinkin that i should do shred as you suggested above but 1 shred aint enough to dump energy within a range which FB becomes viable, so i had to like 2-3 shreds (aka 3-5cps wasted) and if ive done FB i wouldve ****ed my energy for duration of berserk... im kinda lost rn on what wouldve been better to do there...
    TL;DR: 2-3 shreds when cp capped on berserk vs FB (+60-70 energy)
    If I understood you correctly, this occurred during Berserk. When it comes to opening with Berserk, I have observed two situations.
    - SR-mid Berserk;
    - FB-mid Berserk;

    where the latter is only then viable if the player gets at least 2 CCs during Berserk as shown in this clip:


    If I hadn't used FB and instead had resorted to spamming Shred, I wouldn't have been able to utilise all of my energy before Berserk would end which would have led to what happened here:


    Here, it would have been better to cast FB at 0:16. Doing so, I would have dumped all of my CPs and would have been able to build them anew. Let's observe my energy with that play:

    -> 63 - 18 (FB's initial cost halved by Berserk) - 30 (FB's second effect) = 15 energy
    <GCD occurs, Berserk has 3 seconds left> (we regenerate 10 energy)
    -> 25 - 21 (Shred's cost halved by Berserk) = 4 energy
    <GCD occurs, Berserk has 2 seconds left> (we regenerate 10 energy)
    -> we pool 7 energy
    -> 21 - 21 (Shred's cost halved by Berserk) = 0
    <GCD occurs, Berserk has 0.3 seconds left> (we regenerate 10 energy)
    <Berserk ends, I am left with 13 energy and 3-4 CPs>

    After Berserk, I would have cast Rake and reached 5 CPs, which I would have used to refresh Rip on time and get the DBW snapshot. In the second clip, I bit the dummy right before Berserk ended. The game rewarded me for doing that by giving me a CC proc a few moments later. W/o that CC proc, I would have cast Rip with a delay and would have missed out on snapshotting the bleed with DBW (+ potentially buffing the latter with Hysteria). In order to ensure that I would get at least 2 CCs during Berserk, I use Barkskin after refreshing Rip and casting 1-2 Shreds (I also avoid overcapping my energy by doing that). If there's a resto druid in the raid, you would also get more energy during Berserk.

    If you are afraid that FB would **** up your energy during Berserk, then you can ignore the wasted CPs and refresh SR when it's about to expire (or whether you can go SR -> 2-3 Shreds for 4 CPs during Berserk). The good part about the "SR-mid Berserk" opener is that you don't have to refresh SR once you reach 5 CPs. I also tried to make sure to write it in the commentary under the opener:


    Btw, if you had difficulties understanding the conditions for biting the boss during FB, then please let me know. I'm currently editing the guide, and I want to make everything as clear as possible for everyone.

    I'd like to note that with "TF-Berserk" + "SR mid-Berserk" we kinda rely on CCs to generate the needed CPs for Rip after the last FB. I don't have this issue in my raids because I am a GotVV-shifter, and I can easily find ways to proc OoC if my AA-RNG is bad. Come to think of it, I might need to mention this potential drawback in the guide, so thanks for giving me food for thought.

    PS: as for mjolnir does it have higher proc chance prior to needles? kinda weird that it sims higher with lower stats/arp
    Yes, Mjolnir does indeed have a higher proc chance in comparison to NES.

    Although Rawr correctly shows "15% on physical hit" for Mjolnir and "10% on physical crit" for NES, the ICD duration is wrong for the latter trinket (Rawr shows 45 sec). After reading your comment, I checked wowhead and this mmo-chamption article, and I saw that the actual ICD is indeed 50 seconds. I edited the item in Rawr, and the dps difference increased from 11 to 25-30.
    Edited: September 25, 2023 Reason: added the white text

  6. ive been doin the SR mid berserk rotation, but i messed up (got on wrong side of boss unable to shred) and energy went to moon.
    ty as always! sry botherin you with stupid questions over and over :3
    keep up good work :D

  7. ive been doin the SR mid berserk rotation, but i messed up (got on wrong side of boss unable to shred) and energy went to moon.
    ty as always! sry botherin you with stupid questions over and over :3
    keep up good work :D
    Please, don't apologise for asking questions. That's the purpose of the guide after all.

    Btw, I added this text in the previous comment:


    I'd like to note that with "TF-Berserk" + "SR mid-Berserk" we kinda rely on CCs to generate the needed CPs for Rip after the last FB. I don't have this issue in my raids because I am a GotVV-shifter, and I can easily find ways to proc OoC if my AA-RNG is bad. Come to think of it, I might need to mention this potential drawback in the guide.

  8. Please, don't apologise for asking questions. That's the purpose of the guide after all.

    Btw, I added this text in the previous comment:
    tnx alot <3

  9. Small update.

    Today I was in the mood to play around with the simcraft and test the proposed ICC haste BiS list for monocats with other variations. Before I say anything else, yes, I'm aware that I should have done that last year. Every bit of criticism I might get because of this would be well-deserved.

    Tbh, there isn't much to be said. The only big change is the inclusion of http://wotlk.cavernoftime.com/item=44472 instead of http://wotlk.cavernoftime.com/spell=55002. Rawr favours the latter enchant, but the simcraft shows higher numbers when I add 23 Haste. I figured that a compromise should be made, hence why I added it. Many people here know that I prefer Agility over Strength because I look at the mean values when comparing the damage output of our offensive abilities which is why I didn't change the Agility gems. Interestingly enough, the simcraft didn't favour the "100% haste" build, and you can see it in the following spoilers:

    {Rawr} up until yday (HORDE) /~14,765.94 dps on average for a 3-min fight/


    {Rawr} small variation (HORDE) /~14,769.4 dps on average for a 3-min fight/


    {Rawr} currently in the guide (HORDE) /~14,773.96 dps on average for a 3-min fight/


    {Rawr} ALTERNATIVE AGILITY-HASTE BUILD 1 (HORDE) /~14,771.63 dps on average for a 3-min fight/


    {Rawr} ALTERNATIVE AGILITY-HASTE BUILD 2 (HORDE) /~14,770.5 dps on average for a 3-min fight/


    {Rawr} ALTERNATIVE AGILITY-HASTE BUILD 3 (HORDE) /~14,771.88 dps on average for a 3-min fight/


    {Rawr} 100% haste (HORDE) /~14,769.71 dps on average for a 3-min fight/

    {Rawr} up until yday (ALLIANCE)/~14,843.79 dps on average for a 3-min fight/


    {Rawr} small variation (ALLIANCE)/~14,847.36 dps on average for a 3-min fight/


    {Rawr} currently in the guide (ALLIANCE)/~14,852.17 dps on average for a 3-min fight/


    {Rawr} NO RED AGILITY GEMS (ALLIANCE)/~14851.63 dps on average for a 3-min fight/


    {Rawr} ALTERNATIVE AGILITY-HASTE BUILD 1 (ALLIANCE)/~14,852.07 dps on average for a 3-min fight/


    {Rawr} ALTERNATIVE AGILITY-HASTE BUILD 2 (ALLIANCE)/~14,851.42 dps on average for a 3-min fight/


    {Rawr} ALTERNATIVE AGILITY-HASTE BUILD 3 (ALLIANCE)/~14,851.64 dps on average for a 3-min fight/


    {Rawr}100% haste (ALLIANCE)/~14,845.07 dps on average for a 3-min fight/
    {22/10/2023 Update} I decided to analyse more builds with varying amounts of haste in order to make things more transparent. My goal was to find clear tendencies, so that I could pinpoint the exact threshold when Agility is overshadowed by Haste. However, things became complicated after replacing http://wotlk.cavernoftime.com/spell=55002 with http://wotlk.cavernoftime.com/item=44472 and testing +0 Haste, +10 Haste, +20 Haste, and +30 Haste. This is because RNG was inconsistent in the simulations. Like, there were more (un)favourable outcomes on some attempts than on others, which naturally decreased/increased the estimated dps. I'm not saying that the simcraft is bugged or anything, because it isn't. I am aware that its goal is to recreate actual games, where RNG wouldn't be manipulated. My issue is that it's not clear when the increase/decrease of the dps is caused by (un)fortunate RNG and when it's influenced by the varying Crit-Haste ratio. This is why I prefer to turn to Rawr because it calculates the damage based on the mean values of all factors, i.e. it equalises RNG. Since the simcraft showed more damage increase after I replaced http://wotlk.cavernoftime.com/spell=55002 with http://wotlk.cavernoftime.com/item=44472, this is the only exception I'm willing to make from what Rawr suggests. After implementing that change, the results from the simcraft become vague, which is where Rawr steps in.

    That said, I feel the need to point out how adding +0, +10, or even +20 Haste won't matter all that much at the end of the day. RNG decides how many CC procs a person gets from his AAs and WHEN. Though, I find it good that the simcraft also disproves the popular trend of going all-in on Haste. At least this tendency was observable more consistently.

    Btw, I removed the Omen glyph and added the one for Rip in order to acknowledge a typical environment on warmane. All other settings were set to default. Yes, I also changed the duration of the fights (I observed 2 mins vs 3 mins vs 4 mins vs 5 mins) and the proposed gems and enchants in the guide outperformed other Haste-heavy builds.

    Ahm, the gems for the Horde SAFE build got slightly updated. I removed two http://wotlk.cavernoftime.com/item=40148 gems in favour of 1xhttp://wotlk.cavernoftime.com/item=40150 and 1xhttp://wotlk.cavernoftime.com/item=40125. Interestingly enough, Rawr agrees with this inclusion. Check this build with 2 glinting gems:


    vs 1 deft and 1 rigid:


    Edited: October 22, 2023 Reason: added more screenshots + changed the positions of some builds for better readability

  10. After reading the entire Witcher saga (incl. Season of Storms), I got motivation to work on the guide again. Before I start with the relevant subject, I'd like to comment what an amazing experience it was to follow Geralt in his journey. To the players, who have only played the Witcher games, I strongly recommend reading the books as well.
    MONOCAT vs BEARWEAVING vs GOTVV-SHIFT

    Although the current version of the simcraft doesn't feature bearweaving and the GotVV-shift, a few hours ago I found an older version which helped me compare the damage of those playstyles. Before I show you the screenshots, I want to mention a few things:

    1) Props to the people, who worked on the feral simcraft and included all three playstyles;
    2) Keep in mind that this is an older version of the simcraft, so it's not impossible for some inconsistencies to exist. Regardless, it can give us a rough idea of how the damage looks like.
    3) The following talents and gemming options might not be optimised, but I will work on that the following days. Also, I purposely chose 10 seconds bite time for the bearweavers, and 6 for the GotVV-shift because those values generated the most damage.
    4) "Flowerweaving" here is actually GotW with /stopattack. I realised that after checking the "timeline" in the "results" panel.
    5) Hysteria was not included.
    120 seconds


    Monocat

    Spoiler: Show


    GotVV-shift with /stopattack

    Spoiler: Show


    Mangleweaving

    Spoiler: Show


    Lacerateweaving

    Spoiler: Show

    150 seconds (here you can find the settings and the talents)


    Monocat

    Spoiler: Show




    GotVV-shift with /stopattack

    Spoiler: Show




    Mangleweaving

    Spoiler: Show




    Lacerateweaving

    Spoiler: Show



    180 seconds


    Monocat
    Spoiler: Show


    GotVV-shift with /stopattack

    Spoiler: Show


    Mangleweaving

    Spoiler: Show


    Lacerateweaving

    Spoiler: Show

    The simcraft shows Lacerateweaving prevailing most of the time, followed by the GotVV-shift with /stopattack, Mangleweaving, and finally the monocat. Keep in mind that this regards linear, single-target fights. In boss encounters with incapacitation mechanics, with downtime phases or with constant target switching, the Lacerateweaver will have difficulties refreshing the bear bleed on time. Moreover, the bearweaver generates 1.5 times more threat than the GotVV-shifter:

    bearweaving
    Spoiler: Show

    GotVV-shift with /stopattack
    Spoiler: Show


    This coupled with the fact that flowershifting is easier to pull off is the reason why I recommend the latter technique.
    Edited: October 26, 2023 Reason: added a bit more text and deleted redundant one


  11. (Let's do this one more time.)

    The guide has been updated. Here's a list of the most important changes:
    - added screenshots for the damage output of each feral cat playstyle in "Feral cat priority list 101" in order to showcase the damage increase from playing the cat unconventionally;
    - fixed the gemming options for bearweavers and added more info in "Requirements".

    Now, I'd like to comment on some changes and on some observations.

    1) Bears profit more from Strength and not from Haste in ICC

    Yes, shocker, I know. The thing which misled me was the information from Rawr. A few months ago, I created a bear build in that program, and it showed Haste increasing the damage of bears a lot more than Strength. You can see it in these screenshots as well:

    Spoiler: Show
    2x "10 Str, 10 Hit" gems:


    1x "20 Haste" gem + 1x"20 Hit" gem:
    The category which I followed was "Threat":
    Spoiler: Show

    However, this turned out to be false lead. According to the simcraft, going full Strength offers more damage than Haste:

    Spoiler: Show
    Full Strength:


    Full Haste:

    2) The old simcraft sees undercapping stats as something detrimental, whereas both Rawr and the newest version show higher numbers

    I observed that while testing the gemming options for the GotVV-shift. I decided to remove the "10 Hit, 10 Exp" gem in favour of something with more offensive stats, and the program showed lower numbers. At first, I thought I should trust it, but then I decided to test undercapping the Haste build for traditional cats. Why? Because the newest version shows higher numbers when Exp is undercapped, and I wanted to check if the old version would show the same tendency. It didn't:

    Current version of the simcraft:
    Spoiler: Show
    Being exp undercapped:




    Being exp capped:



    Older version of the simcraft:
    Spoiler: Show
    Being exp undercapped:




    Being exp capped:



    Rawr:
    Spoiler: Show
    Being exp undercapped:


    Being exp capped:
    As you can see, there are inconsistencies between the old and the current version of the simcraft. Since the newest version doesn't let me choose bearweaving and flowershifting for single-target boss encounters, I only use the old version of the simcraft to give me rough numbers when it comes to evaluating the traditional cat vs bearweaving vs flowershifting. For more precise gemming options, I will stick to Rawr. Yes, it doesn't acknowledge the latter playstyles, but knowing that Haste isn't good for them we can exclude those gems and use Agility/Strength instead.

    Btw, I am aware that the current version of the simcraft allows us to create our own priority list if we go "Rotation" -> "APL":


    and I understand that we can also compare all feral playstyles to each other in this tab, but I find it too hard to use, so I won't bother with it.

    3) GotVV-shift in 10-man

    Nothing much to say. According to the old simcraft, this playstyle beats the traditional cat even in a 10-man group regardless of gear:

    Naxx:
    Spoiler: Show
    Traditional cat:


    GotVV-shift:

    Uld:
    Spoiler: Show
    Traditional cat:


    GotVV-shift:

    ToC:
    Spoiler: Show
    Traditional cat:


    GotVV-shift:

    ICC and RS:
    Spoiler: Show
    Traditional cat:


    GotVV-shift:
    I won't talk about bearweaving being better than GotW in 10-man because I think it's obvious.
    Before I end this post, I'd like to mention some final things:
    - I don't consider the guide to be finished. Imho, some proper demonstration videos are needed for bearweaving, but I won't add them in the near future. My personal playstyle is GotVV-shift, and given the opportunity (there's another player in the grp that can provide the 5% melee crit) I always prefer it over anything else. IF I play on Onyxia one day, and IF I'm the only person who can provide that buff, I might record myself. This is not a promise.
    - Speaking of Onyxia, I won't make a guide for Vanilla and TBC. kthx
    - Currently, I'm inactive, but if I start playing one day on Lordearon/Icecrown, I am planning on adding a better video for /stopattack.
    Edited: October 29, 2023 Reason: correction about the haste gems concerning bear and Rawr

  12. The guide has been updated once again because I wanted to integrate the new information from my recent theorycraft.

    In the past, I had included a separate section dedicated to the usage of https://wotlk.cavernoftime.com/item=46780 and https://wotlk.cavernoftime.com/item=34113 prior to boss encounters as a way to generate CPs for a pre-pull SR. However, after the 110G bot got nerfed, the pinata remained the only "viable" option which wasn't enough to justify the presence of a new subsection due to the fact that the item can only be obtained from the Lordearon store for 15 coins. This is the reason why it got removed.

    After returning from my hiatus, I wanted to work on the idea again and concentrated on the instance mobs in ICC and in RS. I abused the behaviour of the leashing mechanic in those instances by exiting the instance in order to reset my threat.

    Leash

    1) Overview
    As a verb, this is what it's called when a mob suddenly clears its aggro list, switches to Evade mode and runs quickly back to its spawn point, where it resets.

    2) Overland
    Leashing is the primary means for players escaping combat. From an early level, all players learn that if you run from a mob in one direction for long enough, the mob will break off combat and reset.

    3) Instances
    Non-boss mobs in instances generally do not leash. The only way to escape them is to exit the instance, or to use an aggro-clearing ability like the hunter's Feign Death] Some instances however have spots that cannot be pathed to by NPCs. You can identify such a location by attempting to attack an NPC while standing at it; if the NPC faces you but evades, the NPC cannot get to the location.
    Source: https://wowpedia.fandom.com/wiki/Leash

    After analysing the environment in RS and in ICC, I decided that the knowledge could have a practical use, which is why I included the section once again. RS offered the easiest solution as I just attacked a mob and exited the instance:


    While the clip above doesn't show a clean fight, it does however showcase how easy it is to obtain the CPs prior to engaging the boss. The others didn't know what happened - they were just waiting for the RL to start the pull timer.

    In ICC, I had to become a bit more creative and abuse the environment there. Knowing that friendly NPCs guard the entrance, I decided to get rid of them by aggro-ing enemy mobs nearby and then using the skeleton casters as punching bags:


    Once that's done, a person can be summoned in the boss room right before engaging him. This also applies to bosses with a scripted RP event like the LK:


    In the following weeks, I'll continue working on the guide. I am planning on breaking down the 9th section into smaller pieces due to how crammed it looks:

    Edited: July 14, 2024

  13. Last major update for the time being.

    After adding the new section concerning pre-pull SR, I revisited all three mini-guides and did the following:
    - as promised, I separated "professions" and "consumables" from the 9th section;
    - I also did the same with "different playstyles for a feral cat", where I separated it from "Feral priority list 101";
    - since I didn't like how I initially structured my thoughts in "Learning the priority list step by step" (also in "Feral priority list 101"), I rewrote most of the instructions there, and I also added links to some videos for the sake of better visualisation;
    - I completely removed "Clipping DoTs" from the original post. After the warmane devs implemented the restriction that stronger DoTs can no longer be overwritten by their inferior counterparts, the information in that section became very niche (even more so that before). At first, I thought that it would be a good idea to keep it since it included a lot of tips on how to deal with suboptimal conditions (such as target switching and stopping dps due to a boss mechanic). However, after considering the possibility that the player would obtain temporary AP procs at different times (think of the rep ring or the Berserking enchant which have a small ppm), which would trigger the aforementioned restriction, I decided that the section was more confusing than helpful.
    - countless minor tweaks.

    Future plans:

    1) Honestly, I have no desire to work on the guide anymore (at least for the time being) as I've said everything I already know. What I'm planning on doing (but pls don't consider it a promise) is to record myself and update some of the old videos. For example, that I've found a safer way to acquire CPs in RS:


    I want to record a decent video where I apply this knowledge in an actual fight. Something like this:


    but an actual kill (after this attempt, I didn't want to waste others' time), with less misplays and hopefully with better gear.

    2) The post concerning bearweaving is a bit barren, but it will stay that way a while longer. When Onyxia begins its Wrath phase, I'll try to give this playstyle the proper attention it deserves.
    Edited: August 16, 2024

  14. The guide, more specifically the part concerning the pre-pull SR, has been updated yet again because I wanted to implement the new information from my latest post in the theorycrafting thread. After playtesting the new trick, I came to the conclusion that I might have perhaps... perchance... probably... supposedly... quite possibly... very likely... most certainly... without any doubt... completely underestimated the damage gain from the pre-pull SR. Let me begin by explaining my initial logic.

    So, back when the concept was in its infancy stage (i.e. when I used the https://wotlk.cavernoftime.com/item=46780 and the now-nerfed https://wotlk.cavernoftime.com/item=34113 as punching bags), I based my calculations on the following comparison:

    (no SR pre-pull) Mangle -> SR -> Rake -> Shred -> Shred -> Rip

    vs

    (SR pre-pull) Mangle -> Rake -> Shred -> Rip
    where I saw as a damage gain 1) the buffed Mangle, 2) the buffed AAs at start, 3) the extra Rip tick, and 4) the extra 25 energy:

    - buffed Mangle at start = 10,467.97 (2,597.32 damage gain)
    - 2 buffed AAs at start = 6,728.28 (1,669.42 damage gain)
    - extra Rip tick = 4,984.65 (4,984.65 damage gain)
    - 25 preserved energy = Shred*25/42 = 15449.57*25/42 (9,196.17 damage gain)

    Damage gain so far: 18,447.56 or around 100 dps in a 3-min fight
    Back then, I decided to ignore the value of the CPs because I considered that we would waste them in Berserk anyway when we spam Shred. This coupled with the fact that I saw biting the boss as a huge risk w/o the proper support of CC procs (which still is in TF-Berserk's case if we refresh SR 10 seconds prior to the pull time w/o the presence of 4pt8), made me confident in this judgement.

    When I found out that with 4pt8 we could extend SR's duration and increase the gap between the second Rip and SR, I was motivated to analyse its impact on both TF-Berserk and Berserk-TF and redid my calculations. Unsurprisingly, when the 33% buff's duration isn't synced with Rip and instead lasts 10+ more seconds, suddenly we can be greedier with the gained CPs. The CC proc requirement for TF-Berserk got reduced by one, meaning that for Berserk-TF we only need 2 OoC procs, and for TF-Berserk - only 1:




    Speaking of TF-Berserk, if we get a lot of lucky CC procs at the very beginning of the fight, instead of wasting the CPs by spamming Shred, we can delay Berserk by 1 second and cast FB which would be enhanced by STS:


    This video DOESN'T show me casting FB prior to Berserk, but it does show a lucky scenario where the player obtains a lot of CC procs at start. In the time frame 0:08-0:11, I had three non-critical builders in a row. Had I had one or two critical strikes, I would have cast FB.

    This concerns a regular opener w/ the addition of a pre-pull SR with a long duration. however the story doesn't end there. By casting SR early on (preferably with 4pt8), we completely change its expiration periods in a boss fight. Let's take the following clip as an example:


    My guild didn't allow me to go for the pre-pull SR, so I attacked Halion normally. I cast Mangle at start and followed it up with 2CP SR at 0:15. The second SR was 4CP at 0:35, whereas the third - 0:59. The problem was the latter buff - I had to refresh it when I was AoE-ing the adds which cost me a GCD in Berserk. I managed to avoid it with a pre-pull SR in the following videos:


    (at 0:55 and 1:26, I refreshed SR right before the AoE phases began)


    (at 0:45, I refreshed SR right before the AoE phase began)


    (at 0:50 and 1:22, I refreshed SR right before the AoE phases began)

    .
    .
    .

    Yesterday, we couldn't kill Halion on HC, and at one point during a poor communication on my part I also lost the punching bag:


    The good news are that I gathered a lot of experience, and I feel somewhat comfortable executing the new trick in RS. I still stand by my statement that the trick can easily be executed in that instance. As for ICC, I haven't tried it in actual raid yet, so I don't have first-hand experience there. Having said that, I have plans trying the following on DBS:


    One last thing - a month ago, I asked a member of the warmane staff of their opinion on this theorycraft. Even though we have an official confirmation in wowpedia that leaving the instance in order for someone to clear their threat, was always intended, I couldn't find any information about whether or not keeping the CPs was legit. Neither in wowwiki nor in wowpedia did I find any information on the matter. I want to mention that 1) logging off, 2) dying, and/or 3) killing the target remove our CPs, which is also not mentioned in those websites, but I know it from playtesting. So, I asked BlueAo on his opinion, and this is what he told me:



    So, this was neither a confirmation of the legitimacy of this CP behaviour nor claiming that it was a bug. For me, what BlueAo said was "It's fine... until proven otherwise". If someone knows how this particular mechanic worked on retail WotLK (2008-2010), please let me know.

    That's all I have for now.
    Edited: August 16, 2024 Reason: minor edits

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