Just to make it a bit clearer, the glyphed SS will still usually only generate 1 cp but has a 20%(?) chance to generate an extra one.
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Just to make it a bit clearer, the glyphed SS will still usually only generate 1 cp but has a 20%(?) chance to generate an extra one.
Thank alot for your guid but i think we have many problem till now for our dps -.-
I hope Molten Fix ASAP
Good Luck and Go ahead
Oh cmon, 30k-35k dps is still possible without any donated gear. Not amazing dps and youll get out done by any deccent player but if you like combat then go for it.
anyone know why combat under performing to the level to which it should be off because there is no bugs in bug tracker but its not hard to tell something is not quite right.
Ya I would love to know the reason why it Cimbat seems buggy. Don't know why it just is. It is cool spec to play but just not good enough . Other spec do more damage then combat in ****tier gear lol
You're wrong because melee hit cap is 8%
here we are:
http://www.youtube.com/watch?v=dJEFuiKhAME
On molten hit and expertise are bugged, you only need 5% and 20exp for melee cap.
Hello, guys!
Back to check how this guide is doing and for a short update. I've revised the single-target rotation section. I hope it is reader-friendly, if not - let me know and I'll revise it again, as I tend to explain things in too many details sometimes.
Just to summarize:
1. RvS should be used at 4 CP - no sooner and no later. Sooner means you're using RvS instead of SS, which is a DPS loss. Later means you're losing CP, Energy and CDR for bigger finisher damage, which is a DPS loss.
2. Yes, the hit & exp caps are bugged on Molten. 5% seems like enough hit and 16-17 seems like enough exp. Please note that these are only valid for BOSSES. Everything else operates under the normal hit tables.
3. As it is mentioned in the guide, main hand weapon should be SLOW, off-hand weapon should be FAST. Further details explained in the guide.
Now, about the discussion on why Combat is underperforming. There are 2 answers - 1) because players tend to underestimate the spec and suck at it, ignoring Bandit's Guile management, cooldown management and SnD uptime; 2) because there are major bugs that go on beyond the usual "this doesn't work" - here we're talking in-depth about things like Combat Potency procs & calculations, Main Gauche procs & calculations, Killing Spree calculations, Energy regeneration rates after taking talents & Haste into account, crit damage calculations, glancing blows & more... It is for the same reason why Rogues underperform on WotLK as well, while Rets, Mages and MM Hunters soar high in the damage meters.
"So why hasn't Molten done anything about this?" - because their devs are not gamers and they have no idea what's wrong ingame.
"So why haven't you tried doing something about it?" - We tried (notice "we"). It didn't work. Major and straightforward bugs, where the problem is easily located, are also easily fixed, but the case with Combat Rogues is no such.
I'm gonna provide 2 links for DPS stats, which I managed to dig out:
1) http://www.worldoflogs.com/rankings/...agon_Soul/dps/
2) http://forum.mmosite.com/thread/2/17...ad20913-1.html
Obviously, there are fights that favor Combat over the other 2 specs, especially in Firelands and Dragon Soul, so if you know what you're doing, you shouldn't be having any problems out-DPSing an Assa or Sub Rogue in most fights, except for the pure single-target tank'n'spank ones, where Sub is just better. Assa has always been out of the question as the weakest and most useless spec on Cata. Also, Assa requires comletely different itemization than Combat & Sub (MASTERY!!!!!11), so I strongly advise against it.
Eh, it's a PvE guide, yet I forgot to mention here that the main reason for Combat's low DPS was revealed some time ago.
Bandit's Guile does not affect auto-attacks.
Lets hope for the best on monday update, bandits guile marked as 70% and the status is "feedback" ☺
Seems promising.
Some preliminary testing leads me to believe that Bandit's Guile is now fully working. As I already wrote on the Bandit's Guile bug tracker page, I tested it with no gear but a Dirk in the main hand. The results seem about right, with normal melee hits gaining the 10-20-30% damage buffs correctly.
The DPS gain on the heroic dummy was not as big as predicted (15-20%) but in the 500 to 1500 DPS range. Awaiting for the confirmation on the changelog now.
I can confirm too, that there is DPS Increase now on the melee attacks with [Bandit's Guile].
P.S. Is it me or [Preparation] resets the CD of Sprint whenever it wants?
It is working now. If you do some rough calculation, the dps gain should be in the range of 4-6%