Forum Guild Progression
Topics |
Forums
| Search
Page 1 of 1 (4 messages)
Back to Topics
Search Forums
Page 1 of 1 (4 messages)
Guild Suggestion
If you have anything you would like to see added, changed or discussed please respond to this topic and we can go from there.
Now is your chance to speak up or forever hold your peace.
Jerry
Re: Guild Suggestion
This is Celestialpk (lvl 30 something mage)
My main is a rogue in a ssc/tk raiding guild thats just starting mt. hyjal. Heres some basic rules we use for rogues, hope its of some use.
On weapon enchants:
Mongoose is currently considered the only viable weapon enchant for rogues. 20 agility is inferior, even on the offhand. Executioner was once thought to out-scale Mongoose as a main hand enchant towards the end of T6 content, when the rogue obtained a decent amount of passive armor penetration. However, this observation was based on a bugged model. The circumstances under which Executioner does out-scale Mongoose are now thought to be so restrictive as to rule out use of the enchant for PvE purposes.
In other words, MONGOOSE should be the ONLY weapon enchant for rogues.
Also this should be a good guide on how to use your combo points:
s = Slice n Dice; r = rupture; e = eviscerate
Stick to the cycles for ur spec and you should be putting out maximum dps
Combo point cycle" refers to the algorithm used by a rogue to determine what finishers to use, and in what order, during sustained combat (e.g. against a raid boss). A combo point cycle revolves around keeping Slice and Dice active as close to 100% of the time as possible while also keeping Rupture active as much as possible. Eviscerate should only be used if the target is close to death, if the target is bleed-immune, or if you already have Slice and Dice and Rupture up with plenty of time left. See the Mechanics section for more about Eviscerate.
Combo point cycles are usually expressed in the format "1s/5r" or "3s/5s/5e" (for example). Each number-letter pair indicates a finisher to be used at a certain number of CP. An 's' represents Slice and Dice, an 'r' represents Rupture, and an 'e' represents Eviscerate. Thus, 1s/5r represents a cycle where you gain 1 CP, use Slice and Dice, gain 5 CP, use Rupture, and then repeat; and 3s/5s/5e represents a cycle where you gain 3 CP, use Slice and Dice, gain 5 CP, use Slice and Dice again, gain 5 CP, use Eviscerate, and then repeat. For maximum performance, do not deviate from the cycle unless you are forced to stop attacking the target.
On combat cycles: combat builds using swords, fists, maces, or any combination thereof will generally use a 4s/5r cycle, unless the rogue has T4 2pc, in which case he should use 1s/5r. If the target is immune to bleed effects, use 5s/5e (or 2s/5e, if you have T4 2pc). Combat dagger builds should use a 3s/5s/5r cycle, unless the rogue has T4 2pc, in which case he should use 1s/3r. If the target is immune to bleed effects, use 3s/5s/5e (or 1s/3e, if you have T4 2pc).
On Hemo cycles: Hemo builds should use a 5s/5r cycle, unless the rogue has T4 2pc, in which case he should use 2s/5r. Substitute Eviscerate in place of Rupture if the target is immune to bleed effects.
On Mutilate cycles: Mutilate doesn't use a fixed cycle because its CP generation can vary widely. Rather, a Mutilate build uses a general policy of "3+" or "4+", performing finishers after a certain minimum number of CP (either 3 or 4) have been accumulated. Finishers used are SnD, Rupture, and Eviscerate/Envenom, in order of priority (note: see the Mechanics section regarding Envenom). Be sure to balance finisher usage to get the most value out of Find Weakness procs.
My main is a rogue in a ssc/tk raiding guild thats just starting mt. hyjal. Heres some basic rules we use for rogues, hope its of some use.
On weapon enchants:
Mongoose is currently considered the only viable weapon enchant for rogues. 20 agility is inferior, even on the offhand. Executioner was once thought to out-scale Mongoose as a main hand enchant towards the end of T6 content, when the rogue obtained a decent amount of passive armor penetration. However, this observation was based on a bugged model. The circumstances under which Executioner does out-scale Mongoose are now thought to be so restrictive as to rule out use of the enchant for PvE purposes.
In other words, MONGOOSE should be the ONLY weapon enchant for rogues.
Also this should be a good guide on how to use your combo points:
s = Slice n Dice; r = rupture; e = eviscerate
Stick to the cycles for ur spec and you should be putting out maximum dps
Combo point cycle" refers to the algorithm used by a rogue to determine what finishers to use, and in what order, during sustained combat (e.g. against a raid boss). A combo point cycle revolves around keeping Slice and Dice active as close to 100% of the time as possible while also keeping Rupture active as much as possible. Eviscerate should only be used if the target is close to death, if the target is bleed-immune, or if you already have Slice and Dice and Rupture up with plenty of time left. See the Mechanics section for more about Eviscerate.
Combo point cycles are usually expressed in the format "1s/5r" or "3s/5s/5e" (for example). Each number-letter pair indicates a finisher to be used at a certain number of CP. An 's' represents Slice and Dice, an 'r' represents Rupture, and an 'e' represents Eviscerate. Thus, 1s/5r represents a cycle where you gain 1 CP, use Slice and Dice, gain 5 CP, use Rupture, and then repeat; and 3s/5s/5e represents a cycle where you gain 3 CP, use Slice and Dice, gain 5 CP, use Slice and Dice again, gain 5 CP, use Eviscerate, and then repeat. For maximum performance, do not deviate from the cycle unless you are forced to stop attacking the target.
On combat cycles: combat builds using swords, fists, maces, or any combination thereof will generally use a 4s/5r cycle, unless the rogue has T4 2pc, in which case he should use 1s/5r. If the target is immune to bleed effects, use 5s/5e (or 2s/5e, if you have T4 2pc). Combat dagger builds should use a 3s/5s/5r cycle, unless the rogue has T4 2pc, in which case he should use 1s/3r. If the target is immune to bleed effects, use 3s/5s/5e (or 1s/3e, if you have T4 2pc).
On Hemo cycles: Hemo builds should use a 5s/5r cycle, unless the rogue has T4 2pc, in which case he should use 2s/5r. Substitute Eviscerate in place of Rupture if the target is immune to bleed effects.
On Mutilate cycles: Mutilate doesn't use a fixed cycle because its CP generation can vary widely. Rather, a Mutilate build uses a general policy of "3+" or "4+", performing finishers after a certain minimum number of CP (either 3 or 4) have been accumulated. Finishers used are SnD, Rupture, and Eviscerate/Envenom, in order of priority (note: see the Mechanics section regarding Envenom). Be sure to balance finisher usage to get the most value out of Find Weakness procs.
Re: Guild Suggestion
This thread delivers =)
Seeing as how the 3 classes I've played the most are a Druid, Hunter and Rogue I can only offer any info I might know pertaining to those 3 effectively. My Druid I've played for years and only switched from RESTO to FERAL (and occasionaly resto again..) when BC came out. As such I have plenty of experience and know the mechanics of the class fairly well.
If I offer you advice in the game about something you may be doing wrong I'm not trying to belittle you (hence why i /whisper), I just want you to listen and consider or even try to practice what I preach.
Being a Druid however I do have some concerns for the RESTO Druids in our guild. For the most part you guys do really well, but too many times have I noticed either a lack of effective healing or a poor spell selection on mana / healing intensive boss fights.
Now it's not necessary but addons like "Grid" and "Healbot" like i posted in the addons section are implemental in my success as a healer before and after BC. It's not cheating, it just fixes something that Blizzard should have and probably will implement...sometime in the future. Being able to click heal your targets will allow you to keep a full 3 lifebloom stack on 3 (or even 4) targets, latency permitting, as well as help you keep a tab on the raid as a whole and spot heal with a lifebloom / rejuv when needed.
While I was still resto I would still top the effective healing charts while barely using Regrowth (now with the 20% mana decrease this may change), and lifebloom stacks at all times during a fight as well as rejuv were the reasons for this..
Pre-BC all we could do to keep up with heals was Healing Touch rank 3 or 7 as the better geared druid's rejuvenation / regrowth would overwrite the lesser geared one (only 1 on a target at a time).
My fingers are kind of tired now so i'll leave you with a pretty up to date website to read up on. They have excellent strategies for every class / spec but in this case I'm throwing up the Treeform Druid page that i recently read up on and still had something to learn from.
http://elitistjerks.com/f31/t17783-druid_raiding_tree/
It's long but very informative...Read it when you get a chance
Seeing as how the 3 classes I've played the most are a Druid, Hunter and Rogue I can only offer any info I might know pertaining to those 3 effectively. My Druid I've played for years and only switched from RESTO to FERAL (and occasionaly resto again..) when BC came out. As such I have plenty of experience and know the mechanics of the class fairly well.
If I offer you advice in the game about something you may be doing wrong I'm not trying to belittle you (hence why i /whisper), I just want you to listen and consider or even try to practice what I preach.
Being a Druid however I do have some concerns for the RESTO Druids in our guild. For the most part you guys do really well, but too many times have I noticed either a lack of effective healing or a poor spell selection on mana / healing intensive boss fights.
Now it's not necessary but addons like "Grid" and "Healbot" like i posted in the addons section are implemental in my success as a healer before and after BC. It's not cheating, it just fixes something that Blizzard should have and probably will implement...sometime in the future. Being able to click heal your targets will allow you to keep a full 3 lifebloom stack on 3 (or even 4) targets, latency permitting, as well as help you keep a tab on the raid as a whole and spot heal with a lifebloom / rejuv when needed.
While I was still resto I would still top the effective healing charts while barely using Regrowth (now with the 20% mana decrease this may change), and lifebloom stacks at all times during a fight as well as rejuv were the reasons for this..
Pre-BC all we could do to keep up with heals was Healing Touch rank 3 or 7 as the better geared druid's rejuvenation / regrowth would overwrite the lesser geared one (only 1 on a target at a time).
My fingers are kind of tired now so i'll leave you with a pretty up to date website to read up on. They have excellent strategies for every class / spec but in this case I'm throwing up the Treeform Druid page that i recently read up on and still had something to learn from.
http://elitistjerks.com/f31/t17783-druid_raiding_tree/
It's long but very informative...Read it when you get a chance
Re: Guild Suggestion
One thing that my old guild back on Azgalor did that I rather enjoyed is we had a player who was responsible and knowledgable on the auction house put the guild bank to work (this was before the implementation of guild banks, when it was just an alt you sent all your crap to). This worked out well, since they sold all the stuff that wasn't doing anything, and put the guild funds to work, prospecting on the AH and helping the bank funds to grow.
She would then use the guild funds to buy pots, elixirs, and flasks for when we were doing progression attempts, as well as help pay repair bills afterward. This helped a lot of our members who couldn't farm during the week, as well as make the hit a little less hard on those who did. She also kept the bank well stocked with enchanting supplies, as well as some of the harder to find mats for alchemy, leatherworking, etc.
I'm not sure if/how this would work with this guild, but it was something I saw done that was a valuable asset to my old guild.
She would then use the guild funds to buy pots, elixirs, and flasks for when we were doing progression attempts, as well as help pay repair bills afterward. This helped a lot of our members who couldn't farm during the week, as well as make the hit a little less hard on those who did. She also kept the bank well stocked with enchanting supplies, as well as some of the harder to find mats for alchemy, leatherworking, etc.
I'm not sure if/how this would work with this guild, but it was something I saw done that was a valuable asset to my old guild.
~~Teh Shag
"Sometimes I don't understad what the f*ck other people are doing that makes them suck so hard ><;"
"Sometimes I don't understad what the f*ck other people are doing that makes them suck so hard ><;"
Back to Topics

