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 PvE rogue (Combo Point Cycles)

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Join date : 2008-04-12

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PostSubject: PvE rogue (Combo Point Cycles)   PvE rogue (Combo Point Cycles) Icon_minitimeWed Apr 23, 2008 11:15 am

"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.

On movement and on-the-fly cycles: in many fights, rogues will be required to run in and out of melee range with the boss, or will be prevented at times from entering melee range to continue their cycle. Depending on the length of time you'll be out of melee range, there are many ways to handle these situations. If the interruption will only be brief (less than 10 seconds between leaving melee range and reentering it), your energy bar should be able to absorb the delay and you can continue your cycle when you get back into melee range as if nothing had happened. Otherwise, you should either burn your CP immediately on a Rupture (or Eviscerate, in the case of a bleed-immune target) or save them for a Slice and Dice when you next enter melee. In some fights, it is impossible to predict how often you will be interrupted or for how long. In these situations, your best bet is to get Slice and Dice up immediately upon starting melee and keep it up at all costs, only Rupturing if you have extra combo points to burn.
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