Mar 21st 2012 5:05PM The main reason I like Combat so much is that I'm pressing a button pretty much every GCD, and so I have to figure out very quickly which button it is I'm going to press--in the blink of an eye, do I hit Revealing Strike because I went to 4 cps, or do I hit my finisher because SS glyph procced and put me straight to 5 cps? When can I maximize popping Ad Rush or Killing Spree, balancing my level of Insight from Bandit's Guile vs. the cost of losing 10 seconds off the cooldown because I dropped my Eviscerate first? It's a very fast-paced, split-second decision making playstyle, and having done it as long as I have it actually induces a state of zen in me which makes it easier to maximize my dps while paying close attention to the fight itself (to the point that I did a pretty good job raid leading my previous guild before I burnt out, quit for a few months, retired, then came back to a friend's guild--where I now call the ooze kill priority on heroic Yor'sahj and stuff). To me, switching to Mutilate (which I did during late T11) just feels SO slow.
I think it's kinda neat that Blizzard makes specs that work well for different preferred playstyles instead of homogenizing EVERYTHING. It's probably no surprise, however, that I've also had a LOT of fun playing the warrior class in the TERA beta. =)
Mar 21st 2012 2:16PM Daggers, all 1.8 speed, will still be faster than axes and swords, all of which will be 2.6 speed. Since poison procs and Combat Potency procs are flat percentages, more hits = more procs, and faster weapons are still desired. Therefore, daggers will still trump axes and swords for offhand weapons.
Mar 21st 2012 2:11PM I would have also made a mention of the existence of two "elective" talents, which Chase chose to fill using Blade Twisting and Throwing Specialization; personally, I tend to find Improved Recuperate and Reinforced Leather a bit more useful in most PvE contexts.
Mar 21st 2012 2:08PM Do note that this is the bare-bones beginner's guide, which will not let you play to your full potential--if you want to maximize your dps as Combat, there's a lot more involved (including the addition of a situationally-used combo point builder called Revealing Strike and the proper balancing of cooldowns, potential energy pooling, and the fluctuating damage output levels produced by Bandit's Guile).
Mar 21st 2012 2:03PM This guide seems to be more of a beginner's guide to not being terrible, focusing on the most important aspect--keep Slice and Dice up. I would imagine that in next week's more advanced guide, Chase will point out that maximizing your dps means dropping as many 5-point damaging finishers as possible, and just renewing SnD when it's about to drop with however many combo points you have at that moment (and also getting SnD up immediately after your first hit, for that matter).
Oct 19th 2011 10:13AM Sure. Revealing Strike as a combo point generator is pretty weak in damage/energy efficiency compared to Sinister Strike (and also doesn't have a chance of proccing an extra combo point), so it is rarely worth using in and of itself. The only time Revealing Strike should be used is when you are at EXACTLY 4 combo points (and you would thus risk wasting a SS glyph proc if you were to use SS); the boost to the ensuing 5-point finisher's damage, coupled with the loss of the SS combo point proc advantage, makes Revealing Strike worth using in this situation (and only this situation). At any other time, adding in a Revealing Strike results in a net loss of dps.
Oct 4th 2011 2:50PM Then you would have thought entirely wrong. Blade Flurry has not triggered double Fan of Knives hits for quite some time now, and FoK does 80% of the THROWING weapon's damage (plus a chance to proc the poison on it). This means that in most situations, Combat rogues will be doing more dps by completely ignoring FoK and just cleaving the normal rotation onto a single additional mob via Blade Flurry.
BFed Killing Spree is nice (although again it only hits a SECOND target), but it's also a single-target dps cooldown that should typically be used as soon as it comes off of cooldown (so that subsequent finishing moves can start bringing it back off cooldown sooner) and will thus not be an on-demand move to deal with multiple add spawns that are much better handled by actual aoe classes/specs.
I've been raiding Combat since the days Onyxia and Molten Core were relevant--trust me, if I say Combat is currently crap for multi-target aoe and/or switching to and bursting down adds, it really is. We excel at two-target cleave situations and have good sustained single-target dps--both desirable qualities in the current tier of raiding (and rather less so in the previous one).
Oct 4th 2011 10:17AM My guess would be that the 25-man heroic median skew for balance druids, arcane mages, shadow priests, and affliction warlocks has to do with the fact that those are the guilds likely to have completed legendary staves (which would, naturally, benefit the major caster classes the most).
Oct 4th 2011 10:14AM Combat's above-median performance has a lot to do with being able to toggle on Blade Flurry for Rhyolith and Staghelm; it also does well on extended-time-on-single-target fights where Bandit's Guile and Restless Blades can achieve their full potential. As Jimbob said, Combat is crap for multi-target (i.e. more than two target) aoe, because FoK does minimal damage (most FoK damage comes from Assassination spec being able to proc multiple poisons while FoKing), and Combat has terrible burst/rapid target-switching capabilities due to the long Bandit's Guile-induced dps ramp-up time (this also explains why Combat was pretty terrible last tier, btw).
Jan 3rd 2011 12:43AM Sign me up!