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给噩梦 Energy Management and PoolingAs a rogue, energy is your lifeblood. Proper energy management means the difference between 100% Slice and Dice uptime and letting it drop for 2-3 seconds every cycle. There are several basic tactics to keep in mind, and then there are some more advanced techniques which you can work in on more DPS-sensitive fights.You begin any fight with 100 energy (or 110 if you have Vigor) and regenerate energy at a rate of 20 every 2 seconds. Adrenaline Rush provides an extra 100% energy regeneration for 15 seconds per use, or 150 energy. It is vital to note that your energy will always cap at your original base of 100 or 110. If you gain more energy at any time than it takes to reach this cap, the remaining energy will go to waste, effectively costing you DPS. Thus, it is very important that you never let your energy surpass the cap. The safest way to avoid this situation is to simply spend all of your energy as you receive it. If you never have more energy than the amount required to Sinister Strike or Backstab, then you are theoretically immune to capping your energy.However, it is not always necessary or optimal to spend your energy immediately as you receive it. As long as your energy doesn't tick over 100 or 110, it is not wasted and can be used at your convenience. The technique of intentionally allowing energy to accumulate without spending it is called "energy pooling" (also known as "energy queuing") and has many applications. For combat rogues, energy pooling is most commonly used when you reach enough CP to refresh your Slice, but still have several seconds left on your previous Slice buff. Pooling at this time effectively gives you more energy to spend on the next iteration of your cycle. This is useful particularly for combat rogues because most cycles count on Combat Potency to provide a certain amount of extra energy per cycle. In the event that you have bad luck on Combat Potency procs during your cycle, the energy you pooled before your Slice helps you complete the cycle without letting Slice drop.Another use of energy pooling is for Mutilate rogues with Find Weakness, and for any rogue with [Ashtongue Talisman of Lethality]. Pooling energy before finishers, in combination with either of these procs, effectively gives you more energy to spend during the proc. The more energy affected by these procs, the more effective DPS they provide. In particular, Mutilate rogues must pool energy before a finisher so that Find Weakness will be active for all of their Mutilates and any direct-damage finishers. This same strategy can be applied by any rogue to any proc, in fact. By pooling energy between Sinister Strikes (or other primary attack), one can wait until some number of procs occur (typically double Lightning Speed procs) and unleash the energy at once. However, be wary of attempting such precise energy pooling if the encounter demands more than focused DPS, as you may end up either missing important non-DPS duties or else letting your energy tick over 100.Of final note is [Thistle Tea], which instantly regenerates 40 energy for a level 70 rogue. For any rogue, this 40 extra energy provides some additional DPS. However, another important aspect of this consumable is that it provides some extra breathing room to compensate for an absence of procs (notably Combat Potency for combat rogues and Seal Fate for Mutilate rogues). It is highly recommended that you keep some [Thistle Tea] in your inventory for such situations.
1 Energy Management and PoolingAs a rogue, energy is your lifeblood. Proper energy management means the difference between 100% Slice and Dice uptime and letting it drop for 2-3 seconds every cycle. There are several basic tactics to keep in mind, and then there are some more advanced techniques which you can work in on more DPS-sensitive fights.You begin any fight with 100 energy (or 110 if you have Vigor) and regenerate energy at a rate of 20 every 2 seconds. Adrenaline Rush provides an extra 100% energy regeneration for 15 seconds per use, or 150 energy. It is vital to note that your energy will always cap at your original base of 100 or 110. If you gain more energy at any time than it takes to reach this cap, the remaining energy will go to waste, effectively costing you DPS. Thus, it is very important that you never let your energy surpass the cap. The safest way to avoid this situation is to simply spend all of your energy as you receive it. If you never have more energy than the amount required to Sinister Strike or Backstab, then you are theoretically immune to capping your energy.However, it is not always necessary or optimal to spend your energy immediately as you receive it. As long as your energy doesn't tick over 100 or 110, it is not wasted and can be used at your convenience. The technique of intentionally allowing energy to accumulate without spending it is called "energy pooling" (also known as "energy queuing") and has many applications. For combat rogues, energy pooling is most commonly used when you reach enough CP to refresh your Slice, but still have several seconds left on your previous Slice buff. Pooling at this time effectively gives you more energy to spend on the next iteration of your cycle. This is useful particularly for combat rogues because most cycles count on Combat Potency to provide a certain amount of extra energy per cycle. In the event that you have bad luck on Combat Potency procs during your cycle, the energy you pooled before your Slice helps you complete the cycle without letting Slice drop.Another use of energy pooling is for Mutilate rogues with Find Weakness, and for any rogue with [Ashtongue Talisman of Lethality]. Pooling energy before finishers, in combination with either of these procs, effectively gives you more energy to spend during the proc. The more energy affected by these procs, the more effective DPS they provide. In particular, Mutilate rogues must pool energy before a finisher so that Find Weakness will be active for all of their Mutilates and any direct-damage finishers. This same strategy can be applied by any rogue to any proc, in fact. By pooling energy between Sinister Strikes (or other primary attack), one can wait until some number of procs occur (typically double Lightning Speed procs) and unleash the energy at once. However, be wary of attempting such precise energy pooling if the encounter demands more than focused DPS, as you may end up either missing important non-DPS duties or else letting your energy tick over 100.Of final note is [Thistle Tea], which instantly regenerates 40 energy for a level 70 rogue. For any rogue, this 40 extra energy provides some additional DPS. However, another important aspect of this consumable is that it provides some extra breathing room to compensate for an absence of procs (notably Combat Potency for combat rogues and Seal Fate for Mutilate rogues). It is highly recommended that you keep some [Thistle Tea] in your inventory for such situations.
原帖 Building groups that make sense requires an artist’s appreciation of the balance between each role’s needs, the encounter’s needs, and the available buffs provided by the raid composition. The gains provided by building better groups carry meaningful weight in each area of raid performance, from tanking to healing. This article strives to provide an easy reference from which intelligent decisions can be made regarding the distribution of available buffs to your raid group.Each group in your raid will be assumed to have a specific role, with at most one group left as a catch all group. The available roles to date are:HealingMelee Physical DamageRanged Physical DamageRanged Caster DamageTankingEach role has its own needs, and desires. Needs should be given priority when building groups if they are available, with encounter specific needs shifting or taking priority over role specific needs where applicable. Some encounters are particularly rigorous tanking encounters that might encourage you to meet all of the optimal tank group’s desires at the cost of other groups needs. Other fights are particularly rigorous damage checks, which might require you to short your tanking group accordingly to squeeze out the last bit of damage from your raid. A good raid leader will know when to sacrifice one for the other, but before you can sacrifice one for the other, you must understand what the needs and desires of each group are. Primer: Raid Leadership - Contents * 1An Introduction to Raid Leadership * 2Building Groups That Make Sense o 2.1Group Needs and Desires o 2.2Example[top]Group Needs and DesiresHealing: NeedsAll: Enchant Weapon: SpellsurgeDruid, Priest: Atiesh, Greatstaff of the GuardianPaladin: Concentration AuraRestoration Shaman: Mana Tide TotemHoly Priest: Circle of HealingHealing: DesiresShadow Priest: Vampiric TouchLeatherworking: Drums of RestorationHealing: Encounter SpecificPaladin, Shaman: Resistance Aura/TotemWarlock: Blood Pact (From an Affliction Warlock if available)Warrior: Commanding Shout (From an excess protection warrior, generally)Melee Physical Damage: NeedsWarrior: Battle ShoutShaman: Windfury TotemMelee Physical Damage: DesiresShaman: Bloodlust/HeroismDraenai: Heroic PresenceEnhancement Shaman: Unleashed RageFeral Druid: Leader of the PackMarksmanship Hunter: True Shot AuraBeastmaster Hunter: Ferocious InspirationRetribution Paladin: Sanctity AuraLeatherworking: Drums of BattleMelee Physical Damage: Encounter SpecificHunter: Aspect of the PackWarrior: Commanding ShoutFeral Druid: Improved Leader of the PackPaladin/Shaman: Resist Aura/TotemRanged Physical Damage: NeedsFeral Druid: Leader of the PackShaman: Grace of AirRanged Physical Damage: DesiresShaman: Bloodlust/HeroismDraenai: Heroic PresencePaladin: Sanctity AuraFeral Druid: Improved Leader of the PackLeatherworking: Drums of BattleRanged Physical Damage: Encounter Specific
Rogue PvE DPS FAQ 1. Do I have enough hit rating for...?If you need to ask this question, you have not read the Rogue: PvE DPS article. The short answer is that there are no magic numbers, and you are asking the wrong question.2. These are my stats, am I ready for...?Again, if you need to ask this question, you have not read the Rogue: PvE DPS article. The short answer is that there are no magic numbers for any stat, and that the interactions between your stats are complex enough that no one can simply tell you "yes, those stats are enough." Download one of the available spreadsheets and put it to use. Generally, if you have the best pieces of gear available to you at the time, you are ready for whatever content comes next.3. Should I use X weapon/trinket/piece of gear...?Maybe or maybe not. It will depend heavily on the gear you already have equipped, your spec, and the buffs you receive in a raid. Download one of the available spreadsheets and put it to use.4. I do more DPS than the other rogues in my guild. That means X spec is better than theirs, right?Maybe or maybe not. You cannot necessarily assume that the other rogues in your guild are "doing it right," even if they're specced, geared, enchanted, and gemmed optimally. You also cannot assume that the only difference between you and them is your spec.5. I do more DPS using X spec/weapon/trinket/piece of gear instead of Y spec/weapon/trinket/piece of gear. That means X is better than Y, right?Maybe or maybe not. You cannot necessarily tell the difference in power between two specs or pieces of gear simply by comparing two DPS parses. Differences in gear, buffs, abilities used by targets, your performance in each parse, and simply random number generation can affect a DPS parse far more than a single different piece of gear or a different spec. Always evaluate such differences using a spreadsheet, as they contain the most accurate known math for rogue DPS.6. The spreadsheets say I will do X DPS, but I'm doing a lot less. What am I doing wrong?There are two possible answers. The first is that you are playing suboptimally. You can find out what you're doing wrong by reading the Rogue: PvE DPS article.The second answer is that, even if you're playing optimally, your DPS may not match the spreadsheet's value. This is because the spreadsheet assumes average-case theoretical performance over an infinite time frame in which you spend 100% of the time attacking a stationary target from behind. In reality, WoW combat involves movement, human error, non-infinite durations, and of course, random number generation. Your DPS will necessarily vary from the spreadsheet value.Why, then, do we use spreadsheets? Because they provide us with the average expected performance of a spec, gear, and buff setup. If such a setup performs well in the theoretical case, then it likely performs well in the real case. In some cases, there may be special reasons why the theoretical case does not generalize; these cases often involve procs or synchronized usage of abilities. Feel free to bring up such points for discussion in this thread.7. But SK-Gaming/Nihilum/other world-first guild uses X spec/weapon/trinket/piece of gear, so it must be right...?With all due respect to whichever world-first guild you're comparing against, full DPS optimization is not the reason such guilds become world-first guilds. Just because a rogue in such a guild does something, does not necessarily mean it is the optimal thing to do.8. Are you sure sword spec works like you described in the PvE DPS article? Because Recount says...Recount is wrong, and I've posted in the addon's thread on WoWAce to try to get it fixed, but the author didn't seem too keen on it. Either way, the fact of the matter is that sword spec behaves as I have posted as recently as May 29, 2008 (patch 2.4.2). Proof is available in this post.9. I'm looking for the original Roguecraft 101 thread.The original thread was closed due to the introduction of the PvE DPS article, which fully replaces Roguecraft 101 as a reference. However, if for some reason you wish to read the original article for nostalgia, or if you wish to find some post that was contained in that thread, you may find it here: Roguecraft 101
制皮350 0-40 护甲片 3组轻皮45-50 手工披风 1组轻皮60-100 雕花皮手套 5-6组轻皮共计:10组[轻皮]轻皮一般AH里很少, 如果你没材料冲, 可以先洗成扒皮,去奥门口的野猪.或者15级的地区杀动物,随便扒扒就有了.然后再洗成制皮, 或者简单点,叫会扒皮的朋友帮你搞.10组轻皮.说点好话别人应该肯的.————————————100-130 中型护甲片+其他 10组中皮130-150 中毛皮制成熟化中毛皮. 做山地系列.6组中皮 20个中毛皮共计:16组[中皮] 20个[中毛皮]150-180 重皮护甲片 8组重皮180-190 重毛皮制成熟化重毛皮+厚皮 4组重皮 20个重毛皮190-210 守护手套. 要用到 20个熟化重毛皮 4组重皮共计:16组[重皮] 20个[重毛皮]210-230 厚重护甲片. 5组厚皮230-250 做夜色系列和龟壳系列. 15组厚皮吧....晕( 夜色头带=厚皮*5, 夜色短裤=厚皮*14, 夜色长靴=厚皮*16,前一个绿了就做后一个,如果对自己的RP没信心,可以只做橙色的,不过黄色的前几点其实很容易升,就是变绿前1,2点不好升)共计:20-22组[厚皮]. 这里是最难练的.要看运气.这里是第一关250-265 毛皮护甲片. 硬甲皮5个一点. 6-7组硬甲皮(练到绿也练.不然后面没法学)265-293 做邪恶皮甲护腕. 8个硬甲皮冲一个 12组硬甲皮293-300 做邪恶皮甲头环. 12个硬甲皮做一个 4组硬甲皮共计:23组[硬甲皮].300-310 结缔皮碎片制成结缔皮.5个做一个 10组结缔皮碎片310-325 结缔皮护甲片 4个做一个 3组结缔皮(310就黄了,3组不一定够)325-340 厚重德莱尼长靴(320学) 10个结缔皮做一个 8组结缔皮(325可以用结缔皮合重结缔皮,配方在沙的训练师旁边的商人卖,限量版。5个一做,330绿,335灰,因为以后做鼓需要重结缔皮,所以可以用这个冲到333或334,335很难冲)340-350 厚重德莱尼外套 14个结缔皮做一个 10组结缔皮第二关到了.这里更难一点.一般做2个加一点.不到350后面的学不了共计:10组[结缔皮碎片] 20组[结缔皮]要学350之后的, 必须到外域去学. 在沙城右下角. 随便问下守卫就可以了350-365 重结地皮护甲片. 需要3组重结缔皮350-360 也可以用[恢复之鼓]来冲 [重结缔皮]x6 [虚空龙鳞]x4需 库雷尼/玛格汉-尊敬 联盟方:纳格兰-<55,74> 部落方:纳格兰-<54,37>365-375 [战斗之鼓] 这里是最轻松的. 重结缔皮(6),厚裂蹄牛皮(4)
圣光或者水蓝以及想翻译的都可以看看 Proc BasicsProcs are effects that have a chance of occurring under a certain triggering condition. Typically this is used to mean effects that trigger off physical attacks or spellcasts; however, the term also can be used to apply to events that are triggered by being hit, such as the effect on [Bulwark of Azzinoth] or [Band of the Eternal Defender]. For purposes of this article I will be using the terminology of on-attack procs, but the principals here apply equally to procs of other sorts.Fundamentally, there are two important things to know about a proc: its proc chance, and it's internal cooldown.[top]Proc ChanceProcs generally fall under one of two categories. The first catagory are fixed-percent procs. No matter what weapon is used to trigger these, the chance that they will proc is the same. For instance, a Rogue's Combat Potency ability has a 20% chance to proc on all off-hand hits, regardless of the speed of the weapon used. If you attack once a second or once every 5 seconds, you will still proc on 20% of attacks. Similarly, [Sextant of Unstable Currents] has a 20% chance to proc on any spell critical strike, regardless of what spell is used.The second category is referred to as Proc Per Minute or "PPM" effects. These are normalized such that if you autoattack with a single weapon, the average number of procs you get in a minute does not depend on the speed of the weapon you use. So, as a simple example: Mongoose is thought to be a 1.2 PPM effect. Hence, if I autoattack with a 2.0 speed weapon, it will proc on 4% of attacks, such that over the course of a minute (during which I will make 60/2.0 = 30 attacks) it will on average proc 30 * .04 = 1.2 times. If, on the other hand, I autoattack with Mongoose on a 3.0 speed weapon, it will instead proc on 6% of attacks, such that it will still proc an average of 1.2 times per minute (60/3.0 = 20; 20 * .06 = 1.2).It should be noted that for any proc effect implemented in the Burning Crusade era (post-60), any haste effects in play are counted against your weapon speed for purposes of autoattacking. For instance, if I have 25% haste on, I will attack 25% more times in a minute, so each proc will be correspondingly less likely to proc such that I still average the same number of procs in a minute. Note that this is *not* true of pre-TBC proc effects such as Crusader - on these older effects, the chance of a proc going off is purely a function of your base weapon speed.Note, however, that this applies only to autoattacks. If one is additionally launching instant attacks - Sinister Strike, Mortal Strike, or whatever else - these have a chance to proc as well, and can thus increase the number of observed procs. Unlike autoattacks, haste effects do not reduce the proc rate of instant attacks; if you are using mongoose on a 3.0 speed weapon, you will have a 6% chance to proc no matter how much haste you have on.At this point an example would probably be helpful. Consider, for instance, [Madness of the Betrayer]. This is a trinket with a 1 PPM armor penetration proc. Let us assume for the moment that I am attacking with a 2.5 speed MH and a 1.5 speed OH. Let us further assume that I have 50% haste from various sources, and that I use Sinister Strike once every 4 seconds, and have WF totem. Then my MH autoattack occurs 36 times a minute, so each MH autoattack has a 2.78% chance to proc Madness of the Betrayer. However, those 36 attacks also proc an average of 7.2 WF procs per minute, which are considered autoattacks, so also proc at this rate. Thus, in reality I will generate (36 + 7.2) * 2.78 = 1.2 procs each minute from autoattack and Windfury. Now, my OH attacks can *also* proc Madness of the Betrayer, but since I average 60 attacks per minute with that weapon, each only has a 1.67% chance to proc. Thus, my OH generates 1 proc each minute on average as well. Finally, I make 15 instant attacks with Sinister Strike, each of which procs with a 4.17% chance (as the proc rate is note reduced by the haste effect in play). Thus, I get an additional 4.17 * 15 = .625 procs each minute from instant attacks. Thus, in the average minute, Madness of the Betrayer will proc 1.2 + 1 + .625 = 2.825 times each minute.
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