Rogue Guide to DPS'ing Brutallus
saedo — Fri, 09/12/2008 - 01:24
So here's pretty much exactly what I do on Brutallus. It's a tank and spank so I can do this perfectly here. Though on other bosses, it's something very similar anyways. Probably just more interrupts and resets, and different consumables.
Part 1: Consumables
[Haste Potion] - 50 dps
[Scroll of Agility V] - 20 dps
[Scroll of Strength V] - 10 dps, not as good for rogues as others, but a small boost and usually cheap
[Drums of Battle] - 20 dps, well this is just mine's and other LW's buff for the party.
[Thistle Tea] - 8 dps, this is another pretty small boost. But it's cheap, I don't use healthstones anyways in this fight, and does help me smooth out my cycles. Usually only wind up using only 1 in the fight since I pop it later in.
Part 2: Slice and Dice
This is the bread and butter of a rogues' damage. It should be prioritized above all other attacks. Keeping SnD up 100% is pretty much essential for maximum dps.
What I start off doing is a 2 point SnD. Then 5 point SnD. Then that eases into my 5s/5r cycles.
Again I stress this is the priority above all else. Even I ran into times where I'd would normally be Rupturing in my cycle but found myself to be energy starved and SnD won't last. So I just go fuck it and reset the cycle, 5 point SnD then and there to start over.
Part 3: Rupture
My other finisher for the most part. When Slice and Dice is safely up, I load up for 5 point Ruptures.
This is merely a secondary move to blow extra combo points on.
Part 4: Cooldowns
As for CDs, Blade Flurry, Adrenaline Rush, Haste Pots, Drums of Battle... Pop em every time you can. Easy enough.
A few tricks I do to squeeze out just a bit more.
Haste Pots, Blade Flurry, and Drums fit together really nicely. All 2 minute CDs, all haste based. Adrenaline Rush though, doesn't line up as nicely, but also it doesn't really affect the dps of the others. What that means is you can use AR anytime you want, with or without other CDs and it'll give you the same dps (cept if you wanna AoE but that's not this fight).
So the exact timing of my CD usage is this. I pop my 2 min Haste CDs after my first 5 point SnD. Remember, I start with a 2 pt SnD, then work my way up to 5 pt SnD.
This wait accomplishes 3 things for me:
1. There's a higher threat cap before I go all out.
2. The debuffs should all be up there by then, 5x Sunders, or, Expose Armor, etc. So my hardest hits are after that point.
3. It flows into my cycle far easier. BF still costs 25 energy so if I pop it in the beginning, I may not have enough energy to get to a 5 point SnD without letting it drop.
What about AR? I pop that when I get to do my first 5 point Rupture. Again, for easier flow. With AR at this point, I'd wind up doing a 5 point Eviserate, since SnD and Rupture should both still be up. Then 5 point SnD and back to normal 5s5r cycles.
Part 5: Energy Pooling
Once all the above situations are handled, this can be attempted, sort of a more "advanced" technique.
Energy Pooling is where you don't just keep spamming attacks to keep your energy low. Right before you do your finisher (SnD/Rupture), you wait. As long as your SnD timer isn't going to drop off. You let your energy go up to about 65. Cause you don't want an energy tick (20) and a combat potency (15) to tick and start energy cappiing you.
As long as your SnD timer is safe, once you've pooled that energy, then start up again. What this allows you to do is "bank" your energy for the next cycle while utilizing your SnD timer to it's max.
It should make your cycles more stable. In case you get unlucky and get energy starved the next iteration.
Of course SnD regardless of energy levels if it's about to run out, like 1-3 seconds left.
But, this does carry the more of the risk of energy capping. If that happens, dps will drop, and you would've been better off not doing this and just spam away keeping energy low. So don't do this if you can't see timers or react to them.
Another benefit to this is when you use [Ashtongue Talisman of Lethality], which I definitely do on this fight. With 5s/5r cycles, you'd guarantee its proc, that extra 6.5% more crit. With energy pooling added to it, you can save enough energy to use it's entire 10 sec proc on Sinister Strikes.
For example, with 10 sec, say you get back 100 energy, add the 65ish you saved, that's 165 energy. Good for 4 Sinister Strikes, all having that 6.5% more crit. And depending on Combat Potency procs and or timing of the next energy ticks, you might be able to get a 5th Sinister Strike making the whole iteration of the cycle under that 6.5% more crit buff.
Anyways, I think that's about all I do for this fight. Well maybe except a possible Envenom at the very last 1%. But I don't always get it in. Hope this helps.