Firing Rapidly with Assurance of Consequence and the Tier 16 2-piece bonusPosted: September 30, 2013
On Saturday night, we took a team of eleven players into Siege of Orgrimmar Flex, and managed to clear the first eight bosses (all that were available to-date) in about three hours. That represented four new Flex kills, a nice improvement over the previous week’s work.
Due to some luck with rolls and drops in the first couple of weeks of the patch, I had decided that my bonus rolls this week would be as follows: the crossbow from Protectors-normal, Haromm’s trinket off the Dark Shaman in Flex, and… a roll to be determined later, depending on how much progress we made in normal modes.
With that in mind, I contentedly declined bonus rolls last night – all the way up until the Dark Shaman encounter – but to my surprise, I won the Assurance of Consequence trinket from the Sha of Pride. A quick trip to Ask Mr. Robot confirmed that it was indeed a significant upgrade over the normal Bad Juju, so I popped it in, no reforging necessary.
After the Galakras fight, where I was on the tower team, I started leading the damage meter by a significant margin, to the point where I was asked by my girlfriend – who was playing Elemental last night – if I had gotten a new weapon…
See, normally, if she’s healing, I’m on top of the meters, but when she’s DPS, she can smoke me if she gets the right combination of procs revolving around her ridiculous Crit trinket. So she was a little confused.
I replied: “I’m using the same weapon as last week.” (wink, wink)
She: “Oh, I was just wondering, because you’re doing way more damage than before.”
What she had apparently forgotten – which I had told her upon winning the trinket – was that I had gotten the Sha trinket. As in, THE Sha trinket that I’ve talked about with her before. The trinket that, among other things, lowers the cooldown for Rapid Fire by more than a minute.
Additionally, I’m using the trinket in conjunction with the two-piece bonus, which lowers the cooldown of Rapid Fire by 8 seconds every time I fire an Arcane Shot or Multi-Shot as SV.
Without doing a lot of math, here’s how this changes things from where I was a few weeks ago:
- Rapid Fire’s base cooldown is 3 minutes. [3 minutes]
- Assurance of Consequence lowers that by more than a minute (actual change depends on which version you have). [-1 minute; new CD ~2 minutes]
- With the 2p bonus, shooting 7 or 8 AS/MS over the course of a minute basically reduces the cooldown by another minute. [-1 minute; new CD ~1 minute]
- New Rapid Fire cooldown: approx. 1 minute.
Theoretically, you could realistically have Rapid Fire up more than 20% of the time most of the time, if even more AS/MS are being fired per minute.
(With Rapid Fire “cooling down” less, I guess you could say it was “hotter, more often”… right? No? Yeah, that was really bad; sorry.)
When we reached General Nazgrim – an add-heavy fight – I thought back to a conversation that I’d had with Kheldul of Hunter-DPS last Monday on Twitter. He was playing around with using Thrill of the Hunt, combined with the set bonus, and said that he’d gotten on some crazy streaks. So I ditched Dire Beast for the fight and decided to give TotH a try with the set bonus and the trinket. It seemed like a good time to try it with so much of the fight about focusing adds, which often means more Arcane Shots than usual.
The results were pretty awesome. With the Rapid Fire cooldown almost always less than a minute, and TotH proccing like it normally does, I was able to do fairly consistent damage to adds, burn the boss when he was in Berserker Stance, and so on. Focus generation was rarely a problem, although I didn’t manage it as well as I will with more practice. And we got Nazgrim down on the second attempt.
Incidentally, here’s how the damage looked. Keep in mind that there are significant portions of the fight (Defensive Stance, etc.) where we lay off the boss in order to keep his Rage levels down.
(I also died during the fight – killed by a bastard Kor’kron Assassin – and was rezzed about 20 seconds later. For reals.)
We had two tanks, six DPS and three heals – our normal raid team plus an extra Shadow priest – on the fight. As I said, I used TotH, as well as Blink Strikes and Glaive Toss, and I played as SV. It’s a great fight for hunters: there’s a lot of target-switching, and the class is just wonderful for that. That class strength, along with the trinket and the two-piece, make for a pretty powerful combination in this type of situation!
Thanks for reading this post by Mushan at Mushan, Etc. Comments are welcome!