Showing posts with label festering strike. Show all posts
Showing posts with label festering strike. Show all posts

Thursday, January 5, 2012

13 Follow Up with Rune Tap

Last time we talked about using Festering Strike to extend your diseases in case you couldn’t spec enough into Epidemic for the 29 second disease duration. Unfortunately, the Blood and Frost Rune cost of Festering Strike means you loose a Death Strike until the Frost Rune cools down.

Blood Tap converts one of your Blood Runes to a Death Rune. The Death Rune is a wildcard that can be used as a Blood, Frost or Unholy Rune. Using Blood Tap after an Outbreak and Festering Strike combination leaves you with one Death Rune, one Frost Rune and two Unholy Runes, which is enough for two Death Strikes at the expense of a Heart Strike.

Next time, we’ll talk about chaining abilities together with macros to reduce some of the complexity and maximize the uptime of racial abilities, healing cooldowns and more.

12 Extend with Festering Strike

Last time we talked about spec’ing 2 points into Epidemic to increase your disease duration to 29 seconds. But what if you can’t spec 2 points into Epidemic? What if you need to bring Abominations Might to the fight or if you need to be a designated interrupter?

Festering Strike can fill the gap, especially at the start of a fight. With only 1 point in Epidemic, a Festering Strike extends the total duration of your diseases to 30 seconds, but be aware – nothing comes for free. Festering Strike will cost you a Blood and Frost Rune, which will starve you of a Death Strike for the duration of the Frost Rune cooldown.

Next time, we’ll talk about adding Blood Tap to the combination to convert a Blood Rune into a Death Rune and get back that missing Death Strike.