Rogue Pve Guide 2.4.3
Posted: 05 Aug 2012, 22:00
This was not created by me nor did I influence its production. I have found it on the web and it is now most relevant here. Copied from http://elitistjerks.com/f47/t24301-rogue_pve_dps/
This article is the original work of Vulajin of <Serious Casual> / Mal'Ganis (US)
It is often said that a rogue brings nothing to a raid beyond his damage. While such a statement is debatable, it is certainly true that a rogue's most important function in raids is to provide a high level of damage to a single target. However, realizing the full damage potential of the class requires more than blind button-mashing. Proper talent choices, gear selection, and ability usage are all crucial to maximizing damage output in a raid situation.
This article is currently out of date; many of the specifics are not updated for Wrath of the Lich King and patch 3.0. However, the fundamental points of interest still apply to all rogues. The article should be updated by December 31, 2008.
Contents
1Rogue Play Skills
1.1The Seven Commandments of Rogue DPS
1.2Avoiding Death
1.3Cooldown Usage and Synchronization
1.4Energy Management and Pooling
1.5User Interface Improvements
1.6Knowing Your Enemy
2Weapon Selection and Talent Builds
2.1Weapon Specialization and Dual Wield
2.2Main Hand Weapons
2.3Off Hand Weapons
2.4Choosing Your Spec
2.5Choosing Talents
3Armor Selection
3.1General Gear Selection Technique
3.2Equivalence Points System
3.2.1Pre-raid EP Weights
3.2.2Tier 4 EP Weights
3.2.3Tier 5 EP Weights
3.2.4Tier 6 EP Weights
3.2.5Sunwell EP Weights
3.2.6Example EP Comparison
3.3Meta Gems and Blue Sockets
3.4Gem Selection
3.5Hit and Expertise Caps
3.6Trinket Selection
3.6.1Trinkets At-a-glance
3.6.2Dragonspine Trophy
3.6.3Shard of Contempt
3.6.4Ashtongue Talisman of Lethality
3.6.5Warp-Spring Coil
4Buffs and Enchants
4.1Enchants
4.1.1Enchants At-a-glance
4.1.2Weapon Enchants
4.1.3Boot Enchants
4.2Buffs and Debuffs
4.2.1Group-specific Buffs
4.2.2Raid-wide Buffs and Boss Debuffs
4.2.3Self Buffs
4.2.4Buffs and DPS Output
5Abilities and Cycles
5.1Building Combo Points
5.2Finishing Moves
5.3Combo Point Cycles
5.3.1Sinister Strike Cycles
5.3.2Backstab Cycles
5.3.3Hemorrhage Cycles
5.3.4Mutilate Cycles
6Appendix: Evaluating Rogue Performance via WWS
7Copyright Information
[top]Rogue Play Skills
[top]The Seven Commandments of Rogue DPS
Success as a raiding rogue results from adherence to the 7 commandments of rogue DPS. If you do not follow these guidelines, the DPS optimizations in the remainder of this article will be of little worth to you.
Don't die.
Don't do anything that risks wiping the raid.
Maximize your time on target.
Don't let your energy cap out.
Don't let SnD drop.
Use one of the spreadsheets to figure out your best cycle; this will usually be the highest Rupture uptime cycle that doesn't violate rule 4 or 5.
Use your cooldowns.
[top]Avoiding Death
One of the advantages rogues have over other melee DPS classes is a high degree of survivability. Putting Sprint, Evasion, Vanish, and Cloak of Shadows to rigorous use separates good rogues from those who spend most of the fight eating cobblestone. Your use of each ability will depend heavily on the fight in question, and you should make every effort to figure out the optimal way to use these cooldowns to maximize your survival. Cloak of Shadows, for example, should be used as much as possible to negate incoming magic damage and harmful debuffs. When learning a new fight, one of the first things you should do is to learn which of the boss's spells/debuffs may be Cloaked. Evasion is much more situational; however, it can and should be used where possible, since most raid targets are likely to kill you if they land a melee swing.
Sprint may be activated any time you need to cross a significant distance to get back into melee range, thus reducing your time off the target and increasing your overall DPS. It may also be used to escape AoE effects, or to cross any distance quickly to accomplish a non-DPS objective. Vanish's primary use is as a threat wipe on all targets, and it should be used for this purpose on any fight where threat is an issue. In general, save Vanish from the start of the fight until you have very nearly surpassed the tank's threat, then use it. Provided your tank's threat is reasonably good, this will usually enable you to go the rest of the fight with no concerns, or at least until Vanish comes back off cooldown. Also note that Sprint and Vanish can both act as snare/root breakers, depending on your talent build, and can be quite handy for this purpose on trash as well as bosses with snare abilities.
[top]Cooldown Usage and Synchronization
A common mistake made by novice rogues is not putting cooldown-based abilities to regular use. Offensive cooldowns, in particular, should be used at every available opportunity. If you are in combat, there is no reason to have any offensive ability off cooldown unless you know you would be fighting a boss before it cooled down. Blade Flurry, Cold Blood, and Adrenaline Rush should be used as often as possible, along with any other offensive cooldowns you may have, including Blood Fury/Berserking/Arcane Torrent (making sure to Mana Tap as often as possible), trinkets, and for bosses, [Drums of Battle] and [Haste Potion]. On bosses, unless the fight is extremely threat sensitive, use cooldowns as soon as possible after the fight starts and repeatedly thereafter on cooldown.
In general, the best practice is to use your available cooldowns simultaneously. This is most important when it comes to haste effects. Using two separate %-based haste effects together will provide greater total damage than using them one after another. In addition, using a rating-based haste effect will provide greater total damage while other %-based effects are active than it will normally. Finally, using any other stat-based cooldown (attack power or armor penetration, for example) will provide greater total damage while haste effects are active than it would normally. As a result, it is best to use haste-based cooldowns (most typically Blade Flurry and [Haste Potion]) and other stat-based cooldowns together. It is also best to ask your shaman to cast Bloodlust/Heroism at a particular time when you can also use your haste-based and stat-based cooldowns.
Technically, there is no direct interaction between most cooldowns and Adrenaline Rush, since the energy gained from the ability is constant and haste does not increase your damage per point of energy. However, AP and armor penetration effects will both increase your damage per energy, and since you will already be using these together with Blade Flurry when possible, you should also try to use Adrenaline Rush at the same time. Beyond the first use of Adrenaline Rush in a fight, the 5-minute cooldown will usually prevent it from syncing up your other cooldowns. Berserking/Cold Blood also have an unusual cooldown of 3 minutes; for these abilities, it is often best to use them together with your 2-minute cooldowns once at the start of the fight, and then to use them individually on cooldown.
Note that if you know the length of a fight beforehand, in particular for combat, and the number of Bloodlusts/Heroisms you will be receiving and when, you can sometimes plan better usage of your cooldowns. The most notable example of this is Brutallus, which will last very close to 6 minutes until your guild obtains a fair amount of Sunwell loot. Based on the 6-minute duration, you know that you can use Blade Flurry/Blood Fury/[Haste Potion]/[Drums of Battle] each three times, Berserking/Cold Blood/[Flame Cap] twice, and Adrenaline Rush/[Thistle Tea] twice. Thus, you should plan in advance exactly when you will receive any Bloodlusts/Heroisms (no closer than 2 minutes together) and synchronize your usage of cooldowns as much as possible within the available time. Typically this means that you can use your 3- or 5-minute cooldowns together with your 2-minute cooldowns twice: once near the start and once near the end.
Finally, a note regarding [Flame Cap] and [Thistle Tea]. These two items have 3- and 5-minute cooldowns, respectively, and they also both trigger the 2-minute shared healthstone cooldown. Thus, you may not use either of them more often than its individual cooldown, but you may alternate between the two, using [Thistle Tea] first, then using [Flame Cap] 2 minutes later, and then using [Thistle Tea] again 3 minutes later (when it comes off its 5-minute cooldown). Alternatively, you may save your cooldown to have [Thistle Tea] available in case of an energy deficit in your ability cycle.
[top]Energy Management and Pooling
As 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.
[top]User Interface Improvements
A well-designed user interface will greatly assist a rogue in following the advice given in this section. While the default user interface may suffice, it is usually necessary to utilize external add-ons to provide the information you need to quickly make the correct decision during combat. In some cases, such as your health and energy totals, the default user interface displays information in an inconvenient location. In other cases, such as your current threat level, the information simply isn't available through the default interface.
Your interface should display your current health, energy, and combo points, and to help with energy pooling, a timer for your energy regeneration ticks. It should also contain a display for incoming and outgoing damage and non-duration procs (e.g. Combat Potency). All these things should be in a convenient location, most likely near the center of the screen. In addition, to help with cycles and energy pooling, you should also have timers for your buffs (Slice and Dice as well as various procs) and for debuffs on the target, preferably displaying precision to tenths of a second.
Having a threat meter is essentially required. It may also help to have more general raid information displayed, such as unit frames, boss mods, and the like. However, these items are not strictly necessary if you are not a raid leader. You should display as much information as you need to operate with a minimum of extraneous features.
[top]Knowing Your Enemy
Knowing your enemy is a vital aspect of playing any class, be it in raiding or in PvP. For rogues in particular, knowing an encounter beforehand enables you to make several optimizations. First and foremost, you have the highest chance to survive whatever a boss will throw at you if you know what to expect before the pull. If the information is available to you, research the boss and find out what attacks it can use to kill you, and which ones other rogues recommend you to cloak. Know whether there will be any abilities that require you to suddenly move out of melee range for a short or long period of time, so that you can prepare your cooldowns and alter your cycle accordingly. Important things to know about fights are whether there are "no melee" phases, whether there are any anti-melee abilities, and whether there are any threat wipes or special threat-based abilities.
Beyond mere DPS optimization, if you know the encounter beforehand, you give yourself a leg up learning it in person. Even as a DPS class, it is important to realize that you are a member of the raid as a whole. While it's not particularly important for every member of the raid to always know how much damage the tank might be taking, it is certainly important to know what abilities might affect the rest of the raid, particularly randomly-targeted abilities. For example, on Kalecgos, if you do not move out of melee range when your Spectral Exhaustion debuff falls off, you may be targeted for a portal, hitting the rest of the melee and potentially killing them. When in doubt while learning a new fight, always prioritize reacting to the mechanics of the fight above DPS. A few seconds of lost DPS will not usually mean the difference between a wipe and a kill, but forgetting to run away from the raid when Grand Warlock Alythess targets you with Conflagration will definitely wipe the raid.
This article is the original work of Vulajin of <Serious Casual> / Mal'Ganis (US)
It is often said that a rogue brings nothing to a raid beyond his damage. While such a statement is debatable, it is certainly true that a rogue's most important function in raids is to provide a high level of damage to a single target. However, realizing the full damage potential of the class requires more than blind button-mashing. Proper talent choices, gear selection, and ability usage are all crucial to maximizing damage output in a raid situation.
This article is currently out of date; many of the specifics are not updated for Wrath of the Lich King and patch 3.0. However, the fundamental points of interest still apply to all rogues. The article should be updated by December 31, 2008.
Contents
1Rogue Play Skills
1.1The Seven Commandments of Rogue DPS
1.2Avoiding Death
1.3Cooldown Usage and Synchronization
1.4Energy Management and Pooling
1.5User Interface Improvements
1.6Knowing Your Enemy
2Weapon Selection and Talent Builds
2.1Weapon Specialization and Dual Wield
2.2Main Hand Weapons
2.3Off Hand Weapons
2.4Choosing Your Spec
2.5Choosing Talents
3Armor Selection
3.1General Gear Selection Technique
3.2Equivalence Points System
3.2.1Pre-raid EP Weights
3.2.2Tier 4 EP Weights
3.2.3Tier 5 EP Weights
3.2.4Tier 6 EP Weights
3.2.5Sunwell EP Weights
3.2.6Example EP Comparison
3.3Meta Gems and Blue Sockets
3.4Gem Selection
3.5Hit and Expertise Caps
3.6Trinket Selection
3.6.1Trinkets At-a-glance
3.6.2Dragonspine Trophy
3.6.3Shard of Contempt
3.6.4Ashtongue Talisman of Lethality
3.6.5Warp-Spring Coil
4Buffs and Enchants
4.1Enchants
4.1.1Enchants At-a-glance
4.1.2Weapon Enchants
4.1.3Boot Enchants
4.2Buffs and Debuffs
4.2.1Group-specific Buffs
4.2.2Raid-wide Buffs and Boss Debuffs
4.2.3Self Buffs
4.2.4Buffs and DPS Output
5Abilities and Cycles
5.1Building Combo Points
5.2Finishing Moves
5.3Combo Point Cycles
5.3.1Sinister Strike Cycles
5.3.2Backstab Cycles
5.3.3Hemorrhage Cycles
5.3.4Mutilate Cycles
6Appendix: Evaluating Rogue Performance via WWS
7Copyright Information
[top]Rogue Play Skills
[top]The Seven Commandments of Rogue DPS
Success as a raiding rogue results from adherence to the 7 commandments of rogue DPS. If you do not follow these guidelines, the DPS optimizations in the remainder of this article will be of little worth to you.
Don't die.
Don't do anything that risks wiping the raid.
Maximize your time on target.
Don't let your energy cap out.
Don't let SnD drop.
Use one of the spreadsheets to figure out your best cycle; this will usually be the highest Rupture uptime cycle that doesn't violate rule 4 or 5.
Use your cooldowns.
[top]Avoiding Death
One of the advantages rogues have over other melee DPS classes is a high degree of survivability. Putting Sprint, Evasion, Vanish, and Cloak of Shadows to rigorous use separates good rogues from those who spend most of the fight eating cobblestone. Your use of each ability will depend heavily on the fight in question, and you should make every effort to figure out the optimal way to use these cooldowns to maximize your survival. Cloak of Shadows, for example, should be used as much as possible to negate incoming magic damage and harmful debuffs. When learning a new fight, one of the first things you should do is to learn which of the boss's spells/debuffs may be Cloaked. Evasion is much more situational; however, it can and should be used where possible, since most raid targets are likely to kill you if they land a melee swing.
Sprint may be activated any time you need to cross a significant distance to get back into melee range, thus reducing your time off the target and increasing your overall DPS. It may also be used to escape AoE effects, or to cross any distance quickly to accomplish a non-DPS objective. Vanish's primary use is as a threat wipe on all targets, and it should be used for this purpose on any fight where threat is an issue. In general, save Vanish from the start of the fight until you have very nearly surpassed the tank's threat, then use it. Provided your tank's threat is reasonably good, this will usually enable you to go the rest of the fight with no concerns, or at least until Vanish comes back off cooldown. Also note that Sprint and Vanish can both act as snare/root breakers, depending on your talent build, and can be quite handy for this purpose on trash as well as bosses with snare abilities.
[top]Cooldown Usage and Synchronization
A common mistake made by novice rogues is not putting cooldown-based abilities to regular use. Offensive cooldowns, in particular, should be used at every available opportunity. If you are in combat, there is no reason to have any offensive ability off cooldown unless you know you would be fighting a boss before it cooled down. Blade Flurry, Cold Blood, and Adrenaline Rush should be used as often as possible, along with any other offensive cooldowns you may have, including Blood Fury/Berserking/Arcane Torrent (making sure to Mana Tap as often as possible), trinkets, and for bosses, [Drums of Battle] and [Haste Potion]. On bosses, unless the fight is extremely threat sensitive, use cooldowns as soon as possible after the fight starts and repeatedly thereafter on cooldown.
In general, the best practice is to use your available cooldowns simultaneously. This is most important when it comes to haste effects. Using two separate %-based haste effects together will provide greater total damage than using them one after another. In addition, using a rating-based haste effect will provide greater total damage while other %-based effects are active than it will normally. Finally, using any other stat-based cooldown (attack power or armor penetration, for example) will provide greater total damage while haste effects are active than it would normally. As a result, it is best to use haste-based cooldowns (most typically Blade Flurry and [Haste Potion]) and other stat-based cooldowns together. It is also best to ask your shaman to cast Bloodlust/Heroism at a particular time when you can also use your haste-based and stat-based cooldowns.
Technically, there is no direct interaction between most cooldowns and Adrenaline Rush, since the energy gained from the ability is constant and haste does not increase your damage per point of energy. However, AP and armor penetration effects will both increase your damage per energy, and since you will already be using these together with Blade Flurry when possible, you should also try to use Adrenaline Rush at the same time. Beyond the first use of Adrenaline Rush in a fight, the 5-minute cooldown will usually prevent it from syncing up your other cooldowns. Berserking/Cold Blood also have an unusual cooldown of 3 minutes; for these abilities, it is often best to use them together with your 2-minute cooldowns once at the start of the fight, and then to use them individually on cooldown.
Note that if you know the length of a fight beforehand, in particular for combat, and the number of Bloodlusts/Heroisms you will be receiving and when, you can sometimes plan better usage of your cooldowns. The most notable example of this is Brutallus, which will last very close to 6 minutes until your guild obtains a fair amount of Sunwell loot. Based on the 6-minute duration, you know that you can use Blade Flurry/Blood Fury/[Haste Potion]/[Drums of Battle] each three times, Berserking/Cold Blood/[Flame Cap] twice, and Adrenaline Rush/[Thistle Tea] twice. Thus, you should plan in advance exactly when you will receive any Bloodlusts/Heroisms (no closer than 2 minutes together) and synchronize your usage of cooldowns as much as possible within the available time. Typically this means that you can use your 3- or 5-minute cooldowns together with your 2-minute cooldowns twice: once near the start and once near the end.
Finally, a note regarding [Flame Cap] and [Thistle Tea]. These two items have 3- and 5-minute cooldowns, respectively, and they also both trigger the 2-minute shared healthstone cooldown. Thus, you may not use either of them more often than its individual cooldown, but you may alternate between the two, using [Thistle Tea] first, then using [Flame Cap] 2 minutes later, and then using [Thistle Tea] again 3 minutes later (when it comes off its 5-minute cooldown). Alternatively, you may save your cooldown to have [Thistle Tea] available in case of an energy deficit in your ability cycle.
[top]Energy Management and Pooling
As 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.
[top]User Interface Improvements
A well-designed user interface will greatly assist a rogue in following the advice given in this section. While the default user interface may suffice, it is usually necessary to utilize external add-ons to provide the information you need to quickly make the correct decision during combat. In some cases, such as your health and energy totals, the default user interface displays information in an inconvenient location. In other cases, such as your current threat level, the information simply isn't available through the default interface.
Your interface should display your current health, energy, and combo points, and to help with energy pooling, a timer for your energy regeneration ticks. It should also contain a display for incoming and outgoing damage and non-duration procs (e.g. Combat Potency). All these things should be in a convenient location, most likely near the center of the screen. In addition, to help with cycles and energy pooling, you should also have timers for your buffs (Slice and Dice as well as various procs) and for debuffs on the target, preferably displaying precision to tenths of a second.
Having a threat meter is essentially required. It may also help to have more general raid information displayed, such as unit frames, boss mods, and the like. However, these items are not strictly necessary if you are not a raid leader. You should display as much information as you need to operate with a minimum of extraneous features.
[top]Knowing Your Enemy
Knowing your enemy is a vital aspect of playing any class, be it in raiding or in PvP. For rogues in particular, knowing an encounter beforehand enables you to make several optimizations. First and foremost, you have the highest chance to survive whatever a boss will throw at you if you know what to expect before the pull. If the information is available to you, research the boss and find out what attacks it can use to kill you, and which ones other rogues recommend you to cloak. Know whether there will be any abilities that require you to suddenly move out of melee range for a short or long period of time, so that you can prepare your cooldowns and alter your cycle accordingly. Important things to know about fights are whether there are "no melee" phases, whether there are any anti-melee abilities, and whether there are any threat wipes or special threat-based abilities.
Beyond mere DPS optimization, if you know the encounter beforehand, you give yourself a leg up learning it in person. Even as a DPS class, it is important to realize that you are a member of the raid as a whole. While it's not particularly important for every member of the raid to always know how much damage the tank might be taking, it is certainly important to know what abilities might affect the rest of the raid, particularly randomly-targeted abilities. For example, on Kalecgos, if you do not move out of melee range when your Spectral Exhaustion debuff falls off, you may be targeted for a portal, hitting the rest of the melee and potentially killing them. When in doubt while learning a new fight, always prioritize reacting to the mechanics of the fight above DPS. A few seconds of lost DPS will not usually mean the difference between a wipe and a kill, but forgetting to run away from the raid when Grand Warlock Alythess targets you with Conflagration will definitely wipe the raid.