Survival is a priority rotation on the global cooldown, with one attack that sits outside it. Each time the global cooldown ends you press the highest ready line, and
Raptor Strike is queued onto your next main-hand swing whenever it comes off its own cooldown. Mana never runs out, so nothing on the list is about saving it.
Before the pull
- 1At -10 s: Cast
Aspect of the Beast - 2At -1.5 s: Cast Hunter's Mark
Aspect of the Beast about ten seconds out. Its 110 melee attack power counts on its own, and
Deadly Aspects can only roll
Quick Strikes while it is up. The line is worth 12.9 %.
Hunter's Mark a second or two before the pull. Its ranged attack power does nothing for you. The mark matters because
Expose Prey only works on a marked target, and the tooltip asks for a Hunter's Mark, not yours in particular. Rank 3 is the one to cast: 98 attack power against rank 4's 71. The mark has no hit roll and doesn't pull, so casting it early saves your first global cooldown.- Your pet is dismissed and your tracking matches the boss.
Lone Wolf needs the pet gone, and
Improved Tracking only adds its 5 % against the creature type you track.
Priority
The list is read from the top each time you can act: the first line that's ready wins. It is not a sequence.
- 1Use the other cooldowns as they come up+101 DPS · 10.1 %
- 2Cast Hunter's Mark if Hunter's Mark not active on the target and time remaining > 3 s1.0/min–
- 3Cast
Raptor Strike27/min+62 DPS · 6.2 % - 4Cast
Mongoose Bite8.0/min+153 DPS · 15.2 % - 5Cast
Strider Kick7.3/min+173 DPS · 17.2 % - 6Cast
Immolation Trap3.7/min+49 DPS · 4.9 % - 7Cast
Wing Clip if
Strider Kick cooldown > 0.8 s20/min+69 DPS · 6.8 %
Each line in the widget carries its casts and its worth. Why they sit where they do:
- Hunter's Mark when it has fallen off. A mark lasts two minutes. On fights no longer than that, the one from before the pull never runs out and this line is worth nothing. Over three minutes the recast is worth 4.9 %, because without it Expose Prey goes quiet for the last minute.
Raptor Strike whenever it's off cooldown. It uses no global cooldown. It turns your next main-hand swing into weapon damage plus 70 on the ability table, so it can't glance and it crits for 2.3 times its damage. The line is worth 6.2 %. It counts less than its damage suggests because the swing it replaces would have dealt damage anyway, and a Raptor Strike can't roll Quick Strikes the way a white swing does.
Mongoose Bite whenever it lights up. Expose Prey opens it for 10 seconds and the bite has a 5-second cooldown, so a window that opens while the bite is cooling down still gets used. Bite as soon as it's ready. Each bite also starts a
Lacerating Strikes bleed for 40 % of its damage. The line is worth 15.2 %.
Strider Kick on cooldown. Normalized weapon damage every 8 seconds, worth 17.2 %, which includes the Wing Clips that wait on it.
Immolation Trap on cooldown. In Forever traps go down in combat, and
Survivalist's Discipline brings the cooldown to 18 seconds for a 15-second burn. Place it in melee range. The simulation lets it burn the boss at once, where a real trap may take a moment to go off. The line is worth 4.9 %.
Wing Clip in every gap, unless Strider Kick is about to come back. The tuned line holds Wing Clip while Strider Kick is less than about half a second away, so the kick is never delayed. Wing Clip only deals 50 damage, but each one that lands is a melee special on a marked target: a 10 % chance to open Mongoose Bite and a 20 % chance at a Windfury Totem swing. Its own damage is 2.5 % of the total and its line is worth 6.8 %.
More than one target
Nothing changes against three bosses. Every ability in the list hits one target, and the benchmark's three-boss rotations are the same lines as on one boss. Only
Dragonbreath Chili and the sapper reach the other two. On a three-minute fight the chili is 1.6 % of your damage against one boss and 5.8 % against three. Explosive Trap shares Immolation Trap's cooldown and burns everything within 10 yards. Our search hasn't yet tried it in place of Immolation Trap on three bosses, so treat that swap as untested rather than worse.
Cooldowns
Your one long cooldown is
Rapid Fire: 40 % faster ranged and melee attacks for 15 seconds, on a 5-minute cooldown. The simulation fires it at the pull alongside the
Goblin Sapper Charge, on-use trinkets and an active racial such as Blood Fury, Berserking or Elune's Light. You have no execute and nothing that grows during the fight, so there is no reason to hold them. Blood Fury comes back after two minutes and goes out again at once.
What your log should show
Put your Warcraft Logs numbers next to this table. If you cast noticeably less often than this, you are wasting global cooldowns or leaving Mongoose Bite windows unused.
The numbers to look for:
Mongoose Bite about 8.0 times a minute,
Strider Kick 7.3 and Immolation Trap 3.7. Both tables count each Raptor Strike three times, because the queue, the cast and the hit share one row. Expect about 9 Raptor Strikes a fight on a one-minute single-boss fight, a little under one per 6-second cooldown, not the casts the rows show. Windfury Totem's extra swings get an "auto attack" row of their own.
Uptimes
Watch the
Lacerating Strikes bleed, up about 90.2 % of the fight, and the Mongoose Bite window (Defensive State), open about 37.5 %. A low bleed uptime means missed bites.
Quick Strikes should sit near 72.9 %. If it doesn't, check that Aspect of the Beast is on.