

The above image assumes that the time between auto-attacks is 3.5s, which results in some slack (which is good - humans need some reaction time). The third auto-attack can be followed by MS again, while on the fourth WW and MS will both be cooling down, so it can be followed by any other ability on the global cooldown (e.g. The next auto-attack is again followed by Slam, this time MS won't be ready, so Whirlwind is used instead. After the global cooldown comes Mortal Strike. The sequence starts by waiting for an auto-attack immediately followed by Slam. The result looks like this: auto, slam, MS, auto, slam, WW, auto, slam, MS, auto, slam, X. The preferred "other" move is of course, but if MS is on cooldown, or (if both are out) anything else can be used. The basic idea is to follow each auto-attack first by a slam, and then by some other move.

It's even possible to do away with Flurry and go 36/25/0. The Slam rotation aims for improved raid/group performance, and it's less dependent on Flurry, thus it's advisable to move at least two points from Flurry to Blood Frenzy.

The two points for Improved Slam can easily be fitted in the standard 31/30/0 Mortal Strike/Flurry build. Players also need to develop a good sense of timing and the ability to think on their feet and adapt when they're forced to move around or get knocked back. Quartz or another cast time bar addon helps greatly when trying to make this work.
