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Comprehensive Guide to Rogues in 3.3 (Updated 29/01/2010)
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Post by
rented
*Finally got around to finishing the alterations the original thread can be found
here.
I’ve spoken to a member of the Wowhead staff, and instead of me editing kicklucky’s post they suggest I posted a new thread. So here it is.*
1. Introduction
This is an updated Rogue guide for 3.3 with new talents, abilities, specs, itemization, etc. The original Rogue Compendium can be found
here
for those who would like to reference it. This guide is intended to layout some of the basics of the Rogue class, while also incorporating some of the changes that the class has/is undergoing with the upcoming expansion. All feedback is welcomed, and it is encouraged that you post any suggestions or changes that will improve this thread.
1.a Useful Resources
Official Rogue Forums
Elitist Jerks Forums
MMO-Champion
Combat and Mutilate Spreadsheets (Updated for 3.3)
Shadowpanther
Post by
rented
2.New Abilities
2.a
Dismantle
Disarm the enemy, removing all weapons, shield or other equipment carried for 10 sec.
The only trainable spell pre-70 that Rogues are privy to. Removes any weapons, shields, off-hands, etc. from the target for 10 seconds. Considered a disarm effect, cannot be trinketed. Effectively used as a crowd control method against melee, and a stat reduction for all classes.
2.b
Hunger For Blood
Enrages you, increasing all damage caused by 15%. Requires a bleed effect to be active on the target (
Rend
,
Deep Wounds
,
Rupture
) Lasts 1 min.
The improved version of the 51 point Assassination talent tree, still, a 5% damage increase for 1 talent point is a bit indolent but this new version is a lot easier to use and doesn’t devastate your rotations by only lasting 30 seconds. Overall, still an easy 1 button ability to use, due to the amount of bleed abilities spread over the classes, as mentioned above.
2.c
Killing Spree
Step through the shadows from enemy to enemy within 10 yards, attacking an enemy every .5 secs with both weapons until 5 assaults are made, and increasing all damage done by 20% for the duration. Can hit the same target multiple times. Cannot hit invisible or stealthed targets.
The 51 point talent in the Combat Tree. Allows for poison application and auto attacks for the duration, but does not give you control of the character, so no other abilities can be cast. Some have suggested a weapon swap macro similar to the one listed below for your offhand weapon to a slow, harder hitting weapon, in order to maximize the damage output.
/equipslot 17 <Weapon Name>
/cast Killing Spree
This can be tricky to use as you’d need to macro to switch your original weapon back. To do this you can use the following.
/Equipslot 17 <Slow Offhand Weapon>
/Equipslot 17 <Original Offhand>
/Cast Killing Spree
You can use this to first of all switch a slower offhand, cast killing spree, then use the Alt key to switch back to your original offhand weapon.
2.d
Shadow Dance
Enter the Shadow Dance, allowing the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket and Disarm Trap regardless of being stealthed. Lasts 10 seconds.
The 51 point talent in the Subtlety Tree.
Since 3.1.2 this ability now opens a new action bar making it a lot easier to use. Gaining popularity in the PvP community.
2.e
Tricks of the Trade
The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time.
One of the best ultilities a rogue has, this can be used in great effect if trading with another rogue. Initially you can use it on the tank to help him build aggro, then trade off the cooldowns with another rogue to get the 15% increased damage. Not to mention using it on your PvP partner for a boost to their boost.
2.f
Fan of Knives
Instantly throw both weapons at all targets within 8 yards, causing 150% weapon damage with daggers, and 100% weapon damage with all other weapons.
Only rogue AOE at the moment, useful for trash encounters. Can be tremendously effective when fighting other rogues in PvP.
Post by
rented
3. Revised Abilities
3.a
Riposte
A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and slows their melee attack speed by 20% for 30 sec. Awards 1 combo point.
Used to be a dumbed down version of the current Dismantle, now a much easier spell to obtain with the decreased point allocation required in Deflection. Still not a necessary spell by any means, but a definite plus for any Combat heavy build while leveling to 80.
3.b
Shadowstep
Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec. The damage of your next ability is increased by 20% and the threat caused is reduced by 50%. Lasts 10 sec.
Appears to be the exact same according to the tooltip, however, Blizzard has changed the mechanics of the spell to no longer be castable while rooted (i.e.
Entangling Roots
,
Frost Nova
,
Improved Hamstring
,
Chains of Ice
)
3.c Cooldown Changes
Most existing Rogue abilities that maintain a cooldown have had their cooldown time changed. Here is a list of the new cooldowns:
Evasion
: 3 minutes (2 minutes with 2/2
Endurance
)
Blind
: 3 minutes (2 minute with 2/2
Elusiveness
)
Vanish
: 3 minutes (2 minute with 2/2
Elusiveness
)
Sprint
: 3 minutes (2 minutes with 2/2
Endurance
)
Cloak of Shadows
: 1.5 minutes (1 minute with 2/2
Elusiveness
)
Post by
rented
4. Talent Specs
4.a PvE Talent Specs
Later in this section I mention the changes to the poison mechanisms, so be aware of where you are choosing to fill out your trees so you know which poisons to use.
51/18/2
The rotation does vary with this setup, and it is recommended as with any Raiding Build that you consult a spreadsheet for proper rotations. Aldrianna’s spreadsheet’s will often tell you which build to use, with how easy it is to get T9 and 245+ Epics, it’s a general rule that Envenom is used as your main finisher with rupture
only being used when you’re in lower tier gear.
Keep Hunger for Blood and Slice and Dice up 100% of the time.
Do as many 4+ combo point Envenoms (NEVER EVISCERATE) without breaking the first rule
If using a rupture build which is generally used with the T8 set, take into to consideration that you must maximize your rupture uptime whilst maintaining HfB and Slice and Dice whilst also doing as many 4-5 Pt Envenoms without breaking your rupture/hfb cycles. Rupture is generally not used after obtaining 245+ iLvl gear.
20/51
Combat has changed since 3.3, if you’re using lower tier gear (which is very unlikely considering the current emblems being dropped in heroics) then you need to maximize your rupture uptime and only eviscerate if there’s 12> seconds left on slice and dice. If you’re using an eviscerate only spec which can also be determined by Aldrianna’s combat spreadsheet, then you’ll need to eviscerate at 5 combo points and keep SnD up 100% of the time. Haste effects stack, so its more beneficial for you to use things like
Blade Flurry
and
Haste Potions
in congruence with each other for the best results.
Depending on what weapons you have available to you, you either want to go 5/5 Swords or 5/5 CQC. Mixing Swords/Fist isn’t viable due to lightening reflexes being a must-have talent. The last 1 point is probably best spent in Endurance for the reduced cooldown on your survivability skills, but at the end of the day it’s up to you where you allocate it. Using a mainhand Mace and an Offhand dagger with 5/5 Mace Spec and take one point out of Endurance and put it in CQC.
4.b PvP Talent Specs
41/5/25
Vile Poisons were changed so now the difference is Imp. KS & Find Weakness which I took as +2% per rank being greater than +damage only during Kidney Shot since players often trinket out of Kidney Shot anyway. Though you can allocate these points into
Deadened Nerves
for some damage reduction, or even allocate into
Focused Attacks
for energy regen. It’s totally up to your playstyle.
15/5/51
Sword/Mace/Fist
Shadow Dance spec that utilizes slow, hard hitting weapons with Hemo, and uses Shadow Dance for control through Cheap Shot and Garrote Silences.
Post by
rented
5.a Glyphs
Here I will layout the glyph choices for Major Glyphs only; where they are best used, and which ones to avoid. Please provide feedback on this portion as much as possible.
5.a Major Glyphs
Glyph of Ambush
: If you need another 5 yards to Ambush, you are doing it wrong.
Glyph of Feint
: ROFL!
Glyph of Expose Armor
: Only viable if you have a druid or pally tank and are the Rogue assigned to EA, even then, there may be better choices.
Glyph of Garrote
: 20% more damage? Yes please. Note, this doesn't change the silence duration. A good choice for any build in PvP.
Glyph of Sap
: Meh. Rogues are rarely used for their crowd control, and all CC is capped at 10 seconds in PvP. I'd pass.
Glyph of Slice and Dice
: Must Have for any serious raiding Rogue.
Glyph of Sprint
: Not enough to be used over the other major glyphs for PvP.
Glyph of Evasion
: No need in PvE. In PvP, its good, but with only 2 available slots, there are better options. I don't see this one being utilized entirely until 80.
Glyph of Gouge
: Gouge scales with Attack Power now. Doing 1K+ damage on a Gouge makes this especially useful. Extremely useful for any build using Backstab due to its positional requirements.
Glyph of Backstab
: Not sure what to think of this glyph, will do some tests and update.
Glyph of Eviscerate
: This is a good PVE and PVP glyph, can be used instead of the rupture glyph for combat using a evis only spec.
Glyph of Sinister Strike
: Combat Rogues raiding should take this one without question. At 80, tack on the Rupture Glyph and rock faces off.
Glyph of Rupture
: Combat/Mutilate Rogues raiding should take this one without question.
Glyph of Ghostly Strike
: I only see this being used in a solo situation or if you don't have a better alternative.
Glyph of Crippling Poison
: Good for PvP, especially Combat and Subtlety Rogues that sacrifice another poison for Crippling, making its application all that much more important.
Glyph of Preparation
: Incredibly weak, the second dismantle can help, but isn’t really strong enough to choose it over other major glyphs.
Glyph of Hemorrhage
: Has potential, but the debuff isn't whats wrong with Hemo right now.
Glyph of Blade Flurry
: Good for Raiding but unfortunately won't ever get chosen over the others.
Glyph of Adrenaline Rush
: Can be a good glyph choice over killing spree, if you’re not in an ideal situation to use it.
Glyph of Deadly Throw
: If you are Combat PvP and have points to put the silence back on this, its good.
Glyph of Vigor
: Must have for PvP Rogues, especially Mutilate
5.b 3.1 New Glyphs:
Glyph Of Mutilate
: A must have for an assassination rogue or a Mut//Prep PVP rogue.
Glyph Of Hunger For Blood
: Also another must have for any raiding assassination rogue.
Glyph of Killing Spree
: Can be a good choice for a raiding combat rogue, reduces the cooldown to 1min 15 seconds.
Glyph of Cloak Of Shadows
: Superb PVP Glyph, can be a real lifesaver.
Glyph Of Fan Of Knives
: Not really a big glyph, unless you’re farming naxx it’s not really useful.
Glyph Of Shadow Dance
: If you spec full Sub, then this is a must have glyph.
Glyph Of Tricks Of The Trade
: If you find yourself trading Tricks with another rogue constantly in raids, then this could be a really good addition to your glyph slots.
5.c Minor Glyphs:
Glyph Of Vanish
: Great for PvP, Soloing and PvE.
Glyph Of Blurred Speed
: Great, fun glyph. I always have this in both specs and it can be handy when traveling.
Glyph Of Pick Lock
: Very useful for leveling your lockpicking, but that’s about it.
Glyph Of Pick Pocket
: Great for farming lockboxes, means you don’t have to get so close to a group of mobs.
Glyph Of Safe Fall
: Great Glyph, can save a lot of death while leveling in places like Howling Fjord.
Post by
rented
6. Gear Itemization
Here are the links to the spreadsheets you will see myself and others praise so much, learn them well. If you don't like spreadsheets, you picked the wrong class.
Combat and Mutilate Spreadsheets
6.a Mutilate Myths and Realities
The way mutilate should work is, whatever has the highest dps is what you use. Due to poisions being changed to PPM, slower weapons become more attaractive but not essential. Faster Offhand. 1.4-1.6 is required for
Focused attacks
procs and
Deadly Poison
stacks.
For PVP you’d want slow (1.8) daggers in both hands.
6.a.2 Combat Myths and Realities
As always, combat spec is only effective with a slow mainhand and fast offhand due to
Combat Potency Procs
.
General rule of thumb for
weapon
specializations
is to spec into whichever you have the better weapons for.
6.a Gear Itemization
Here are the links to the spreadsheets you will see myself and others praise so much, learn them well. If you don't like spreadsheets, you picked the wrong class.
The Roguecraft Spreadsheet
Roguecraft Spreadsheet
Combat and Mutilate Spreadsheets (Updated for 3.1)
6.b Poisons
In 3.1, rogue poisons were changed to a ProcPerMinute mechanic to the increased application rate, and superior scaling.
Mutilate Poisons
For Mutilate, you should be using Instant Poison on your mainhand and Deadly Poison on your offhand.
Combat Poisons
As you see above, untalented Wound Poison on the mainhand will out perform Instant Poison, deadly poison should always be used on the offhand. If you’re speccing the standard ruptureless combat it will always include the talents in vile poisons and improved poisons, so you’ll need to use instant on your mainhand with deadly on your mainhand.
PvP Poisons
In pvp, if you’re specced Mut/Prep, you want to use a mix between Wound Mainhand and either Wound/Mind Numbing/Anesthetic on the offhand due to
Crippling Poison
always being on the target regardless of using it on your weapons.
For Shadowdance you’ll obviously want to use crippling poison on your offhand, wound on your mainhand.
6.d What stats should I focus on?
There is not, never was, and never will be a magic number that you must reach for any given stat. That being said, here is a list of each stat and where it stands for priority. I want to mention again that you should consult a spreadsheet before taking this on faith, as it will differ depending on your raid make up, progression level, gear level, and spec choice.
Combat S/S
Attack Power - Should be fairly obvious, produces more DPS output for a Rogue than any other stat. Top of the list right here.
Agility – With the 4 piece T8 this is the stat the increases your dps the more than Attack Power.
Expertise - All Rogues should be attacking from behind, but lets face it, due to the mechanics of alot of fights, this doesn't always happen. For 6.5% boss dodge chance (26/26 expertise):
26 expertise (214 expertise rating) to cap.
16 expertise (132 expertise rating) to cap for rogues with 2/2 Weapon Expertise.
13 expertise (107 expertise rating) to cap for combat human rogues wielding a sword/mace.
Haste Rating - Not alot has changed, more haste = faster swings. It increases your procs for trinkets/enchants and Combat Potency for energy regeneration.
Armor Penetration – As of 3.1, Armor Pen has been increased as a dps stat, it’s complex design is something you can pick up on
here
Crit Rating - With the addition of Prey on the Weak, the Sinister Strike glyph, and the poison changes (Instant and Deadly Poisons can crit), this is pumping our damage up even more than it used to.
**Special note: Crit, Hit, ArP, and Haste are all very close as far as weighting goes, which is significantly far behind Agility and Attack Power.
Mutilate
Expertise - With a larger energy cost on your main attack, and a larger damage portion to your overall DPS coming from it, you really can't afford to have that attack be dodged.
Agility - Even better for Mutilate, as the increased crit chance benefits Focused Attacks.
Attack Power - Generally the same as above, except noting that since poisons scale with attack power and you will undoubtedly have invested in poison talents, its a nice increase on top of your regular damage.
Crit Rating - More useful for Mutilate builds for Focused Attacks as well as Seal Fate.
Haste Rating - More haste = more poison procs = more opportunites to crit = more energy = more Mutilates...you get the idea.
Armor Penetration - Generally the same as above, except slightly lower since your white damage is less due to wielding daggers, your damage increase is not as high (Percentage wise its the same. Raw numbers are lower.)
6.e Hit Rating.
Hit rating – To cap your specials you’ll need 99 Hit Rating with 5/5
Precision
. To cap your poisons you’ll need 315 Hit Rating with 5/5 Precision, this is generally the point where you don’t need to stack hit rating. Though most of your hit will be passive off gear, you don’t need to gem for it if you’re raiding because things like
Imp Faerie Fire
/
Misery
will increase your chance to hit.
6.f Gemming
Gems are pretty simple, with 4/5 T8 gemming
Agility
is by far the biggest dps increase. As you get towards higher tier gear, consulting a spreadsheet is always recommended.
Though before you get 4/5 T8,
Attack Power
and agility are pretty much equal.
Expertise for Mutilate is a pretty important stat, though only if you’re having trouble with your finishers being dodged and
blasting your rotation to pieces
. Being expertise capped becomes important as you get closer to the crit cap for both combat and mutilate.
For yellow sockets which may be required for your meta and for chasing socket bonus’ with are worth gemming, you can use anything that’s Haste/hit/AP/Crit/Agility. Consulting a spreadsheet is always the best way to find this out.
For the blue meta requirement you can use.
Nightmare Tear
Meta Gems.
Relentless Earthseige Diamond
Post by
rented
7. Leveling
Leveling has changed a bit since the release of 3.0, and in this section I will lay out a few pointers to get to 80, where the game starts. The thing to remember is that leveling into any talent tree will ultimately get you to 80. It will get you there at different rates, and you will play a different style, but you'll get there.
Focus your itemization on Agility and Stamina at the early stages, with the inclusion of Attack Power once you hit the later levels. Be sure to level you're First Aid, Cooking and your professions as you go along.
Build
Combat is still the most efficient tree to level with as it provides you with the least downtime as well as sustained DPS combined with the situational burst damage to take down several mobs at a time. Be sure to spec all the way down the Combat tree first before making your way into the other trees. Your rotation is fairly simple. Open with Garrote, cast Slice and Dice, use Sinister Strike to build combo points to five, and Eviscerate. You should be using dual Wound Poison on your weapons.
7.b Leveling Assassination
Build
or
Build
Assassination will hurt a bit at the early levels due to the positional requirement of Backstab, which is your main combo point generator until you get Mutilate. It is recommended that you wait until level 50 before playing an Assassination build, but if you are willing to stick it out from the start, be sure that your first five points go into Dual Wield Specialization before heading into the Assassination Tree. Your rotation is a bit different here. In the early levels I would recommend that you open with Cheap Shot to keep the mob locked down, immediately cast Slice and Dice, followed by a Backstab, Gouging your opponent to reposition and wait for energy regeneration, and repeat the process to five combo points and Eviscerate. Post level 50, it is similar to Combat rotations. Garrote, Slice and Dice, Mutilate to five combo points, and Envenom. You should be using dual Wound Poison until you get 4/5 into Improved Poisons, switched then to Dual Instant Poison. After you get Mutilate, change your off hand poison to Deadly Poison.
7.c Leveling Subtlety
Build
Definitely the least efficient route to 80, but some will argue its the most fun. As with Assassination builds, make sure you fill out Dual Wield Specialization before going into the Sub tree. Rotation is pretty much identical to Combat Builds, except you will replace Sinister Strike with Hemo once you've trained it. Also, if you've chosen to pick it up, you should add in a Ghostly Strike after you Slice and Dice. Dual Wound Poison is still your best bet here, and that won't change all the way to 80.
7.b Lockpicking
Here are a few pointers that should help you level your lockpicking.
Junk boxes
are your best bet for leveling the skill since you should be pick pocketing anything that has pockets all the way to 80. I suggest this macro to make things easier:
/cast pickpocket
/cast <insert opener name here>
There are also various locations around the world where you can open
footlockers
. Its recommended for easy leveling that you get a hold of some sort of underwater breathing buff, be it from a Warlock or a potion, since the Waterlogged Footlockers are underwater--and from my experience--the only ones that you will need to take advantage of.
A step-by-step guide can be found over at wowwikie,
link
Post by
rented
8. Professions
This is a guide to the ever-so important question of what professions to choose for end game. This is not a leveling guide for professions. There is a forum for that, located
here
. Also, the BoP benefits will not be discussed here as a whole, only in relation to the Rogue class (obviously); rather those too can be found
here
.
8.a Alchemy
PvE - Great Profession, consumables can make or break your performance in a raid.
Mixology
is your friend when it comes to saving money.
PvP –
Flask of the North
‘Nuff said./
8.b Blacksmithing
PvE - BoP sockets for gloves and bracers, whats not to love.
PvP - Good.. but not the best, sockets are good for the additional stats, especially with the lack of +hit on PvP gear.
8.c Enchanting
PvE - Ring enchants are awesome, and being able to enchant your own gear for every upgrade you get will justify the price tag of leveling it.
PvP - same as PvE.
8.d Engineering
PvE - +Haste on gloves, rocket boots are great for hardmode encounters.
PvP – A lot has been barred from the arena scene. It’s not the greatest profession anymore.
8.e Herbalism
PvE – Heal off the GCD is nice, but not great.
PvP - Better in Arenas when Macro'ed with a bandage.
8.f Inscription
PvE - Best shoulder enchants in the game, hands down.
PvP - same as PvE.
8.g Jewelcrafting
PvE - Three ridiculous gems and free upgrades is W.I.N. Plus the "Perfect" cuts are great keepers for yourself when farming.
PvP – JC only gems are what’s keeping everyone to this profession.
8.h Leatherworking
PvE - Best leg and wrist enchants in the game, hands down.
PvP - same as PvE.
8.i Mining
PvE - +500 health, quite useless
PvP - Slightly better, but still junk.
8.j Skinning
PvE - 25 crit rating, awesome for DPS min/maxing.
PvP - Burst seems to be key in PvP atm.
8.k Tailoring
PvE _ BoP cloak enchant rocks, the rest sucks.
PvP - Same.
Post by
rented
9. Macros & Addons
Some of these are listed above, but I thought it would be good to create a consolidated list of macros to reference in one place.
9.a Blind Mouseover
/cast Blind
This macro will cast Blind on the target you hover your mouse over, if you aren't hovering your mouse, it will Blind your current target.
9.b Premed & Cheap Shot
/cast Premeditation
/cast Cheap shot
Simply avoids clicking (or forgetting) both spells by combining them together.
9.c Ranged Attack
/cast Deadly Throw
/cast Throw; Shoot
Will cast Deadly Throw if you have the combo points, throw otherwise, or shoot if you have a bow / gun equipped.
9.d Shadow Dance Macro
#show shadow dance
/equip <dagger name here>
/changeactionbar 2
/cast shadow dance
Use this to swap to a new action bar page for your Shadow Dance keybinds, and equip a dagger for Ambush spam.
#show hemorrhage
/equip <slow weapon here>
/changeactionbar 1
/cast hemorrhage
Put this one on the Shadow Dance bar to swap back to your other weapon for Hemo spam.
9.e Preparation Macro
#showtooltip Preparation
/cast Evasion
/cast Sprint
/cast Preparation
Tricks Of The Trade macro
#showtooltip Tricks of the Trade
/cast Tricks of the Trade
It will allow casting tricks of the trade without losing your current target in the bossfight. The first conditional, , requires your current target to be friendly and buffable (friendly NPC's are no longer valid targets). If that condition isn't met, like when you're attacking a boss, the macro skips to the second conditional, which checks if you have a focus target that is buffable. If you don't it will cast tricks on the target of your target if it's buffable (your tank, preferably)
(cheers for that KidB)
More useful macros can be found
here
10.a Addon List
•
Omen Threat Meter
- A threat meter is all but required for any raiding Rogue. I prefer this one for its simple GUI and customization options.
•
Quartz
- All in one casting bar. Why does a Rogue need a casting bar? Well when you don't kick that heal and your target lives for another 3 minutes... you'll wish you had a giant blue bar at the top of your page to remind you.
•
Cutup
- Little mods that make a Rogues life easier. Has a Slice and Dice timer, auto loots pickpocketing, and eliminates the spamming error messages when you're button mashing.
•
SpellAlerter
- Similar to quartz, but better for a PvP environment.
•
MikScrollingBattleText
- Vastly superior to the included combat text feature.
•
Big Wigs Boss Mods
- Another must have for end game PvE. Keeps track of all phases for boss encounters and other helpful tracking.
•
ClassTimer
- Cooldowns, buff durations, debuffs...anything that has a time really.
•
Proximo
- The end-all-be-all of Arena mods.
•
Event Horizion
– One of the best addons to keep track of you skills.
•
NeedToKnow
/
TellMeWhen
- Very useful addons to manage procs etc.
10.b Thanks and Credit.
This is just a revised ‘copy’ of Kicklucky’s 3.0 guide which has helped many rogues out there find their place in World of Warcraft, me being one of them, with Kicklucky quitting the game, I thought I’d just change a few things due to the rogue class being the victim of many changes in patch 3.1, and just added in some vital information. I hope you’ve enjoyed reading it and it’s helped you out.
Thanks to EJ confirming many things I wasn’t sure on.
Thanks to shadowpanther.net.
Thanks to the Offical EU World Of Warcraft Forums.
Thanks to Wowinterface and Curse.
Thanks to Kicklucky for writing this in the first place.
End!
Post by
rented
That's everything, if anyone thinks I've missed anything or has any disputes. Post them here for me and I'll edit it accordingly.
Post by
rented
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Post by
rented
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Post by
Eleazer
Thank you, Thank you, Thank you! I am getting ready to powerlevel my rogue, and this was an answer to my prayers.
I do have a question though is there a reason a Mutilate rogue wouldn't want to spec into Lightning Reflexes? I have gone through some of EJ's readings, the math is a little more than I understand, and as I am new to the rogue (enhance shaman, holy priest, frost dk tank) it will take a bit of time for me to figure out the math. I was looking for a simpler explanation as to why you would skip the energy refresher for a bit more haste.
http://www.wowhead.com/?talent#f0ef0exoVboIzAo0xV0xcZ0b:ITf0zV
Post by
blackmarquetbaby
Correct me if I am wrong, but some of the macros might be hard to execute considering that switching weapons triggers global cooldown AND resets hit clock so you actually stop attacking for a whole 1.5 seconds before and after your killing spree.
That's a significant loss in dps vs. just using killing spree.
also, fan of knives is not the "ONLY" rogue aoe. There is also blade flurry, and arguably Killing spree.
also, some of your glyph reccomendations are a bit old. Specifically, Glyph of SnD is no longer a "must for any serious raiding rogue."
I also think you should make it clear that not ALL POISONS were changed to PPM mechanics, just IP and WP.
hit rating is also not listed on your weighting scale, and it IS up there due to the Poison hit cap being important to mutilate rogues (to maximize DP stacking) and the Yellow Hit cap is important for both specs so that you simply never miss on your CP builders (99 hit).
Also, for haste rating, you DO NOT get more poison procs directly from haste, except DP applications, but those are not direct damage, and will tick at the same rate regardless of haste. IP is PPM, as you stated before, so it ALSO will not proc more often with haste. It will proc more after an envenom, as is clarified by Vile Poisons tooltip.
your reasoning behind why ArP is not as valuable for Mutilate is only partially correct. You fail to show that Envenom and poisons are NOT physical abilities, and therefore do not scale against armor reduction. You are also not doing "less white damage because you are using daggers." You should be doing about the same amount of DPS in white hits compared to a combat spec if you are geared respectively equal on either spec, and should benefit from ArP equally for your white hits.
Post by
trendon
I have one macro question that I didn't want to start a new thread on, but I was just thinking about.
Is there any reason I shouldn't create a macro that casts either Cloak of Shadows or Every Man for Himself (for humans), whichever is available at the moment? And, if that is a good idea, which one should be chosen first?
Post by
Liquoid
keep them separate
Post by
117871
This post was from a user who has deleted their account.
Post by
70338
This post was from a user who has deleted their account.
Post by
rented
Correct me if I am wrong, but some of the macros might be hard to execute considering that switching weapons triggers global cooldown AND resets hit clock so you actually stop attacking for a whole 1.5 seconds before and after your killing spree.
That's a significant loss in dps vs. just using killing spree.
also, fan of knives is not the "ONLY" rogue aoe. There is also blade flurry, and arguably Killing spree.
also, some of your glyph reccomendations are a bit old. Specifically, Glyph of SnD is no longer a "must for any serious raiding rogue."
I also think you should make it clear that not ALL POISONS were changed to PPM mechanics, just IP and WP.
hit rating is also not listed on your weighting scale, and it IS up there due to the Poison hit cap being important to mutilate rogues (to maximize DP stacking) and the Yellow Hit cap is important for both specs so that you simply never miss on your CP builders (99 hit).
Also, for haste rating, you DO NOT get more poison procs directly from haste, except DP applications, but those are not direct damage, and will tick at the same rate regardless of haste. IP is PPM, as you stated before, so it ALSO will not proc more often with haste. It will proc more after an envenom, as is clarified by Vile Poisons tooltip.
your reasoning behind why ArP is not as valuable for Mutilate is only partially correct. You fail to show that Envenom and poisons are NOT physical abilities, and therefore do not scale against armor reduction. You are also not doing "less white damage because you are using daggers." You should be doing about the same amount of DPS in white hits compared to a combat spec if you are geared respectively equal on either spec, and should benefit from ArP equally for your white hits.
1. Killing Spree ISN'T an AOE. It's nothing like fan of knives and it doesn't effect an
area
, same with blade flurry, it doesn't effect a certain amount of yards around the rogue, it just knocks off attacks to an additional enemy. Killing Spree is totally random. Personally, both are NOT aoes and hence why I did not list them.
As for hit rating not being in the weights, it's in a seperate section underneath the stat weights. Reason being is because I've just told you the caps for hit rating, it's better like that because it gets complicated, just wanted something simple here till i could research into it a bit more.
ArP Is a lot more valuble to combat than it is Mutilate. Simply because like you said, envenom isn't a physical ability ;p.
I've been away for a weekend and I'm still waiting for someone to approve this on the wowhead staff, but will be making alterations today.
Edit:I have edited in some of the suggestions you made, thanks for taking the time to read it =], mucho appriciated.
Post by
261871
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