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Thornass_1846688

Member Since 12 Jun 2011
Offline Last Active Jun 07 2013 09:25 AM
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#3892204 Are ret paladins S5-S6 op or are people just exagerating?

Posted jaredd on 27 May 2013 - 05:48 AM

seal of blood

never forget


#3892618 How to play Mutilate.

Posted AcerMVP on 28 May 2013 - 08:45 PM

How to play Mutilate rogue in 5.3

There are a few of you asking me questions in my inbox, in-game and here on AJ. These questions include: "What rotations do you do?, What poisons do you use? Why this over this?" And so on. Here is a general guide on how I, Mvp the rogue plays mutilate. You may change any of the suggestions I have made to better fit your play style or hear your responses in regards to my guide. I understand a lot of you think that Sub is the best for PVP because of all the control you have. While this is some what true, Mut also has it's amazing advantages.

A lot of players haven't played mutilate in arenas because they have not figured out on how to play it. Here are the main points I will be making in this guide:

1) Talent Specialization
2) Glyphs
3) Poisons
4) Gems/Reforging/Enchanting
5) Rotations



1) Talent Specialization:
Talent Specialization is something that anybody can make up to their own style/spec. It gives you the freedom of changing what is needed before the arena starts due to certain comps. Here is a quick talent tree of what I am using: http://www.wowhead.c...talent#r!md|Isu

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The first tier for rogues gives you special abilities in your stealth. As assassination, I used to go with Shadow Focus due to the energy regen for assassination is terrible, but I realized how to fix this. Most sub players use this and I would like for more assassination rogues to as well. The reason why I went with Subterfuge is because it allows you to be able to use more stealth abilities after your initial opener (We all already know this, since most of us already play with it).

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The second tier is more or less to take in less damage/stopping damage. I chose Combat Readiness because of it's utilities against melee/dps teams creating a "Wall" for us rogues. If you were facing caster teams, of course you would use Deadly Throw.

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Almost the same as the second tier. Takes in less damage/gives health. I prefer elusiveness because who wouldn't want 30% less damage all around.

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Now comes the real fun, this talent with Subterfuge is one of the most used talent tiers in the game as a rogue at the moment. If you already know how to play this as a Sub rogue, then assassination openers will be a breeze for you. This is probably the best thing that has happened for assassination. Cloak and Dagger allows you to be able to use your abilities 25 yards away. Which makes Shadowstep useless and burst of speed. Especially with how assassination works. Assassination is all about bleeds/poisons. I will get into the rotations a bit later, but the reason why you pick this over ShS or Burst of Speed is because of the freedom you have to CC/Bleed up your opponents. This ability alone will bring back the necessary CC that you need from Sub into Assassination.

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This tier really depends on what you're playing. For 2's/duels, I prefer playing with Dirty Tricks over Prey because of the ability of being able to blind over your DoTs. Also, gouge is now 0 energy, which allows you to spam one mutilate the very most, but for threes, I still prefer of Prey on the Weak combined with Tricks, it does a large amount of damage boost to your partners.

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This last tier is all based on the kind of opponents you are facing. I see a lot of rogues using Marked for Death, while it is a good talent, it's terrible for Assassination. Reasons? Marked for death may give you an instant 5 combo points, but assassination generates combo points fairly easy. You may want to save these combo points for your Recup/Ruptures. Which is why Anticipation is amazing. Allows the use of your combo points where it's needed. I mostly use anticipation for melee/dps teams. I usually choose ST for caster teams because it's a troll move and it hits harder than icelances which mages usually cry about.

2) Glyphs:
I use a rotation of these five:

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Glyph of CoS: dmg reduction vs Melee Cleaves

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Glyph of Stealth: For quicker stealth's to be able to restart my openers/cc's), people ask why Stealth? In arena's it does help a lot because as soon as you use your first ability, stealth goes on CD meaning you have 3 seconds to try and get behind a wall and with this glyph, it allows you to be able to get that re-stealth quicker. So you can Vanish, open, hide and gain the stealth quicker rather than being Faerie Fired through the fucking walls while waiting for stealth to come off cooldown.

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Glyph Of Garrote: That extra silence helps, especially since you will be mass spamming garrote anyways.

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Glype of Shadow Walk: Against other rogues. Assassination will destroy a sub rogue if he gets the opener.

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Glyph Of Feint: Against caster teams. Most caster teams will try and kite you, so having this will help with damage reduction.

3) Poisons:
Deadly and Mind Numbing: Why? Deadly causes a lot of damage with Mastery, you'll learn why in the next section. Mind Numbing? You as a rogue should already know. No reason to explain this one.


4) Gems/Reforging/Enchanting:

Wraithaur did some math on where we should stop chasing after mastery. 79.5% seems to be the cutoff.

View Postwraithaur, on 06 June 2013 - 03:34 AM, said:

Did some more calcs with a certain level of assumption considering i don't have damage sources % so i did it just based on poison damage only. Worked out the sweet spot for Mastery being 79.5% before you start loosing too much AP and Crit from your agility gems\enchants.

Gems:

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Wondering what you should gem as an assassination rogue? There are three main gems for an assassination rogue. I've been messing around with how it works and I've come to realize that Agility/Mastery are the main gems needed. I am also gemming for socket bonuses.

Red slots: 80 Agility + 160 Mastery
Blue slots: 80 PvP Power + 160 Mastery
Yellow Slots: +320 Mastery


Why so much mastery you may be asking? Well, mastery affects your poison damage as assassination. At the moment, I am running with 71% mastery:

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That is 71% more damage that I am doing with my poisons on other players. I am usually seeing between 20k - 50k deadly poison ticks. Now add this damage to mutilate, dispatch, envenom and your garrote/rupture ticks. It's a lot of damage.

Reforging:

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I normally reforge anything that is not needed. These three, are the main ones and I'm still over capped with them being reforged. If your gear already has mastery on it, reforge to crit; if it doesn't have mastery, reforge to mastery. Remember to always stay at the hit cap and expertise cap for PVP. Haste doesn't have much affect unless you have SnD up.

Enchanting:

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Helm - Trololo, Blizzard removed helm enchants.

Neck - ^

Back - Superior Critical Strike

Chest - Super Stats or Resil (I prefer resil, at high rating arenas, that extra bit of resil will help)

Shirt - Nude

Tabard - It has to be pink for assassination to work.

Armwraps (Bracers) - You can either do 140 Agil or 170 Mastery. You really don't notice much of a difference in damage wise, but I see Mastery affect my poisons more of course. I usually choose mastery for my multi dotting.

Hands - Superior Mastery

Legs - Shadowleather Leg Armor

Boots - You can go either Blurred Speed (180 Agil + Speed) or Pandaren Step (170 Mastery + Speed); I choose Agil to help the damage output from Mutilate and Dispatch.

5) Rotations:

I won't be giving away all my secrets, but I will teach a few for the newer rogues that just recently changed to mutilate. I have two main keybinds/macros in my stealth bar. These two are what will  make the game a bit life changing and will make or break you playing assassination rogue.

Macros:

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#showtooltip
/cast [@Arena1] Garrote

#showtooltip
/cast [@Arena2] Garrote

#showtooltip
/cast [@Arena3] Garrote


3's

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Normally in three's it's a bit different, sap one, and garrote the other two. Why? Because garrote automatically applies Venomous Wounds and Deadly Poison. This gives you +10 energy every Nature damage tick(Deadly Poison tick). So now you have two targets that have Dots, you're now gaining +20 energy every tick (This does not work if the person with bleeds have an asorb on them), but you're also causing huge damage by DoTs because of your mastery being so high. So you're now basically a Shadow Priest, Afflicition Warlock and all other DoT classes. Only difference is, you have three DoTs( Rupture and/or Garotte, Deadly Poison and any extra damage that comes out of Venemous Wounds).  Now you have damage all over the map.

You only need to put 1 combo point into Slice and Dice because after you envenom for the first time, your Slice and Dice automatically gets renewed.

Your opener is important because assassination openers have really nice pressure output. You can literally bring any class from 100% - 20% within the opener (No Burst). So you have to be mindful of how you play assassination and pay attention to your energy because you will run out fast with Mutilate being 55 energy. Normally openers in 3's look like this:

Sap > Arena1, Garrote > Arena2/3, CS > Kill target, SnD, Mutilate > Mutilate > Rupture. After this opening rotation, you can do anything you like, either refresh your Dots across the map or CC through out the map. Vanish > Garrote all the map or CS all the map. Depending how the game is going. Now you have the necessary CC from Sub in Mutilate because of Subterfuge/CnD.

I normally just redirect > rupture to refresh DoTs because it's just much simpler and use my vanish for their opening burst which allows me to open all over again and apply dots all over again. Assassination also has a lot of pressure output. Now with having damage scattered across the map, you can focus on your kill target.

Kill target/Burst: Vendetta/Trinket First > Shadow Blades after. Burst should only be used when you're about to do a kill. Why? Because Assassination does a lot of damage outside of it's burst anyways. On top of it, Vendetta is 2min's long and Shadow Blades is 3mins. You can trinket every minute if you want. I have these three cooldowns in a cast sequence/reset of 40 macro. Trinket being the first cast in the cast sequence.

The use of Dispatch, when dispatch does that bright thingy, use it after you use a Combo Point Quencher, it will give you a free combo point/no energy used/dmg. Spam dispatch after the person is 30% less health. Very low in energy (20) and it hits like an ambush. It will also generate quick combo points for those nice 5point envenoms that hit like a truck.


2's

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Remember when I said I use different tiers for different brackets? This is why garrote the entire map and start on the kill target, blind the other, blind won't break because of "Dirty Tricks" Which in the end of the blind, your bleeds may have already done about 15% damage extra to the "blinded" target, which already backs him up from healing his partner/himself, but you get the picture.

Kill target/Burst: Vendetta/Trinket First > Shadow Blades after. Burst should only be used when you're about to do a kill. Why? Because Assassination does a lot of damage outside of it's burst anyways. On top of it, Vendetta is 2min's long and Shadow Blades is 3mins. You can trinket every minute if you want. I have these three cooldowns in a cast sequence/reset of 40 macro. Trinket being the first cast in the cast sequence.

The use of Dispatch, when dispatch does that bright thingy, use it after you use a Combo Point Quencher, it will give you a free combo point/no energy used/dmg. Spam dispatch after the person is 30% less health. Very low in energy (20) and it hits like an ambush. It will also generate quick combo points for those nice 5point envenoms that hit like a truck.

Well, it was a quick and short guide on how to play assassination in my eyes, but so far it's been the best playstyle(2300 in 3's, but I barely play the team and I'm trying to find a new comp to play for shits and giggles). You can take this guide and change anything you like to your playstyle, but this is mostly for more beginner mutilate players. I've played Sub and Mutilate during most of my seasons, but I prefer to just stick to Mut these next few seasons. Kind of tired of playing Sub, but if you have any questions, please feel free to ask. I hope I make sense, I normally visit AJ during work, so this guide was written during my work hours ^^;


#3892684 How to play Mutilate.

Posted TteSPORTSDoomsen on 29 May 2013 - 12:54 AM

Would have never thought that I would ever read a helpful post from you, you proofed me wrong. good job with this guide.


#3371010 VERY SIMPLE WAY OF FIXING THE MMR SYSTEM / EXPLOITERS

Posted Mxt on 15 July 2011 - 08:06 PM

remove MMR completely and make finding games based on your team rating.


#3863268 Unholy Frenzy

Posted vomite on 18 March 2013 - 08:39 AM

You know is quite funny how after 8 years this whole "X class crying about Y class, haha so funny" thing is still here, specially in the "high" rated community. This is something that 1200rated people say evry single day.
Lets take sodapoppin for example, he plays feral since beta and he is pretty good at it. Yes, he wins games by running at shamans untill they die, but he also played the class when it was a worthless piece of shit. Now, if he made this thread and someone told him to "shut up just spam ravage harder lolferals", well that guy should commit suicide. Seriously grow the fuck out of it and start coming up with real arguments instead of just farting through your mouth


#3861468 Enchant Weapon - Glorious Tyranny, thought?

Posted Smooviex on 14 March 2013 - 06:12 AM

give me a tabard @ 2400


#3861553 Why Blizzard?!

Posted Saikx on 14 March 2013 - 10:29 AM

View PostSalutations, on 14 March 2013 - 10:21 AM, said:

add "qt", "ftw" or "yolo" then your problem is solved + swag mode name

I would rather shoot myself


#3861551 Why Blizzard?!

Posted Salutations on 14 March 2013 - 10:21 AM

add "qt", "ftw" or "yolo" then your problem is solved + swag mode name


#3861452 wtf is this gear disparity

Posted Nitric on 14 March 2013 - 04:25 AM

you guys are idiots. the extra 700 resil and pvp power clearly make up for the loss of 30k health, 1k primary stat, and a bunch of secondary stats.


learn 2 play noobs


#3861437 wtf is this gear disparity

Posted Vallok on 14 March 2013 - 03:41 AM

Lets all go PvE


#3761305 Vishas and Hildegard's rogue guide - approved by Reckful

Posted Claynz on 06 September 2012 - 12:49 PM

Xandyns magepvp guide, approved by Lewisyo.


#3761246 Vishas and Hildegard's rogue guide - approved by Reckful

Posted WildeHilde on 06 September 2012 - 11:00 AM

Reserved for additional content.


#3761245 Vishas and Hildegard's rogue guide - approved by Reckful

Posted WildeHilde on 06 September 2012 - 10:59 AM

7.) Glyphs

Glyph of Adrenaline Rush
Your Adrenaline Rush ability also reduces the global cooldown of your Sinister Strike, Revealing Strike, Eviscerate, Rupture, and Slice and Dice abilities by 0.2 sec.
Makes combat's Shadow Blades plus Adrenaline Rush burst stronger and therefore a must-have for combat rogues.

Glyph of Ambush
Increases the range of Ambush by 5 yards.
Not viable especially with the lack of Waylay in MoP.

Glyph of Blind
Your Blind ability also removes all damage over time effects from the target.
As Dirty Tricks will not be taken most of the time this glyphs becomes pretty mandatory unless playing combat without team-partners that use dots. But even combat uses Garrote of course, so leaving this glyph out is a risky choice. Blind with a 3-minute cooldown and a chance to be dodged is less important in MoP than it was in previous expansions.

Glyph of Cheap Shot
Increases the duration of your Cheap Shot by 1 sec.
Strong choice, especially when considering the 10% damage increase from Prey on the Weak. Also very good for defensive peeling builds with Nerve Strike.

Glyph of Cloak of Shadows
While Cloak of Shadows is active, you take 40% less physical damage.
With two minutes cooldown on Cloak not a very good choice unless facing rogue-killer teams. More viable when choosing Preparation in Tier 4.

Glyph of Crippling Poison
Increases the chance to apply Crippling Poison to your target by an additional 20%.
With the rogue 4-set bonus not a viable option.

Glyph of Deadly Momentum
Good for leveling. Not good for anything else.

Glyph of Debilitation
Your Eviscerate and Envenom abilities also reduce the target's movement speed by 50% for 6 sec.
With Crippling Poison on the rogue 4-set bonus not a viable option.

Glyph of Evasion
Increases the duration of Evasion by 5 sec.
Evasion got buffed as ranged attacks can now be dodged. Other options seem more attractive.

Glyph of Expose Armor
Your Expose Armor ability causes three applications of Weakened Armor.
Could be viable for Combat and Subtlety, especially when playing with a hunter.

Glyph of Feint
Increases the duration of Feint by 2 sec.
With Elusiveness and the Glyph of Feint you take 30% less damage for seven seconds, which is pretty decent for 20 energy. Elusiveness reduces AoE damage multiplicative to a total of 65%.

Glyph of Garrote
Increases the duration of your Garrote ability's silence effect by 1.5 sec.
Strong option, but weaker than in Cataclysm, as Prey on the Weak promotes using rogue stuns for burst and openers.

Glyph of Gouge
Your Gouge ability no longer requires that the target be facing you.
With many classes being able to dodge, parry and block Gouge this is an interesting option for lock-down builds with Dirty Tricks. This glyph probably allows to ignore Expertise against most setups.

Glyph of Kick
Increases the cooldown of your Kick ability by 4 sec, but this cooldown is reduced by 6 sec when your Kick successfully interrupts a spell.
Too risky for high-level play most of the time.

Glyph of Recuperate
Increases the healing of your Recuperate ability by an additional 0.5% of your maximum health.
A 16,7% increase on the healing of Recuperate. As Recuperate is a purely defensive finisher in MoP this glyph will probably end up being used for leveling only. Combat may use it, but the effect is too low in my opinion.

Glyph of Sap
Increases the duration of Sap against non-player targets by 80 sec.
PvE glyph, no use in PvP.

Glyph of Shadow Walk
Your Shadow Walk ability also increases your stealth detection while active. The increase is lower than one would expect. It is about one step further. Rogues are the only class that gets a glyph to counter themselves. An option against other stealth teams and for duels. It will screw with druids, which is always good. This video shows the glyph being used and the stealth detection distances.

Glyph of Shiv
Reduces the cooldown of your Shiv ability by 2 sec.
The Shiv effect of Mind Numbing Poison - increases the casting time of an enemy's next spellcast within 8 seconds by 100% - is strong, maybe too strong. The Glyph of Shiv is also a good option when choosing Paralytic Poison. The Leeching Poison heal effect is also something that might be interesting to use more often, but Leeching Poison is rather weak.

Glyph of Smoke Bomb
Something to consider when playing combat spec with a Moonkin and using Solar Beam plus Smoke Bomb combined. Let's be honest: rarely, but not never viable.

Glyph of Sprint
Increases the movement speed of your Sprint ability by an additional 30%.
Could work out for combat, but seems too weak for a glyph spot.

Glyph of Stealth
Reduces the cooldown of your Stealth ability by 4 sec.
Really liked this glyph for leveling on beta as you can always use Burst of Speed with Shadow Focus. As you drop out of combat after 5.5 seconds the effective value is a reduction of 0.5 seconds in arenas.

Glyph of Vanish
Increases the duration of your Vanish effect by 2 sec.
Possible abuse is staying in stealth for eight seconds with Subterfuge while having dots ticking. Might be good for duels.

Glyph of Vendetta
Reduces the damage bonus of your Vendetta ability by 5% but increases its duration by 10 sec.
20 second duration is long enough for Vendetta and matches trinket uptime nicely. May be an option to zerg down classes trying to escape with stealth.



8.) Macros

Important: Macros that attempt to trigger an ability on cooldown or an ability that is not available or can somehow not be triggered (Throw in melee range) cause 300-600ms delay. This is why Throw/Shiv or stance macros with Premeditation may be a bad choice. However there is zero delay for the Premeditation macro if it is off cooldown. Min-maxers may use more than one macro variant, depending on the cooldown, but this should be an extra thread instead of part of this already really long guide.

We created a guide video series on rogue keybinds and macros.



8.1  General concepts of macros
A list of macros might help you, but often times it's better to understand the mechanics. With understanding you can adapt the macros to your play style.

Stances
Rogues have four stances and you can trigger skills based on the current stance.
  • Stance 0 is normal, not stealthed
  • Stance 1 is stealthed
  • Stance 2 is Vanish when playing Assassination and Combat
  • Stance 3 is Shadow Dance

#showtooltip [stance:1/3] Ambush;[stance:0] Stealth
/cast [stance:0] Stealth
/cast [stance:1] Ambush
/use [stance:3] 14
/cast [stance:3] Ambush
Note: This macro uses stealth, when not stealhed casts Ambush, when stealthed and uses the second trinket and casts Ambush while in Shadow Dance.

Combat/out of combat
You can use the condition combat in order to make sure a skill is only used when in combat.
#showtooltip [combat] Vanish; Stealth
/cast [combat] Vanish; Stealth
Note: This macro will cast Vanish and use Stealth while out of combat.

Target, Focus, Arena, Party
You can use macros to target skills at certain targets. Without adding something a macro will use your current target.
/cast [target=focus] Shadowstep
/cast [target=arena1] Shadowstep
/cast [target=party1] Shadowstep
/cast [target=Hildegard] Shadowstep
Note: Depending on what you prefer you can let your macro target your focus target, arena enemy 1/2/3, party members 1/2 and specific players.

Modifiers
/cast [nomodifier] Feint
/cast [modifier:alt] Evasion
/cast [modifier:crtl] Sprint
/cast [modifier:shift] Cloak of Shadows
Note: Let's assume you chose A as hotkey for this macro. Pressing A will cast Feint, pressing alt + A will cast Evasion, pressing crtl + A will cast Sprint and pressing shift + A will cast Cloak of Shadows. Not saying this macro is a good choice, it should just show your options.

The best part
You can combine all these conditions, targets, stances and modifiers. There are more, but this should be ok for an introduction to macro mechanics.


8.2  General macros

Target/Focus Arena1-3
/tar [nomodifier] Arena1
/focus [modifier:alt] Arena1

/tar [nomodifier] Arena2
/focus [modifier:alt] Arena2

/tar [nomodifier] Arena3
/focus [modifier:alt] Arena3
Useful to save macro space. I have a small keyboard where F1-F3 is directly above 1-3, so I use F1-F3 for targeting and setting focus.

One Button Poison
#showtooltip
/use [nomodifier] Wound Poison; [modifier:shift] Deadly Poison; [modifier:alt] Mind-numbing Poison; [modifier:ctrl] Paralytic Poison
With the new Poisonmechanic we need a new Poisonmacro. All you need to do with this one is to just press the modifier for the Poison you want and klick the button.

Note: I didn´t added Crippling and Leeching because they are not needed in pvp and the lack of modifiers.


Shadowstep on party members
#showtooltip Shadowstep
/cast [target=NameOfPartyMemberOne] Shadowstep
#showtooltip Shadowstep
/cast [target=NameOfPartyMemberTwo] Shadowstep
These macros let you shadowstep to your party members.

One bind Shadowstep on target and party one
#show shadowstep
/cast [nomodifier] shadowstep
/cast [modifier:alt, target=party1] Shadowstep
/script UIErrorsFrame:Clear()
As always trying to save macro space. If you ever want to step to a party member it needs to be fast, so it should have a decent hotkey. Shadowsteps to the target without a modifier and steps to party1 if alt is pressed.

One bind Shadowstep plus Kick on focus target and party2
#show shadowstep
/cast [nomodifier, target=focus] shadowstep
/cast [nomodifier, target=focus] Kick
/cast [modifier:alt, target=party2] Shadowstep
/script UIErrorsFrame:Clear()

As always trying to save macro space. If you ever want to step to a party member it needs to be fast, so it should have a decent hotkey. Shadowsteps and kicks the focus target without a modifier and steps to party2 if alt is pressed.

Blind Arena target
#showtooltip Blind
/cast [target=arena1] Blind
Note: Replace arena1 with arena2 and arena3 for the other macros. Good to blind any target without the need to target or focus them first.

Focus Redirect Kidney Shot macro
#showtooltip
/target focus
/castsequence reset=59 Redirect, Kidney Shot
Note: This macro makes sure that Honor among Thieves procs cannot break the sequence.

Focus control macro
#showtooltip Gouge
/cast [target=focus] Gouge
Note: Simple focus macro. You can replace Gouge with other skills like Shiv, Blind, Dismantle, Cheap Shot, Garrote and Sap.

Focus and target macro for skills
#showtooltip Gouge
/cast [modifier:shift, target=focus] Gouge
/cast [nomodifier] Gouge
Note: One place on the bars and one hotkey with modifiers for target and focus. You can replace Gouge with other skills like Shiv, Blind, Dismantle, Cheap Shot, Garrote and Sap.

Sap macro for searching other stealthed players
#showtooltip Sap
/cleartarget
/targetenemyplayer
/cast [stance:1/3, harm, nodead] Sap
Note: Very helpful to find stealthed targets. You need to have at least one other stealth macro or you could easily sap the wrong target as this macros switches the target constantly. I have four Sap Macros. One on target, one on focus and one that triggers Shadow Dance and saps the focus target.

One macro for different talents with Burst of Speed and Preparation
/cast Burst of Speed
/cast Preparation
/run SetMacroSpell("MyMacro",GetSpellInfo("Burst of Speed") or "Preparation")
Note: This macro has to be named "MyMacro", you can change the text within the macro, but the SetMacroSpell("MyMacro", has to match the name of the macro. When last testing this macro it had an delay of about 300ms. Also you need to press this macro once in order to update. Don't use Preparation by accident.

RBG Tricks macro
#showtooltip Tricks of the Trade
/stopmacro [mounted]
/cast [target=mouseover,help] [help] [target=focus, help] [target=targettarget, help] Tricks of the Trade
Casts Tricks of the Trade on friendly targets with a priority: MouseOver, Target, TargetofTarget

8.3 Assassination Macros

Stance macro with Dispatch and Sap
#showtooltip [stance:1/2] Sap;[stance:0, nocombat] !Stealth; [stance:0, combat] Dispatch
/cast [form:0, nocombat] !Stealth; [stance:0, combat] Dispatch;
/cleartarget [stance:1/2]
/targetenemyplayer [stance:1/2]
/cast [stance:1/2] Sap
Note: Skills do bug in Vanish without stance when playing combat or assasination.

Assassination burst macro
#show Vendetta
/cast Vendetta
/cast Adrenaline Rush
/use 14
/use 10
/startattack
Use trinkets and engineering gloves with the main damage cooldowns.

8.4 Combat Macros

Stance macro with Revealing Strike and Sap
#showtooltip Revealing Strike
/cast [form:0, nocombat] !Stealth; [stance:0, combat] Revealing Strike;
/cleartarget [stance:1/2]
/targetenemyplayer [stance:1/2]
/cast [stance:1/2] Sap
Note: Skills do bug in Vanish without stance when playing combat or assasination.

Combat burst macro
#show Adrenaline Rush
/cast Shadow Blades
/cast Adrenaline Rush
/use 14
/use 10
/startattack

Use trinkets and engineering gloves with the main damage cooldowns. Make sure Slice and Dice is up before using it.

Sinister Strike and Ambush stance macro
#showtooltip [stance:1/2] Ambush; [stance:0] Sinister Strike;
/cast [stance:1/2] Ambush;
/cast [form:0] Sinister Strike;
/startattack [stance:0]

Weapon switch macro
#showtooltip [mod] 0 16; 17
/equipslot 17 0 16
Note: Switches off-hand. Make sure you put the second off-hand in the right bottom corner of your first bag. Useful for combat when switching to a slow offhand for Killing Spree.

8.5 Subtley Macros

Stance macro with Hemorrhage and Sap
#showtooltip [stance:1/3] Sap; [stance:0, nocombat] !Stealth; [stance:0, combat] Hemorrhage
/cast [form:0, nocombat] !Stealth; [stance:0, combat] Hemorrhage;
/cleartarget [stance:1/3]
/targetenemyplayer [stance:1/3]
/cast [stance:1/3] Sap

Stance macro with Stealth/Premedation/Cheap Shot and /stopattack
#showtooltip [stance:1/3] Cheap Shot; [stance:0] Stealth
/stopattack [stance:0, combat]
/cast [stance:0] !Stealth;
/cast [stance:1/3] Premeditation;
/cast [stance:1/3] Cheap Shot;
/script UIErrorsFrame:

For more macros have a look at the Arena Junkies Rogue macro section


8.3 UI Scripts

/run local a=TargetFrameToT if not a then TargetFrame_CreateTargetofTarget(TargetFrame,"targettarget") a=TargetFrameToT end a:SetMovable(true) a:SetUserPlaced(true) a:StartMoving()
Note: Binds the target´s target frame on your curser, so you can move it. Use a hotkey for this, if you click it it may crash your UI.

/run TargetFrameToT:StopMovingOrSizing()
Note: Unbinds the target's target frame from your curser. Use a hotkey for this, if you click it it may crash your UI.

/run local a = TargetFrameToT if not a then TargetFrame_CreateTargetofTarget(TargetFrame,"targettarget") a=TargetFrameToT end a:SetUserPlaced(false) ReloadUI()
Note: Resets the target's target frame to its standard postion.


9.) Contributors

This guide is written by Vishas and Hildegard. The original intent was to create the basis for a guide for Reckful. Over the course of the writing this guide got bigger and better and when we finally presented it to Reckful he told us that we did not want to have his name attached to a guide he did not write himself, but that we should add "approved by Reckful". Reckful has read every word of this guide before it got published and approved the content after giving us feedback and asked for some corrections and additions.

Both of us are no native speakers, we tried to get the spelling and the grammar as good as we can, but it's far from perfect. We appreciate feedback to make the guide a better read.

As the guide was written during beta and without extensive 3v3 testing - it focuses on mechanics and is not a "do this and win" kind of guide. We will add more once MoP is out and keep asking the best rogues out there to give their input. Your criticism and your ideas for improvements and additions are welcome.

Additional contributors are
  • Pathal from the Elitist Jerks forum, he offered us early numbers on PvP Power vs. Agility and will include PvP Power into the rogue theorycrafting tools, which will make rogues the class with the best theorycrafting basis for PvP.
  • Deliantha aka Vadrak who helped us to test out Diminishing Returns in the Gurubashi Arena on beta and is currently working on an updated tournament UI for Mists of Pandaria.
  • Everyone giving feedback to the DR thread
  • Rapture who gave Vishas the beta key



#3761244 Vishas and Hildegard's rogue guide - approved by Reckful

Posted WildeHilde on 06 September 2012 - 10:59 AM

3.) Gear

While I am working on a rogue pvp burst spreadsheet the work is not done, yet. Which means that many of the following statements are assumptions and not based on math. If you are experienced with theorycrafting and want to help - send me a message.

3.1 Hit and Expertise

Hit
3% Hit is 1020 Hit rating. Having more is not bad but stats that could be spent better. Try to reforge as close to 1020 rating as possible but always have at least 1020.

Expertise
Depends on choice. Monks, druids and paladins have about 3,5% chance to dodge, Priests and Shamans have 3% unless they have additional buffs.
3% Expertise is 1020 Expertise Rating
3,5% Expertise is 1190 Expertise Rating

If attacking from behind Expertise is only used for Gouge. So the value of the stat is up to preference, unlike Hit, which should always be capped.


3.2 Resilience vs. PvP Power

First of all read Eldacar's 5.2 Guide to PVP Power & Resilience. Resilience scales slower than in patch 5.1. Going from full resilience gems to matching socket bonusses and focus on PvP Power increases damage done by about 6.5% but also means the rogue takes 12% more damage.

A real answer can only be found in the arena and I will keep you updated on the choices the most succesful rogues out there take. Currently the most common choice by far is to use resilience gems and take the socket bonusses.

In the future agility might become a better stat than PvP Power.



3.3 Subtlety gems and secondary stats:

Sockets defensive choice
Meta: Tyrannical Primal Diamond (source undetermined) or Agile Primal Diamond
For Orcs the Powerful Primal Diamond is a solid, but very defensive choice, too.
Blue Socket: Vivid Wild Jade
Yellow Socket: Mystic Sun's Radiance
Red Socket: Lucent Vermilion Onyx

Sockets offensive choice (not recommended):
Meta: Tyrannical Primal Diamond (source undetermined) or Agile Primal Diamond
Red: Assassin's Imperial Amethyst
Yellow: Effulgent Wild Jade or Radiant Wild Jade
Blue: Stormy River's Heart

Secondary stats: Mastery = Crit > Haste

Subtlety Mastery vs. Crit
Based on early calculations in my rogue pvp dps spreadsheet crit is as strong as mastery for Subtlety rogues. Crit reduces the RNG during burst a bit while mastery makes the opener stronger but more RNG based. Subtlety burst depends on crits and we have a relatively low crit chance. Without numbers to back it up I think it‘s fair to say that both options are viable. If you want to play safe, take mastery as most top rogues do.


3.4 Assasination gems and secondary stats


Sockets defensive choice
Meta: Tyrannical Primal Diamond (source undetermined) or Agile Primal Diamond
For Orcs the Powerful Primal Diamond is a solid, but very defensive choice, too.
Blue Socket: Vivid Wild Jade
Yellow Socket: Mystic Sun's Radiance
Red Socket: Lucent Vermilion Onyx

Sockets offensive choice (not recommended):
Meta: Tyrannical Primal Diamond (source undetermined) or Agile Primal Diamond
Red: Assassin's Imperial Amethyst
Yellow: Effulgent Wild Jade
Blue: Stormy River's Heart

Secondary stats: Mastery > Crit = Haste


3.5 Combat gems and secondary stats

The information on combat might be outdated. I don‘t know of any high-rated rogue playing combat in patch 5.2 and cannot check many of the choices.


Sockets defensive choice
Meta: Tyrannical Primal Diamond (source undetermined) or Agile Primal Diamond
For Orcs the Powerful Primal Diamond is a solid, but very defensive choice, too.
Blue Socket: Vivid Wild Jade
Yellow Socket: Mystic Sun's Radiance
Red Socket: Lucent Vermilion Onyx

Sockets offensive choice (not recommended):
Meta: Tyrannical Primal Diamond (source undetermined) or Agile Primal Diamond
Red: Assassin's Imperial Amethyst
Yellow: Effulgent Wild Jade or Radiant Wild Jade
Blue: Stormy River's Heart

Secondary stats for combat
Based of PvE the secondary stats would be: Haste > Mastery > Crit
In my opinion however Mastery and Crit would be more benefitial for PvP, as Haste does not affect the strongest burst (Killing Spree) in a combat rogue‘s arsenal. Solid informations on combat are lacking so take this ranking not as a fact.



3.6 Enchants

Head: Does not have enchantments anymore
Shoulder: Greater Tiger Claw Inscription
Cloak: Enchant Cloak - Superior Critical Strike
Chest:Enchant Chest: Super Resilience or Enchant Chest - Glorious Stats (not recommended)
Bracer: Enchant Bracer - Greater Agility
Gloves: Enchant Gloves - Superior Mastery
Belt: Living Steel Belt Buckle
Legs: Shadowleather Leg Armor
Boots: Enchant Boots - Blurred Speed
Mainhand weapon: Enchant Weapon - Dancing Steel
Offhand weapon: Enchant Weapon - Glorious Tyranny or Living Steel Weapon Chain until you have full gear.

Glorious Tyranny is definitely better for the offhand than the Living Steel Weapon Chain. It is not better than Dancing Steel on the mainhand. For rogues with full S12 gear Glorious Tyranny is the biggest upgrade available until elite gear becomes available.


3.7 PvE vs. PvP gear

From the current looks of it PvE gear is still worse than PvP gear. If patch 5.3 introduces gear upgrades for PvE only this would change. If you want to be safe – start raiding.




4.) Racials

Over 90% of the best rogues in World of Warcraft play either Undead or Human. If you want to be safe take one of them. Other options are there but it's up to argument if they can compete.


4.1) Alliance racials

Human
The main argument for playing Human is the proc trinket that can be used instead of the Medallion. It's not as much about the passive amount of PvP Power (that gets weaker as gear progresses, currently it's about 1.5% - 2% more damage) but about the agility proc. Humans deal by far the highest burst damage in PvP and rogues are a burst class. They lack however the utility other racials bring to the table.

Night Elf
Shadowmeld works like Vanish did in previous expansions. You can shadowmeld not only enemy casts but also instants like stuns, Blind or Mortal Coil. It gives a free restealth. In addition Night Elves move faster while stealthed.

Gnomes
Gnomes are awesome! Ok, let's be realistic. Escape Artist is a good spell and can help sticking to a target and can keep a burst going that would otherwise be denied. The added Expertise with daggers comes in handy, too. But overall Gnomes are not on the same level as Humans or Undeads.


4.2) Horde Racials

Undead
The most iconic rogue race there is. The utility of Will of the Forsaken is huge. Touch of the Grave is a small DPS increase that might add around 6k damage to the rogue burst.

Orc
Before I said Humans have the biggest burst of all rogues but that is not entirely true. Currently using the proc trinket, Synapse springs and Blood Fury together is about the same damage as a Human with proc and onUse trinket active. The downside is the nature of procs, they are not reliable and the burst needs to be timed based on the internal trinket cooldowns.
Hardiness is very good for survival and can be combined with the Powerful Primal Diamond.




5.) Professions

The best professions for passive stats are Blacksmithing followed by Jewelcrafting. Other than most professions you can get resilience and PvP Power as perks, while Enchanting or Alchemy only provide agility.

Engineering gives access to the Synapse Springs glove enchant. You can use Synapse Springs in addition to other enchants. This gives a second onUse effect that is about 70% of the effect of the onUse trinket. The Incendiary Fireworks Launcher does not scale at all and cannot be used together with other onUse effects. The damage is probably too low to consider it, but it might be handy to keep someone in combat over a larger distance.



6.) Talents


Tier 1

Nightstalker
Affects the first ability used out of stealth. While the speed increase comes in handy the other choices in this tier are far superior.


Subterfuge
While Subterfuge is active the rogue has the stealth buff but is visible to nearby players. It works different than Shadow Dance, for example the increased damage from Master of Subtlety carries on for three more seconds.
Subterfuge is a strong option and makes openers a lot safer, as you are still able to open even if you get popped out of stealth. When comparing it to Shadow Focus one could say that Subterfuge makes openers safer while Shadow Focus makes them riskier but stronger if they work. The rogue community is divided on which talent is better.
The rogue remains invisible for the duration of Subterfuge, as can be seen in this video.
In combination with the glyph of Vanish the rogue remains stealthed for up to eight seconds unless he attacks.
If Shadow Dance is triggered less than 0.5 seconds after the opener Subterfuge bugs out. Blizzard promised to have a look at this bug.


Shadow Focus
Straight forward damage increase, allows for quick openers with Distract, Sapand Ambush/Garrote/Cheap Shot only costing 75% of the normal energy. Burst of Speed is also effected so a stealthed rogue can use it constantly.
When comparing it to Subterfuge one could say that Subterfuge makes openers safer while Shadow Focus makes them riskier but stronger if they work. The rogue community is divided on which talent is better.



Tier 2

Deadly Throw
The interrupt only works with three to five combo points and not like in TBC with any amount of them. This skill is extremely effective against classes that need to cast. It should only be taken in combination with the Tier 6 talent Shuriken Toss. Deadly Throw has a minimum range of 6 yards.

Nerve Strike
Excellent talent for peeling. As enemy team compositions are known prior to the start of the game a good choice if peeling is needed. Good synergy with Subterfuge to do the 3x Cheap Shot Neilyo style on the enemy team. With 5.2 probably the least taken choice in this tier.

Combat Readiness
Lasts for 20 sec, but if 10 sec elapse without any incoming weapon strikes, this state will end.
As talent now on a different cooldown than Cloak of Shadows. Stacks only with Weapon Strikes, Hunter shots are counted. The best defensive choice against melee and hunter comps.




Tier 3

Cheat Death
Solid choice that eases the energy management unlike Elusiveness It prevents the Windwalker Monk execute Touch of Death (4set bonus) from killing the rogue. During our tests we had regular rogue deaths with Cheat Death barely helping. It seems to work about 80% of the time. Khuna is one of the rogues using this talent over Elusiveness.

Leeching Poison
From a first glimpse the talent looks decent, but the fact that it only works when it is not needed, meaning in stuns or generally when not attacking, makes it far less useful. The Shiv-effect heals for 5% of maximum health, which is about 18k in full gear. Also it prevents the usage of mind-numbing poison. Along with Nightstalker the worst PvP talent for rogues.

Elusiveness
Elusiveness reduces AoE damage multiplicative to a total of 65%. Rogues are pretty energy-starved, at least in the first season. But having a 20 energy Barkskin without cooldown is priceless. The downside is that Feint cannot be used while stunned. The Glyph of Feint increases the duration by 2 seconds.



Tier 4

Cloak and Dagger
Has a high synergy with Subterfuge and helps staying on your target, especially during Shadow Dance. Cloak and Dagger can be used for control. For example if a healer trinkets during a burst situation the rogue can use Focus Garrote/Cheap Shot on him and then use Ambush to go back on his target.
Opinions on Cloak and Dagger vs. Shadowstep are divided among the rogue community.

Shadowstep
Shadowstep now works on friendly targets as well, which is great for taking hunter traps for example. It offers not more or less but different utility than Cloak and Dagger.
Opinions on Cloak and Dagger vs. Shadowstep are divided among the rogue community.

Burst of Speed
Does not break roots anymore. A choice rarely seen by rogues, but has some uses, like the nearly free Sprint while stealthed when used with Shadow Focus. The only Tier 4 talent that does not add Z-Axis mobility. If some day rogue flag carriers become viable it might...



Tier 5

Prey on the Weak
Offers more burst for the whole team during stuns. Solid choice.

Paralytic Poison
Paralytic Poison is on the DR with uncontrolled stuns like Impact but not with Kidney Shot or Cheap Shot. The Shiv effect is Partial Paralysis rooting the target for four seconds. Highly effective for shutting enemies down.

Dirty Tricks
Blind removing DoTs is also caused by the Glyph of Blind. The glyph effect also removes dots from other players. The zero energy cost on Gouge is pretty good and this talent could be a viable choice for a defensive setup in which the rogue shuts down enemies. Gouge can be dodged and without the glyph Gouge is unreliable against any class using agility as main stat. Probably only used by Assasination rogues.


Tier 6

Shuriken Toss
This talent alters the rogue gameplay and causes mage tears. Especially in combination with Deadly Throw rogues can now pressure from range. It does not proc utlity poisons. The damage is pretty high and makes rogue actually deal damage in arena. Especially for Assasination this talent is very strong. Nearly every high-rated rogue chooses Shuriken Toss in Tier 6.

Marked for Death
The only reason to not take this talent is Shuriken Toss. Apart from that this talent is crazy good and offers rogues a vastly stronger burst than without it. Focus Kidney Shot without the global cooldown from Redirect is amazing, too. Marked for Death is not on the global cooldown.

Anticipation
This talent was good in 5.1 but Marked for Death is simply better for PvP and Shuriken Toss seems to outshine both of them.


#3761243 Vishas and Hildegard's rogue guide - approved by Reckful

Posted WildeHilde on 06 September 2012 - 10:58 AM

Content




NOTE: This guide is only partially updated for patch 5.2. The Assasination part is outdated, the macros do not include new talents and the rogue pvp burst spreadsheet is not finished, yet. Will keep updating the guide in the next weeks and am interested in your feedback.


1.) General Mechanics
  1.1  Changes in MoP
  1.2  Poisons
  1.3  Stealth and Vanish
  1.4  Combo Points and Finishers
  1.5  Abilities for all rogue specializations
  1.6  Diminishing Returns
2.) Specializations  
  2.1  Assassination
  2.2  Combat
  2.3  Subtlety
3.) Gear
  3.1 Hit and Expertise
  3.2 Socket calculator
  3.3 Calculation example
  3.4 Assassination stats
  3.5 Combat stats
  3.6 Subtlety stats
  3.7 Enchants
  3.8 PvE vs. PvP gear
  3.9 Formulas
4.) Racials
5.) Professions
6.) Talents
7.) Glyphs
8.) Macros
9.) Contributors



1.) General Mechanics

1.1  Changes in MoP

This is a short list with mechanic changes in MoP, most of the points are explained in detail later on.
  • Smoke Bomb Smoke does not break stealth anymore. Neither for the rogue nor for the enemy team.
  • Kick does not have an energy cost anymore
  • Gouge creates no combo points and no longer deals damage
  • Sap has 10 yard range, the former increase from Dirty Tricks is now baseline
  • Blind has a 2 min cooldown, not dodgeable anymore and does not break stealth
  • All ranged attacks are dodgeable now
  • Crimson Tempest - new AoE finishing move
  • Garrote now works from the front as well
  • Rupture has an increased run time
  • Feint has no cooldown and works without a target
  • Shiv can now be dodged and parried, it also has a secondary effect, see point 1.2 for more information
  • Fan of Knives gives a combo point if it hits your target
  • Poisons got many changes, see point 1.2 for more information
  • Ambush got its damage increased damage but has no additional crit chance anymore
  • Backstab and Mutilate no longer have additional crit chance
  • Hemorrhage no longer triggers Sanguinary Vein, but Rupture, Garrote and Crimson Tempest do
  • Shadowstep has no energy cost and can be used on friendly targets
  • Cloak of Shadows now has a one minute cooldown
  • Shadow Walk - new ability to increase your stealth level for six seconds
  • Shadow Dance reduces the energy cost of Ambush now by 20
  • Shadow Blades - new burst ability
  • Expose Armor - is now a combo point builder instead of a finishing move
  • Master Poisoner - debuff applied by all poisons, baseline for all specs
  • Swiftblade's Cunning - our new buff
  • The 5% crit from Honor among Thieves is gone
  • Relentless Strikes is a passive for all specs
  • Fleet Footed does no longer increase healing taken, but 15% movement speed increase is now baseline
1.2  Poisons

No longer are poisons attached to weapons. They are now an undispelable buff. There are two categories of poisons. Damage poisons (Wound Poison and Deadly Poison) and utility poisons (Crippling Poison, Mind Numbing Poison, Leeching Poison and Paralytic Poison). Rogues can choose one damaging and one utility poison, but not two of the same category. Weapon switches will not change the poisons. Changing poisons is a 1.5 second cast when glyphed.

All utility poisons have an additional Shiv-effect. The rogue pvp 4-set bonus applies Crippling Poison in addition to another utility poison. Since patch 5.1 there is no delay in the poison application anymore.


1.3  Stealth and Vanish

Rogues have the ability to stealth themselves. This opens up the usage of additional abilities: Cheap Shot, Garrote, Ambush, Sap, Disarm Trap, Shadow Walk and Shroud of Concealment, as well as Premeditation for Subtlety only. Rogues are invisible to enemy players while staying at a distance or behind the enemy. Every class has skills that can pop a rogue out of stealth and prevent openers. Absorb effects the priests Power Word: Shield can prevent some of the skills to kick the rogue out of stealth. Ground effects like Death and Decay or Consecration pop the rogue on their initial cast when standing in the area even with a shield, but once they are cast a rogue can walk over them without being unstealthed due to the absorb.
Stealth can only be activated outside of combat (drops 5.5 seconds after the last action that keeps a rogue in combat) or with Vanish. The Vanish skill has an additional effect: It keeps the rogue in stealth for three seconds even while taking damage, unless the rogue uses a ability that breaks stealth. Also noteable: Vanish removes the Vendetta debuff.
We created a video showing the distances at which rogues are seen and can be seen in stealth, including Shadow Walk and the Glyph of Shadow Walk


1.4  Combo Points and Finishers

Rogues have combo-point-builders like Sinister Strike, Mutilate, Backstab and some more. You can build up to five combo-points (except when using Anticipation). Finishers are abilities that spend combo-points: Slice and Dice, Rupture, Recuperate, Kidney Shot, Crimson Tempest and depending on specialization Eviscerate (combat, subtlety) or Envenom (mutilate). Depending on specialization some of the finishers are vital to be effective. Subtlety needs Slice and Dice up and Rupture, Crimson Tempest or Garrote on the target, Mutilate needs Rupture on the target, Envenom for increased poison procs and refreshing Slice and Dice. All finishers have 20% chance per combo point used to restore 25 energy by Relentless Strikes. This means that all but three finishers (Envenom, Eviscerate, Crimson Tempest) are energy-neutral when used with five combo-points. Energy neutral means you get all energy back after the finisher, they still cost 25 energy to cast.


1.5  Abilities for all rogue specializations

Blind
Instant control on range. Is no longer dodgeable. It can be used out of stealth. So a rogue is able to control three enemy targets with Sap, Blind and a stun or Garrote.

Cloak of Shadows
Very strong cooldown against magic damage. Can be used to avoid magic based crowd control like Polymorph or Fear.

Crimson Tempest
Pretty strong AoE finishing move. Subtlety can use it to spread Sanguary Vein's damage increase prior to a switch.  It breaks crowd control within eight yards of the target.

Detect Trap and Disarm Trap
Rogues are the only class that detect hunter traps from a distance. Rogues are able to disarm them while stealthed or during Shadow Dance, even while out of line of sight.

Dismantle
Disarms prevent the usage of abilities that require weapons and shields. A disarmed warrior cannot use Shield Wall but he can use Bladestorm.

Distract
A targeting circle appears when pressing this ability. If enemy players are within the circles their view is turned towards the circle center point if they are not in combat. Useful when trying to prevent enemy teams from rushing behind pillars in the Dalaran Arena or for skill-moves like turning a vanishing rogue 180 degrees around, so he cannot sap immediately.

Evasion
Strong defensive cooldown against melees and hunters. Dodge does not work from behind, which is why you need to face your opponent for it to be effective.

Expose Armor
The new Expose Armor ability awards one combo point instead of consuming them. It becomes a solid choice if you can stick to your target for a longer time. The debuff stacks up three times, but with the Glyph of Expose Armor all three stacks are applied at once. Probably only useful with the glyph.

Fan of Knives
Gives combo points if the target is hit. Used often to keep enemies in combat, break them out of stealth or snare multiple opponents.

Feint
Now Feint no longer needs a target and has no cooldown, so you can set it up whenever you want but be careful it breaks stealth. With Elusiveness and the Glyph of Feint you take 30% less damage for seven seconds, which is pretty decent for 20 energy. Elusiveness reduces AoE damage multiplicative to a total of 65%.

Gouge
Good control ability, especially when combined with Dirty Tricks and the Glyph of Gouge. Can be put on a different target without losing your combo points.

Kick
Together with many interrupts the cooldown of Kick is increased to 15sec. Interrupting means that spells of the interrupted school cannot be cast for five seconds. Most casters try to fake-cast, which means stopping the cast to bait the rogue to use Kick without interrupting anything. It is best to kick either early or late in the cast but not in the middle and to alternate this behavior to not be predictable.
An interesting called "Ghost Kick" is turning to the enemy caster so he will assume you are about to kick him, he will stop casting and start again. It is possible to force some players to not finish a cast as they only stop faking once they see kick on cooldown with addons like Interrupt Bar.

Preparation
Less abilities are reset but since patch 5.2 a baseline skill. This ability gives rogues additional defenses with a reset on Vanish and Evasion, as well as Dismantle and Sprint.

Redirect
Good to use prior to target switches or to use Kidney Shot on a different target. Anticipation charges are a buff on the rogue, means they are not affected by Redirect.

Sap
For a good opener Sap is decisive. It is either used to control a second target or to keep the primary target in place for an opener. Sap can be used on enemies out of combat. At the start of the match enemy teams will try to get in combat in order to avoid being sapped. Also abilities like Hand of Sacrifice or Unholy Frenzy might be used to break Sap. Enemies that are controlled for more than 5.5 seconds leave combat and may be sapped to follow up the control chain.

Shadow Blades
Rogues new burst. Shadow Blades does good damage and is great to get combo points. While Shadow Blades is active, all white hits are transformed into yellow hits and therefore do not miss if hit-capped for styles. It's very important to have Slice and Dice up before using Shadow Blades. This ability does not break stealth and works on the opener. Shadow Blades is not on the global cooldown.

Shadow Walk
Shadow Walk increases stealth by a lot. You can nearly stand on top of an enemy and not be detected. We created a video showing the distances at which rogues are seen and can be seen in stealth, including Shadow Walk and the Glyph of Shadow Walk

Shiv is used to apply utility poisons at once and dispel enrage effects from enemies. It enhances the effects of the poison. See Point 1.2) for details. Shiv can be dodged and parried unlike in former expansions.

Shroud of Concealment
You can stealth your whole team for an opener. Your party or raid members can ride in stealth while in the circle.
When they perform any action they will pop out of stealth but be stealthed again shortly after.

Smoke Bomb
The infamous Smoke Bomb is perhaps the most important ability in the rogue's arsenal. It is impossible for enemies (not for your team) to target spells into or out of the Smoke Bomb. Area of effect abilities work however. Can be used to deny healing during burst phases or prevent ranged damage dealers to kill you or a team mate. Smoke does not break stealth anymore. Neither for the rogue nor for the enemy team.  

Sprint
You move very fast with sprint, however snares and roots are not removed or immuned by this ability. The usage of Sprint does not break stealth.

Throw
If not specced into Shuriken Toss or Deadly Throw the only ability to do ranged damage. As Throw does not proc poisons it cannot be used as a ranged snare like in earlier expansions.

Vanish
Keeps the rogue in stealth for three seconds even while taking damage, unless the rogue uses a ability that breaks stealth. Vanish removes the Vendetta debuff but cannot be cast while afflicted by Faerie Fire.

Passives for all rogue specializations
Fleet Footed, Master Poisoner, Relentless Strikes, Swiftblade's Cunning


1.6  Diminishing Returns

Diminishing Returns means that crowd control effects are diminished on each subsequent application. The first application goes through fully, the second has half duration, the third one only 25% of the original duration and any further applications have not effect. 15-20 seconds after the end of the control effect Diminishing Returns are reset. Due to the random reset timer most addons use 20 seconds as timer. Diminishing returns have different categories. You can see the whole list on the AJ thread, I included the categories with rogue abilities here.

[CR] = Controlled Root [CS] = Controlled Stun [DA] = Disarm [DO] = Disorient [F] = Fear [RS] = Random Stun [S] = Silence 2.) Specializations

Unlike former seasons all of the the three rogue specializations are viable for PvP and the choices will be based on comps and brackets, possibly enemy teams.


2.1  Assassination

has the highest sustained damage when using Deadly Poison, especially against targets with high armor. As the damage is based on Deadly Poison a team-partner has to bring the MS (healing reduction, see Wound Poison) effect. Mastery gear is needed to keep the damage high, so Assassination does not have enough regeneration to use Burst of Speed effectively. Dispatch feels rather weak as execute and goes from 20-30k on a pvp geared warrior. Assassination needs four finishers (Rupture for energy regeneration through Venomous Wounds, Slice and Dice and Envenom for poison application and Kidney Shot) to be effective, but Slice and Dice is kept up by using Envenom. One finisher less and the best combo point generation of all specs allows the usage of Recuperate more frequently than Subtlety.

Abilities
  • Dispatch - Execute use below 35% of the target, Mutilate can proc Blindside
  • Envenom - Main finishing move, keeps Slice and Dice up through Cut to the Chase
  • Mutilate - Main combo point generator
  • Vendetta - Burst cooldown, also good to chase stealth classes. Rogues can remove the Vendetta debuff with Vanish. Mages Invisibility and Shadowmeld do not remove Vendetta. Ice Block and Divine Shield work however.
Passives
Assasins's Resolve, Blindside, Cut to the Chase, Improved Poisons, Mastery: Potent Poisons, Seal Fate, Venomous Wounds

Burst
Rupture on the target, Slice and Dice up, have five combo points and a full energy bar. Wait for the Dancing Steel and the proc trinket if possible, use Vendetta, fire the onUse trinket, use Kidney Shot, use Shadow Blades, use Mutilate until you reach 4-5 CP, use Envenom, keep on using Mutilate or Dispatch if the target is low enough, use your CP for Envenom if the target is nearly dead, otherwise make sure your Rupture is not running out, if not use Envenom for more pressure.
Make sure to always use your Blindside proc for free Dispatches before you use Mutilate again because every Mutilate has a 30% chance to give you a new Blindside proc.
Blindside procs allow you to use a Dispatch for zero energy on the target even above 35% HP.

Talent and Glyph setup
Damage focussed Assasination build - use Deadly Poison, Mind Numbing Poison and reforge gear to mastery. Use daggers as weapons.
More defensive/peeling based build - use Deadly Poison, Mind Numbing Poison and reforge gear to mastery. Use daggers as weapons.

Note: Talent and Glyph choices depend on your team setup and the enemy team setup. These are only ideas not "the best" setups. You will change glyphs and talents regulary during the preparation phase, as you can see the enemy team's setup once all of your team members are in the arena.


2.2  Combat

Surprisingly strong burst damage with Killing Spree as well as with Shadow Blades and Adrenaline Rush. The eight second duration Kidney Shot speaks for itself. Also combat does not need Rupture on the target to be effective, which makes room for the usage of Recuperate. Due to the new poison mechanics and combat's double slow weapons the poison application is pretty bad compared to the other specs.

Abilities Passives
Ambidexterity, Bandit's Guile, Combat Potency, Mastery: Main Gauche, Restless Blades, Vitality

Burst variant one
Build up five combo points, Revealing Strike on target, make sure your target is far enough away from other enemy pets or players, wait for Dancing Steel and the proc trinket if possible, fire the onUse trinket, use Killing Spree.

Burst variant two
Put Slice and Dice up, Revealing Strike on target, build up five combo points, wait for Dancing Steel and the proc trinket if possible, use Kidney Shot, fire the onUse trinket, use Adrenaline Rush, use Shadow Blades, use Sinister Strike to build up combo points, make sure to apply the Revealing Strike debuff, use Eviscerate, repeat
Anticipation could be useful to take advantage of the combo points you may over-cap here

Blade Flurry Cleave
Sometimes you have two targets which stay together. Use Blade Flurry to burst both but make sure that the second target is not running away. This works best with pets, if the second target is a player, snare, root or stun him. Warlocks with Soul Link share their taken damage and healing with the pet, so Blade Flurry is highly effective, if you can hit both of them.

Talent, Gear and Glyph setup
Damage focussed Combat build - use Wound Poison, Mind Numbing Poison and reforge gear to haste. You use a slow mainhand and a fast offand and switch to a slow offhand for Killing Spree.

Note: Talent and Glyph choices depend on your team setup and the enemy team setup. These are only ideas not "the best" setups. You will change glyphs and talents regulary during the preparation phase, as you can see the enemy team's setup once all of your team members are in the arena.


2.3  Subtlety

The only spec that gives burst on every restealth opener through Find Weakness. Shadow Dance has a lot of utility and Premeditation is good for getting Slice and Dice up early. With Energetic Recovery Subtlety has the best energy regeneration while off the target and is therefore able to use Burst of Speed when using haste gear. It's possible to use Burst of Speed without haste gear, but it's not comfortable. The main issue with Subtlety is the need for many finishers. Slice and Dice gives Energetic Recovery, Rupture gives 16% increased damage on the target (Hemorrhage does not), Kidney Shot offers 10% increased damage from all sources with Prey on the Weak and Eviscerate does decent damage due to the high amount of mastery present. Recuperate is close to impossible to keep up, while keeping the damage high. Also Shadow Dance reduces the energy cost of Ambush now by 20

Abilities
  • Backstab doesn´t have any talents that increase the crit chance anymore, but its energy cost was decreased by 5, probably due to the loss of the "Glyph of Backstab". Overall our much loved skill feels very weak, with its new 275% weapon damage compared to 364% during Cataclysm. It still hits harder than Hemorrhage. Backstab remains as the best ability to burst outside of Shadow Dance with a full energy bar.
  • Hemorrhage received a lot of changes in MoP. It now hits for 76% less weapon damage with slow weapons and 110% less weapon damage with a dagger compared to Cataclysm. The DoT is now 50% of the direct strike´s damage over 24 seconds, that's an increase of 10%. It no longer applies a debuff that increases bleed damage and even more important the Hemorrhage bleed does not trigger Sanguary Vein's damage increase.
    Hemorrhage is a good ability to generate fast combo points. It´s much easier to prepare things like: get SnD up, get 5 (or 10 with Anticipation) combo points, pool energy and swap to another target. It's still a good idea to just use Hemorrhage if you can't reach the back of your target.
    Hemorrhage should be kept up for the bleed. The damage per energy is very good if only used once for the bleed. During burst situations Backstab is the better choice DPS wise however.
  • Premeditation is good to put up Slice and Dice before the opener and can be used during Shadow Dance
  • Shadow Dance is the defining ability of Subtlety. It allows the use of abilities, that require Stealth in combat. It's not only useful, but also for sapping enemies without being stealthed or controlling multiple enemies with Cheap Shot and Garrote. Shadow Dance reduces the energy cost of Ambush now by 20
Passives
Energetic Recovery, Find Weakness, Honor among Thieves, Master of Subtlety, Mastery: Executioner, Sanguary Vein, Sinister Calling

Burst with Shadowfocus out of stealth
Premeditation for two combo points, Slice and Dice, open with Garrote, cast Shadow Dance. If you need a stun cast Cheap Shot if not wait until the silence fades. Fire the onUse trinket, Ambush (see the macro section to use it automatically with Ambush), Kidney Shot when the stun fades. Ambush two times and use your combo points for Eviscerate.
The idea behind this burst is to stack plus damage modifiers. Garrote gives 20% damage through Sanguary Vein, the stuns give 10% if specced into Prey on the Weak, the first Ambush is getting 10% through Master of Subtlety and the 70% armor penetration from Find Weakness are up, too. You only need stealth as preparation.

Burst with Shadowfocus and Prey on the Weak out of stealth - Cheap Shot first
Premeditation for two combo points, Slice and Dice, open with Cheap Shot, finish a two combo point Rupture. Cast Shadow Dance, fire the onUse trinket, Ambush two times. You need a crit from Honor among Thieves and then use a full Kidney Shot, keep casting Ambush to five combo point then use Eviscerate.
From a pure DPS point of view it is better to use the Rupture because the additional damage from Sanguary Vein is also boosting white attacks and poisons. Reckful has a different opinion here and chooses not to use Rupture.


Dance with Shadow Blades, Shadowfocus and Prey on the Weak - no preparation
Premeditation for two combo points in stealth, Slice and Dice, use Shadow Blades, open with Cheap Shot or open with Cheap Shot and use Shadow Blades. If you use Shadow Blades first your Cheap Shot will award a third combo point. Make sure to open at once with Shadow Blades to waste its run time. Now use Rupture, cast Shadow Dance, fire the onUse trinket, Ambush two times, Kidney Shot when the stun fades and finish with Eviscerate on four to five combo points. Ambush crits give up to four combo points with Shadow Blades and a Honor among Thieves proc. Best case scenario is you can go for Ambush and a four combo point Eviscerate, if you only got three Ambush again.

On a good prepared target (Rupture/Garrote on it, 5cp on it, Slice and Dice on you, full energy) it's for you to decide if you want to Vanish to max out the power of your bust or just Kidney Shot and start Shadow Dance with or without Shadow Blades.

If you decide to Vanish open with Cheap Shot, start Shadow Dance with onUse trinket, use Ambush until 5cp in to Kidney Shot, keep on spamming Ambush until 4-5cp (if you use Anticipation you can alway go for 5cp because you can not waste combo points by using Ambush on a 4cp Target) and use Eviscerate.
If you want to use Shadow Blades, pop it after you opened with Cheap Shot.

If you decided to not Vanish, use Kidney Shot, pop Shadow Dance and onUse trinket (and Shadow Blades if you want maximum burst), start to use Ambush until 4-5cp (you still know what to do if you have Anticipation or not), use Eviscerate and repeat.

You can also make your stunlock longer by using Cheap Shot during your Shadow Dance when Kidney Shot is running out. That means use Kidney Shot on the target,pop Shadow Dance and onUse trinket and maybe Shadow Blades, use Ambush until 4-5cp, use Eviscerate, use Cheap Shot when Kidney Shot is running out, keep on using Ambush until 4-5cp and use Eviscerate again. You don't need Shadow Focus if you choose this option.


Subterfuge Opener with Cheap Shot no Shadow Danc
Premeditation, Slice and Dice and then Cheap Shot. Use the 2 combo points on Rupture. If you are specced into Marked for Death, use Marked for Death and Eviscerate. Then use Ambush, Backstab and if you got an Honor among Thieves proc you can use a 4 point Eviscerate while Master of Subtlety and (if specced into) Prey on the Weak is still active.

Subterfuge Opener with Garrote no Shadow Dance

Premeditation, Slice and Dice, wait for about 1.8 seconds after the Slice and Dice to open in order to get the 8 energy from Energetic Recovery. Garrote, if you are an Engineer use your Synapse Springs, Ambush two times and then Eviscerate. This opener requires precise timing with your Slice and Dice. If the Energetic Recovery tick comes after about 0.3 seconds (depending on your haste) into the opener the Eviscerate will land after the (glyphed) Garrote silence fades.

Subterfuge opener with glyphed Garrote, Shadow Dance and Shadow Blades
Premeditation, Slice and Dice, Garrote, wait for at least 0.5 seconds or Subterfuge bugs out, trigger Shadow Damce, Shadowblades and your onUse trinket, Ambush, Eviscerate, if you are specced into Marked for Death, use it and Eviscerate again. Cheap Shot to keep the control up, use Ambush two times and Eviscerate again. This opener has Master of Subtlety and and Prey on the Weak (if specced into) up for the whole chain and is the strongest possible burst when playing Subterfuge.

Talent and Glyph setup
Standard Subtley build Use Wound Poison and Mind Numbing Poison. Use daggers as weapons.
Subterfuge build Use Wound Poison and Paralytic Poison. Use daggers as weapons.

Currently nearly every high-rated rogue uses Shuriken Toss and the Glyph of Cheap Shot and Blind. The other choices vary from player to player and from enemy comp to enemy comp.

Note: Talent and Glyph choices depend on your team setup and the enemy team setup. These are only ideas not "the best" setups. You will change glyphs and talents regulary during the preparation phase, as you can see the enemy team's setup once all of your team members are in the arena.




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