- Viewing Profile: Reputation: varellz
varellzMember Since 22 Oct 2011
Offline Last Active Yesterday, 08:43 PM
- Group Junkies
- Active Posts 390
- Profile Views 12909
- Member Title Advanced Member
- Age 25 years old
- Birthday July 2, 1989
Posted Milanah_6538907 on 04 October 2012 - 10:25 PM
so here is my problem: As all of you know we have to choose between Prep, Burst of Speed and Shadowstep. Since we can respec in the prep box before the arena starts i usually switch between those 3 depending on what I'm facing. So i made a macro where i have all of those 3 skills in cause i don't want to use different keybinds. However, it only shows the Icon/Cooldown of the one in the topline or the one i chose with #show tooltip.
Does anyone know how to set up a macro that switches the icon/cooldown so i don't have to retype the macro everytime i switch it?
Posted Jaadyn on 16 September 2012 - 06:48 AM
You must not play the class, or at least not both specs. The playstyle is VERY different. Mutilate is more single target oriented where sub takes a little more set up and is much more versatile thanks to dance. Sub can go on the offensive or defensive. Mutilate can't play both roles efficiently. If you're getting out pressured as mutilate, you're probably going to lose - sub can turn games around.
Though none of that matters at 90 because sub won't be viable. No crit as it is plus no more +crit chance to ambush = 0 damage, ever. And it's hard enough to garotte/ambush during dance as it is with the mobility problems (no move speed compensate with crippling nerf.)
Posted Zaephyr on 04 September 2012 - 05:18 PM
Posted Eldacar on 03 September 2012 - 01:00 AM
***With the release of Patch 6.0 leading up to Warlords, this guide is fully out-of-date, a full re-write is in progress***
Eldacar's Guide to PVP Power & Resilience
Hello PVP'ers! For those of you that don't know me I go by Eldacar and I am a long time PVP'er and PVP Theorycrafter, as well as a member of Blizzard's forum MVP program. I write PVP focused guides and do everything I can to help the PVP community grow and prosper, which is why I wrote this PVP Stats Guide. You can find me on twitter as @EldacarJS and on the US Official Forums as Eldacar@Boulderfist. This guide goes into a lot of detail and gets into some complex stuff in a few places, if you have questions leave them in the comments and I will answer them as best I can.
** PATCH 5.4 CHANGES**
- The base damage reduction of Resilience was increased to 72%.
- The Resilience rating to damage reduction conversion formula was altered.
Summary & Key Points:
-Resilience has linear returns, +100 Resilience rating increases your effective health by 1.235% relative to displayed health.
-PVP Power has linear returns, +400 PVP Power gives you +1% damage or healing in PVP (before spec modifiers).
-The latest season's PVP gear is generally the best gear for instanced PVP, however in world PVP players with heroic raiding gear will have an advantage.
-PVP Power does not cancel out a target's Resilience but it will still help you hit them or heal them harder.
-It is generally ineffective to gem for PVP Power, gemming for primary stats is more effective in most cases.
-The PVP trinket set bonus offers roughly 8.25% effective damage reduction and will always increase your effective health by 32.11% of your displayed health.
Table of Contents:
Section 1 - Resilience
1A - The Exponential Returns of Damage Reduction
1B - The Diminishing Returns of Resilience Rating
1C - Baseline Damage Reduction
1D - Effective Health
1E - The Full Scale of Resilience
1F – Resilience on Items
Section 2 - PVP Power
2A - The Absolute vs Relative Returns of PVP Power
2B - PVP Power's Interaction with Resilience
Section 3 - Gemming for PVP
Section 4 - Closing Thoughts and Remarks
Section 5 - Appendix
Appendix A - Valuation and Frame of Reference
Appendix B - Formulas
Section 1 - Resilience
Everyone reading this likely already has at least a general understanding of how Resilience works; its fundamental purpose is to provide percentage based damage reduction against all damage done by players, the more Resilience you have the less damage you take. That is fairly straightforward and easy to understand; however understanding how the stat scales and all the factors at work is more complicated. There are three main factors that go into how Resilience scales, first is the exponential returns of percentage based damage reduction, second is the diminishing returns of Resilience rating, and third is the baseline 72% reduction that all players have in PVP.
Section 1A - The Exponential Returns of Damage Reduction
The effects of percentage based damage reduction scale exponentially, the more you have the more valuable additional damage reduction becomes. For example, let's say someone is hitting you for 100 damage, if you have 0% damage reduction and you add 1% that 100 damage is reduced to 99 damage, a 1% effective reduction. However if you already have 90% damage reduction and you add another 1% that 100 base damage which was already reduced to 10 is now further reduced to 9. That change in incoming damage from 10 to 9 is a 10% reduction in actual damage taken by adding just 1% of damage reduction.
Here is a graph that shows how the value of damage reduction increases as you gain more:
As you can see at 50% damage reduction additional reduction is worth twice as much as normal, at 90% its worth ten times as much as normal. This kind of scaling isn't unique to Resilience, armor and any other percentage based damage reduction (even in other games) function the same way. Games control the overall scaling of these mechanics by manipulating how fast you are awarded the damage reduction.
One additional note on this, in World of Warcraft different damage reduction mechanics have multiplicative relationships NOT additive, what that means is that the value scaling for any one of these mechanics is only accurate within that one mechanic. At 50% damage reduction from Resilience an extra 1% from Resilience is effectively worth 2%, however none of this has any bearing on the value of additional damage reduction from say armor, that scales totally independently but in a similar fashion. Because these defensive stats scale independently from each other and have a multiplicative relationship they can each be examined and valued independently.
Section 1B - The Diminishing Returns of Resilience Rating
For Resilience the main factor that counters the exponential scaling of percentage based damage reduction is the diminishing returns on Resilience rating. The more Resilience rating you have the less damage reduction is awarded by each additional point of rating, as shown in the graph below. This is how Blizzard controls the overall scaling of Resilience as a whole, and it is what they change when they want to alter the way Resilience scales.
As you can see in the graph, the amount of additional damage reduction provided by additional Resilience gradually declines as Resilience rating increases.
Section 1C - Baseline PVP Damage Reduction
Mists of Pandaria added a new factor to the way Resilience scales, the baseline PVP damage reduction that all players have which was increased from 65% to 72% in patch 5.4. What this has effectively done is significantly shrink the damage reduction gap between under geared players and fully geared players. This combined with the limited availability of Resilience on gear and through gems has significantly lessened the impact of resilience as a stat at level 90. The difference in damage reduction between a fresh level 90 and someone in the best possible pvp gear is now relatively small.
Section 1D - Effective Health
Effective Health (or EH) is perhaps the most critical metric for measuring survivability. Effective health is essentially how much pre-mitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k pre-mitigaged damage to kill you.
It is also important to note that more than just increasing the size of your effective health pool, damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health. This is one of the reasons why increasing your effective health through damage reduction is better than increasing your effective health an equivalent amount through raw stamina.
Effective health is really the stat that best indicates the value you are getting from Resilience and it is the stat you need to be paying attention to when evaluating the survivability of your character. Effective health is displayed on the graphs below as a percentage relative to displayed health, an effective health (EH) value of 150% for a player with a 100k displayed health pool would mean that player has an effective health from just Resilience of 150k. When you factor in other effects like armor and damage reduction from talents your EH is higher but we are just looking at Resilience by itself here.
Looking at effective health over the full scale of resilience as shown below illustrates how the exponential returns of damage reduction and the diminishing returns of Resilience rating combine to cancel each other out and generate perfectly linear returns.
As you can see the effective health returns of resilience are perfectly linear, adding 100 Resilience rating will always increase your effective health by 1.235% relative to your displayed health.
Section 1E - The Full Scale of Resilience
This next graph brings it all together displaying both the scaling of damage reduction and effective health based on Resilience rating at level 90 in patch 5.4.
This graph should drive home once again that although the damage reduction you get from additional Resilience diminishes the more you get your effective health continues in a linear fashion anyway thanks to the increasing relative value of that damage reduction.
Section 1F - Resilience on Items
At this point you may be thinking "I want to get as much resilience as possible and become totally unkillable!" which sounds great, but unfortunately it is a bit impractical. Although there is no Resilience cap you are extremely limited in the amount of resilience you can get in game on current season items. Most fully geared players will have around 3375, which is what you get from the PVP trinket set bonus and the PVP meta gem. The lack of resilience on gear is not a big issue because currently a player with nothing but the baseline 72% reduction already has 357% effective health, which is more than most fully geared players had at the end of Cataclysm.
For those of you contemplating using a PVE trinket or two here are some facts to help you make your decision. The 2600 Resilience offered by the PVP trinket set bonus provides roughly 2.31% additional damage reduction from baseline, which is about 8.25% effective damage reduction after factoring in the value scaling. Furthermore the set bonus will always increase your effective health by 32.11% relative to displayed health, so if you are currently at baseline you would go from 357% EH to 389% EH.
Section 2 - PVP Power
PVP Power is a relatively new stat introduced to the game in Mists of Pandaria which acts as the offensive compliment to Resilience. The idea behind this new stat is to encourage players to use PVP gear in PVP by putting major PVP-only offensive gains onto PVP gear (or in the case of healers, healing gains). PVP Power increases all damage done to players (under all circumstances), and healing done (while outside PVE-instances), by a percentage that increases based on how much PVP Power rating you have. The amount of each bonus you get is also dependent on your class and spec.
-Healing specs receive 100% of the healing bonus but 0% of the damage bonus
-All other specs receive 100% of the damage bonus and a partial healing bonus depending on class.
-Damage specs for Druids, Monks, Paladins, Priests, and Shamans receive a 70% healing bonus.
-All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.
PVP Power is currently the primary differentiator between PVP gear and PVE gear. It is a "free" stat on PVP gear, meaning it is not factored into the item's stat budget. As a result when comparing PVP items to PVE items of the same item level all the general-purpose stats should be equivalent but the PVP gear will have PVP Power on it as well making it a better choice for PVP. This fact is particularly important due to the presence of item level limits in all instanced PVP. The item level limits change with each season, but their purpose is to limit the item level of PVE gear to be equal to or lower than the item level of the current season's PVP gear. These two factors together generally ensure that the current season's PVP gear is always the best gear for instanced PVP. However the item level limits do not function in the open world, so in world PVP a player in the latest heroic raiding gear will likely (and unfortunately) have a large gear advantage.
Section 2A - The Absolute vs Relative Returns of PVP Power
PVP Power's scaling is very straight forward; it has linear returns when looking at it in an absolute sense, adding 400 PVP Power will always give you another +1% damage or healing in PVP depending on your spec. So every additional point of PVP Power will increase your damage/healing by the same amount. However I have seen some players around the forums describing PVP Power as having diminishing returns, and they are correct to an extent.
If you evaluate the returns of PVP Power in a relative sense it does have diminishing returns, going from 0%-1% will give you the same absolute damage increase as going from 30-31%, but in the latter case that damage increase is smaller relative to the damage you are already doing. Virtually everything in the game operates the same way. Think about primary stats for example; +3000 strength would give a warrior a pretty nice bump in damage right now. However if Blizzard said "Hey we like you random warrior!" and bumped their strength up to 100,000 then that +3000 strength would suddenly be worth a lot less to them even though it would still increase their damage by the same amount. The reality is that in order for a stat to offer you consistent relative gains as you gear up the stat would need to have increasing absolute returns, in other words it would need to give you more and more damage or healing the more of it you got. (For more info on absolute vs relative valuation see Appendix A)
Now it is time to look at the actual scaling of PVP power, which is shown in the graph below.
As shown in this graph PVP Power's returns are perfectly linear. You gain either +1% damage or healing for every 400 PVP Power you have, this is also the “baseline” upon which the reduced healing bonuses for non-healing spec are based. The red line shows the healing bonus for hybrids (70% of baseline), and the yellow line shows the healing bonus for everyone else (40% of baseline).
Section 2B - PVP Power's Interaction with Resilience
The most common misconception that most players seem to have about PVP Power is that it acts as a kind of "Resilience Penetration" which counteracts the target's damage reduction 1 for 1, that is simply not true. PVP Power increases your damage by the percentage shown in your stat panel, it always increases it by that same amount regardless of how much damage reduction the target has. Your outgoing damage is calculated first, then the target's damage reduction mitigates that damage according to their stats.
Take for example a warrior who's swing always does 100 damage in PVE. This warrior gets a +50% damage increase from PVP Power in PVP, so that 100 damage get's increased to 150 damage in PVP. This warrior has now decided to attack a paladin that looked at him the wrong way. Lets say the paladin has +50% damage reduction; so when the warrior's 150 damage hits him it is reduced to down to 75. That is how PVP Power and Resilience interact, the outgoing damage is boosted up by PVP Power, then the total incoming damage is mitigated down by Resilience.
Section 3 - Gemming for PVP
One of the most popular questions I get is "What should I gem for?" Unfortunately I cannot provide a clear cut answer to that question. The answer is dependent on your gear level, class, spec, play style and more. My recommendation is to check how the pros of your class/spec are gemming, and then experiment to see what works best for your personal play style. However I will say that it is typically ineffective to gem PVP Power at level 90, gemming primary stats is generally more effective for damage or healing.
Choosing the best gem for survivability is significantly more complicated. Stamina gems will almost always provide you with more effective health, but Resilience gems don't lag too far behind in the effective health they add. Additionally Resilience gems scale up in value proportional to the amount of healing you receive because they increase the amount of effective health restored by that healing. For now I recommend gemming for resilience if you are looking to increase your survivability, but I will look at this topic in more depth in a future guide.
Section 4 - Closing Thoughts and Remarks
I hope that this guide has been illuminating for everyone that has taken the time to read it, I have tried to provide as much accurate and detailed information as possible about the way these stats work. If you have questions about these stats or about anything written here feel free to ask and I will do my best to get you an answer.
I error checked this guide many times however I am still human, so if you believe you see an error please let know and I will look into it. I also want to make it clear that although I am a member of Blizzard's Forum MVP program I am NOT a Blizzard employee and nothing in this guide is based on any kind of inside information. All the data in this guide was all generated based on direct in-game observation and calculations based on that observed data.
-This guide is written for level 90 players, the numbers are different at lower levels
-This guide just underwent a major update and revision, if you notice a typo please let me know!
-Some of the graph types from previous versions of the guide have been removed to reduce the complexity of the guide, but may return in the future.
Section 5 - Appendices
This is some additional information about some of the ideas, concepts, and data discussed in this guide. Additional appendices may be added over time as needed.
Appendix A - Valuation and Frame of Reference
Absolute valuation compares numbers based on addition and subtraction, IE going from 30% damage reduction to 60% damage reduction is an absolute gain of 30%. Relative valuation compares numbers using ratios, IE going from 30% damage reduction to 60% damage reduction is a relative gain of 100%. Why is this important? Because taking the example a step further, going from 60% to 90% is an absolute gain of 30%, exactly the same as before, but it is a relative gain of 50%, half as much as before. So if this trend were to continue, it would signify linear absolute returns but diminishing relative returns. This guide primarily uses absolute valuation because it is much easier to understand and work with when comparing a large number of data points to a common baseline.
Frame of reference is another critical concept for evaluating data, particularly when most of the data is in percentages. There are two basic methods that can be used to evaluate a string of data points; constant frame of reference, or progressive frame of reference. Constant frame of reference uses one common baseline value as a reference point, every data point is compared to that baseline. In contrast a progressive frame of reference compares each data point to the data point before it. Take for example this set of data points: 1, 2, 3, 4, 5. On a graph using a constant frame of reference they would be displayed as 1, 2, 3, 4, 5 (all data points were compared to a baseline of 0). However on a graph using a progressive frame of reference they would be displayed as 1, 1, 1, 1, 1 (each data point was 1 larger than the number before it).
Using a constant frame of reference makes it much easier to evaluate the actual changes in the progression of a data set, where as using a relative frame of reference allows you to better evaluate changes in the rate of change over the progression of a data set. Since we are more interested in the actual changes than the rate of change when viewing the scaling of stats I chose to use a constant frame of reference for the graphs in this guide.
Appendix B - Formulas
The formula I use to calculate damage reduction from resilience in patch 5.4 is:
Reduction % = ((28900*0.72)+x)/(28900+x)
x represents resilience rating.
The formula I use to calculate damage increase from PVP is:
Damage increase % = x/400
x represents PVP Power rating
Posted Neilyo on 22 July 2012 - 10:06 PM
Great job to this bathwater scum for proving he is just a sad pathetic attention seeking nerd. Even more sad that he has deluded himself into believing this prank is something to be proud of.
Posted Qurix on 17 July 2012 - 01:05 AM
Posted Minpojke on 24 June 2012 - 01:48 AM
Riodie 1 - Best female Rogue in the World
Hey everyone, so this is my first WoW video! Not perfect but I hope you will be entertained 2s, RMP action and some laughs! Enjoy!
I do not own the copyrights to the music, all credit goes to the artists:
Adventure Club - Do I See Color
Sub Focus - Splash (Rusko Remix)
Asa - Vapour (Dubstep Remix)
Make sure to check out these sick channels:
Evoque - http://www.youtube.com/ThatChickEvoque
Jimos - http://www.youtube.com/JimosEU
Braindeadly - http://www.youtube.com/BraindeadlyEU
Also check out Bludz's video!:
Posted Guest on 14 June 2012 - 09:22 PM
About 4 games in this video, featuring Talbadar, Venruki, Cdew, and Kollektiv as MLS and Splay
Posted flubbah on 20 May 2012 - 02:42 PM
This is my first movie as restoration Shaman, this video includes footage i recorded while playing on the Arena Tournament Realm against top notch opponents such as Khuna, Mir, Dakkroth ..
I am truely sorry for the quality but it is because those clips were originally coming from my stream's VODs.
Have fun watching!
Here's the link :
Follow me on my stream here:
Fred V & Grafix - Just A Thought (Instrumental)
Just Smile For Me (Original Mix) (feat. Bobbie Gordon) - Bondax
Get Out My Head - Redlight
Volta Bureau - Alley Cat HD
Dirty South & Thomas Gold - Alive (QBIG Remix)
Future Prophecies: September
James Deano Freestyle Give me 5 prod
Shoutout to Sparkuggz who made this movie possible ! <3
Yassine t'es mon gars sur
Posted Milanah_6538907 on 02 December 2011 - 08:48 PM
This guide will be a short overview about Subtlety Rogues at lvl 85. Rogue Playstyle changed a lot since the release of Cataclysm and we got new abilities like Smoke Bomb, Redirect and Combat Readiness which lead together with a few changes on the old abilities and talents to a different way of how to play Rogue now. I will be focusing on Subtlety in this guide because it is the only spec you can really go for at the moment.
Gearing as Rogue is quite easy in Cataclysm due to the fact agility is the strongest Stat with Crit following.The Season 11 set has the most agility apart from Dragon Soul Heroic Gear and there are a few PvE pieces that are nice to have in PvP but not necessary:
If you do not have the possibility of getting them on heroic you can also take the non-heroic ones since you don't lose agility by using the T13 Legs.
My advice is that if you're not that much experienced in PvP you should wear as much resil as you can get with the gear. However, do not gem resilience because of that. Most rogues who use PvE gear in arena are often very experienced and can manage their cooldowns better.
All in all you take most of the Season 11 Gear and depending on how much resil you wanna run you can change a few parts with the PvE ones.
Here are a few links to give you an overview about the Setups you can run:
- http://chardev.org/?profile=302202 20 Expertise + Max Crit PvP
- http://chardev.org/?profile=302213 20 Exp + Max Crit + T13 Legs
As non-human you just have to take the Insignia instead of the On use Pvp Trinket. If you can't get Vial of Shadows, not even from the Raid Finder, just take the Procc PvP trinket with agility.
All my setups here are using Stage 1 of the Legendary Daggers since they are obtainable to everyone that has 10k Gold and a rnd group that lets him steal the required item.
You might have to change your reforging a bit if you got the heroic pieces. I'm just doing the non-heroic version now because literally everybody can get them.
If you dont want to use one of these Setups and create your own one you have to watch out for certain things: You always have to get atleast 5% Hit, which means 601 Hit Rating. After you reached this amount you can either go for 20 Expertise to remove rng dodges you sometimes get from casters if you're not standing behind them and reforge to max crit after or you can just reforge max crit right after you hit the 5% Hit rating. With Season 11 Gear however, i recommend you to go for 20 Expertise since it's just so easy to get with the Legendary Daggers(or lower stages) and the rest of the PvP Gear.
Meta: Agile Shadowspirit Diamond (54 Agi + 3% Increased Critical Damage)
Red:Delicate Queen's Garnet (50 Agi)
Blue: Not worth it in any setup.
Yellow:Lucent Lava Coral (25 Agi + 25 Resil, actually only needed when using lots of PvE gear like 2 Pc T13 + Vial + Daggers.)
Due to thefact that Agility is by far the strongest stat you can go for you mostly just gem 50 Agi in every Slot. Resilience is no stat you even have to gem because like i already mentioned above you already got about 4k-4,2k(Depending on 2nd trinket) Resi without gems.
To enchant your Rogue you do not have to choose between that many possible enchants. There are a few parts where it depends on your talents and your personal style. One part is for instance enchanting your cloak. You can either take the 22 Agility enchant or 70 Spell Penetration, depends on your Spec. If you specced intowaylay 2/2 you do not really have to get the Spell Penetration enchant because it's just needed to negate the poison resists sometimes which just become important if you want to slow your target or focus.
Another part is the choice of your leg enchant: Both do not have that much of a difference, one of them just focuses on the offense and the other one is focusing on both offense and defense. The difference of Attack Power and Critbetween these both is that low that it makes more sense to take the Charscale Leg Armor. (Exact difference is about 40 AP and ~0,1% Crit)
Head:Arcanum of Vicious Agility http://www.wowhead.com/item=68769/
Shoulders: Greater Inscription of Vicious Agility http://www.wowhead.com/item=68774
Cloak: http://www.wowhead.com/item=52745 or http://www.wowhead.com/item=44457
Chest:Enchant Chest - Peerless Stats http://www.wowhead.com/item=52779
Wrist:Enchant Bracer - Agility http://www.wowhead.com/item=68784
Gloves:Enchant Gloves - Major Agility http://www.wowhead.com/item=38967
Waist: Ebonsteel Belt Buckle http://www.wowhead.com/item=55054
Legs: Charscale Leg Armor - http://www.wowhead.com/item=56551
Boots:Enchant Boots - Major Agility http://www.wowhead.com/item=52757
If you'reEnchanter: Enchant Ring - Agility http://www.wowhead.com/spell=74216
Main Hand:Enchant Weapon - Landslide http://www.wowhead.com/item=52776
Off Hand:Pyrium Weapon Chain - http://www.wowhead.com/item=55057
Talents & Glyphs
As Subtlety Rogue you have 3 different specs that are viable in arenas, all of them are pretty much the same with a few changes:
- http://www.wowhead.c...MhfZZcGfcdkcRho Standard Backstab Spec
- http://www.wowhead.c...hdZbZcGfcdkcRho Backstab Spec with Imp. Recup
- http://www.wowhead.c...hbZbZcGccducRho Hemo Spec with Imp. Recup
The Standard Backstab Spec is probably the most common spec being used at the moment, a few Rogues might go for the Imp.Recup Spec in 2s for more survivability. The Hemo Spec is a spec i haven't tried yet because i don't like to only use Hemo. This spec is focusing on a fast Combo Point Build to get SnD+ Recup up all the time and still getting enough CP's to finish with Kidney Shot or Eviscerate. However, this spec isn't meant to do real pressure without Shadow Dance due to the amount of damage that Hemo does.
- Glyph of Backstab ( Glyph of Slice and Dice if you're running Hemo Spec)
- Glyph of Shadow Dance
- Glyph of Hemorrhage
- Glyph of Garrote
- Glyph of Blind
- Glyph of Preparation
- Glyph of Distract
- Glyph of Blurred Speed/ Glyph of Safe Fall ( Blurred Speed is quite nice for RBG so you just can run over the water in Arathi Basin if there is no Shaman/DK)
- Glyph of Poisons
ShadowDance + Premed Garrote
#show Shadow Dance
/cast Shadow Dance
ShadowDance Focus Sap
/cast Shadow Dance
/cast [@focus] Sap
/cast [@arena1/2/3] Blind
Shadow Dance+ Premed Cheap Shot
/cast Shadow Dance
/cast [@focus] Dismantle
/cast [@focus] Sap
Kidney Shot+ Stopwatch
/cast Kidney Shot
Standard Tricks Macro ( Instead of x insert the name of the player you want to tricks)
/cast [@x] Tricks of the Trade
Hemo while unstealthed, Premed Cheap Shot while in Stealth, Vanish or Shadow Dance
/cast [stance:0] Hemorrhage
/cast [stance:1/2/3] Premeditation
/cast [stance:1/2/3] Cheap Shot
/cast [@focus] Kick
/cast [@focus] Shadowstep
/use [nomodifier] Wound Poison; [modifier:ctrl] Instant Poison IX; [modifier:delete]Deadly Poison IX; [modifier:alt] Mind-numbing Poison; [modifier:shift]Crippling Poison
/use[button:1] 16; [button:2] 17; [button:3] 18
(button:1 is left mouse, button:2 is right mouse and button:3 is middle mouse)
/cast [target=focus] Gouge
Random Sapagainst other stealthed Rogues/Druids
Cheap Shot+ Premedition:
DeadlyThrow + Throw @ same bind:
/cast deadly throw
Redirect Focus Kidney
/castsequence [@focus] reset=20 Redirect, Kidney Shot
SafeStealth (Lets you spam this bind without breaking Stealth instantly)
/cast [nomodifier] !Stealth
/cancelaura [modifier] Stealth
SpamDistract without losing the circle
Interface & Bindings
My Interface is pretty much a copy of what Neilyo's using. One fact I really like about this setup is that you have every important cd twice in your bars, right near of each other so you can see the cd way faster in the game which could makethe difference between losing and winning. The less important abilities without cd or a cd you actually do not use that often are on the right-hand side of the interface so the focus lies only on the important ones. I also moved my frames a bit to the middle of the screen because i don't like them being on the top left of the screen as rogue because you always have to look at them to see how many CP's you got on your target and so on.
As far as I'm concerned I don't use any major addons like Pitbull and Bartender, mostly little ones to change the appearance of the game. Here is a list of Addons I can recommend:
- OmniCC: It turns all the standard analogue cooldowns into digital ones (http://www.wowinterf...836-OmniCC.html)
- MoveAnything: Makes you able to move all your frames around and hide some of them. You can also use scripts for that but i guess for non-tournament player this is easier.( http://www.wowinterf...veAnything.html)
- PortraitTimers: Displays important CC's or Cooldowns on the portrait of your target, such as Hand of Freedom, Kidney/Cheap Shot, Blind and so on.
- Icicle: Displays Cooldowns above the opponents nameplates.
- Tidy Plates: Nameplate Addon (http://www.wowinterf...TidyPlates.html)
This is just a short list of Addons I'm using for my rogue. If you want a bigger list I recommend you to take a look at the Hydramist Addons Guide which u can also find in the Guides Section.
Here I will explain you the most important abilities and their Usage to make them mostefficient.
Vanish: One of the most important abilities you got. It lets you get out of the fight in dangerous situations aslong as you're having control over your character and no Faerie Fire on yourself. With the change in Cataclysm this ability was improved a lot because now you do not have to take that much care about the timing to use it due tothe fact it does now let you stay in stealth for 3 seconds, no matter what's happening in this time.
Shadowstep: The Ability that lets you take so much control about the game in both offensive and defensive situations. You caneither step to the focus target and kick it full on its cast or rather step toan opponent near a pillar and hide behind that. Also you can avoid some spells if your timing on Shadowstep is correct such as Charge, Heroic Leap, Feral Charge.
Backstab/Hemorrhage: Your Combo Point Generator and standard damage ability. Hemorrhage is either used to just get many ComboPoints in a short time or like in the Hemo only spec as main damaging abilityoutside of Shadow Dance. Backstab is virtually the same but it requires you to stand behind the target which can be hardsometimes, standing in a Frost Nova or Entangling Roots or any other MovementImpairing Effect.
Gouge: 4 Second CC with a 10 SecondCooldown that breaks from damage and requires you to stand in front of your target. It's a very nice ability to take out an opponent for a few seconds to let your mates recover a bit in dangerous situations. With the talent Sanguinary Vein you can use it even with bleeds up on your target without breaking it.
Cloak of Shadows: Your most important defensive cooldown against casters, it makes you immune to anyincoming Spell. After the release of Cataclysm this ability changed a bit. It now provides 100% Immunity instead of just 90% in WotLK.
Redirect: A new ability that was introduced with the release of Cataclysm.It takes the Combo Points of your current target and transfers it to your new target. It's the perfect ability for switches during the game or some focus cc. For instance you can redirect to another target in order to switch on that target with Kidney Shot and maybe drop a Smoke Bomb or you can also redirect your Combo Points to your focus target to get more CC on the healer or rather peel of some Dps in the game to help your healer.
Smoke Bomb: The 2nd of 3new abilities that Cataclysm brought and in my opinion the strongest. It's anability where you can prevent everybody standing outside of it to cast into the Smoke Bomb. Both, heals and offensive spells won't be able to be casted as long as the target is in the Smoke Bomb. But it also works the other way round, if you drop a Smoke Bomb the opponents that are inside of it cannot cast any heals or casts out of the Bomb as long as it is active or until they run out. That makes it useable in an offensive way as well as in a defensive way.
Combat Readiness: The lastability that came with Cataclysm is a stacking defensive Cooldown that only works for physical damage. It's a bit like the Warrior's Shield Wall with the advantage that we don't have to switch any stance and switch weapons for it. Activating Combat Readiness will give you a buff that lasts for 20 seconds and every time you get physical damage in this time you get one stack more up to a maximum of 5 which gives you a 50% Damage Reduction. However, this ability has an Internal Cooldown of 1 second, so it will take about 5 seconds to reach the maximum amount of stacks you can get.
Kidney Shot: The ability that makes us so annoying for everybody. Being stunned for 6 seconds aboutevery ~25 seconds is something that no one likes. Always get a Kidney Shot up before dropping a Smoke Bomb to force either a trinket or land the kill on your target. Also to prevent the target from walking out with freedom or just alittle jump making your bomb useless.
Blind: The only real CC a Rogue has apartfrom Sap and a few little ones that are way shorter. With the Glyph of Blindit's way easier for Rogues to blind anyone because the Glyph removes all DoT'sfrom the blinded target so it doesnt break from it. If possible, try to get aSap on the blinded target after.
Shadow Dance: The Ultimate of Subtlety. It lets you do every ability you actually just could do while stealthed for 8 seconds such as Sap, Ambush, Garrote and Cheap Shot( Just to mention the most important ones). This ability can be used in so many ways,either to help your mates by taking out the opponents or doing some heavy pressure on the main target.
Tips and Tricks
- Shadow Dance can also be used to get a Sap onto your focus target after a blind or maybe a Smoke Bomb because when you're dropping a Smoke Bomb the healer has to run in and if he does that and it takes about 4-5 seconds until he reaches it you can very likely get a Sap on him.
- Try to always know where your focus is standing at the moment because it can help you to kill your target or to get away when you're in trouble by using Shadowstep on your focus. This together with running around the pillar after the defensive Shadowstep can help you to survive in dangerous situations.
- Communication is essential to be successful in PvP. Try to coordinate your CD's with your teammates in order to get a kill by using Shadow Dance + Smoke Bomb and maybe a Shadowfiend from your Priest and so on.
- Tell your teammates about the usage of certain CD's of you and your opponents, both will help your team to win a game.
- You should always know about the amount of defensive CD's left when you're about to go offensive, if you do not have Cloak against some MLS or any other Castercleave you shouldn't be that offensive and maybe run open field. Rather stay back and let them come and wait for more defensive CD's.
For further questions just leave a comment or u can whisper Maajty on talnivarr or me ingame. I will update this guide during the next weeks when all the new gear is available.