Welcome to roguerogue, your resource for World of Warcraft's rogue class. Here you'll find up to date articles on strategies, PvE and PvP perspectives, video content, and more!

Tags

achievements arena blizzard dps duels enchanting eviscerate faq gear gemming guide guild information interface leveling mutilate nition opinion patch preview professions pve pvp racials site social spec stateofstealth strats talents tr video wotlk

Recent Comments

Popular Posts

last 7 days

3.1.0 Patch Notes – Rogue Review

posted by Nition on March 16th, 2009

Patch  3.1.0 – And What It Means To You

Once again we have compiled a list for you, the Rogue, reflecting all of the aspects in the upcoming patch that affect our class directly. In addition to Ulduar, this patch will bring us some interesting PvP and gameplay changes unlike anything we have seen in WotLK so far.

please note these changes are not final until the patch is released on live realms but will be updated as frequently as possible as things change.

PvP/PVE-Dual Specs

We’ve waited long enough and finally dual specs will be available once the patch goes live.  If you are unfamiliar with this, it will allow you to change back and forth between TWO specs for free.

-This includes Spec, Action Bars, and Glyphs.

-You will be able to change your talents before confirming your final build.

-Change between the two as long as you are out of arena and OOC.

-When you respec, your talents will only reset on the build you are currently using.

PvP/PvE-Swimming Mounts

All ground mounts can now swim underwater, their swim speed is the same as your normal swim speed.

PvP- Battlegrounds

You will now be able to que for BG’s from any location, leaving will return you to the place you entered.

PVP-Racials

Dwarf- Stoneform: No longer makes you immune to poison, disease and bleed effects for 8 seconds. Instead, using Stoneform will clear those effects when cast. Cooldown reduced to 2 minutes from 3 minutes.

While this won’t come as good news to Dwarf rogues it does help them and every other race of Rogue fighting against Dwarf opponents. This is a rather large change, eliminating 8 seconds of poison immunity against any healing class can definitely make or break some games.

PvP/PvE-Glyphs

  • Glyph of Adrenaline Rush: Now increases duration by 5 seconds.
  • Glyph of Backstab: Now increases remaining duration on Rupture by 2 seconds each time it is used, up to a maximum of 6 seconds.
  • Glyph of Cloak of Shadows: While Cloak of Shadows is active, you take 40% less physical damage.
  • Glyph of Crippling Poison: Poison chance bonus increased to 20%.
  • Glyph of Deadly Throw: Increases the movement reduction by 10%.
  • Glyph of Fan of Knives: Increases the damage done by Fan of Knives by 20%.
  • Glyph of Hunger for Blood: Increases the bonus damage from Hunger for Blood by 3%.
  • Glyph of Killing Spree: Reduces the cooldown on Killing Spree by 45 seconds.
  • Glyph of Mutilate: Reduces the cost of Mutilate by 5 energy.
  • Glyph of Pick Lock: Now reduces cast time by 100%.
  • Glyph of Sap: Increases duration by 20 seconds.
  • Glyph of Shadow Dance: Increases the duration of Shadow Dance by 4 seconds.
  • Glyph of Sprint: No longer reduces the duration.
  • Glyph of Tricks of the Trade: Your Tricks of the Trade grants an additional 10% bonus damage to your target.


PvP- Arena

Enemy Unit Frames: This feature is only available while in Arenas, with several options in the Interface Options.

DIRECT CLASS CHANGES AFFECTING ROGUES

PvP/PvE- Rogue

-Instant Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).

-Wound Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).

For PvE this increases the already more effective faster weapons damage wise. In PvP, from what I’ve tested I don’t see your weapon speed making very much of a difference as you will still be proccing wound efficiently whether you have a 1.8 or 1.4 dagger.

-Deadly Poison: The amount of damage this poison generates has gone up to 12% from 8% of the Rogues total attack power.

-Shiv:  This ability can no longer crit, along with the poison that is applied.

-Master Poisoner: Now also increases the bonus to apply Deadly Poison when Envenom is used by an additional 15/30/45%.

-Armor Penetration: All classes now receive 25% more benefit from armor pen.

-Hunger for Blood:  No longer stacks. Damage bonus changed to 15% for a single application.  Requires a bleed effect active on the rogue’s target. No longer removes bleeds from the rogue. Now costs 15 energy and lasts 1 minute.

-Master Poisoner: Now also increases the bonus to apply Deadly Poison when Envenom is used by an addition 15/30/45%.

-Adrenaline Rush: Cooldown is now 3 minutes.

-Killing Spree: Now also increases all damage done by the rogue while active by 20%.

-Savage Combat: Buffed to 2/4% increased damage against poisoned targets.

-Lightning Reflexes: Reduced to 3 ranks for 2/4/6% dodge and 4/7/10% melee haste.

-Shadow Dance now opens a new action bar when used.

PvP- Druids

Pounce: No longer affected by diminishing returns with other stuns, however, it now shares a diminishing return with Cheap Shot.

PvP- Mage

Mirror Image: The images no longer cast Polymorph.

PvP- Paladin

(Holy) Pure of Heart: Now reduces duration of all curse, disease, and poison effects by 15/30%.

PvP- Priest

2 Abilities have been redesigned for Priests that are worth noting whether you are facing them or have one on your team you will need to know these.

-Divine Hymn redesigned: You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest-health friendly party or raid targets for 4960-5208 every 2 seconds for 8 seconds, and increases healing done to them by 15% for 8 seconds. Maximum of 12 heals. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.

-Hymn of Hope redesigned: You recite a Holy hymn, restoring hope to those in despair. Restores 3% mana to 3 nearby low mana friendly party or raid targets every 2 seconds for 8 seconds, and temporarily increases their total maximum mana by 20% for 8 seconds. After the effect expires, the mana is lost. Maximum of 12 mana restorations. The Priest must channel to maintain the spell. Cooldown increased to 6 minutes, up from 5.

PvP- Shaman

-Thunderstorm can now be cast while stunned.

PvP-Warrior

-New Talent: Juggernaut: Grants the warrior the ability to Charge while in combat.

PROFESSIONS

Cooking

Some overall nice changes here for all the Rogue chefs out there.

-Flint and Tinder is no longer necessary for creating a campfire. You’re just that resourceful!

-Ingredients such as Spices, Apples, and the like have been removed from most cooking recipes.

-Players no longer need to complete the Clamlette Surprise quest to gain Artisan cooking. The quest now offers the unique recipe, Clamlette Magnifique. If you already completed the quest, you can visit Dirge Quickcleave in Gadgetzan to learn this recipe (for free).

-Several Northrend recipes were given greater skill up ranges to make it easier to reach 450 cooking skill.

-You no longer need to learn cooking from books. The trainers have finally done their reading and are able to teach you the same thing.

Engineering

-Nitro Boosts now grant passive critical strike rating in addition to their speed boost.

-Nitro Boosts now make you drop PVP flags when used, as well as preventing you from picking them up while the effect is active.

Fishing

-A new (and very rare) special mount can now be caught from Northrend fishing pools.

-New fishing dailies are now offered from Marcia Chase in Dalaran City!

-The time needed to catch fish has been reduced.

-You can now fish anywhere, regardless of skill. Every catch has the potential for fishing skill gains, but you are likely to catch worthless junk in areas that are too difficult for your skill.

-You can now fish in Wintergrasp, and the fishin’ is good!

-You no longer need to learn fishing from books. The trainers have finally done their reading and are able to teach you the same thing.

Jewelcrafting

-Added a recipe for Shifting Twilight Opal to the daily jewelcrafting vendor.

Inscription

-Added around 50 new glyph recipes.

Leatherworking

-Added new recipes for epic gear, found rarely on Ulduar bosses. These recipes are unbound and can be traded.

Seemingly similar to Sunwell patterns, it’s yet to be seen if they are super good or if the droprate is as pathetic as before.

And  the last and best patch note:

Hearthstone cooldown has been reduced to 30 minutes.



Related posts:

  1. 3.2 Patch Notes, Huge Resilience Change, Rogue Impressions
  2. 3.1 Notes Out, New Rogue Glyphs Out
  3. 3.0.8 Patch Rogue Highlights
  4. Thoughts on the Mutilate Damage Nerf
  5. Patch 3.1.3: The Long Awaited Overkill Nerf

62 Comments »

  1. The Juggernaut talent will make warriors even more annoying now, still some decent changes. 30 min HS ftw.

    Comment by Retrospective — March 18, 2009 @ 2:57 am

  2. This Patch acctualy seems that it can be a good thing in the end for rogues =)

    Comment by Warbringer (Twisting Nether) — March 18, 2009 @ 3:00 am

  3. Hmm… Combat?

    Comment by Elph — March 18, 2009 @ 3:04 am

  4. I’m looking forwards to the site. Only thing I can’t decide weather or not to drop leathworking for engineering or not. My second profession is jewel crafting.

    I’ve recently switched to Shadowdance, and the only downside to it I’ve noticed is its rough on my keybinds. I’m running thin. If you know how to utilize shadow step and shadow dance effectively then I don’t think it can beat. Only problem is I haven’t gotten a chance to try it on any good rogues. My servers trash (Norgannon) when it comes to pvp, can’t be more than 5 teams over 2k on horde side.. (mainly because I can’t find a good arena partner can’t even break 1700 >_<;) And with the new bar for shadow dance and if there still making the glyph for it I’m willing to bet a lot of rogues will swap. Not to mention duels specs.

    Good work. Looking forwards to seeing you in the new video’s. It sounds to me like you all have your work cut out for you. I wish I participate!

    -Jaggers – I Crit Myself (norgannon)

    Comment by Jaggers — March 18, 2009 @ 3:44 am

  5. Mutilate Glyph?

    Comment by Etie — March 18, 2009 @ 3:44 am

  6. hmmm…where is glyph of mutilate?

    Comment by Kross — March 18, 2009 @ 3:55 am

  7. Lexicon of Power requirement is removed for changing specs. You just have to be out of combat and arenas.

    Comment by Dancer — March 18, 2009 @ 3:57 am

  8. Thanks guys, fixed.

    Comment by Nition — March 18, 2009 @ 4:08 am

  9. Oh and Glyph of Cloack of Shadows. Dmg reduction by 40% ?

    Comment by Jaggers — March 18, 2009 @ 4:23 am

  10. Nevermind.. just missed it.

    Comment by Jaggers — March 18, 2009 @ 4:23 am

  11. a very nice compilation of the upcoming changes.
    u got a misstake in the
    “DIRECT CLASS CHANGES AFFECTING ROGUES”
    column u posted the changes to Master Poisoner 2 times ;)

    keep it up

    Comment by Dattebayo — March 18, 2009 @ 4:37 am

  12. Great article as usual I check your site out daily for all the news from the rogue perspective and it has helped me in my game tremendously. I just have to make one partial correction. The PPM poisons are being normalized around daggers speeds of ~1.4/1.5. This means even if you use a 1.8 speed dagger the poisons will still proc like you are using daggers much faster (1.4/1.5) The only thing still being debated is whether or not you will still get more DP procs on a faster off hand with an IP(WP)MH/DP OH set up. The new change to envenom should favor slow daggers but its not really been tested yet. But for now definitely a slow dagger in MH is the way to go. This will give us more damage from our mutilate strikes. This is all subject to chance of course because nothing in the patch is official yet. Hope this helps

    Comment by Edondia — March 18, 2009 @ 4:56 am

  13. Very nice rundown of the patch notes. I can’t wait to see this live.
    By glyph of backstab do you mean lyph of rupture though?
    As well your title is 3.0.1 =)

    Comment by Corded — March 18, 2009 @ 5:46 am

  14. n1 rainbow colorz

    Comment by tossu — March 18, 2009 @ 7:20 am

  15. Wow, we just went from having close to only crappy glyphs, to having several good ones. Especially the CloS, sprint and shadowdance looked nice. :3

    Comment by Thiris — March 18, 2009 @ 7:24 am

  16. I was under the impression that the PPM poison change was normalized at 1.4 meaning that it’s actually a buff to SLOWER weapons. Making SR/WD (IP/DP) the best mutilate weapon combo come 3.1.

    Comment by Hoverboy — March 18, 2009 @ 9:13 am

  17. “For PvE this increases the already more effective faster weapons damage wise. In PvP, from what I’ve tested I don’t see your weapon speed making very much of a difference as you will still be proccing wound efficiently whether you have a 1.8 or 1.4 dagger.”

    I don’t think you understand what that note means. It means that poisons will proc, on average, the same number of times/minute regardless of weapon speed. That means that for Wound and Instant poison purposes, Slow = Fast – there’s no benefit to using a fast weapon for instant or wound poison anymore, so you invariably want it on a slow MH weapon – especially as combat or hemo, where with a 2.8 spd, you’ll have 100% procrate on Wound poison! (the frequency is normalized as if you were wielding a 1.4 with the old proc rate)

    Comment by Feist — March 18, 2009 @ 9:20 am

  18. Actually, because of the changes to Deadly Poison (specifically, the Envenom Glyph and/or new Master Poisoner effect), SR/SR is probably better than SR/WD.

    If they were to remove the new MP, and not put in the Envenom Glyph, than SR/WD would probably be better.

    Comment by Feist — March 18, 2009 @ 9:21 am

  19. Some nice changes, but I still don’t understand why Blizzard doesn’t change some existing talents that no one takes because they are so useless. Adding glyphs is fine, but changing talents themselves should be considered more often.

    For instance, the improbed Gouge: who invest 3 points for that 1,5 sec change? Theorically this allows you to restealth, but in practice no one relies on that. Would it affect the game so much to add an energy reduction to this talent? Then improved gouge would be +1,5 long and cost like 10 or 20 less energy, and would maybe become an option for rogues. Why not something like a damage or crit bonus againt target affected by gouge ? Well this is just to suggest that so much could be done.

    We could say the same about improved KS: 9% additionnel damage is clearly not worth is. Damage bonus could easily be like 15%, or a crit bonus against target affected by KS, or why not a cooldown reduced of like 3 or 4 secs?

    Last thing, ShS / hemo should be buffed again. This was nerfed during the BC and this was quite understandable (as I can remember rogues did not complain about it too much), but not hemo has become so much inferior compared to other specs that it deserves to be back with a damage increase.

    Comment by Rasko — March 18, 2009 @ 11:28 am

  20. Glyph of Envenom has been removed in exchange for master poisoner changes. This is probably because testers were seeing DPS number of between 8-9000 DPS with an envenom based HAT build

    Comment by Edondia — March 18, 2009 @ 11:54 am

  21. How badly do you think the Shiv nerf will hurt in PvP?

    Comment by Nobhead — March 18, 2009 @ 12:14 pm

  22. Wait,

    * Instant Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).
    * Wound Poison: Redesigned to have its chance to be applied based on the speed of the weapon (frequency-based).

    Wouldn’t that mean that faster daggers would remain better? At least for whichever you are going to use for instant poison, because it was redesigned around the speed of a weapon so faster should be better for instant. So WD/SR i would think would be best

    Comment by A rogue — March 18, 2009 @ 1:08 pm

  23. No, it means poisons are as effective on slow weapons as on fast weapons (above 1.4).

    Comment by Elph — March 18, 2009 @ 1:27 pm

  24. wait how though…it says based on speed of weapon, it doesn’t say anything about a certain speed = the same…like where does it say above 1.4….

    Comment by A rogue — March 18, 2009 @ 1:56 pm

  25. Can someone please give me some advice? I have almost full epic gear as mut/prep and still can not get more than 1800 dps. What should my cycles for pvp, & pve be? I am 42/5/24. I realize not having HfB hurts in pvp but still.

    Comment by Chowhound — March 18, 2009 @ 2:18 pm

  26. good points but reducing the cd on ks would be useless due to dr

    Comment by Akrios — March 18, 2009 @ 2:34 pm

  27. -spec pve mut
    -search this site for the pve guide i made
    -epic =\= dps, make sure your gear is best for pve

    Comment by Akrios — March 18, 2009 @ 2:36 pm

  28. The information is not based on what is posted on the PTR. The PTR just gives a brief description, this info is coming from players on the PTR who are testing characters and analyzing the data from combat logs and such. The key here is the part of the statement in ( ) where it says frequency based. This means that no matter what daggers you have it will only procs so many times in a minute. That would make slow daggers better because whether you are using slow or fast daggers you get the same amount of poison procs. Since you by nature get more damage off slow daggers over fast ones that means more damage in general the poison damage will not change. The PTR notes are somewhat deceiving they say based on weapon speed but what they are not telling you is that it is set to a constant weapon speed of around 1.4/1.5.

    Keep in mind though the patch is not yet fully developed and the normalized speed of 1.4 could be changed before it is released.

    Comment by Edondia — March 18, 2009 @ 2:39 pm

  29. Chowhound
    Lack of DPS is very complicated issue and there are many factors that can affect such as gear, stats, hit cap, expertise cap and so on. You say you have full EPIC gear. That by nature should pretty much eliminate stat issues for the most part. (everything needs to be tweaked based on the player but for the most part you should be ok.) The first thing I would change is your spec to at least 51 points in assas. I myself was originally specc’d 41/5/25 and changed over to 51/13/7 and saw a huge DPS increase, 400 DPS easily, and to be honest it would be higher but I still have issue keeping the rotation up the way it should be. I imagine I will be getting 600-800 DPS more once I get it down. The other thing and please dont consider me rude but there has to be some aspect of your character that you are not playing correctly, the fact that you are still only in the 1800 range with full EPICS is amazing. I honestly didnt think that was possible. Check out Akrioss’ video on the mutilate rotation it was a huge help to me. keep in mind the mutilate rotation is very situation and can be difficult at times, if you have difficulties keeping it under control after a bit of time you may want to try to respec combat fist/daggers or even swords. Once the new patch is released combat is going to be very competitive in raiding again and the rotation is much easier to keep track of. Hope this helps you some. also if you want some serious evaluation of your character post a link to your armory.

    Comment by Edondia — March 18, 2009 @ 2:56 pm

  30. I’m suggesting to myself whether or not to roll a rogue atm. My main is a destruction warlock which I’ve always enjoyed playing, but now it has become quite weak and the 3.1 changes aren’t making it good enough for my class. Rogues are fine, however, from what I’ve always seen in my 3 years of playing WoW. Should I go rogue?

    Comment by Sinborn — March 18, 2009 @ 3:39 pm

  31. Elph,

    damn. that’s shit and don’t right tbh i think =(

    Comment by Kross — March 18, 2009 @ 4:46 pm

  32. “-Armor Penetration: All classes now receive 25% more benefit from armor pen.”

    HAHAHA IT’S A JOKE !

    Comment by Guts — March 18, 2009 @ 7:43 pm

  33. I’m thinking Mutilate, CoS, and either Sprint or Eviscerate for PvP. But I’m not sure. This is exactly what they wanted – having to actually make choices. Vigor is pretty good, and prep is situationally fantastically useful, but I run with a healer and I think they’d be more use with double DPS.

    Comment by Vakerik — March 19, 2009 @ 2:02 am

  34. a very nice compilation of the upcoming changes.
    u got a misstake in the
    “DIRECT CLASS CHANGES AFFECTING ROGUES”
    column u posted the changes to Master Poisoner 2 times ;)

    keep it up

    Comment by Dattebayo — March 19, 2009 @ 2:50 am

  35. Thanks guys, awesome post here.
    Just being me though (perfectionist), why does it say 3.0.1 in the main title?

    Comment by Bash — March 19, 2009 @ 5:00 am

  36. My real question about the PPM change is if a slow daggers higher %proc per hit will be a greater advantage then the energy regen provided for Focused attackes.

    The simple way to tell %proc per hit is just take the PPM and devide it by the number of times the weapon is expected to auto attack hit in a minute. Slower weapons are given a higher % chance to make up for there fewer hits. This makes slower weapons proc more on Speical hits since there not included in the white attack calculation. Latly Blizz has been reducing % whenever a haste effect is present so haste doesnt change PPM like in the old crusader days.

    Comment by Uzak — March 19, 2009 @ 5:30 am

  37. No he’s right its the Glyph of Backstab that affects rupture time

    Comment by Edondia — March 19, 2009 @ 3:24 pm

  38. Thanks for the comments. Here is the link to my armory. http://www.wowarmory.com/character-sheet.xml?r=Anetheron&n=Chowhound. I have 4 talent points left. To be honest, I only got interested in raiding for weapons like twighlight mist, webbed death, sinister etc. Although I would like to do well at both, I am mainly interested in pvp, arena & bg’s. Can 51/13/7 be good for pvp, arena, bg’s?. If I do not have Cut to the chase or HfB can I not get decent dps? Thanks in advance!

    Comment by Chowhound — March 19, 2009 @ 5:41 pm

  39. no, 51/13/7 is is pve
    pvp is 41/5/25
    to do good in pve you have to be 51/13/7 as know the mut rotation
    look at Akrioss’s pve lvl 80 video. he shows it in there.
    he also shows the correct build needed to get 3k dps.
    which i get on my rogue with that build and rotation(even if i mess up).

    again
    pve= 51/13/7
    pvp= 41/5/25

    yes, if you want to do both you must respec, alot.

    Comment by scizok — March 19, 2009 @ 6:18 pm

  40. wow, i’m sorry for my bad english. >.> how you still get what i was trying to say.

    Comment by scizok — March 19, 2009 @ 6:19 pm

  41. just to emphasize the difference between raiding 41-5-25 and 51-13-7, i did 25 man KT as 41-5-25 and got 1600 dps, when my dps is normally around 2500 lol

    Comment by Bendickson — March 19, 2009 @ 11:14 pm

  42. glyph of backstab is still +20% damage on PTR, aswell as the rupture bonus on top.

    Comment by nzgs — March 20, 2009 @ 12:00 am

  43. @Vakerik…glyph of prep, prob vigor/mut/prep next patch

    Comment by Eimin — March 20, 2009 @ 9:14 am

  44. that`s so far from me!
    we also stand in 3.0.5,our agent is deeply s**t!

    Comment by Ash — March 21, 2009 @ 4:26 pm

  45. My only concern is really if there is a possibility to stay with daggers(muti) and still do good dps in PvE? Cuz i love mutilate pve ;D

    Comment by Stålpär — March 22, 2009 @ 9:19 am

  46. Hey Chowhound
    I took a look at your armory sheet. (I just realized on the same server as me so if you ever see me on be sure to say “Hi”) The respec looks great. you should be seeing some improvement in DPS by now easily) If I could offer one more tip. Get you hit rating up some, at least to 99. That will ensure that your special attacks never miss. The ultimate goal for it would be 315 which is the poison cap but thats not totally necessary. (I haven’t even made that one yet) WOW insider did an article on gear that will help you get your hit and expertise ratings up you should check it out. I wish I could remember the link but if you can find it its a good one. Hope this helps

    Comment by Edondia — March 23, 2009 @ 12:10 pm

  47. Hello everyone

    Tell me please is it necessary have about 750 hit cap for combat-pve spec?

    I love muti-pve and have good dps (3000+ 25ppl) but also i wanna try myself with swords in combat

    Comment by Chaks — March 25, 2009 @ 1:56 am

  48. it`s hard i think

    Comment by ash — March 25, 2009 @ 5:41 pm

  49. -Change between the two as long as you are out of arena and OOC.
    what dopes this actually mean? that u can change your talents whenever u want to except in arena???!!! paying money??

    Comment by Silencedeath — March 26, 2009 @ 8:22 am

  50. @Silencedeath, the Dual Spec feature costs 1000 gold per character to activate. It allows you to save an additional talent spec, and places an ability in the general tab of your spellbook. This ability has a 5 second cast time, and is usable anywhere in the world, except in arenas and battlegrounds, as long as you are not in combat.

    @Chaks, the dogma of the neccesity of capping hit is an unfortunate remnant of BC raiding, and no longer applies. There were a variety of circumstances that coincided to make hit the “cheapest” stat, and many of these were changed in WotLK. Expertise is now the best stat to stack until you have capped it at 6.5%. Once you reach the expertise cap and the poison hit cap at ~300 hit rating, hit rating, haste rating, and agility are more or less tied for being the best stat, with haste and agility being ever so slightly superior for mutilate, hit being slightly better for combat builds, and agility being better for HaT builds. The difference between the stats, though, are so minimal as to be insignificant. The moral of this wall of text, I suppose, is that there are no set requirements that you HAVE to reach in order to do good dps, just get the best gear you have access to.

    Comment by Failure — March 29, 2009 @ 9:53 pm

  51. some queries about the new lvl80 cap pvp – i’m noticing alot of hi end rogues use engineering tools in pvp fights, im aware that previouslt hi end engineering could get you out of a bind but with the new ‘master of anatomy’ buffs for skinning and the like – which professions will give you, well me, the best fighting chance in a bind?

    Comment by ninjitsu — March 31, 2009 @ 3:40 am

  52. hey i was wondering if any of you could give me some feedback on this spec right here this is using the new talent changes for 3.1

    http://ptr.wowhead.com/?talent=f0eb0LZMgVbxcxoru0xRtx

    Comment by Lurac — March 31, 2009 @ 8:41 am

  53. ok and where can i pahy those 1000 gold to be able to change my talents any time i want to?

    Comment by silencedeath — March 31, 2009 @ 11:44 am

  54. Thx Failure for guide =) i try combat later i think in fist/dagger spec, cause a lot of people say that it more actual than swords, if i not right tell me please.

    P.S.
    Sorry for bad english didn’t practise along time in it, since playing on russian realms.

    Comment by Chaks — March 31, 2009 @ 11:35 pm

  55. combat pvp ?

    Comment by Joe — April 2, 2009 @ 5:40 am

  56. I am excited for the new patch. Hopefully rogues are pushing more dps out in 25 mans. When WoTLK came out i was super bummed that rogues were like bottom of dps charts (that was unless you were HaT, but even then rogues didnt bask in that glory for long). I cant wait too see what the more armor pen does. i have been trying out a Mace combat spec and it does some great dmg/dps with the right rotation. I guess all we can do is wait and see. I mean after all these “changes” arent written in stone and can be changed at any time, like most of us know oh to well. Thank you for the updates Failure.

    Comment by Bri — April 7, 2009 @ 9:21 am

  57. This Site is great, I have learned a new trick or two from you.. thanks man

    Comment by Krysus — April 14, 2009 @ 10:51 am

  58. WaTs Up guys jus switched from mut pve to combat pve can you tell me the rotation in which i can get a good dps cycle going.

    Comment by Asilim — April 14, 2009 @ 11:16 am

  59. I am a Muti rogue by nature but for a while I had to go Combat, due to the fact that my DPS was suffering cause the daggers from Naxx and such just would not drop.

    I was Combat swords and here was my rotation.

    (In Stealth:)
    Open with a Garrote/Ambush, I personally prefer Garrote. Stay behind target and pop Blade Flurry off the bat and Sinister Strike to 4-5 points.
    Pop Slice and Dice, continue to Sinister Strike to 4-5 points and hit Rupture. As with any rogue PvE rotation, these are the two most valuable Combo moves that must stay up to ensure a good cycle.

    Continue DPSing, ensuring that you allow your regular white melee attacks to do their part as well, so you can stock on Energy. While Slice and Dice is still up, ensure the following:

    -Rupture is still ticking.
    -If Rupture is still ticking, and Slice and Dice has good time on it, hit Eviscerate. Adrenaline Rush is good way to ensure that you can keep the ticks and your SnD up while Eviscerating away.

    Utilize your CDs early so they are available again in later fights.

    If there are no warriors in the group I like to add Expose Armor inside the attacks as well to give a general overall boost to damage.

    Sometime during midfight, I will blow my Vanish to reopen again with Garrote and recontinue the fight. I especially use this on boss fights with Patchwerk/KT/Sapph/Archavon and even Sarth if he does not knock me out of Stealth.

    This was my general cycle, but IMO, I think Combat takes a bit getting used to if you are coming from a Cut to the Chase rotation.

    Using Reaper of Dark Souls w/Titanium Weapon Chain in MH and Hatestike w/ Mongoose in OH I was pulling an easy 2.7K on a Patchwerk 10man fight.

    Good luck.

    Comment by Faeyna (Kul Tiras, Arena Realm 1) — April 14, 2009 @ 2:26 pm

  60. your trainer

    Comment by scizok — April 14, 2009 @ 3:12 pm

  61. Gr8 work guys – TYVM for 3.1.0 breakdown.

    Kissthat 80 alli rogue on Burning Steppes

    Comment by Kissthat — April 14, 2009 @ 3:44 pm

  62. Apologies for the incoming noob questions.

    I recently turned Mut for the first time since lvl60 but have been having a bit of trouble keeping the rotations up. From what I understand HFB now requires the the target to have a bleed effect before use. How will this effect the rotations (sorry if i have the wrong end of the stick)?

    With these changes, would I be better off switching back to combat for raw dps? The extra damage on killing spree looks good.

    Cheers

    Comment by Marvinas — April 15, 2009 @ 12:04 pm

RSS feed for comments on this post. TrackBack URL

Leave a comment