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Utolsó módosítás programmer, ekkor: 2014.06.27.
In this article, we list your Combat Rogue (WoW 4.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Combat Rogue will face you with. The other articles of our Combat Rogue guide can be accessed from the table of contents on the left.
1. Single Target Rotation↑top
Combat Rogues have one of the simplest rotations in the game, which takes the form of the following cycle:
1.1. Revealing Strike
Revealing Strike is a less efficient Combo Point builder than Sinister Strike, which deals more damage and has a chance to add an additional Combo Point on the target (thanks to Glyph of Sinister Strike). However, Revealing Strike increases the damage of your next offensive Finishing Move by 35% for 15 seconds. Using it before Eviscerate is a DPS gain, but only if Revealing Strike adds the fifth Combo Point on your target. If you already are at 5 Combo Points, using Revealing Strike just for the damage increase is a DPS loss.
We advise you against using Rupture at all. It greatly complicates the rotation and ends up being a DPS loss.
2. Multiple Target Rotation↑top
If there is a very large number of enemies to kill (at least 10-12 enemies), then you can use Fan of Knives on them, provided that you have a Thrown Weapon.
Otherwise, turn on Blade Flurry and proceed with your single target rotation on one of the enemies.
As a rule, always use Instant Poison on your Main-hand weapon and Deadly Poison on your Off-hand weapon. If your raid needs the reduced healing debuff on the target, use Wound Poison on your Main-hand weapon (Instant Poison is only very slightly better).
If you are using Fan of Knives for doing AoE damage, then use Wound Poison on your Thrown Weapon. You can also use Deadly Poison with great success, if the enemies will stay alive long enough that Deadly Poison can stack up to 5 times on some of the targets.
Refer to our Poisons and Weapons section for detailed explanations about poisons and the way they influence your choices of weapons.
Your two main DPS cooldowns are Adrenaline Rush and Killing Spree. We advise you to use them on cooldown. You can delay using them when there is a period of increased damage on the boss. As one of our readers put it, a rule of thumb for cooldown management as Combat Rogue is to use them often and early.
When Adrenaline Rush is stacked with Bloodlust, Heroism, or Time Warp, you will regenerate so much Energy that you will not be able to spend it. While the increased Energy regeneration that Adrenaline Rush provides will be, in these circumstances, largely wasted, you will still benefit from the increased attack speed. Therefore, using Adrenaline Rush during Bloodlust, Heroism, or Timewarp is still a DPS gain.
Before casting Killing Spree, make sure to be very low on Energy, so that the Energy regenerated during Killing Spree does not go to waste.
Also, you need to be very careful when using Killing Spree, as it teleports you from enemy to enemy. This runs the risk of you standing in a dangerous place when Killing Spree ends.
5. Mastering Your Combat Rogue↑top
The guidelines above should enable you to play your Combat Rogue with near perfection. That said, if you want to excel at playing your character, you need to understand, among other things:
5.1. Combo Points and Energy
As a rogue, most of your abilities need Energy to be used. Your Energy bar has a capacity of 100 Energy and refills at a rate of 10 Energy per second. Your energy regeneration is increased by:
Note that, whenever you are in Blade Flurry, your Energy regeneration is reduced by 15%.
Some abilities add one or several Combo Points on your target, up to a maximum of 5 Combo Points. Other abilities, called Finishing Moves, consume the Combo Points on your target. The more Combo Points a Finishing Move consumes, the more powerful its effect is.
Note that, thanks to Ruthlessness, your Finishing Moves have a chance to add a Combo Point on your target.
5.2. Poisons and Weapons
As a Combat Rogue, you will mostly use these three poisons: Deadly Poison, Instant Poison, and Wound Poison. In this section, we will explain how these poisons are applied and how they influence your weapons of choice.
5.2.1. Poison Application
While the tooltip for Deadly Poison clearly mentions how often the poison is applied, the tooltips for Instant Poison and Wound Poison do not. For these two poisons, the number of applications per minute is fixed (between 9 and 10 for Instant Poison and about 24 for Wound Poison).
These numbers never change, regardless of your weapon speed, your melee haste, and the various haste buffs from which you are benefiting. For example, if you can perform 48 normal melee attacks in a minute with a Wound Poison imbued weapon, then each of the attacks will have a 50% chance to apply the poison. If you can only perform 24 normal melee attacks, then each attack will have a 100% chance to apply the poison.
The one thing to remember is that a slow weapon is associated a higher chance to apply a poison (be it Instant Poison or Wound Poison) than a faster weapon. This is important because the per minute limit only affects poison applications from normal melee attacks. It does not affect poison applications from special melee attacks, which have a chance to apply the poison equal to the chance associated with their corresponding weapon.
Understanding this is important, as it determines (partly) your choice of poison for your weapons as well as your choice of weapons.
5.2.2. Why Wound Poison on Thrown Weapon
Wound Poison is a more potent poison than Instant Poison. Even if it does much less damage than Instant Poison, Wound Poison can be applied many more times per minute, leading to higher damage. To convince yourself, you can try spamming Fan of Knives on a dummy with your Thrown Weapon imbued by Wound Poison. Repeat with your Thrown Weapon imbued by Instant Poison. Wound Poison will be a clear winner.
5.2.3. Why Instant Poison and Deadly Poison on Melee Weapons
Deadly Poison is your most potent poison. It deals a sizeable amount of damage by stacking a DoT on your target, up to 5 stacks. Once at 5 stacks, each new application refreshes the DoT and applies, with a 100% chance, the poison of your other weapon.
Deadly Poison must be applied on your fastest weapon, so that you maximise the number of applications of Deadly Poison. The benefits are two-fold:
As seen in the previous section, Instant Poison is less potent than Wound Poison. The experiment we described can be repeated by imbuing both melee weapons with Instant Poison and Wound Poison, and performing only normal melee attacks on a dummy. Wound Poison will be the clear winner.
The only reason why one of your weapons should be imbued with Instant Poison is because there is Deadly Poison on the other weapon. Indeed, the guaranteed chance to apply Instant Poison with each application of Deadly Poison more than makes up for the damage penalty of using it instead of Wound Poison.
Instant Poison must be applied on your slowest weapon, so that the chances to apply it with your special melee attacks are maximised.
5.2.4. Weapon Choice
Your choices of weapons are influenced by several constraints. First of all, your poisons dictate that:
Your abilities dictate that:
Unlike the other Rogue specialisations, your abilities do not require you to use Daggers, therefore you should equip:
5.3. Bandit's Guile
Bandit's Guile is an important mechanic for Combat Rogues. It causes your character to cycle through different buffs of increased damage dealt to your current target:
Attacking your current target 4 times with any combination of Sinister Strike and Revealing Strike will cause the cycle to progress to the next buff. For Shallow Insight and Moderate Insight, you need to make one attack every 15 seconds at least, otherwise the buff will drop and the cycle will restarts from 0% increased damage. Deep Insight cannot be refreshed and at the end of the 15 seconds, the buff drops and the cycle restarts from 0% increased damage.
Bandit's Guile is largely out of your control and the cycle will repeat itself as the encounter progresses. That said, you can try and time your cooldowns so that they are used during one of the buffs, possibly the highest one. We detail this in the next section.
5.3.1. Delaying Cooldowns for Bandit's Guile
Because of Restless Blades, the real cooldown on Killing Spree and Adrenaline Rush is much lower than what the tooltip indicates. Depending on your Energy regeneration, it should be between 40 seconds and 1 minute for Killing Spree and between 1 minute and 1 minute 30 for Adrenaline Rush.
These abilities will therefore often be available and delaying using them can be a DPS loss.
5.3.2. Refreshing Slice and Dice
While keeping Slice and Dice up is your top priority, it is not required to always refresh it with 5 Combo Points. It appears to be viable to refresh Slice and Dice with any number of Combo Points.
The rotation is easier to perform if you choose to always refresh Slice and Dice with 5 Combo Points. Doing this leads to good results (but not optimal).
If you choose to optimise your refreshing of Slice and Dice, then always refresh Slice and Dice when you have no Bandit's Guile buff. This way, you should not have to refresh Slice and Dice again before the beginning of the next Bandit's Guile cycle.
5.4. Tricks of the Trade
Tricks of the Trade was originally designed to be cast on tanks in order to help them keep aggro. With the changes that threat generation has undergone in WOTLK and Cataclysm, it is now more beneficial to your raid if you use Tricks of the Trade on one of the best DPS players in order to increase their damage done.
Note that you can (and most often should) cast Tricks of the Trade on the tank at the pull, before switching to a different target when refreshing it.
Tricks of the Trade costs you a Global Cooldown to cast (but no Energy, thanks to Glyph of Tricks of the Trade). The best time to refresh it is when you are waiting for Energy to cast Sinister Strike or Revealing Strike.
5.5. Using Redirect
Redirect is a very convenient ability for Rogues.
This ability transfers your existing Combo Points to your current target. Note that when you kill an enemy, your unused Combo Points remain on it, which means that they can be transferred through Redirect. Moreover, your Combo Points on a dead enemy are removed when another enemy dies with unused Combo Points.
Redirect is very useful in two situations: