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Rogue PvE compendium - the do's and dont's (已归档)
来自 Coldkil
[Last Updated]:
2016/08/17
补丁:5.4.0
目录
评分:
This is a rogue PvE Guide. I won't take on PvP aspects, apart if they have a direct repercussion on PvE enviroment.
I write this guide with the purpose to have a simple and reliable list of tips, easy to understand for both beginners and seasoned players.
Be aware: the guide needs to stay in a "guideline" format - so i often use the comments to deeper talk about updated/buffs/nerfs and new mechanics. Be sure to check them down below if you're interested in additional discussion!
Glossary
main hand weapon = MH
off hand weapon = OH
Deadly Poison
= DP
Wound Poison
= WP
combo points = CP
damage per second = DPS
Rotations are on the form "2+ move1, 3+ move2". This means "make at least 2 combo, then move1, then make at least 3 combo, then move2". They are put on a table, the priority decreases from top to bottom.
Class Overview
Rogues wear leather armor and focus on agility as primary stat. Other important stats are hit rating, expertise (both have caps), haste and mastery. Crit is the worst stat we can have on gear for most specs.
Rogues are a pure damage class: we cannot cover other roles, so all our three talent trees are about damage dealing. So our purpose in endgame raiding is to maximize this damage.
Mechanics are based on energy as resource: we start with 100 (120 as Assasination), and spend it to use our abilities. Energy regens by itself at a standard rate of 1 per 0.1 seconds; haste modifies this rate, so the more haste you have, the faster energy regens. Combat passive ability
Vitality
boosts energy regen even more.
Abilities are didvided into 2 categories: combo moves and finishers. Combo moves generate combo point on our target that can be used later for performing finishers. The basic rotation is
determined # of combo points -> finisher.
In the specs breakdown section there are detailed priority lists on which builders and finishers you should use.
We also have the ability to put poisons on our weapons, making them deal more damage. With the new poison system We can have 1 lethal (Deadly or Wound) and 1 non-lethal poison active at the same time, and both have a chance to proc from both weapons. More details in the dedicated section.
Rogues specs are: Assassination, focused on poison; Combat, focused on weapon damage and being toe-to-toe with enemies; Subtlety, focused on stealth and mobility. All three specs are capable of doing pretty much the same damage, differences are very little. When you choose a spec you'll get everything you need by leveling, talents are things you can get for enhancing various aspects non depending on the spec you play.
Do you like one spec? Take it and learn it through experience.
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Leveling a Rogue
I feel that the leveling part needs a standalone section.
When you're leveling a rogue, you can choose pretty much the spec you prefer. With the 5.0.4 changes, every spec gets all the tools needed by leveling, so you don't have to worry much about mandatory glyphs/talents. Anyway, there are some overall good things to have like
Leeching Poison
and
Glyph of Deadly Momentum
, which both increase your survivability and makes easier to kill subsequent mobs, also given the fact the
SnD
now lasts a baseline of 36 seconds.
Some details and
personal opinions
about the specs for leveling:
Assassination:
probably the most effective right now due to the
new execute move
which doesn't have positional requirements and the very fast CP generation. Anyway plays really slow due to very low energy regen compared to other specs.
Combat:
same as it has always been, very solid, with the strongest cleave in game and the more "tanky" one. But it can be boring, since it will be a SS spam journey till 90; its cooldowns anyway are really string when they are up and they are often table-turning. Stealth isn't so useful, it will be faster to just run at mobs.
Subtlety:
due to the semplification of the dps cycle (more info later on), it has become more performing in terms of leveling and it has the best burst due to the reliance on openings and ambush, with a great synergy with
Subterfuge
. Still it relies on Backstab, and the Hemorrage option isn't as good. A good move is to get
this
and open with Cheap Shot -> Rupture, to get all the debuffs you need in 2 gcd; if you cannot get the opener anyway it will take much longer to kill a mob.
Gear while leveling:
the best stats are hands down AGI and STAM. AGI has an impact on every source of damage we have, STAM lets us live longer and thus stop less times to eat/bandage, other than sustain more blows from mobs. Also Recuperate works based on our max HP, so STAM is even more useful.
This doesn't mean anyway that you can roll on a leather helm with INT and call it an upgrade just because it has more STAM -
get only proper gear
.
As for secondary stats, hit and expertise are the best ones; it's highly unlikely that you will cap any of these with leveling gear, and as you level up the cap changes and rating becomes less and less effective. Anyway hitting more with your weapons is always good and represents the biggest damage increase.
Haste, crit and later mastery are always a dps increase, just not as good as hit and exp. This changes a lot when you ding 85, read the next sections for the details.
Blizzard has put in game some handy items, which are Bind on Account, called
Heirlooms
; they are well itemized for the class they are meant to be used, and they grow with the player's level, becoming more and mroe powerful. For rogues, we have an entire set of armor plus weapons.
Armor
Weapons
Helm
Spaulders
Chest
Legs
Cloak
Ring 1
(from Northrend fishing derby)
Ring 2
(at the moment unknown)
PvE Dagger
PvP Dagger
PvE Mace
PvE Sword
PvP Sword
Heirlooms are good not only for the stats, but also for the bonus experience they provide, making the leveling process much faster. These bonuses stack with guild perks. Keep in mind that WotLK heirlooms (chest, spaulders and weapons) work only till level 80 - but you can upgrade the with justice points up to level 85. After you reach that, they simply won't grow anymore and don't give exp bonus, becoming quickly obsolete.
A personal advice: pick a spec you find fun. You can level slower but you need to be entertained. Otherwise you'll be bored at half the run.
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I have leveled to 90, WAT DO?
A very important part of the game, is the transition from leveling to endgame. You don't level up anymore, and if you plan to PvE, you want to maximize certain aspects of your rogue. This section will give you the right tips to start gearing your rogue for raids.
Your gear at level cap will be a mess, because you haven't focused still on the spec you've chosen. Look to the next table for details about your spec.
Run dungeons!
Pretty obvious one, you'll get better gear through them and through justice/valor points; but more important, you'll learn better how to play on real ground instead of hitting a log in your capital city. Training dummies don't do anything you need to pay attention to, and that's the more important thing about PvE.
Run Scenarios!
New addition that made its way in MoP - it's like a dungeon apart you don't get loot from bosses but only a few valor and a box at the end. Anyway it's much faster and the Heroic ones are a really good way to cap your weekly valor. In addition, you only need 3 people of any role, so queueing/finding a group is really easy. Worth mentioning is the Arena of Annihilation one, in which you are granted an ilvl 450 weapon the first run - nice boost for your fresh 90 rogue.
Do dailies!
Dailies now reward 5 valor points each and 2 tokens that can be exchaned 1 time/week wih 3 major ones (for 50 minor); when you kill a boss, you'll be prompted to use one of these, getting an additional loot roll! A great way (if you're lucky) to get good gear faster.
Plan your buyings.
Okay, you have chosen a spec and know pretty much how to play it. It's time to use a spreadsheet of some sort (link at the end of guide) and look at what are substantial gear upgrades. Don't waste points (and so time) in buying everything just because it costs less. Many times it is worse than other pieces you can drop; other times they give you a so little increase in dps that could be more smart to just wait and farm for better pieces.
STAM becomes useless, apart from your dailies time. Every boss ability can one-shot you, and you're not meant to take hits from elite mobs. Having 2k more hp could be useful to resist unavoidable damage, but the HP you gain while leveling and with quest gear is more than enough to start, really.
PvE gear is definitely better than PvP gear.
With the 5.0.4 changes and the introduction of PvP power and PvP Resilience, pvP gear is baseline a lower ilvl than equivalent PvE gear, which means less base stats (and AGI is what's more important than everything else). Also the PvP stats don't have any effect on PvE mobs, ergo they count 0 towards your performance. Invest time in gathering proper PvE gear if you plan to do PvE.
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Basic Raiding Survival Tips
After some suggestions i've got, here's a quick semi-advanced list of tips which have been proven to be uselful in any raiding enviroment. Basically i'm going to examine what you should generally pay attention to and what abilities that aren't directly related with nuking bosses are still useful to us.
A dead rogue does zero DPS.
Don't think to be too smart, pay attention at the enviroment. It's better to kill the boss and be #3 on Recount then die mid-fight and be the last one on damage done.
Bring your consumables.
Flask, potions and food are all three a great way to improve your dps. While flask and food are no-brainers, the correct use of potions (and pre-pot) can make really a difference.
we have a lot of utility poisons which can be used together with Deadly; among all of them i found that
Paralytic
is the best one. Obviously useless on boss, but decent for any adds which are not stun immune. It doesn't suffer DR even from itself, can be used as a root with shiv and can be applied aoe via FoK (while this requires some time, anyway going to be buffed for 5.4 requiring it to stack 4 times). In any case it's a passive stun proc which makes your tanks take less damage.
Crippling
is good for when you absolutely need a slow;
Leeching
is very lackluster unfortunately,
Elusiveness
beats it a thousand times.
Talking about Elusiveness, this is the best survivability talent we can get.
Feint
is already an incredible way to mitigate damage, halving the aoe dmg we take and having no cooldown it can be kept up as much as needed - with Elusiveness we can use it to make the aoe damage trivial (30% dmg reduction on top of a 50% less aoe) and it can even be used to reduce direct incoming damage. In phases like the Lightning Storm of Jin'Rohk, where there is a lot of aoe raid damage and everyone needs to move around, making your healer's job more difficult, rolling Feint maybe coupled with a
Recuperate
will make that phase a lot easier both for you and your healers. Last tip, Elusiveness can make the difference in situations like the need to move away from a boss to a void a huge aoe - everyone remembers Emalon, where everyone needed to run away while rogues could just hit Feint and stay on the boss dpsing.
Tricks of the Trade
is another good tool we have. It doesn't require much thoughtful use - apart the initial pull, just use it on your best damage dealer (or the second one if you're the first :D) to get the best dps increase out of it. Yes, it's a personal dps loss but a raid dps gain. Don't be selfish.
With 5.2,
Smoke Bomb
isn't anymore a PvP-only tool but it has become a pretty good raid cooldown. It provides a 20% damage reduction for everyone in it, so it shines when you have huge raid damage phases and people needs to stack up. Less effective if you have to spread around, but can be used also as personal damage reduction if there is no better occasion. The LoS effect can be useful sometimes for particular pulls against caster mobs, but it's unlikely you need to do something like this in raids.
Evasion
is another good survivability tool, if it happens that you need to tank something for some time (like initial adds on Dark animus). Useless against casters, will be buffed for 5.4 to be more reliable than it is now (100% dodge chance). Also the most remembered ability when you are the last guy alive and tank the last 1% of the boss grating a kill for your guild.
Cloak of Shadows
is another very very important tool. It grants a 5 seconds immunity to spells and can dispell most of the magic/disease/curse debuffs we can be affected. First good use of it is obviously to avoid direct damage - a dot is cast on you, cloak it away to negate completely its damage. Anyway, there are a lot of spells in raids which are made different specifically to avoid Cloak dispell; in these cases, it's a good thing that you learn for every fight what you can you Cloak-dispell and Cloak-immune, or you cannot Cloak at all, since they change from fight to fight and even between difficulties in some cases. Entering in more details, Cloak-dispell means that you can remove the debuff AFTER it has been casted on you, Cloak-immune means that you need to use Cloak BEFORE to avoid the debuff completely at the moment it's cast (think at Jin'Rokh Ionization). Other than negating damage, Cloak can potentially you trivialize some fight mechanics: always about Ionization, if you manage to cloak-immune all of them, this means that you don't need to move out of the water pool, don't lose uptime and damage buff thus you end doing more damage. Study well the various boss abilities, and try to understand when it's better for you to use it.
Last thing: Cloak doesn't avoid/negate additional effect tied to specific debuffs. Example are the Burning Cinders in Megara fight - you can cloak the debuff but doing so will make the fire patch appear directly under your foot. So, you cannot simply cloak and ignore it, you still need to move away from melee so the fire patch spawns in a safe place (anyway dispelling yourself with cloak is still good, since it saves some of your healers mana).
Specs Breakdown
As said before, we want to maximize our damage. This means that there isn't a "best spec". There is a proper spec for every fight, and there is the spec you can play best. Pick the one that suits you best.
With 5.0.4 the concept of specs is not more tied to talent trees, but it's a proper specialization you can choose at level 10 with your rogue. Talents have nearly nothing to do with it in terms of dps cycles and spec usage; the needed tools for your spec are automatically given while you level up, while Talents are now a separate way to enhance your playstyle and are mostly about utility (apart some rare case).
Talents have now a dedicated section (just after the specs one). Stat priorities are values through the single stat EP - that's why AGI it's always the best stat, use it basically for the comparisons between secondary stats.
Every spec has its strenghts and flaws, but we have also lots of abilities that lets us do things that other classes cannot do, think about HM V&T.
We are one of the best sustained damage classes. If we get enough time on the boss, we can dish out impressive numbers.
Most of our damage comes from passive sources (autoattacks and poisons). Anyway this doesn't means we don't have control; all of this damage comes form correct buff/debuff management, so it's recommended to use a buff/debuff addon to keep track of them.
Despite wearing leather, we are the most survivable class in raid enviroment. We have lots of abilities to mitigate incoming damage (Feint, Cloak of Shadows), aggro dump and reset (Vanish) and some self heal if needed with Recuperate.
Rogues' damage depends a lot from cooldowns. Learn to manage them well and don't just spam them on CD.
If a fight requeres a lot of target switching, it's suggested to take
Marked for Death
as lvl 90 talent, since every kill will reset his CD and will grant you 5 free CP to make the ramp-up time much shorter.
In current raiding enviroment, we are often chosen to do some different tasks apart doing dps. It's your responsibility to take the correct spec and do the things that are needed. Being #1 on Recount doesn't count much when you wipe.
Glyphs
are items that lets us enhance some of our abilites and they are divided in 2 categories,
Major
and
Minor
. There are nearly no mandatory ones anymore, apart some rare cases - they will be mentioned in the relative spec part.
Agility (AGI):
the best stat for rogues for every spec. It gives 2 attack power per point, crit% and dodge%. With
leather specialization
we get a passive 5% boost to it.
Hit rating:
the strongest and mandatory secondary stat to a certain cap, it affects the chance to hit of all our attacks and poisons. We absolutely want our special attacks to always hit - for this purpose the cap for raiding bosses is 7.5%, which will bring also the hit cap for poisons. More hit rating will make our auto-attacks land more often, but it's not worth it at all due to the insane requirement to cap for it.
Expertise:
our attacks can be dodged/parried other than miss. Expertise reduces this chance. Since we attack from behind the boss, we must worry only about dodges. Expertise cap is 7.5%, different races have expertise bonuses with some kind of weapons.
Crit rating:
simple as that, all our attacks have a chance to deal more damage, this chance is the crit%. Crit rating increases this chance, but it's a weak stat overall due to rogue mechanics not favoring attack crits.
Haste:
increases attack speed, aswell as energy regeneration.
Mastery:
new stat introduced with Cataclysm. Its effect changes with the spec, and can be very powerful in some cases, while very lackluster in some others. You can learn it at level 80 from class trainers.
Focused on poisons damage. Need to use double daggers due to
Mutilate
/
Dispatch
used as combo moves.
Stat priority without RPPM:
Agility > Hit(7.5%) > Mastery > Expertise(7.5%) > Haste > Crit
Stat priority with RPPM trinkets/meta/legendary cloak:
Agility > Hit(7.5%) > Expertise(7.5%) > Depends on gear
At this point, there is no short version. The RPPM mechanics and T16 set bonus change the EP values of mastery, haste and crit to the point they become nearly the same when you get your hands on enough gear. Fierydemise has made a really good analysis in his blog, i suggest everyone to read that (the link is at the bottom of the guide)
Rotation priority:
open from Stealth, cast Mutilate (free because of Shadow Focus, can proc Dispatch)
use Mutilate as CP builder, when the boss gets to 35% HP switch to Dispatch instead
when
Blindside
procs, try to use Dispatch as soon as possible
put up Slice and Dice at whatever CP you get
keep up 4+ CP
Rupture
use 4+ CP
Envenom
Maximizing Rupture uptime is fundamental due to
Venomous Wounds
, and try to not clip the Envenom buff by pooling energy. Slice and Dice is refreshed by Envenom spamming, thanks to
Cut to the Chase
; so, apart the initial application, you shouldn't worry about it through the fight.
A great role in the spec is covered by Dispatch: it is out execute-type move, triggering at 35% and should be used instead of Mutilate. Also you need to pay attention to Blindside procs, which grant you a free Dispatch use regardsless of target HP - you should aim to use it asap, and without wasting CP (which can be difficult sometimes due to
Seal Fate
). If you are at 4 CP, it should be best to delay the Blindside proc after the finisher.
If you take Anticipation as lvl 90 talent (which is in most of the cases), the rotation changes to always 5CP finishers; you don't worry anymore about wasting combo, when you go over 5 they will be stored by Anticipation charges.
Mastery:
Assassination spec has
Potent Poisons
. It's a very strong mastery, it affects lots of the spec damage. That's the reason mastery stat is so valuable for assassination rogues.
This spec has a very good sustained damage, aswell as being the less penalized in target switching (DP doesn't stack anymore, you need only rupture on target and it can be easy if you keep Redirect for this).
Assassination has also a good "cleave mechanic": you can switch targets and keep rupture up ont 2+ targets. The damage gain is sensible and the rotation is faster due top multiple Rupture proccing more Venomous Wounds and thus granting us more energy regen. Managing the cycle and Rupture on multiple targets can be difficult sometimes, but it definitely pays off.
When you need sustained AoE, just use FoK as combo builder, and throw up Rupture on target, then switch. Don't use Crimson Tempest because apart if you need to burn excess combo points.
Glyphs:
The only Assassination-only glyph is
Glyph of Vendetta
, which trades some damage bonus for more duration. It is a dps increase, but be aware that you will need a longer time window to not waste the cooldown.
Other glyphs are all utility-related, but
Glyph of Smoke Bomb
is nearly mandatory, and the new
Glyph of Redirect
make the ability actually usable in a raid enviroment.
Cooldowns:
Vendetta
:
major dps CD, but requires to have a 20 second window to focus on boss; ideally to use it on CD and aligned wth bloodlust/heroism and/or procs.
Shadow Blades
: the new class-wide CD, basically it should be always on CD and possibly coupled with Vendetta. Beware on the "grants 1 more CP" part which basically means that a single Mutilate can award you 4 CP. During Shadow Blades, don't worry about clipping Envenoms and use it as soon you have 5 combo points.
Focused on weapon damage. We use
Sinister Strike
as combo move and it's one of the biggest sources of damage of the spec, thus a slow MH is required (sword/axe/fist/mace). With the normalization of
Combat Potency
, a slow OH now is completely viable (and its also a little more performing of a dagger OH).
Stat priority:
Agility > Hit(7.5%) > Expertise (7.5%) > Haste > Mastery > Crit
The spec is built around SS damage and finishers always hitting to get maximum advantage from Restless Blades. After that, haste is the favorite stat since more haste = more energy = more SS spam (and faster Bandit's Guile transitions, etc.)
Rotation priority:
put up Slice and Dice with whatever CP#
put and keep up
Revealing Strike
buff
use 5CP Rupture
use 5CP Eviscerates
There is no fixed rotation, more of a priority system. Keep SnD up 100% of the time, then dish 5 point finishers.
Now
Bandit's Guile
stacks on the rogue - so target switching won't reset the stacks anymore, a good buff to combat since Restless Blades lowers the CD of Redirect.
New Revealing Strike is a debuff that lingers 18 seconds on the target - while you want it always active for your SS spam, it's not good to refresh it as soon as it expires. It's better to pool energy so as soon you use RvS you can dish out a subsequent SS, to use the less energy possible on it and the most possible on Sinister Strikes.
With the last buffs Rupture has become worth the use, even if not all the optimal buffs/debuffs are present. Aim to have the highest uptime possible on it.
If
Blade Flurry
is on, don't use Rupture at all.
About cleave/AoE: Blade Flurry has been berfed with 5.2, because it was basically a "double damage" button and was too strong for a cleaving enviroment. Now BF has changed to hit up to 4 additional targets, for 40% of the damage on the main target. This menas that our two-target cleave has been nerfed a lot, but when we get 3 to 5 targets, it will become stronger and stronger. Also, its'a nice buff to our AoE damage, while Assassination or Subtlety are better options (especially Assassination). In 5.4, Blade Flurry has interaction with Killing Spree - if BF is active, KS will jump around additional targets; if BF isn't up, KS will hit only your current target. Still, Blade Flurry won't spread the Killing Spree damage to other targets.
Mastery:
combat has
Main Gauche
, which is a remnant of the old sword specialization (the strongest weapon spec we had in past days). It procs additional attacks, and it's become even better than Cataclysm implementation.
Similar to Assassination, Combat has a good sustained damage, and recent buffs brought the single target damage on par with Assassination. Has a better burst than Assassination with
Killing Spree
.
Restless Blades
lowers our CDs, so keep an eye on them.
Glyphs:
The old Glyph of Adrenaline Rush doesn't exist anymore and it's baked into AR ityself. Two slots should be taken by the Smoke Bomb one and Redirect (Combat already reduces a lot Redirect cooldown by itself, but with the glyph it will become nearly zero); the other one can be any of the utility glyphs.
Cooldowns:
Adrenaline Rush:
double energy regen ratio and faster attack speed for 15 sec. Use it on CD, but never with KS; also try to dump your energy to 0 before triggering it to avoid energy capping. It's very likely you'll cap energy during AR if you need to move away from the boss, so try to use it when you're sure to get full effect from it.
Killing Spree:
a rush of 7 attacks. Use it on CD and don't delay it too much, but dump your energy to avoid capping. Try to use it when you're sure that there aren't any other mobs in range if you want to use it for burst and not aoe.
Shadow Blades
: the new class-wide CD; Since it has the same cooldown of Adrenaline Rush and is affected by Restless Blades, the most effective way to use it is actually macroing it with AR. They both don't use a GCD, and they will be always be up at the same time. Also, since AR boosts attack speed, this means even more autoattacks making Shadow Blades more effective.
Focuses on fun. Really, if you like it, there is no other spec that screams "ROGUE!" more; than this.
Stat priority with no RPPM-based items:
Agility > Hit(7.5%) > Expertise(7.5%) > Mastery (Minimal)> Haste > Crit > Hit
Stat priority with RPPM trinkets/meta/cloak:
Agility > Hit(7.5%) > Expertise(7.5%) > Haste > Mastery = Crit > Hit
As a side note, AGI for sublety is even more powerful than standard, due to
Sinister Calling
. Since the new rotation is extremely similar to combat and revolves over Backstab damage and havin 100% Rupture uptime, expertise has become better.
Rotation:
open from stealth with Premeditation/Garrote because of
Sanguinary Vein
keep up 5CP Slice and Dice
keep up 5CP Rupture
keep up
Hemorrage
use 5CP Eviscerates
Honor among Thieves
has changed from Cataclysm (cannot proc if you're out of combat), and we cannot pool combo points before entering combat for a preemptive SnD like we used to do. Given this, best way to open is with Garrote.
In addition, since you should take Subterfuge as lvl15 talent, if you decide to also take Prey on the Weak and the mob is stunnable, throw in the rotation a Cheap Shot for additional damage.
The strongest point of the spec is to maximize
Find Weakness
uptime through Vanish and Shadowdance. Don't delay much time waiting for cooldowns, Vanish-Ambush and just after the debuff has expired throw in Shadow Dance. If you decide to take
Preparation
use it with Vanish as soon as possible.
With HaT we have a constant flow of CP to let us manage all the finishers; we can use also
Premeditation
to get a fast 2CP on our target. Managing the CP flow can be someway difficult, and there aren't strict rules about it since it can vary from time to time.
The managing of HaT procs has become much easier with Anticipation, since it guarantees to save every CP proc. If for some reason you don't take it, pool energy if you're low and wait for HaT procs when you are at 4CP - it's a general tip, it varies from situation to situation.
Last thing that has to be said: Subtlety is (unfortunately) definitely behind other specs talking about PvE damage. On paper, it seems viable, but the positional requirement of Backstab plus the additional micromanagement required are both things that hold back the spec and don't reward the player for the additional effort. If you manage to learn how to play well, the spec is absolutely fun; still you'll find Assassination and Combat rogues to be better performing.
Mastery:
subtlety spec has
Executioner
, which boosts our finisher damage
and SnD swing speed bonus
. This stat has become better with the new patch, to the point it fights with haste on stat priority.
A note on secondary stats: the EP values for sublety are so near each other and depends a lot from each other, so it's really really better to use a tool like Simcraft or Shadowcraft to get your personal ep and reforges.
Glyphs:
There are no Sublety-only related glyphs which can be treaduced into a dps increase - you can choose them based around their utility in a determined fight.
Cooldowns:
Vanish
:
with
Master of Subtlety
and
Find Weakness
, it becomes a good burst CD.
Shadow Dance
:
iconic CD of sublety,it lets you to Ambush spam for a big burst moment and high damage due to
Premeditation
and Find Weakness. Use it when needed or on CD and in conjunction with Bloodlust/Heroism. it's a good choice to pool energy before Shadow Dance.
Shadow Blades
: the new class-wide CD; since it makes our autoattacks ignore armor, it's not a good choice to use it during Find Weakness buff. try to use it during Find Weakness downtime.
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Talents Breakdown
The new 5.0.4 system introduced a new Talents tree. It is completely independent from specs, so you can freely choose the build that you prefer and it eill change in some way the playstyle of any spec you play, in a a different manner.
The first thing i'm pointing is if there is a dps increase, direct or indirect, for choosing that talent and how affects our gameplay (if it does). For some others there is only an explanation or why you should choose them and in which situation.
Nightstalker
: better speed in stealth and a more powerful opener; anyway Shadow focus is generally better.
Subterfuge
: 3 openers instead of one, the only spec that can make a full use of this is Sublety due to more Find Weakness uptime. You should take this if you play Sub.
Shadow Focus
: reduces the cost of abilities in stealth by 75%; the nerf has brought it basically on par with the other two talents.
Deadly Throw
: a ranged finisher with an interrupt if perfomred at 5CP - only useful in a gimmick fight coupled with Shuriken Throw if there are substantially long flying phases - still we won't be comparable with ranged dps.
Nerve Strike
: more for leveling and PvP, since stuns have a very small part in PvE enviroment.
Combat Readiness
: a "tank" CD, which requires enemies to hit you - probably best use is for soloing elites, apart the PvP implications.
Cheat Death
: a second "free life" which can make trivial some fight mechanics - it has its niche.
Leeching Poison
: a passive and sustained free hp regen, can be really useful for less stress on healers and more survivability. A great oerall talent and probably the choice for most fights.
Elusiveness
: great damage reduction on demand, very likely better if there is a periodic and unavoidable aoe damage through the entire fight.
Cloak and Dagger
: it basically bakes with our openers a shadowstep. While it sounds cool, mobility-wise Shadowstep is still better in a generic raid enviroment. If you play Subtlety, with Shadow Dance you can make a greater use of it, so it's better to reconsider what to take (it will make much easier to make full use of Shadow Dance).
Shadowstep
: a great mobility tool, and now you can use it over friendly targets. Since mobility = more uptime, best choice for mobility fights.
Burst of Speed
:if you need to dispel a snare, this is the choice for you. Totally dependant on the fight mechanics.
Prey on the Weak
: a good buff on stunned enemies useful for leveling and PvP, but of very limited use in PvE raiding.
Paralytic Poison
: again, stuns aren't used much in PvE.
Dirty Tricks
: if stuns aren't used much in PvE, Gouge and Blind are even less used.
Shuriken Toss
: a ranged CP builder which has a great synergy with Deadly Throw, but that is actually useful only if you cannot stay in melee range of your target for a long time. Very likely to have its niche of uses, but requires a gimmick fight. Also, the fact it doesn't provide that much of dps, it still can be behind also in that kind of fights.
Marked for death
: it has taken the place of Versatility (fortunately) and it grants you istant 5CP, plus debuffing your target so if it dies in a minute, the CD of MfD is reset. Extremely valuable for PvP and any kind of solo play, still worse than Anticipation in a pure sustained damage enviroment. But it still has a great power for any kind of add fight, and the CD reset thing is really, really huge.
Anticipation
: the only siginficant dps increase we have with talents. Anticipation simply makes excess CP not wasted, hence you can roll with all 5CP finisher (and you actually need to change the dps rotation). Great for pretty much every fight, it will be THE talent choice for lvl 90, apartt form gimmick fights in which turns out that one of the other options is better (which will be very unlikely).
Back to top
Gemming your gear
With MoP, gems have changed a lot. The most noticeable thing is that secondary stat gems are immensely stronger than before, because they have double the amount of rating compared to primary gem stats. This brings them actually very close if not better than pure Agi gems.
Given the points above, it's clear that aiming to match socket colors to get the bonus is something generally worth to, but still the best way to proceed is to calculate EP wights for the stat and go for the highest EP combination.
Example: a colorless single-socket item with no bonus - taking EJ combat EPs
Agi 2.77 EP * 160 (gem) = 443.2
Haste 1.6345 EP * 320 (gem) = 532.04
It's clear that Haste wins over it. But what if the socket was red, and the bonus is 60 agi? Let's see:
Agi 2.77 EP * 160 (gem) + 2.77 * 60 (bonus) = 609.4
Haste 1.6345 EP * 320 (gem) = 532.04
Now an AGI gem becomes better.
There is no easy/fast solution - you can use one of the many software/sites to get the calculations done, but the optimal way is no more than this: math.
A gem list that can be useful for us rogues, sorted by colour:
Red:
Delicate Primordial Ruby
and
Precise Primordial Ruby
Orange:
Deft Vermilion Onyx
and
Adept Vermilion Onyx
Yellow:
Quick Sun's Radiance
and
Fractured Sun's Radiance
Green:
Lightning Wild Jade
and
Sensei's Wild Jade
Blue:
Rigid River's Heart
Purple:
Glinting Imperial Amethyst
and
Accurate Imperial Amethyst
Meta:
Agile Primal Diamond
Critical strike rating gems are also available, but with crit being usually low in EP values, they are a sub-optimal solution.
Back to top
Enchanting your gear
Not much to discuss in this section, since enchants are static bonuses some enchant are just the best compared to others. Sometimes there are cheaper options for the same slot, but you can do that at the price of lower dps. Following is the list of best enchants for available slots.
Head: head enchants have been removed from the game
Shoulder:
Greater Tiger Claw Inscription
, crafted with Inscription
Back:
Superior Critical Strike
or
Accuracy
Chest:
Glorious Stats
Wrist:
Greater Agility
Hands:
Superior Mastery
or
Greater Haste
, depending on spec;
Superior Expertise
is viable if you have problems capping it
Waist:
Living Steel Belt Buckle
, crafted by blacksmiths; it allows you to put another gem on your belt
Legs:
Shadowleather Leg Armor
, crafted by leatherworkers; if you are a LW yourself, you can use
Primal Leg Reinforcements
for the same bonus but much cheaper
Boots:
Blurred Speed
; there are mastery, hit and haste enchants, but they are sub-optimal
Weapons:
Dancing Steel
is the best enchant, followed by
Windsong
Rings (if enchanter):
Greater Agility
x 2
Back to top
Reforging
The new feature introduced with Cataclysm, this lets you to have some degree of customization on you gear. Basic rules are:
you take away 40% of a
secondary
stat (hit, crit, haste, expertise, mastery) or
Spirit
, and put it into another secondary stat or Spirit;
you cannot reforge into a stat that is already on the item (example: hit to mastery if it is already present)
try to reforge the worst stat on the item to the best one for the maximum gain.
Put that, reforging simple follows the stat priority defined per spec. It's recommended to use a calculator of some sort, since getting the nearest possible the stat caps can be tricky sometimes and other times the common sense doesn't give the optimal solution. So i'll give only the baselines, optimal reforgings varies between sets of gear.
Last tip, when you reach a stat cap, obviously that stat becomes the better to reforge out.
Back to top
EXTERNAL LINKS:
Shadowcraft
is the best tool for rogues around - is basically manages everything about our class. A must.
Fierydemise's PvE Rogue Blog
- a very valid source for more deep discussion on the rogue class, which integrates this guide with an attitude oriented to high-progression and minmaxing.
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评论
评论来自
Caperon
Good stuff and totally worth a 10 (few minor tipos: didvided somewhere up top).
Though read it 2 times and didnt find anything on bras, so i cant vote higher than 6!
评论来自
theodrim
Why does
Preparation
not in cd section of subtlety? Glyph part is really missing.
评论来自
Coldkil
Added glyphs and reforging sections.
评论来自
Nelfshane
Pertaining to mastery. You're also forgetting that mastery boosts SnD swing speed. Probably something you should note.
评论来自
Coldkil
Correct. Fixed it and missing Preparation from Sublety tab.
评论来自
Zxian
A very good guide for someone who's trying to learn the Rogue class. A suggestion regarding Assassination rotation though, to change Rupture to 1+, since uptime is more important than the combo points used on it (this is true for the entire duration of a fight).
Also, remove the suggestion to use Crippling poison and simply suggest that they spec into Deadly Brew. The DPS loss from not having IP or DP on the thrown weapon is quite large, and you get Crippling for free anyways.
评论来自
Aurelior
Very nice guide. Even if I stopped playing WoW, this guide seems to be like a very good start to get back to my Rogue.
The leveling part is short but goes to the point. Maybe describing the best leveling tree would be good, on top on your wise advice of "picking something fun to level with".
评论来自
Coldkil
Rupture should be 1+, i missed it. Fixed.
About crippling on thrown, think about Beth'ilac encounter; having a guaranteed slow on spiderlings is better than the dps gain. And deadly brew is not enough, since we can't get 2 points. Better to lose some aoe dps (which is provided by other players) and change only a poison instead to respec every time.
Anyway, we are talking about little differences, if the slow is provided by other means, no need to switch poisons.
评论来自
Vedrix
So if you are spec'd as a combat rogue, hit-rating should not be something I reforge to for max dps? Mastery, haste and expertise is what I should focus on if I am reading this right?
评论来自
Attis
Mastery better than haste for assassination? Is it?
Put some useful addons like OmiCC etc
评论来自
Coldkil
Added some comments to the leveling section and link to the PvP guide (for the ones interested in it).
评论来自
Coldkil
Added a "just 85" section and better comments on gear while leveling.
评论来自
Coldkil
News about combat: due to an error on simulators, use of KS every cooldown provides more damage (in the order of 40-50 dps anyway). So no more delay for full insight stacks.
Standard rules remain the same - avoid energy capping dumping energy before using AR or KS.
评论来自
TomatoSauce
Isn't yellow hit and spell hit the same?
评论来自
788572
It's a very good guide, also for players who may have played rogue for a long time.
The only thing it's missing is an add-on section. if you plan on making one, I have some suggestions:
- "Cooldowns" is a simple countdown add-on, who tells how long before your abilities are ready.
- "Enemy health Bar" is a nice piece of add-on, how tells you the health on your target and plays a sound when the target is below 35 % health, which means you need to change of rotation if you play mutilate.
- "NugComboBar" is a "most-have" add-on. It tells how many combo point you have and has various of skins and you can change color of each combo point as it pleases you best.
- "Power Auras Classic" is used for your dot's on your target. It tells you how many minutes or seconds are left until the dot will disappear. You create your on own box, who is connected to your dot and the design is all up to you.
- "Slicer" is a great add-on too, it's incredibly simple. It keeps track of such SnD and tells how long before it will disappear.
I hope this can help just a little to the people, who maybe need some add-ons or are new to this wonderful class :-)
Keep up the good work!
Cheers!
评论来自
Leddix
Excellent guide for new Rogues getting into raiding.
As for Addons i personally use SliceAdmiral since it not only displays your important buffs but also plays a ticking sound when they are close to expiring. I find the sound part extremely helpful in pressured situations.
评论来自
Sokur
Excellent guide, however a section for enchants would be greatly appreciated. Combine everything into one guide.
评论来自
241549
A bit of a newbie question, but my rogue is my first pure DPS class 85, so please bear with me!
You state that different encounters have specs that are stronger on them, logical of course. So as a PvE rogue I have two specs, combat and assassination - how does one handle reforging? Obviously it's not practical to have two gear sets in many situations, like as an alt gearing up, so what should one do? Just stick with one spec, or play one spec with the inferior reforging?
评论来自
Coldkil
Added enchanting and gemming sections.
Since content now is too much to just scroll, added table of contents and links for better navigation/readability.
EDIT: i know it's been a lot from last update, but i'm thinking about the addon section that many of you have requested. The fact is that there are thousands of addons which can do a pretty good work, in similar or very different ways. So i cannot simply list them all :) So i'm checking for a good way to put them into the guide.
评论来自
905063
Nice guide, just want to add a tip: think you left out the enchant for feet, which I'm sure you would recommend the +agi with movement speed
评论来自
909859
Thanks from a seriously pitiful n00b! Have bookmarked for further reference =)
评论来自
Coldkil
Fixed missing enchant on boots, updated Sublety section a lot - if you play it, youw ant definitely to check it.
Added more detailed info on how to use Rupture as Combat (use Rupture - lol).
评论来自
912894
NIce guide, very helpful for someone lookin to get into a rogue. Gives some good helpful insight.
评论来自
Coldkil
From first tests into 4.3, nothing substantial should be changed in rogues gameplay. If something new is discovered, i'll update the guide asap.
Good raiding into DS!
评论来自
Liquoid
Regarding your Reforging instructions for Combat:
Under expertise cap (26)? Reforge worst stat to expertise.
At/over expertise cap? Reforge worst stat to haste.
Haste already present? Reforge to mastery.
Spell Hit is preferable over mastery, especially for those with T13 gear.
评论来自
Coldkil
There isn't a dedicated section for the legendaries in the guide, mostly beacuse you can find all the info around and it's somethig it lasts only for this patch.
Anyway, the most important thing: even if they are daggers, they are awesome for combat. This due to the bonus to SS and RvS, and itemization is awesome.
Main gauche hits for less, but procs much more. KS will hit for less. The proc seems going up faster for Assa, then Sub, Combat being the last; but this due to restless blades, every time it procs is a minute less to AR and KS.
评论来自
pikagod
I like the guide, I've actually been debating writing my own rogue guide for subtlety (focusing
only
on subtlety). But I have a problem with a few of the things you said about subtlety.
Regarding a subtlety rotation:
"The opening is fundamental. After the pull you should have SnD up from the preemptive HaT procs, so get 5 CP, throw all you buffs like potion and drop rupture. With
锯齿利刃
you can roll the initial buffs through all the fight, and it's a thing you really want if you want to max out the dps"
Rupture now refreshes every tick. Once your buffs go down rupture will go back to normal, its been this way for some time.
Also I don't really agree with your prime glyphs,
被烧毁的雕文
and
被烧毁的雕文
I have found make subtlety easier/provide more dps. With these two glyphs you have the freedom to get two finishers (namely
切割
and
) off between rupture refreshes instead of one. With glyph of rupture you should rarely (if ever) be having problems keeping rupture up so the +10% increased crit on eviscerate is quite a dps boost given how often its used. That 10% crit +
combined with subtlety's
精通:刽子手
really wracks up some numbers.
被烧毁的雕文
is a pvp glyph, used to get the damage bonus of
without having to waste CP's on rupture as well as helping against fellow rogues who like to
消失
Also, mastery is
not
subtlety's worst stat.
割裂
is a finisher and thus benefits from mastery. Rupture is by far our most important dps source. The stat weighting I've been using is hit (to cap) > expertise (to soft cap of 26) > haste > mastery > hit > crit.
My rotation is different from yours but alas, I'm going to stop here. That is stuff I will cover in my own guide, just wanted to point a few things out. Overall though nice guide and I liked the formatting. Sorry for the wall of text =x
评论来自
Coldkil
Adding a comment, since i cannot format good the replies, and i have some things to write for sublety fans.
With t13 stat priority has changed a little, and expertise has become better than crit, but still worse than haste; anyway capping it looks now a thing to do (shouldn't be hard with the gear provided even giving priority to haste). Spell hit is below crit, by a significant margin and mastery still stays at last place.
Glyph of Hemo is the strongest after SnD and Backstab. If you feel that the rotation is overly complicated AND the bleed debuff is provided by other means, you can ditch Hemo from rotation and stick with Shadow Dance or Eviscerate glyphs (i suggest the latter); this is a sub-optimal solution, but viable nontheless. Your choice. I haven't defined precisely how much of a dps loss is, but it isn't so big to make this playstyle useless. Rupture glyph can be of a use, but it's really under-par compared to the three above.
About the dot system, pikagod is right, the dots are refreshed on a per-tick basis, so if your AP goes down, ticks will be reduced while the dot is still rolling. Anyway, Serrated Blades doesn't work like this. The tooltip isn't accurate enough, since it refreshes the duration AND DAMAGE to it's original, in fact replicating the buffs you had at the moment of application.
This means that Rupture should be put on with master of sublety is active and refreshed through all the fight prioritizing it OVER SnD. If you drop it for some reason, switch priorities or vanish to get MoS up again.
Source:
http://elitistjerks.com/f78/t119013-cataclysm_subtlety_compendium
(and updated the guide)
评论来自
pikagod
Alright well if hemo is better than evis (glyph wise) I'm noticing 0 dps difference. I'll try swapping them again when my gear is all form DS, but atm I'm noticing no difference (which to me is meaning that if there is one, its minimal. doesn't mean its not there)
Thank you for verifying the rupture part, and I also currently use rupture > backstab glyph wise, that 5 energy atm wasn't making much of a difference for me. Again going to try your suggestion, see what my mileage is.
edited for clarity on something I was trying to say.
评论来自
455330
I just traded my brother my priest for his rogue and I am playing assassination spec and just wanted to to make sure my "Rotation" is ok.
For single target it is stealth/ garrot/ SnD/ mut/ mut/ rupture/ mut/ mut/ mut/ envenom and keep up rupture and envenom for the rest of the fight. Am i missing anything.
ANd what is our aoe rotation other then just fan of knives? or is that it
评论来自
Ozlem
Thaaaaank you! 5+
This is a good guide for someone who, like me, has just started playing a rogue. I've always liked rogues but as a veteran ranged DPSer I never tried them out (just kept re-rolling the same class but different races) so I'm totally out of my comfort zone with this class and all other guides I've found are written for people who already know the class, so yeah just saying thank you.
Now I hope a seasoned rogue could help me out with some weapon questions. The last time I looked at a rogue was back in patch 2.4 so the weapon questions I have may be so out dated it's irrelevant, so forgive me if this is true :
Daggers vs Swords
Is this still an issue? I remember debates a few years back about what is best. Is it a spec that makes swords better then daggers? or does this not matter any more?
Daggers in general
Do slow daggers go in MH while fast go in OF? is that spec related? or is the aim of the game to always have fast daggers in both MH & OF?
(I know I could just go BoA but I want to learn the class, not powerlevel through so this is plaguing me lol)
Thanks to anyone who helps me out on this & thanks again for a good guide.
EDIT: why down rate all the thank you posts? It's a response to the guide to let the maker know they've been helpful. These aren't information pages O.o Oh well.
评论来自
Coldkil
Thanks everyone for breaking the 30k views! (need more MoP beta to test the new things out :) )
评论来自
FlyinEye
I found this very helpful. Thank you
评论来自
833385
"if the bonus isn't more than 20 agility, it isn't worth to follow socket colors. Gem full agility."
This doesn't seem right to me. Let's take the case of using rare gems (+40), which is what most people will use in 4.3 until they are raiding and can afford/need epics. If there is a yellow slot with +20 socket agility, we can use +40 agility and lose the bonus, or we can use +20 agility +20 haste, and gain +20 agility bonus, which gives a total of 40 agi and 20 haste, an obvious improvement on 40 agility alone.
Now the same case using epics (+50). Full agi = 50 agi, hybrid with 20 bonus gives 45 agi + 25 haste. Now as haste is worth about half agi, the hybrid is still an improvement.
If we do the same with +10 agility socket bonus, rares give 40 agi vs 30 agi + 20 haste, broadly the same. Epics gives 50 agi vs 35 agi + 25 haste and you should gem agility only. Blue hybrids are worse than yellows.
So I think it should say "if the bonus isn't more than 10 agility per yellow/blue slot, it isn't worth following socket colors. Gem full agility".
评论来自
Coldkil
Update on MoP rogue talents/skills. I won't go in deep details since we're still in pre-alpha more or less, so everything can change a lot.
Anyway i'm giving a base advice: not expect to have big nukes as lvl 90 talents. Simpl, the class mechanics/theroycrafting won't permit it in a way that won't result into a "take this one because it's 0.87% better".
Expect new class/spec abilities still in work.
Anticipation is the flat out best talent we could desire - a very good design concept. Think about it in a similar magnitude as the energy regen change back in the days (from 20 every 2 sec to 1 every 0.1 sec).
评论来自
jonarmitage
Thank you very much for your guide. I've been leveling a Rogue for a little while now, and I've been pretty bad at it so I decided to research the class. This guide was very helpful.
评论来自
Coldkil
Another update regarding the upcoming MoP changes (and beta seems to be very near).
There won't be anymore the cookie-cutter spec - this guide will then evolve separating the Specializations section from the Talent Tree one.
The Specializations section will include every useful information that is required to play the spec of your choice, including dps cycles, cooldowns usage, stats breakdown and priority.
The Talent Tree section instead will offer a detailed explanation of every talent we will have, obviously focusing on its uses in PvE enviroment. Many look at new talents and scream "they're all for PvP", but i think a better definition is "utility talents"; their use will vary depending on the fight and the spec we will choose, so here you will find a very useful list on what you can actually do with them to improve your performance.
I've already done a "prototype" of the new guide, but still i'll wait for beta to come in and have a definite talent tree - nothing is worse than change the guide everyday due to patches.
Last but not least, glyphs mechaninc will change a little, again we need to wait.
评论来自
Coldkil
long time since last post, but i've been a little busy and D3 has come, so you all understand ;)
I've finished to level up my third rogue to 85 in MoP beta - one for each spec. What i can see is that with the new spec/talent system the leveling flow is even better than in cata.
Glyphs are now less mandatory - all the mandatory ones are already baked into abilities. The dps cycles (for what i've tested) look not much different from now which is both a bad and good thing.
It's good because i feel very comfortable with the class, there are new things to do but i have already the grasp on them (don't worry about new SV and sub cycle).
It's bad because i also feel that the class mechanics haven't changed much so i can understand people feeling bored by the rogue class - plus the monk is awesome so expect lots of rerolls (and they share gear with us).
I tested some new content but i don't want to play it before live for 2 reasons: first, i won't have any fun to redo the same things on live; second, in beta things change a lot and atm there is not enough endgame to test.
Female panda looks awesome with ANY rogue gear available. Rerolling asap.
评论来自
Coldkil
Another comment looking forward to MoP.
To everyone worried by the state of rogues: stay calm. It's nothing fancy for us to be nearly broken at expansion start. More in detail:
- PvP side we'll have to learn new tricks. Something is moving to make it more bearable (yes, io look at you mages retripala and warriors) - much probably specs other than sub will make their road into PvP.
- PvE side we aren't in a bad shape. We're in the middle ground and numbers need tweaking but it's nothing to worry about. Good news is that sub is much better and faster than on live, but also more plain so it's not the JOHN #$%^ING MADDEN that every true rogue loves. bad news is that every spec feels very slow (mostly due to stat scaling) and similar to the others (due in my opinion to some bad choices in class design).
With the 5.0.4 patch on the line, i'm ready to dish out the updated guide. It won't be final, but a good start for people looking for help when the new talent/spec system will make his entrance in the game.
Last note about weapons. All 1.4 daggers are removed completely from the game. We are left with 1.8 daggers only - this isn't a nerf, we are balanced around that. The only spec which will make a use of 2.6 weapons will remain combat; but differently from past days, dual-wielding big badass slow weapons will become very likely viable. From today's data, still the slow/fast combo is better
on paper
, but slow/slow is very near
in theoretical damage
.
Good luck everyone, see ya in Pandaria.
评论来自
Groovin
This helped me understand a good deal better and make correct decisions for my Subtlety Rogue. Excellent.
评论来自
Coldkil
5.0.4 guide is out.
Take your time to get used to the new class system, but remeber to not take everything as a fact, since we are still in a transitionary phase and many things can still change until lvl 90 and first raiding tier.
评论来自
Bogdanov89
Awesome guide, learned quite a bit from it about Rogues in 5.0.5.
I think this is the only Rogue guide that is actually updated for MoP, even the EJ is outdated.
Aside from a few typos and one or two url links that aren't working (i remember Dispatch url link in Assassination section being bugged), this is a very useful Rogue handbook :)
Edit: also you wrote in one or two places that MoP is not yet released (or it is going to be released soon) which is pointless now since MoP has been out for a few weeks, so those lines need tweaking.
评论来自
Coldkil
Updated the guide for 5.0.5, with mroe details on the specs and talents, and new enchanting/gemmin sections. Enjoy!
评论来自
AzraelUltima
In the spec breakdown, under Subtlety, it says
Honor among Thieves cannot not more proc if you're out of combat, hence the opening is pretty straight-forward.
I think you need to rephrase that one a little. Or a lot.
I'd offer a better way of expressing it, but i'm not entirely sure what you're trying to say there.
Also, Subtlety is missing the first t.
评论来自
kodikun
Great info!
评论来自
caspa41
deffs going to use some of your advise
评论来自
Coldkil
I had to make a forced stop from the game - hence the guide wasn't updated for 5.1
Anyway core mechanics haven' changed, and i'm focusing more on 5.2 at this point, which will bring a lot of changes - new BF, new talents.
I'm studying the patch notes as soon as they come out, and keeping an eye on the game.
Don't worry, for 5.2 your favorite rogue guide will be updated^^
评论来自
Coldkil
Updated guide for 5.2 - tell me here if i missed something or if anything isn't clear, i will do my best to improve the guide (and also my english XD)
Noticeable differences:
- made some better text about aoe rotations
- fixed Shadowcraft link
- new Blade Flurry explained
- updated talents (Cloak and Dagger, Marked for Death).
Enjoy!
评论来自
braidlock
You've done a LOT of work Coldkil, and it's nice that you've "kept at it" over time to keep the guide relatively up-to-date with WOW expansions. I recently started a new toon as a rogue, and though I haven't actually started the serious leveling of this toon yet, this guide was a HUGE help to me as far as what direction I should take and the aspects I need to pay close attention to. You mention that English is not your primary language, so overlooking the minor spelling and grammar flaws, Kudos on a job well done! Thanks! "Anyoldfart"/Icecrown
评论来自
Coldkil
Small post about points that have come out from the rogue community that imho deserve a little more detail and explanation.
new 5.2 RPPM trinkets:
these are a pain. No, seriously. The point is a combination of wo facts: the very small differences between secondary stats EPs, and the fact that their proc chance is a mess to calculate. The modeling of these is really hard and kudos to everyone working on them.
I think the problem with them will solve itself when people starts to get 4t15 and switch to combat due to the strenght of the set bonus; RPPM trinkets will be awesome because of their haste scaling which combat already stacks - everyday i'm combat-ing so problem solved and no more questions (which sucks imho).
Rune of Re-Origination:
i mean, given the mess stat weights are now, why in the hell do i need a trinket like that. The first implementation was lackluster, now they have buffed it a lot and still it's a bad trinket. Not counting the fact that modeling it is extremely difficult (again, kudos to theorycrafters).
it's all about stats that become worse the more you stack them, and others become better. If you drop it, run with it but i don't think it will be a straight dps increase.
ST nerf/change:
for some aspects a PvP nerf to avoid the extreme DT spam and cheap CP generation; it has repercussions in PvE too because of the CP flow change (the DPE of the move remains nearly unchanged). Still it's a lackluster talent - the ONLY situation in which i've seen an use for it is a 10m Tortos fight with only 1 ranged dps. And still you're just doing someone else's job, in a worse way, and losing all the dps you could do sitting on boss all the time or helping in nuking bats.
评论来自
1094474
Great work! Bookmarked for further reference.
评论来自
1109781
Very good guide, would be nice if there were macro in it along with some good to do tips. But very informative.
评论来自
Coldkil
My fault in not updating correctly the guide for 5.2 assassination.
The main thing is the stat priority with RPPM trinkets, which is now explained in the Assassination spec section. If you have other questions, feel free to write here or contact me on MMOchamp.
评论来自
Coldkil
5.3 patch didn't brought up nothing much relevant to our PvE - Sub's Find Weakness has been buffed to 100% armor ignore (only 50% against players) to make the design consistent with Colossus Smash.
If you play Sub PvE (which is unfortunately unlikely) now correct FW management is even more relevant.
The rest is a bunch of PvP nerfs which basically made Shuriken Toss less desiderable and Cloak and Dagger no more worth to take.
评论来自
RiftWalker
How do you make those table things, that have different sections for the talents, and stuff like them?
None the less, EPIC guide!
评论来自
Coldkil
5.4 patch notes are out!
Some random initial toughtas for the t16 bonuses:
- 2pc is pretty passive, will make the cycles a little faster and it's a small nice energy regen for every spec.
- 4pc for Combat is boring\lame, for Assa looks really awesome, for Sub it is truly OP (read: 100% uptime on FW). Expecting a nerf for sub.
And finally KS won't port us around like crazy and send us in random places!
评论来自
Arce
Question! I was looking through my rogue's skills and I noticed Smoke Bomb has an effect where allies in the radius take less damage. I'm not sure if that was there to begin with since it was introduced in Cata. I began to look around other sites and guides, but none of them mention Smoke Bomb other than a situational CD, so does this mean the damage reduction only applies to PvP damage? I just want to clarify before I get all excited D:
I also feel it'd be nice to have a section that lists our defensive skills, since rogues do have quite a few and newbies may skip reading them in-game. I get compliments from healers when I keep myself alive so they can focus on someone who needs it more. Great guide all in all!
评论来自
Coldkil
Added a "survival raiding tips" section as requested.
Useful to improve your raiding performance, even if it doesn't directly means MOAR DPZOR.
评论来自
Coldkil
Long time since last post - maybe you wondered why, but basically my account is frozen until 6.0 or before if i get the will to do it.
The guide is still good mainly because of zero changes on our class, and at the moment the expansion is basically finished.
I'm looking forward to the future of the class, especially for 6.0 - i hope this time the new expansion brings out meaningful changes for rogues (doesn't automatically equal a revamp, more spells, or buffs).
评论来自
0tisFreemason
Just reminder, the whole reforging section needs to be struck, as WOD removed it from the game:
Reforging was removed in Warlords of Draenor with the release of patch 6.0.
The inscription section needs an update also due to 600+ level gear that WOD introduced.
Otherwise very helpful guide.
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