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Max DPS PVE Mutilate Guide 3.3.5

Posted on: Sep 26, 2010 | Author: Garona

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A Mutilate Rogue with the Top DPS in VOA

 

Welcome to my quick and comprehensive guide to Assassination rogues and how to maximise your DPS as a Mutilate rogue in patch 3.3.5. You may often find Assassination rogues referred to as Mutilate rogues instead, this is because the main combo point generating ability for an Assassination rogue is called Mutilate. Therefore Assassination rogues and Mutilate rogues are one and the same.

 

If you are looking to enter into PVE content in the World of Warcraft you will be competing with many other players who all have the best gear, the builds and the best rotations. Your gear upgrades will come in time through raiding Icecrown but everything else you need to sort out yourself before you begin serious raiding. This is a quick guide to Mutilate rogues in Wrath and includes everything you need to know to get you started and to ensure you maximise your DPS.

 

Talent Build

Mutilate Talent Build – 51/18/2 (Up to date with Patch 3.3.5)

 

This build has a strong focus on your key abilities as a Mutilate rogue. This includes poison damage, Mutilate and Envenom. Mutilate rogues no longer use Rupture in their rotation so the ability [Blood Spatter] is not included. The two talent points found in [Fleet Footed] are somewhat interchangeable but most rogues will keep them here for added damage up time on bosses where a lot of movement is required. At lower gear levels you may see less  benefits from [Lightning Reflexes] and more from 5 points into [Relentless Strikes] instead. This is because at lower gear levels you may not have the desired amount of haste for this build. As you gear up however, Lightning Reflexes becomes more and more powerful.

 

Rotation

For a single target the Mutilate rotation is pretty straight forward.

  1. Enter Stealth
  2. Break Stealth
  3. Begin auto attacks
  4. 1 x Mutilate
  5. SnD
  6. HfB (Refresh before it drops off)
  7. 2 x Mutilate
  8. Envenom
  9. Repeat from point 7

Some mutilate rogues may prefer to stealth over to their target and use Garrote instead. This has however come under dispute recently and most rogues now no longer do this in a raid environment. This is because the downtime received from stealthing over to your target is considered too large overall so that you lose too much damage up time. You should also remember to cast [Vanish] on every cool down and immediately break stealth by using an ability such as garrote in order to activate your [Overkill] ability.

 

It is also vitally important that you maximise the use of your [Tricks of the Trade] ability. This improves raid DPS considerably and also helps you to easily manage your threat without holding back on your attacks. Finally, use [Cold Blood] when you have 5 combo points before you use [Envenom] on every cool down as much as possible.

 

Glyphs

The following Major Glyphs can be used for a Mutilate rogue:

  1. [Glyph of Hunger for Blood]
  2. [Glyph of Mutilate]
  3. [Glyph of Tricks of the Trade]
  4. [Glyph of Fan of Knives]

The first two glyphs are a strict requirement for a raiding Mutilate rogue. The third and final glyphs however are often interchangeable. It is generally accepted that raiding rogues use the  [Glyph of Tricks of the Trade] as their third and final Major Glyph. This is because while it does not generate any personal DPS is does generate extra DPS for your raid. For a well organised raid group with at least 2 rogues present, rogues will often exchange Tricks of the Trade on each other to maximise DPS. The fourth Glyph is for personal DPS only and is not as beneficial for a raiding environment. However it can be used effectively for heroics and trash.

 

You will also need to ensure you at least have the following two minor glyphs for raiding:

These will help you reduce damage when thrown around  (for example Eye of Eternity for those that have been there) as well as increase damage up time when you make use of your Vanish ability and your target moves.

 

Poisons

Mutilate rogues will use only two poisons (one on each weapon), these are [Instant Poison] and [Deadly Poison]. Many mutilate rogues get easily confused by poisons and what weapons to place them on. There is only one solid rule of thumb for Mutilate rogues but it can mean some rogues will have Deadly Poison on their off hand and other on their main hand. Follow these guidelines to find out which is which for you:

  1. Deadly Poison will always go on your fastest weapon.
  2. If your weapons are the same speed, Deadly Poison will then go on the weapon with the highest DPS average.
  3. Your fastest Weapon will always go in your main hand.
  4. If your weapons are the same speed, the weapon with the highest DPS will go in your main hand.

This will maximise your poison proc damage first and foremost which provides more DPS than the extra mutilate damage from a high DPS weapon in the main hand. If weapon speed is the same it will then factor in Mutilate damage.  Make sure you look at your weapons carefully and follow these steps to find out where your weapons and poisons should be. For high gear level weapons you will often find a high DPS, fast weapon in your MH with deadly poison. For lower gear levels it is often (but not always) the other way around.

 

Gems

Mutilate rogue gemming is pretty straight forward when compared to combat rogues. Mutilate rogues will never use Armor Penetration gems so the focus is always on Attack Power and Haste. At lower gear levels you will start off by gemming Agility until you critical strike rating is at a reasonable level (something like 35-40%). Once you reach Emblem of Triumph gear and above (ilevel 245+) you should begin changing your gems. As a general rule of thumb you should gem:

 

Red Sockets: Bright Cardinal Ruby (40 Attack Power)
Yellow Sockets: Stark Ametrine (20 Attack Power & 10 Haste)
Blue Sockets: 1 x Nightmare Tear (+10 to all stats), then Bright Cardinal Ruby in all others (40 Attack Power)
Meta Gem: Relentless Earthsiege Diamond (21 Agility & 3% Critical Damage)

 

Make sure you place the nightmare tear into the item of gear with the best socket bonus. For any other gear with blue sockets in you can ignore the socket bonuses and gem for pure attack power. You will also need to keep an eye on your hit rating and crit rating, to do so use a Crit Cap Calculator program. If you are in need of more hit to become hit capped or to avoid wasting crit, replace your yellow gems with Pristine Ametrine (20 Attack Power & 10 Hit).

 

Enchants

Excluding special enchants from professions you will need:

Head - [Arcanum of Torment]: Requires Revered with the faction Ebon Hold
Shoulder – [Greater Inscription of the Axe]: Requires Exalted with the faction Sons of Hodir
Back – [Major  Agility]
Chest – [Powerful Stats]
Wrists – [Greater Assault]
Hands – [Crusher]
Waist – [Eternal Belt Buckle]
Legs – [Icescale Leg Armor]
Feet – [Greater Assault]
Weapon 1 & 2 – [Berserking]

 

Ideal Raid Situations

Now you have everything you need to get started maximising your DPS and being the best rogue you can be. However, I will leave you with one last word of advice. Mutilate talent builds are for tank and spank fights, they are designed to maximise DPS on a fight where you stand still and nuke. This means you may not be performing optimally in all raid situations. Many rogues will have two talent builds for different raid situations, typically one Mutilate build and one Combat build. Mutilate rogues will excel in fights such as: Deathbringer Saurfang (ICC), Toravon (VOA), Festergut (ICC). However for other fights such as Marrowgar (ICC), Anub (TOC) and The Lich King (ICC) where movement and target switching is necessary throughout the boss encounter you may find your DPS is lower. Similarly combat rogues will struggle more on Saurfang and excel on The Lich King encounter. This is because they perform well in these types of fights because their build is designed to do so. To fully maximise your DPS in Wrath raids, it is always recommended you have both a PVE mutilate build and a PVE combat build to change according to the boss you are about to fight.


Best WoW Addons for Rogue and Shaman

Posted on: May 24, 2010 | Author: Skorne

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I thought I would do a quick post to show other players what addons I use to improve my raiding/pvp efficiency and how I basically make my WoW gaming experience easier.

 

There are a number of addons out there (I get most of mine from Curse Gaming) that I just can’t play without. Below I’ve provided a list of the addons I use while playing my Rogue or Shaman.

 

 

Essential addons:

 

AG Unit Frames - I hate the standard Blizzard unit frames as they are very limited in what you can do with them. AG Unit Frames allow you to manipulate your unit frames however you wish with features such as positioning, resizing and colour coding specific classes and types. Its awesome and I love it because its so simple to configure. Check out the image below to see how they look and were I position my unit frames.

 

*Note - Last time I updated AG Unit Frames off Curse it had a lot of bugs in it. You can get a bug free version here.

 

OmniCC - Awesome addon! So simple, yet so effective. It adds text to items/spells/abilities that are on cooldown to indicate when they will be ready to use. I can’t raid or pvp without this one. Essential for those players that wish to master their rotation.

 

Doom Cooldown pulse - Very similar to what OmniCC does, but instead of adding text to items/spells/abilities that are on cooldown it ‘pulses’ the image of the item/spell/ability in the middle of the screen when it comes off cooldown. Very handy to have to ensure you don’t miss any cooldowns in the heat of battle.

 

Quartz - Another very helpful addon I use. Quartz enhances display of standard casting bars by allowing you to modify cast bar sizes, postioning, text size, colors etc.

 

Classtimer - Very simple and essential addon for any situation. It allows you to setup timer bars for your abilities on the screen. You can setup player, target and focus timers.

 

DeadlyBossMods - If you want to raid and do well, get this addon.

 

Omen  Threat Meter –  Great addon that allows you to manage your threat level. It has saved my life on many occasions as a Rogue.

 

Gladius - Awesome for arena. Adds enemy unit frames to arenas for easier targeting and focusing.

 

 

Rogue specific addons:

 

NugComboBar - Can’t play my Rogue without this one. Shows combo points for Rogues. Very light weight and highly configurable.

 

Combo Points Redux - Essential addon for Rogue pvp (if you’re mutilate). Tracks deadly poison stacks on a target. Similar in appearance to the NugComboBar addon.

 

My Rogue addons

Shaman specific addons:

 

Healbot - Makes healing so easy. I wouldn’t want to heal without this addon.

 

Decursive - Awesome addon that notifies my Shaman when someone needs to be cleansed/purged and allows me to do so with a click of a button.

 

Power Auras Classic - Such a useful addon. It provides visual cues when you gain/lose buffs, debuffs etc. I use it to provide me with visual cues when my Shaman’s water or earth shield goes down or when my weapon buff wears off.  Check out images below  for an example of my Power Auras. You can also check out this wow.com write up about the addon.

 

Totem Timers - Helps to manage totems, shields, weapon buffs. I primarily use it for monitoring totem cooldowns and range.

 

Power Auras addon triggered when weapon buff wears off

Power Auras addon triggered when water shield wears off

 

 

Non essential addons

 

Recount -  Serves as an analysis tool by tracking things such as damage and healing done. Not essential but I find it useful in tracking my dps and healing, and seeing how everyone else is doing within the raid.

 

 

General addons:

 

Gatherer - Tracks items you gather and records their locations on your map.

Auctioneer - Scans and tracks auction house data.

Postal - Enhanced mailbox support.

Bagnon – Merges your bags into one.

Gearscore – Lets you know how geared a player is.

Enchantrix – Helps enchanters see what items will disenchant into.

Durability Status – Icon that shows you the durability of your gear.

Poisoner3 – Allows you to apply poisons to your weapons using a small quick menu.

 

If you have any questions about the addons that I use or would like to discuss a few that you enjoy using please post a comment below. Thanks for reading.


Combat rogue PVE build and rotation – patch 3.3.3

Posted on: May 02, 2010 | Author: Skorne

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Combat rogue build 

 

Today I’m going to discuss the PVE Raiding Combat Build (20/51/0) I use, why most Combat rogues are using it and the rotation that I utilize to consistently top or be near the top of the damage meters.

 

Topping damage meters

Smashing 10man Toravon

 

Build
20/51/0 Ruptureless
Weapons
Main Hand: Sword – Slow
Off Hand: Axe – Fast
Poisons
Main Hand: Instant
Off Hand: Deadly
Glyphs
Eviscerate
Sinister Strike
Killing Spree

BUILD

 

Combat has always been regarded as the mainstay rogue PVE talent tree
and continues to remain a strong option in WotLK. I choose a Combat PVE build over one of the viable Mutilate builds, mainly due to the playstyle of Combat builds. I like the builds flexibility in having both multi-target dps potential through abilities like Killing Spree (KS), Blade Flurry (BF) and Fan of Knives (FoK) and also great single target dps.

  

With the poison buffs Blizzard has implemented in patch 3.3 we have seen a move from the popular 15/51/5 Combat build to the more poison focused 20/51/0 Combat build. The buff to Deadly Poison in patch 3.3 ensures that Deadly Poison will now proc Instant Poison once it has reached 5 stacks on a target. This means that Combat rogues have returned to using Instant Poison instead of Wound Poison on their Main Hand weapon, and continue to place Deadly Poison on a fast Off Hand weapon to ensure fast stacking of Deadly Poison and triggering Instant Poison thereafter. 

  

The added benefit from poisons has shown to increase dps when putting points in [Vile Poisons] and [Improved Poisons] instead of the popular and reliable [Relentless Strikes]. Rogues that choose to stay with [Relentless Strikes] can continue to use Wound Poison as they will not have the appropriate Instant Poison buffs available in the Assassination Tree to take full advantage of the patch 3.3 changes. However with the lack of poison dependency 15/51/5 rogues will be unable to complete equally with 20/51/0 rogues on single target encounters. 

  

  

ROTATION 

  

Once you get the hang of your Combat build and the special abilities that come with it you will realize that there is really no set rotation that you must strictly follow. To be honest it is quite simple to use, but takes time and experience to master. 

 

What I do in a raid environment: 

  • First thing I do is Tricks of the Trade (TotT) on the tank. I have a focus macro setup for this.
  • I will then usually start with a Garrotte and then get Slice and Dice (SnD) up straight away (it is very important that you do not let SnD fall off as it increases your dps significantly).
  • If I start out, out-of-stealth I will do a Sinister Strike (SS) and similarly get SnD up.
  • Now depending on what type of scenario you are in I do either of the following:
  • Single Trash target
    • I will SS until 5 combo points (cp) are accumulated and then use Eviscerate (if SnD is still up). However on trash mobs you will usually not get to 5 cps.
  • Multiple Trash targets
    • If there are more than 2 targets I will hit FoK and then KS if it is up. I will then spam FoK. Usually trash mobs in Heroics die very fast so there is no need to blow all your cds on a single group. I usually alternate KS and BF between groups and spam FoK. If you notice only one target alive switch to SS. Always make sure SnD is up. I time my AR so that I always have it up for the Bosses. (I find that AR is not very effective on trash mobs in Heroics anyway because they go down way to fast to make full use of the ability)
    •  For harder-to-kill trash mobs such as those in ICC I pretty much follow the same strategy. I hit FoK and then KS if it is up. I then hit AR and BF and continue spamming FoK (make sure that you are targeting your tank’s target). I blow all my cds as fast as possible because ICC mobs have a lot of HP and it takes a while for them to go down so stacking your abilities on these guys ensures your dps goes through the roof! It usually takes about 30-40 seconds to down an ICC trash group so you will at least have KS available for every group you face (if you have the KS glyph) and BF for every second group.
  • Boss
    • For tank-n-spank boss fights such as Saurfang or Festergut I hit SS a couple of times after SnD is up after initial contact then hit KS and blow my other cooldowns thereafter. I then spam SS until 5 cps and Eviscerate if SnD is still up. I TotT the tank when it is up and use my abilities as soon as they come off cooldown.

Remember! 

  • Refresh your TotT on your tank when it is up.
  • Dismantle when possible to ease the pressure on tanks. Interrupt the target through Kick whenever possible. I.E DeathWhisper in ICC or Jaraxxus in ToC.
  • For mobs that aoe such as the skeletons in ICC use Feint right before they explode as it halves the damage you receive. This eases the healers job and can save your life in situations.
  • Make sure SnD is up at all times. If not get it up asap
  • Never use KS with AR because you will cap out on Energy. Similarly only use KS when you have low Energy.

 

 

Summary  

  

As you can see there is no strict rotation Combat rogues follow and it does vary depending on your situation. Most important thing to note is to always keep your SnD up as this provides a signifcant boost to your dps. Vary the number of combo points you SnD depending on when it is about to fall off. Use your special abilities (KS, BF, AR) as often as possible and during the right situations. Eviscerate at 5 cps. Never use KS with AR. Use FoK when fighting more than two targets and lastly don’t forget to TotT your tank whenever it is up. 

 

If you liked this post please rate and leave any comments that you may have. I would love to hear from other rogues about the rotations they use and the success they have had with them. Thanks for reading.


Gemming for PVE rogues – patch 3.3.3

Posted on: Apr 17, 2010 | Author: Skorne

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Gemming for PVE rogues

 

There has been a lot of debate on how to gem your rogue to maximize your dps for endgame content. Players have many views on this issue and from reading forums and other blogs the majority base their claims on personal experience and trial and error. I think the most important thing to note before gemming or regemming your gear is to consult a spreadsheet, such as this one which is freely available on Elitist Jerks. elitistjerks.com

 

These dps spreadsheets are put together by theory crafters that are very likely to know much more about rogue mechanics than you, as they spend a heap of time analyzing player data to create them. So even if you think that you are the most experienced rogue out there, the chances of you being correct and the spreadsheet being wrong about theoretical dps is very low. I definitely recommend grabbing the one from the link above before spending hundreds of gold on gems and enchants and see if it can help you maximize your dps. It is very easy to use and pretty much only requires you to type your character name, realm and zone. It then imports your character information from the armoury and spits out a bunch of results for you to work with.

 

Another good reason why you should always use a spreadsheet first is because it takes into account things like Crit cap and ArPen cap which are not very obvious to the average player. Also implementing major build changes such as going from a rupture cycle to eviscerate only cycle isn’t obvious if you don’t use a spreadsheet.

 

Please remember that a spreadsheet will NOT make you a better player or tell you how to play. It will help you hit your theoretical highest sustained dps, and you will only hit this theoretical dps if you know how to play your character. So if you are having problems with things such as keeping your S&D up then it probably won’t help you too much and you first need to learn your character better and your character’s rotation.

 

Spreadsheets aside the general understanding about stacking a stat is mainly to do with the gear that you are currently wearing and also your build to some degree.

 

Firstly and foremost get to the yellow hit cap if you aren’t already there. You are in bad shape if you are missing special attacks. Now with the poison changes in 3.3 some believe that AP surpasses agility gems. The reasoning is that AP gems will push the poison damage by more than the Crit we would gain with AGI gems. A lot of rogues are gemming 40 AP gems for this reason. Furthermore with the high end ICC gear it has been determined that we are actually capping on Crit and coupled with the fact that the Crit from agility doesn’t increase poisons Crit rate (only pure Crit rating does), straight AP seems to be best when it’s a choice between AP and agility currently.

 

Now ArPen has been thrown in the mix (just to make things even more confusing). Gemming ArPen is very dependant on your gear and a lot of ICC geared rogues are gemming ArPen. One thing to note is that ArPen is really only a viable option if you can get close to the cap. So if you have over 500 passive ArPen (ICC gear is stacked with ArPen) and a trinket that procs ArPen like Mjolnir Runestone it may be worth regemming.

 

Being an ICC geared rogue myself I am currently gemming 40 ap for red and blue sockets, and 20 ap 10 haste for yellow.


Rogue PVP Combat build – post 3.3 patch

Posted on: Jan 19, 2010 | Author: Skorne

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Combat rogue

 

Today I’m going to discuss a rogue PVP Combat build that I use and explain why I believe it is a viable build in the current climate of World of Warcraft. The build I use is a killing spree/setup build (0/53/18).

 

PvP can be a touchy subject for a lot of players, so I would firstly just like to say that this is an interpretation of my ideal PvP Combat build. To be totally honest I have only recently started back doing 3v3 Arenas and I am definitely not saying that it is the best build for everybody or that it will work best in all Arena situations, just that I have found it quite effective working my way up the 3v3 Arena rankings. I’m sure rogue players will be making small alterations to this build in order to suit their playstyle. Also please note that this build is more focused on Arena usage, but world PvPers and Battleground enthusiasts should find this info useful aswell.

 

Rogue - Combat PvP build

 

Also please understand that while I’m talking about a Combat PvP build here, Mutilate/Preparation (41/5/25) is definitely considered as the bread and butter of PvP builds currently. You just have to look at the top rated Arena rogues in the Armory. They are all mut/prep rogues. And why wouldn’t they be? The build addresses the heavy reliance rogues have on cooldowns with Preparation, and with Overkill and the Mutilate Glyph it can pump out crazy amounts of damage without sacrificing mobility or defensive capability. Now as good as all of that sounds I have  never been a dagger rogue and always preferred going toe to toe with my opponents using maces or swords. I find that playstyle suits me more and I have more fun with it.

 

So lets look at the Combat tree. Where the other two trees focus on openers and high burst damage, the Combat tree focuses on consistent white damage to provide high sustained DPS. This is what allows you to have an easier time going toe to toe with mail/plate wearers. Your main goal should be survivability (even though Combat also pumps out great burst damage with talents such as Adrenaline Rush and Killing Spree). So don’t bother with the extra crit in Malice. Crit is important for high burst Mutilate rogues but not so important for a consistent damage build like Combat. With decent gear you should have near 30% crit which is sufficient.

 

I think the majority of my build is self explanatory so I will not be discussing damage talents in great detail. The talents I will be discussing will mainly deal with Survivability, Mobility and Crowd Control.

 

 

Combat Tree

 

Deflection vs Precision

My first choice was between Deflection and Precision. Here I choose Deflection as the bonus to parry improves survivability and I have already reached the “PvP hit cap” of 167. Putting points in Precision in my case would be a waste as the only benefit would be the 5% poison hit chance, which I don’t think is worth the 5 points when I can just use Shiv. Deflection also allows you to get  Riposte, a handy and very cheap energy skill (10 energy) that does good damage.

 

Endurance and Improved Sprint

With rogues probably being the most cooldown dependant class in the game grabbing talents like Endurance that lower your cds is vital for your survivability. Endurance will reduce your Evasion and Sprint cooldown by 60 seconds and give you a nice 4% stamina increase. Another big issue for rogues is mobility. Combat rogues especially have issues with getting snared and can be indefinitely kited by ranged classes due to the lack of a distance closer. So it goes without saying that Improved Sprint is an essential talent to grab.

 

Nerves of Steel

Many people believe that rogues die too quickly in Arena when CC’d or stunned and we are too squishy.Well in comes Nerves of Steel. A great survivability talent that reduces damage taken by 30% while affected by stun and fear. Definitely grab this one.

 

Improved Slice n Dice

I thought I would mention this one as a lot of people believe that this is purely a PVE talent. How wrong those people are. Regardless if you get this talent or not, you should always try and have Slice n Dice up (especially against mail/plate wearers) as I think the 40% weapon speed increase is priceless. Imp Slice and Dice saves you one or two combo points by making the SnD duration much longer, it also allows you to potentially apply poisons faster to your target (i.e wound poison).

 

Why no Improved Gouge, Improved Kick, Weapon Expertise, Blade Flurry or Throwing Specialization?

Firstly with Improved Gouge I just feel these 3 combo points are better spent elsewhere. 1.5 extra seconds or 3 talent points into something more useful? Even if I took talent points in Camouflague which would allow me to restealth after an imp gouge, theres not a lot of chances you can restealth in Arena anyway. With Improved Kick, I think 2 talent points would be wasted here as 2 seconds is over before you know it.  Similarly I feel the 2 points spent in Weapon Expertise are more valuable elsewhere.  Most of your attacks should be from behind ensuring your opponents cannot dodge, block or parry. Blade Flurry doesn’t  seem very useful in an Arena scenario as its very rare that you will get the chance to hit two targets at once. Throwing Specialization was omitted due to the recent 3.3 patch nerf which removed the talent’s interruption ability.

 

 

Subtlety Tree

 

Master of Deception

The increase in stealth that this talent provides is a definite requirement for PvP. You get detected very easily without it in my experience. Aggressive hunter pets and humans (which have Perception) for example have very good stealth detection and will more than likely see you without MoD. And of course it is invaluable against druids and other rogues. But please note that most dagger rogues will have Heightened Senses so they will more than likely get the opener on you first.

 

Dirty Tricks

The added range to Sap that this talent provides is vital in PvP. It definitely makes your life easier with CC’ing. In fact you will land very little saps without it in my experience. Also increases the range of your Blind.

 

Elusiveness

What a great talent. Reduces your Vanish and Blind cooldown by 60 sec (down to 2 mins)  and Cloak of Shadows by 30secs (down to 1 min). Similar to Endurance, any talent that lowers your cds is worth grabbing.

 

Serrated Blades

Quite an effective talent against clothies. It pretty much takes their already minimal AC to next to nothing, meaning that you’ll have a much easier time taking them down. The 30% rupture damage bonus is also nice against those troublesome plate wearers.

 

Setup

Combo points are not as easy to come by for Combat rogues as they are for Mutilate rogues, so getting a talent like Setup is a smart idea and goes hand in hand with Lightning Reflexes. Although Setup has been nerfed ( CP generation is only from your target) I believe it is still a worthwhile talent. You are more than likely to face another melee class in Arena, and with Evasion activated your CP generation should be quite good and may give you the edge over your opponent. Setup also has a magic resistance portion which is a good little bonus but only applies to full resists.

 

Why no Sleight of Hand or Camouflage?

SoH looks good on paper but in reality the 2% crit reduction on ranged and melee is like adding 80 points resilience against your physical damage. So if you think that you have enough resilience (at least 500 to start with) skip this talent. Putting points in Camouflage when specced Combat, I believe is somewhat of a waste. You are not a subtle assassin but rather a confrontational in-your-face melee, so your reliance on restealth should be a small part of your gameplay as compared to the dagger builds.

 

 

Well that’s it. If you have any comments on this build or have a PvP Combat build of your own that you enjoy and have had success with please let us know. Stay tuned for my next post about key bindings and how they can improve your gameplay dramatically.