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Resto Druid Level 85 PVE Builds

Posted on: Dec 14, 2010 | Author: Garona

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Restoration Druid Builds

As a restoration druid you may already know very well how flexible a healers talent build can be. Many people adapt and play with their talents builds as restoration in order to fulfill their specific needs. This post will guide you few some of the build choices available and what they are used for.

Resto 10/0/31

This build concentrates on raid healing duties with some tank support. The main abilities this build boosts are Rejuvenation and Regrowth as well as heavily concentrating on mana regen. This build is a good choice when you are raid healing as a resto druid but may be considered a little weaker in heroics or for tank healing. It is also a good choice if you are having mana issues.

Resto 8/0/33

This build is more balanced between raid healing and tank healing but does not provide any mana regen. It is best to use this build if you do not suffer from mana issues in intensive encounters. If you are comfortable with your mana this build is excellent to provide an all round healing experience but does not include magic dispelling capabilities.

Resto 7/0/34

This build is also recommend for players who are not currently suffering mana issues. This build is balanced to provide both raid healing and tank healing abilities but with no personal mana regen. However, this build does include the raid mana regen buff Revitalise as well as adding Magic dispel to your remove corruption ability. This makes this build perfect for raids where the balance of classes is uncertain in every raid.

Resto 8/2/31

This build has a strong mana regen focus but sacrifices useful extra abilities such as magic dispel and Nature’s Swiftness.

Resto 8/2/31Recommended Starting Build

This build cuts back on some of the talents that have a smaller impact in order to create a build that provides aspects of raid healing, heroic healing, raid utility and some mana regen. It a great starting point if you are unsure what would be most suitable for your restoration druid yet and is an all round good build for most situations.

Which Build is Best?

None of these builds should be considered best of them all. Some people may prefer a slightly different arrangement of talent points to suit their healing style or their guild healing needs. If you are just starting out, I recommend you start off with the  Resto 8/2/31 build and then tweak it as you discover what you need out of your resto druid. Unlike DPS classes who have a clear set path for maximising damage, healing is much more complex and individual so don’t be afraid to test out your build and change a few point locations.


Hunter Level 85 PVE Builds

Posted on: Dec 06, 2010 | Author: Shambels

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Level 85 Hunter Builds

With the release of Cataclysm we are provided with 5 more talent points to spend within our talent trees. Below are outlined the current recommended level 85 raiding and levelling hunter builds devised by Frostheim from Hunters Union. You will notice that with the shortened talent trees in Cataclysm, Blizzard has given us less choice and flexibility with our builds and as a result there are really not that many options to choose from, making most of our choices obvious.

Please note that as with everything in this early stage of the expansion all builds are still subject to minor change.

 

Marksmanship Level 85 Raiding Build – 8/31/2

Level 85 Marksman Raiding Build

Arguably the highest dps build at the cost of the most challenging rotation.  It is recommended that if you struggle to master this rotation, then spec Survival as the easier Survival rotation will output more dps then a poorly executed MM rotation. Once we get to the bottom of the MM tree we see most benefit to our raiding build coming from the BM tree. Frenzy boosts our pet attack speed by 30% providing a nice contribution to our dps. We grab the somewhat lackluster talents One with Nature and Bestial Discipline to get down to Frenzy. 1 point is put into Resistance is Futile as the best dps filler option to keep going down the MM tree. Marked for Death although a purely situational talent is very handy in maintaining your Hunter’s Mark when target switching. While haste is proving to not be a great stat for MM hunters, Pathing seems to be the best option for your last two points, with possibly Bombardment being its only contender.

 

Survival Level 85 Raiding Build – 1/9/31

Level 85 Survival Raiding Build

Survival Hunters are looking very promising at level 85. Once we get to the bottom of the SV tree we see most benefit to our raiding build coming from the MM tree. Sic’EM looks to be a very desirable talent, as does Careful Aim with it’s 60% crit increase to Cobra Shot (which we will be using a fair bit). There is a degree of flexibitity with some of our Survival talents and that will come down to personal preference. For example some players may prefer grabbing Survival Tactics for the Disengage cooldown reduction instead of two points in Hunter vs Wild. Similarly some players may grab two points in Serpent Spread for the added effect on trash, removing the point out of Bestial Discipline which is a better single target choice.

 

Beast Mastery Level 85 Raiding Build – 31/9/1

Level 85 Beast Mastery Raiding Build

Beast Mastery Hunters remain as the pet spec focusing on Kill Command as its signature attack. Once we get to the bottom of the BM tree we see most benefit to our raiding build coming from the MM tree. In fact it’s the same MM talents taken in the SV build. It is still unknown how BM hunter’s will match up with the other builds, but hopefully Beast Mastery will prove to be a solid build at level 85.

 

Marksmanship Leveling Build – 7/31/3

Level 85 Marksman Leveling Build

 

In Cataclysm we see a new leveling build rise. Historically Beast Mastery has been the leveling spec of choice due to its pet enhancing talents. With Cataclysm and its smaller talent trees the pet difference is no longer as great. Furthermore with glyphs such as Glyph of Misdirection we do not have to worry about our pet’s ability to hold aggro anymore. The main advantages of the above MM leveling build over other builds is that you can pretty much DPS non stop, without having to worry about your focus, due to the instant focus regen provided by Rapid Recuperation. This build also provides the best survivability through Chimera Shot which is the largest self heal available to hunters, and the passive Spirit Bond talent.

Rotation for this build is very simple. You use -
Misdirection on your pet –>Chimera Shot or Arcane Shot –> dead.
Initially when you start leveling from 80 to 85 mobs will go down very fast (one-two shots) so there is probably no point in even using Misdirection until you get to the higher level mobs.


Rogue Level 85 PVE Builds

Posted on: Dec 06, 2010 | Author: Garona

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Rogue 85 Builds

With the launch of Cataclysm you will no doubt want to get your rogue up to Level 85 straight away to start on the new Cataclysm content and experience all new heroic dungeons and raids. There are three main talent builds you may wish to consider using at Level 85 and each depends on your play style and requirements.Each talent build is subject to change in the future as we discover more about how rogues perform at Level 85 in Level 85 gear. However, this is a good starting point for any rogue who wants to maximise their DPS at Level 85.

Combat Max DPS Build

Combat rogues do not use stealth in combat, they are exceptionally good at multiple targets and fights that require a lot of target switching and can easily switch rotations to suit the fight needs.

Combat Level 85 Build 7/31/3

This build has 4 changeable talent points that must remain in the Combat section of the tree in order to progress further down it. These talent points are currently in [Reinforced Leather] and [Improved Recuperate] to improve survivability which is also beneficial whilst leveling your rogue from 80 to 85. This build focuses on more Eviscerate Damage as opposed to more combo point generation and keeps the original 3/3 [Relentless Strikes] for energy regains.

Assassination Max DPS Build

Assassination rogues open up combat with stealth and rely heavily on poison damage. Assassination rogues excel particularly well at single target fights.

Mutilate Level 85 Build 31/2/8

You will notice this talent build has only 2/3 [Precision]. This is particularly useful when you first hit Level 85 and your main activity is grinding heroic dungeons where less hit is needed. However, this does mean that once you start raiding you will need to keep a closer eye on your hit levels than other rogues because you start out with much less. This build also places 2 of the 3 changeable talent points into 2/2 [Quickening] on the basis that is will help improve damage up time instead of DPS and it also leaves Mutilate rogues free to skip out on speed enchants in favour of more DPS beneficial ones.

This build also has two points in [Nightstalker] which is another talent that does not affect DPS This is in order to progress further down the Subtlety Tree to the true goal of 3/3 [Opportunity].

Subtlety – Rotation Help Build

Subtlety Rogues use quite a complex rotation in PVE with a long ramp up time. This means they are better suited to single target fights. They also use Stealth and a wide variety of abilities.

Subtlety Level 85 Build 0/10/31

This build focuses on perfecting the Subtlety Rotation by obtaining [Improved Slice and Dice] in order to make the rotation more manageable. Unlike the Level 80 build this talent build focuses entirely on the Combat Tree once the Subtlety tree is completed in order to obtain 3/3 [Aggression] and keep 3/3 [Precision] to make raiding hit easier to obtain. This build is one of the more flexible and debated builds within the rogue community.

Subtlety Max DPS Build

Subtlety Level 85 Build 8/2/31

This build almost entirely ignores the Combat Tree in favour of my direct DPS enhancing talent points in Assassination. However it does still maintain 2/3 [Precision] to allow you to more easily reach (or close in on) the poison hit cap. This is the build for raiding subtlety rogues who are very comfortable with their rotation.

Which Build is the Best?

When your target mob is above 35% health Combat rogues are the top DPS build. However once the target mob falls below 35% Mutilate rogues have a significant upper hand by 15% damage. This evens out to roughly make Mutilate the top DPS Build with Combat and extremely close second. However, because Combat is more suitable to tricky raid situations than Mutilate is, Combat will usually be stronger in these fights and you will often see these two builds switching places throughout the raid. This means both Combat and Mutilate are viable raid PVE builds at level 85. Subtlety rogues however fall below both Mutilate and Combat rogues as well as having a unique and difficult rotation with a lengthy ramp up time. This means Subtlety, while much better now in PVE is still not a reasonable raiding choice for maximising DPS.


Subtlety Rogue Guide 4.0.3+

Posted on: Nov 28, 2010 | Author: Garona

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Subtlety Rogue Guide 4.0.3

The Subtlety rogue has not always been considered in the past as a viable PVE talent build for rogues and usually only used in PVP situations where it is exceptionally strong. However, since patch 4.0.1 more and more rogues have been testing out Subtlety builds in PV situations and reporting great success. Since the 4.0.1 combat scare many combat rogues switched builds to subtlety too, so this guide should help you on your feet in this relatively new world of PVE DPS for rogues.

Talent Build

First of all you will need a talent build to get you started. At level 80 your talent build should look like this:

Subtlety Talent Build Level 80

If you are looking for level 85 talent builds these have not yet been decided upon but many rogues are leaning towards a Sub/Combat mix for level 85. A good place to start for a level 85 talent build is this:

Subtlety Talent Build Level 85

Rotation

The rotation for Subtlety is often seen by many rogues are the most complex rotation of all three builds. However, once mastered it is very powerful in PVE and particularly excels at single target “tank and spank” fights (i.e. Saurfang ICC).

1. premed/shadow step/ambush =  5 CP
2. SnD
3. hemo/backstab to 5 CP
5. rupture
6. shadow dance/premed/shadowstep/ambush
7. recuperate
8. ambush/backstab to 5 CP
9. eviscerate

It is thought you may want to leave Hemo out entirely except when target switching if you prefer. This is entirely up to you at the moment with the Subtlety rotation.

As you can see from the basic structure of this rotation the idea is to use your ShS/ShD/Ambush where ever possible and fill the remaining time with backstabs to generate combo points. In terms of finishers Subtlety rogues need to keep three main finishers up at all times:

  • Slice and Dice
  • Rupture
  • Recuperate

You may find the inclusion of Recuperate odd as a non damage dealing buff, however coupled with the talent [Energetic Recovery] every time your recuperate ticks you will gain extra energy making recuperate highly valuable. It may seem like a lot to keep up at first but Subtlety rogues also have the talent point [Serrated Blades] which refreshes your rupture every time you use eviscerate.

Therefore once you have all three finishers active you can keep them going by rotating Slice and Dice, Eviscerate and Recuperate finishers. This can be tricky at first so it’s recommended you get as much practice in as possible on a target dummy and in dungeons beforehand.

Glyphs

Glyphs for a subtlety rogue can be tricky to decide upon especially with the major glyphs. Make sure you have a good stock of all the glyphs your sub rogue could use as you may find them very situationally handy.

Major Glyphs

[Glyph of Backstab]

[Glyph of Slice and Dice]

Then one of the following:

[Glyph of Hemorrhage] – Remember that Hemo is worthless without this glyph.
[Glyph of Rupture] – If not using Hemo this will help keep your rotation smooth.

Major Glyphs

[Glyph of Sprint] (Improves Damage Uptime).

Then any other two major glyphs. Good examples are:
[Glyph of Premeditation]
[Glyph of Ambush]

Minor Glyphs

[Glyph of Poisons] (Optional)

[Glyph of Safe Fall] (Highly Recommended)

Then any one other minor glyph.

Weapons

Subtlety Weapon choices are at the moment the same as Mutilate rogues. Sub rogues need to use daggers in order to use Backstab in their rotation and the preferred weapon speed type is 1.8 in the main hand and 1.4 in the off hand.

Stats Priorities

This is the order of priority you should place your stats in when considering reforging and gemming. It is essentially the same as a Combat rogue which mean reforging crit for mastery when poison hit capped is not a good idea in general.

Agility >> Expertise > Spell Hit = Haste > Crit >> White Hit > Mastery > AP.

This means when considering other aspects of Subtlety rogues such as Consumables, Enchants and Reforging looking at combat rogue choices is a good place to start. You can find more information on these here:

Gemming for Rogues

Reforging for Rogues

Enchants and Consumables


Concise Resto Druid Guide in Patch 4.0.1

Posted on: Nov 13, 2010 | Author: Garona

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Resto Druid Guide 4.0.1As some of you may know I usually talk about rogues, but I do have a resto and tanking druid I am very fond of and today I want to share with you all the basics you need to know to get your resto druid up to date with patch 4.0.1 as a healer.

Talent Build

As a healer, talent trees can be subject to opinion on a variety of specific talents so do not be alarmed if you see variations of this talent build in WoW. If the idea of healing in patch 4.0.1 seems a little daunting, this talent build is good place to start, the build is recommended by Elitist Jerks and provides a good basic starting ground for any healer.

Resto Druid Build 2/0/34

Remember that this build is not set in stone and you can play with some of the talent points to tailor the build to your own druid needs. If you are looking for some level 85 talent builds to aim for a brief look at the RestoDude’s Druid Guide can help to offer you some insight into the strengths and weaknesses of various homemade talent build varieties.

Healers have alot more freedom with thier build than DPS classes, so slight tweaks to your build can help you to improve mana regeneration, strengthen group healing, tank healing or much more. Start with the above recommended build and see how it feels for you.

Glyphs

Prime Glyphs:
[Glyph of Rejuvination]
[Glyph of Lifebloom]
[Glyph of Swiftmend]

These glyphs are quite obvious, there isn’t much choice for healer druids in terms of healing glyphs. The only other option is [Glyph of Regrowth] which so far has shown to be quite weak overall however it could be considered as a situational tool.

Major Glyphs:
[Glyph of Wild Growth]
[Glyph of Innervate]
[Glyph of Rebirth]

Again there isn’t that much to choose from with healing glyphs for the Major slot either. Other options include [Glyph of Thorns], [Glyph of Barksin] or [Glyph of Healing Touch] but these are very situational dependant. Thanks to the new glyphs system however you’ll be able to switch out glyphs on a per fight basis so make sure you learn these for later use when needed. Ideally you do not want to replace your [Glyph of Wild Growth] with these options so swap out either your Innervate glyph if you are comfortable with mana or your Rebirth glyph.

Minor Glyphs:
[Glyph of the Wild] – To reduce mana spent when casting re-buffs mid battle on ressed targets.
[Glyph of Unburdened Rebirth] – So you are never caught without when your BR is needed and saves you a few pennies and bag slots too.
[Glyph of Dash] – When you need to be somewhere in a hurry.

The only real glyph you must have here is [Glyph of the Wild] for healing purposes as it reduces mana spent when getting someone back up into the fray as quickly as possible. The others can be considered optional but since there isn’t much else to choose from with the minor glyphs it’s a good selection to go for. You may wish to store [Glyph of Aquatic Form] for those times when you need to get around water faster but at the moment that’s not necessary or helpful for raiding.

Gems

Gemming as a resto druid in patch 4.0.1 remains quite simple. First of all the gemming rule of thumb is:

Red Sockets[Brilliant Cardinal Ruby] (Red Gem)
Yellow Sockets[Reckless Ametrine] until haste capped (Orange Gem)
Blue Sockets – 1 x [Nightmare Tear] (Prismatic) if your meta gem requires it otherwise use [Brilliant Cardinal Ruby] (Red Gem)

For meta gems use either [Insightful Earthsiege Diamond] if you have mana issues or [Revitalising Skyflare Diamond] for more throughput if your mana is fine. If you are using the [Insightful Earthsiege Diamond] and you need to use a [Nightmare Tear] to activate the blue socket bonus, make sure it is in the highest blue socket bonuses you have available.

Haste Cap and Reforging

The haste cap for druids is now 1016 haste rating. You will need to make sure you continue to gem [Reckless Ametrine] in yellow sockets until you reach this value. You may also need to reforge your gear to add some extra haste to reach this value. You will likely not have many mana issues anymore so reforging spirit is probably your best bet. You can also reforge spirit to Mastery depending on your rotation play style. If you continue with a rejuv heavy method you should consider giving Mastery a miss overall for now.

Consumables

Continue using [Flask of the Frost Wyrm] for flasks, [Runic Mana Potions] during mana intensive encounters and spellpower buff food such as [Firecracker Salmon] or your raid fish feasts.

Enchants

The current accepted best enchants for a druid healer are:

Tier 11

One final note to leave you with is the new Tier 11 set design that has recently been introduced to us. The Male Druid and Female Druid tier 11 sets have been revealed to us and yes, they have wings! Finally a druid set I can love. Also it seems we will be reverting back to class based tier sets so no more sharing our tier with rogues. So something to look forward to there (as if Cataclysm wasn’t enough!). These sneak previews originate from the wonderful folks over at MMO Champion.

Next Week: Rotations and Healing Calculators!


Combat Rogues in the Future of WoW

Posted on: Nov 06, 2010 | Author: Garona

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Survive as a Combat rogue in patch 4.0.1

Since patch 4.0.1 combat rogues have taken a very nasty blow to their DPS. Many people are struggling to cope with the changes and thinking of retiring as a combat rogue entirely. This post will hopefully provide some useful information about these problems as well as provide help for the combat rogues out there that haven’t yet given up hope.

In terms of how each build stacks up against the other the current rumours are that Mutilate and Subtlety are the new PVE kings leaving combat in the dust. While this may be true to some extent it’s not quite time to hang up your combat axes just yet.

First of all I’d like to bring your attention to the first post in the EJ Patch 4.0.1 rogue thread which provides a brief summary of what we know so far:

Okay, which of those is best?
Good question. We don’t know.

But…
We don’t know. Stop asking.

 Quoted from Elitist Jerks Forums

With this in mind remember that Blizzard are indeed thinking about this problem as well. With raiding coming to a close in Wrath and Cataclysm a mere weeks away now it’s up to us to perfect our combat rogues and embrace the changes. It is a very real threat that we combat rogues may have to switch to Mutilate or Sub but I wouldn’t jump into action just yet.

It seems Blizzard is aware of the problems facing combat rogues at the moment and are starting to attempt to fix things slowly. Many combat rogue abilities have been buffed along with mastery values already. You can also expect many more changes to come in the future too so do not despair quite yet, let’s give them a chance to fix things first.

Mastery

Both Combat rogues and Mutilate rogues saw a boost in mastery but only Mutilate rogues seem to have benefited from the boost. Mastery EP values for Mutilate have increased to 1.9 up from 1.7 which now makes it a reforge-able stat for them in place of white hit. This means Mutilate rogues can now reforge crit into mastery on gear that already has haste on it, once they are above the poison cap. Unfortunately, combat rogues have not seen this beloved change and remain at an EP value of 0.6 meaning Mastery is still very much worthless.

This is a massive problem for combat rogues and leaves us with a bitter taste in our mouths. The promises of 400% mastery rating effectiveness now even out at about 60% and still the stat is sub-standard as a reforging option. Not exactly the diamond studded stat we were hoping for.

Macros

The humble combat rogue now has plenty of macros to juggle for seamless game play. With the introduction of Revealing Strike and the strong favour of rupture rotations it seems we will need macros more so than ever now to improve our rotation accuracy. For many of you hardcore raiding rogues out there with Engineering this can seem very daunting and more than a bit of a headache.

For engineers they should already have something like this for their macros:

/Cast Sinister Strike
/Cast Saronite Bomb

This macro allows the user to activate their Saronite Bombs whenever they do not have enough energy to perform a Sinister Strike. This allows them to click the aoe symbol on the location they want to throw the bomb whenever the bomb has cooled down without needing to keep an eye on the item during the encounter.

/Use Aldriana’s Gloves of Secrecy

This macro uses the rogue gloves with the engineering enchant Hyperspeed Accelerators on it. The glove name will change depending on your own gloves of course.

You may also wish to add another macro which rotates between Sprint and Rocket Boots on a single key to cut down on extra key space.

With regards to your rotation you should consider a sequence macro to rotate a single button between your finisher of choice and Revealing Strike. This will help to prevent you from pressing RvS at the wrong time or forgetting it and missing it entirely. This button should then follow a slightly different rotation method to accommodate for this.

A cast sequence macro is very simple and should look something like this:

/castsequence reset=2 Revealing Strike, Eviscerate

This will rotate between Revealing Strike and Eviscerate once pressed. You will need to follow something similar to this rotation to use this properly:

1. SS x 3
2. SnD
3. SS x 3
4. EvisMacro
5. if combo points = 5 then Evis Macro, if combo points = 4 then SS x 1 then Evis Macro

You should also include rupture into this rotation if properly glyphed etc particularly for tank and spank fights. Rupture will also need to follow the same rules with an RVS/Rupture cast sequence macro.

However, you can also use the macro constantly at 4 points and then use an alternative evis only button at 5 combo points to be even more accurate. This is because it is unavoidable to waste combo points as a combat rogue but RvS decreases your dps if used after 5 CP. This is what makes combat rotations and abilities so much more confusing and hard to master. Do not expect to perfect this rotation overnight no matter how skilled you are. If you are having troubles with your new macros or rotation then spend long periods of time on the training dummies! Hours, weeks, months if you have to to make sure you perfect the rotation as much as possible.

Gear Scaling

This is also a major problem for combat rogues. Mutilate always had the upper hand for raiding builds until combat started reaching new levels of gear scaling that mutilate could not hope to achieve. With the removal of Armor Penetration from the game it looks like combat rogues in current gear are suffering tremendously. No longer able to take advantage of crazy gear scaling our dps has actually taken a blow overall from pre-patch dps as opposed to Mutilate rogues who have seen an increase to dps. This is where many rogues have started crying into their pillows at night. It was supposed that Mastery when boosted might fix some of these problems for us but as of yet we’ve seen no beneficial changes overall.

Weapons

Okay okay enough bad news already! Notice this post from WoW Insider about weapons for combat rogues:

Combat rogues can use any main-hand weapon, as long as it’s slow.

If I’m using an axe in my main hand, as I often do, I want to be using an axe in my off hand. It’s just that simple. However, with Combat Potency and Deadly Poison emphasizing the importance of a quick off-hand weapon, daggers are going to yield better DPS

Quoted from WoW Insider

Sounds like bad news to many who like symmetrical weaponry (myself included) but think about this for a moment… at least we can start stealing all those tasty daggers from the Mutilate rogues in earnest now. No longer will we have to wait for a lucky drop of say umm 2 axes or so from ICC that fit the bill. Now we can roll on those daggers too unashamedly and that gives us all a much better chance of getting a decent level of gear from those with unlucky weapon drops. Not to mention [Heaven's Fall, Kryss of a Thousand Lies] we were previously unable to roll on. Okay so it’s not enough to make us a raiding viable build but it brings a quiet smile to some. Of course do not forget our optimal weapon speed for an Off-Hand dagger is 1.4 unlike the Heaven’s Fall.

It’s also worth mentioning that our AoE ability Fan of Knives now requires us to have a thrown weapon in our offhand. This means bows and guns are now pretty sub standard for rogues and should be left for other classes to fight over.

Cool downs

Many of our favourite staple cool downs have changed and the mechanics that affect them have also changed. Make sure you are familiar with these changes thoroughly, one of your DPS problems could actually stem from a poor cool down management. For example, you can now use abilities during Killing Spree! So do not wait for the teleporting to finish anymore, keep bashing your rotation out throughout it.

In addition do not ever touch Blade Flurry on a boss! The haste benefit from Blade Flurry is now on Adrenaline Rush instead and Blade Flurry also comes with a significant energy decrease while active. This means using Blade Flurry for any single target mob will always decrease your DPS.

Try to time Killing Spree with your passive proc Bandits Guile to maximise KS damage.

Remember many cool downs are now much shorter and also can be further reduced by finishers. With this in mind keep an eye on your cool downs and make sure they are popped on every cool down as much as possible.

It will definitely take time to sort out your cool downs, macros and rotations so they feel natural to you again. Take some time on the practice dummies and also jump into heroics to practice your cool downs and multiple mob techniques.

Gear Sets

If you were the type of rogue to horde side grades or to partake in an alternative PVE Mutilate spec then now is the time to go through your bags and bank and sort out all your gear. Perhaps there are some secret upgrades you have stored away that could be of use to you? Since the stat changes and particularly the Arp removal from the game many of your old gear alternatives may suddenly become better options for your gear. Play around with your gear set, enter in EP values if you have to to sort out which ones may be more beneficial to you. What was BiS for you pre-patch 4.0.1 may not be so great for you anymore.

What to Do

  • Practice on the training dummy until your fingers bleed
  • Await a nice new spreadsheet preferably from Aldriana!
  • Play with macros to make your rotation easier.
  • Play with your cool downs in heroics.
  • Roll on daggers for your offhand.
  • Make sure your rogue is fully up to date with gems, enchants, reforging.
  • Play with your gear sets.
  • Make sure your Ranged weapon is a thrown in order to use FoK.

Doing all of this won’t suddenly grant you insane combat powers and allow you to beat those pesky mutilate rogues, but it can mean you hold your own against them to a reasonable standard while you wait out the storm. Don’t give up your combat rogue just yet if combat is what you truly love to play. We can wait a little longer while we find out how things are going to develop for combat rogues.


Patch 4.0.1 – Concise Rogue Guide Level 80

Posted on: Oct 08, 2010 | Author: Garona

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Patch 4.0.1 Rogue Guide

Before Cataclysm is released Blizzard will be launching Patch 4.0.1 to prepare us for this exciting expansion pack. Not only will we get to savour some delicious new quest lines about the Twilight Cultists and their plans to level our home cities but we will also have some time to get used to our new talent builds and abilities before Cataclysm is launched.

As far as rogues go no official theory crafting has yet been published and Aldriana has been taking a back seat to the discussions so far. That means it’s up to us to formulate a solid plan of action for raiding at level 80 with the new builds and abilities. Fear not though, because we’ve done all this leg work for you and this guide will take you through the basics to raiding at Level 80 in Patch 4.0.1.

Combat Talent Build

UPDATED: Level 80 Talent Build: Combat 2/31/3

This talent build can be modified slightly to suit your personal tastes or the types of raids you will be doing.  The main areas of change would be 2/2 [Recuperate] and 2/2 [Reinforced Leather], which are non DPS talents necessary for progressing down the combat talent tree. These can be placed anywhere in the combat tree you prefer as no other talents in the tree can improve DPS. This build has focused on survival which is particularly beneficial for heroic modes or other intense healing scenarios. It’s also a good basis for leveling 80-85 particularly if you are doing it solo without compromising your raiding ability before Cataclysm.

Mutilate Talent Build

Level 80 Talent Build: Mutilate 31/3/2

This build can be exchanged with: Mutilate 31/2/3 depending on the amount of hit you currently have on your rogue. With Mutilate rogues, hit tends to come much easier than combat rogues so it is likely if you are well geared that you will be able to go for the Mutilate 31/2/3 build instead. This again is your own personal choice so make sure you judge it carefully as to whether or not the extra 2% hit is going to wield more DPS for you than another point in [Relentless Strikes]. If your hit is low (i.e. just above the poison hit mark) stick to the basic Mutilate 31/3/2 as it is likely to be much more beneficial to you.

Some talent points within the Assassination tree are also interchangeable. It is strongly recommended you keep the 2/2 [Quickening] talent points as it will indirectly increase damage by increasing damage up time as well as improve survivability in intensive raids. However you may choose to move 1/2 [Deadened Nerves] if you so choose to. As far as level 80 raiding goes however, this is the standard best suitable talent make up.

Gemming

Red Sockets – Agility (Delicate Cardinal Ruby)
Yellow Sockets – Agility & Haste (Deft Ametrine)
Blue Sockets – Agility & Hit (Glinting Dreadstone)

Agility will be our new number one stat as pure Attack Power and Armor Penetration are no longer available. Attack power and crit will be gained through Agility only and haste will become much more valuable to both Mutilate Rogues and Combat rogues as it effects our Energy Regen. So far initial theory crafting has placed haste caps at 7,000% so currently there is no limit to the amount of haste you can stack as a rogue. However, Agility will remain our number one stat and will come as top priority for all sockets.

Additionally, Hit rating has now become a blue gem allowing us to place mixed Agility and Hit (Glinting Dreadstone) gems in our blue sockets. This will prove much more useful to us and hopefully mean more socket bonuses are kept and not ignored. However this also means you can expect a massive regem when Patch 4.0.1 is launched as your socket bonuses and gems may be completely mixed up (in particular combat rogues).

Armor Penetration

This stat is being completely removed from the game. Rogues will no longer be able to stack any amount of Armor Penetration and all Armor Penetration that currently exists in the game will be converted into Critical Strike Rating. This means many combat rogues will have an excess of Crit at level 80 and this will need minimising as soon as possible. If you have a spare Mutilate gear set get it out ready for the patch as it will be much easier to balance stats and regem than your combat set.

Combat Max DPS Rotation

* 3 x SS
* SnD
* 4 x SS
* 1 x RvS
* Eviscerate
* 5 x SS
* SnD
* repeat from 4 x SS

This rotation factors in our new combo point generating ability [Revealing Strike] (RvS). In order to prevent an RvS where it is not necessary and to prevent RvS timing out at low energy levels the rotation places RvS as the last combo point in our rotation. So far it has been suggested that if a 2 combo point Sinister Strike lands at the 4 combo point mark (making 5 combo points before an RvS) then it is still beneficial to use one RvS even though your combo points are full so that the buff from RvS can be used. Never use an RvS when you are refreshing your Slice and Dice as RvS is weaker than Sinister Strike and does not affect SnD in any way. Do not forget to use Tricks of the Trade on every cool down.

Mutilate Max DPS Rotation

*Vendetta & Tricks of the Trade
*Stealth
*Garrote
*1 x Mutilate
*SnD
*2 x Mutilate
*Envenom
*if target < 35% Health: 5 x Backstab, else 2 x Mutilate
*Rupture
*if target < 35% Health: 5 x Backstab, else 2 x Mutilate
*if Rupture < 11 seconds Rupture, else repeat from Envenom.

This rotation looks a lot more complicated than we are used to seeing with Mutilate rogues. The good news is [Vendetta] (the new HfB) does not require a bleed effect to activate. Make sure you keep Vendetta refreshed throughout the fight and try not to clip it by more than a second or two. This means Mutilate rogues will have a lot more interesting things to do instead of the cool downs that Combat rogues enjoy.

The rotation is basically the same as it has always been, simply make sure you keep Rupture up as well on your target and keep refreshing SnD by using Envenom at 4 or 5 point combos. Additionally, when your target is below 35% your backstab ability is suddenly much more powerful so if you are in a boss fight where you are naturally behind your target you can start using Backstab instead of Mutilate at this point. Remember to always keep your Tricks of the Trade ability on cool down just like combat rogues, and use Vanish and Garrote on every cool down too in order to activate your Overkill ability.

Summary

There are lots of changes going on at the moment with rogues as you can see and it will take a long time to get used to them and to iron out all the wrinkles. Topics such as glyphs are still very much up in the air at the moment and it could take some time before the final values are released. As with all new expansions and patches where the mechanics are modified you can expect to see yet more changes popping up as time goes on so make sure you keep checking back for updates and new information. In the meantime this is a solid base to begin your new raiding lives at Level 80 and hopefully you will get all you need to get done before the Expansion Cataclysm is finally launched on 7th December 2010.


Beginner’s Guide to Discipline Raid Healing in 3.3.5

Posted on: Oct 07, 2010 | Author: Aura

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Discipline Raid Healing Guide 3.3.5

Discipline raid healers are very much in demand at the moment and this is in no small part thanks to the nature of their healing. Unique amongst all other raid healing classes, the discipline priest uses shields rather than direct heals to provide preventative healing rather than reactive healing. On certain encounters, such as the Lich King for example, this ability to predict and occasionally completely prevent incoming damage makes the discipline priest even more desirable. Although previously thought of as a tank healing build by those not in the know, discipline priests are raid healers first and foremost. While they can and do provide ample support on tanks to help out and in fact can excel at this too, it is not their primary focus and so they are essentially being wasted if forced into this role. This article will take a brief high-level look at all the things a discipline priest will need to know in order to start healing in a raid environment. It will not go too deep into the details but should cover enough to give anyone a helping hand when just starting out with a Discipline Priest.

Talent Build

The first thing you will need to sort out in order to effectively heal a raid is your talent build. The basic talent build for a disc priest after Patch 3.3.5 is Discipline 54/17/0 although some of this can be changed according to personal preference. In order to get to Inspiration for example, most people will take the pushback reduction from a single point in Healing Focus and the overall spell damage reduction of five points in Spell Warding. If this doesn’t take your fancy, and/or if you happen to use Renew or Greater Heal a lot, you could put points into Improved Renew or Divine Fury instead. The three talent points currently in Focused Will could also be reassigned somewhere else if you feel you have enough crit. For those that like an extra panic button, a talent point may also be placed in Desperate Prayer.

It is imporant to remember that while there are recommended ways of assigning talents and of playing your priest, healing can be a very personal endeavour and many people do find their own style which differs from the norm and yet works just as well. A discipline raid healing build is a fluid thing and can be adapted to your own healing style pretty easily. You should try not to remove points from the lower half of the discipline tree as much as possible however, since this is where the most powerful talents are.

Glyphs

Once you have your talents all set up, it’s time to think about Glyphs. There are only a few to choose from really:

  • Glyph of Power Word: Shield – An extremely powerful glyph that adds a heal to your shield ability. Since discipline priests are usually assigned to shield spam, you may find the heal from this glyph alone can easily reach about 10% of your overall healing.
  • Glyph of Penance – Reduced cooldown on one of our primary spells? Yes please. This glyph makes Penance much more useful to say the least.
  • Glyph of Flash Heal – A large 10% mana reduction on Flash Heal may sound lovely, especially when considered with the 2pc Tier 10 bonus which adds a 33% chance to Flash Heal of applying a HoT that heals for 33% of the healed amount over a few seconds. Then you remember that we’re discipline and not holy, we don’t really use Flash Heal much anyway. So what does that leave us with?
  • Glyph of Prayer of Healing – Although not used too much in most fights, when cast under the influence of Borrowed Time after casting a shield, PoH can be extremely useful when the raid damage is extraordinarily high. Add the 20% HoT on there and you have a relatively useful spell. While this still won’t be likely to give you the group heal throughput of a shaman or resto druid, it will still help the other raid healers get everyone topped up again after a big hit (think Whiteout for example).

In terms of Minor Glyphs there are none that will actually help you heal so take whatever you like. Personally I use Glyph of Fading since I Fade a lot, Glyph of Fortitude since I buff a lot and Glyph of Levitate since there’s nothing else I like.

Rotation

In essence, for most raid environments the discipline priest has a straight-forward job: spam shields on the raid. Initially this may mean trying to shield everyone, but in 25 man content you will have to be a bit smarter. For example, you will always need to try and make sure that you shield those that need it first and foremost; those that are actively taking damage or are about to and especially those that are low on health and still taking damage. As you get to know each fight better, you will learn who needs shielding and when, until then use your best guess. On top of shield spam, on those fights with a lot of raid damage you will also need to use Prayer of Mending on every cooldown. If there are no other priest healers in your raid then you can probably just fire it at the tanks, otherwise you should pick a DPS that you know will need a heal soon to ensure the heal goes off.

You will also need to provide tank healing support, which basically just means helping the tank healer out when the tank takes spike damage. If you see the tank going down too fast, throw a shield and penance in his direction. In extreme circumstances (tank healer out of action for a while) you may need to follow up with Flash Heal and/or Greater Heal spam for a bit. You can probably leave a renew on there too just for that bit of extra help. Don’t forget about the raid at this point though and try to maintain decent healing on them throughout.

Should your shield not quite soak up the damage and you happen to need some stronger healing on the group, use alternating shields and Prayer of Healing as mentioned above. With the 25% haste from Borrowed Time, and especially if you have it glyphed, PoH can really help get the raid topped up again quickly. If something goes horribly wrong or if there is predictable heavy damage incoming you can use Inner Focus with Divine Hymn for some extra powerful raid heals, but remember this has a long cooldown so can only be used once per raid boss usually.

Mana Management

Discipline priests have it pretty good when considering how hard some healers have it really, but we still need to be smart when it comes to mana management. We do have 15% extra intellect from Mental Strength, and we also have some abilities and talents at our disposal, but on long fights you will notice it is still quite easy to run out of mana completely. Once you get to high gear levels, it is important to start gearing/gemming for regen. Our number one regen stat is intellect so getting split SP/int gems can be quite handy at this point. Spirit helps too but not as much and given the choice between spirit and pure MP5 go for the MP5. Until really high gear levels (very large mana pool) spirit just won’t be able to compare.

We should always be receiving little boosts to mana through Rapture and this can be encouraged along. For example, many discipline priests will use a lower rank shield on the Lich King encounter so that Infest will just break through it. The priest will also avoid shielding the tanks so as not to put Rapture on cooldown prematurely. When shields are broken on multiple DPS and healers at once, Rapture actually stacks and returns a nice big chunk of mana.

Aside from Rapture, our primary spells for mana regen are Shadowfiend and Hymn of Hope. Since the shadowfiend works on a percentage of the priest’s mana pool size and hymn of hope increases that pool, using them simultaneously can return an amazing amount of mana. Because of this, the use of fiend+hope should be saved until you are practically out of mana completely.

Practice, Practice and Practice

This post has covered many of the basics but some things you just have to learn as you play. You should now be able to fill in your talent build, buy the correct glyphs and have a basic idea of which spells to use and when in raid encounters. The rest comes with experience and there’s nothing as fun as getting stuck in and figuring things out. Roll a discipline priest and you won’t regret it, that’s for sure!


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.


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.