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Every time I see a Sub rogue in a battle ground, that rogue's dps is the overall lowest. I suggest learning to play Assassination, it's a different play style but I'm getting a lot of damage and killing blows out.
People just need time to adjust.
Stacking mastery I'm at 62% right now. I hate not being able to move talent points around to make a specifically non-backstab spec, but currently using hemo for fast cp generation to get lots of eviscerates off is very powerful. They hit extremely hard.
Although unless they do something about the shadowdance bar Sub is going to be annoying.
Now that 5.0 is live, I was able to do some basic dummy testing with my addons (I was pretty busy the past few months so I didn't get to use the beta as much as I'd like), and here's what I have found:
*note: When I say DPS, I refer to damage per SECOND, not necessarily bursts or overall damage.
Our assassination (mut, for short) spec has always been notorious for being energy deprived, due to the high energy cost of our main attack mutilate. This doesn't change in MoP, but as is to be expected with mut, I am doing very high sustained DPS off the bat. This is not to say that the damage of the other two specs is bad, but speaking PURELY numbers and assuming that in PVP you keep a pure DPS-only rotation (which is quite unlikely that you will), you will be hitting higher numbers with mut spec.
On the dummy, while in combat spec, I did get to the same DPS numbers as mut, but it took some time to ramp up to it, which is natural for combat. However, in PVP I don't think you can ever really rely on pure numbers alone. When I'm just messing around on BGs, I will most likely just doodle around on mut, or sometimes even sub, but when I'm doing RBGs with my guild, I will most likely go combat, why? Combat is not as energy starved as mut and the new change to the RvS debuff, while it's numbers are too small to rely exclusively, is a nice boost to balance energy out a bit. With this extra energy, you will have more room in PVP to dump energy on stuns, recups, expose armors (we'll need it against warriors in MoP, seeing as to how they've become the !@#$ing Hulk now), etc.
In short, mut has higher numbers, but it is energy starved and combat (and sub, despite its nerfs) offers more utility, which is much more valuable in 98% of PVP settings, imo
Just to reiterate from my comment above, I haven't gotten a chance yet to do extensive, in-field testing on 5.0, I just had 30 minutes to kill on dummies this morning before I had to head out. Most of my information so far is based on recount charts from dummy fights and theorizing based on what I've seen.
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