Rogue PvE in 5.1.0 (All Specializations)

90 Blood Elf Rogue
0
NOTICE: I've cancelled my game subscription as of 11/28/2012, and it will expire on 12/20/2012. I'll keep everything updated until that point but this guide will not be updated after that - obviously. Cheers!

Table of Contents
I. Impending Changes:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#2
  • Patch 5.3.0.
  • Patch 5.2.0.
  • Patch 5.1.0.

II. The Basics:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#3
  • Specializations.
  • Talents.
  • Glyphs.

III. Stats and Numbers:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#4
  • Weights and Values.
  • Hit Rating.
  • Expertise Rating.

IV. Gearing Up:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#5
  • Weapons.
  • Tier Set Bonuses.
  • Trinkets.

V. Optimization:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#6
  • Gems.
  • Enchants.
  • Consumables.

VI. Miscellaneous:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#7
  • Reforging.
  • Tricks of the Trade.
  • Symbiosis.

Rotations
VII. Assassination:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#8
  • Single-Target.
  • Multi-Target.
  • Cooldowns.

VIII. Combat:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#9
  • Single-Target.
  • Multi-Target.
  • Cooldowns.

IX. Subtlety:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#10
  • Single-Target.
  • Multi-Target.
  • Cooldowns.

X. Fight-specific Notes:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#11
  • Mogu'shan Vaults.
  • Heart of Fear.
  • Terrace of Endless Spring.

Pre-Raiding 90 Gear
XI. Armor (Part 1):
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#12
  • Helms.
  • Cloaks.
  • Shoulders.

XII. Armor (Part 2):
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#13
  • Chests.
  • Belts.
  • Legs.

XIII. Armor (Part 3):
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#14
  • Boots.
  • Bracers.
  • Gloves.

XIV. Accessories:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#15
  • Amulets.
  • Rings.
  • Trinkets.

XV. Weaponry:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#16
  • Daggers
  • First Weapons.
  • Axes, Maces, and Swords.
Edited by Verelyse on 5/11/2013 11:00 PM PDT
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90 Blood Elf Rogue
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I. Impending Changes
Patch 5.3.0 (Pending):

  • Nothing yet to report.

Patch 5.2.0 (Pending):

  • Nothing yet to report.

Patch 5.1.0 (November 27th, 2012):

  • Blind's cooldown reduced to 1.5 minutes (previously 3 minutes).
  • Vanish's cooldown reduced to 2 minutes (previously 3 minutes).
  • Burst of Speed now costs 50 energy (previously 60 energy).
  • Kick now costs 10 energy (previously 15 energy).
  • Shuriken Toss deals 200% damage against targets further than 10 yards away.
  • Wound Poison's damage increased by 33%.
  • Fixed a bug where crimson tempest + anticipation generated extra combo points.

Return to the Table of Contents:
http://us.battle.net/wow/en/forum/topic/6758626681?page=1#1
Edited by Verelyse on 11/28/2012 8:15 AM PST
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90 Blood Elf Rogue
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II. The Basics
Specializations:

            All rogues have the following capabilities at level 90: 115% base movement speed (stacks with the Nightstalker talent), a raid-wide/out-of-combat AoE stealth lasting 15 seconds, and finishing moves have a 20% chance per combo point to return 25 energy. As well as the following raid-wide buffs:

    • Master Poisoner: +5% spell damage to poisoned targets, and...
    • Swiftblade's Cunning: +10% melee and ranged attack speed.

            Assassination: This spec has strong sustained single-target DPS and AoE outside its use of cooldowns (vendetta and shadow blades). Assassination uses daggers in both hands, and deals a significant amount of poison damage. Changes to poisons made target switching easier, as well.

            Combat: This spec also has strong single-target DPS and passable AoE, but blade flurry also makes it one of the best cleave specs in the game. Combat uses a slow mainhand and any offhand (the differences are marginal). Its cooldowns are adrenaline rush, killing spree, and shadow blades.

                      To expand on the offhand weapon speed topic, at present you appear to lose less than 1% of your single-target DPS by using a slow offhand due to fewer poison procs. However, a slow offhand should pull ahead on cleave fights since blade flurry does not mimic poison damage.

            Subtlety: This spec has strong single-target DPS and AoE, and incredible burst potential through overlapping master of subtlety, find weakness, and shadow dance. Subtlety uses two daggers like assassination, and its cooldowns are shadow dance, shadow blades, and vanish.

Talents:

            The talent system experienced a complete overhaul in patch 5.0.4; it's now comprised of 18 talents divided into 6 tiers of 3, unlocked at levels 15, 30, 45, 60, 75, and 90. Only one talent can be active per tier, and you can switch between them on a fight-by-fight basis using Tome of the Clear Mind.


            1st Tier (available at level 15): With the exception of subtlety, the default talent for this tier is Shadow Focus, which negates the energy cost of our first ability used from stealth. Subtlety prefers Subterfuge due to master of subtlety and find weakness. Nightstalker may be useful for Blade Lord Ta'yak.

            2nd Tier (available at level 30): This tier is situational. Nerve Strike and Combat Readiness may be useful on fights where DPS are fixated by adds (Will of the Emperor, Grand Empress Shek'zeer). Deadly Throw could come into play as a ranged interrupt/slow with Redirect or Shuriken Toss.

            3rd Tier (available at level 45): The default talent for this tier is Leeching Poison, which heals you for a portion of your damage dealt. Elusiveness causes Feint to also reduce all damage taken by 30% (the AoE component is multiplicative), and Cheat Death may be useful to "cheat" some mechanics.

            4th Tier (available at level 60): The default talent for this tier is Shadowstep for higher mobility and increased time on target. Preparation (which resets Claok of Shadows, Dismantle, Evasion, Sprint, and Vanish) may be useful for specific encounters. Burst of Speed is not recommended.

            5th Tier (available at level 75): This tier is situational (and mostly useless). Prey on the Weak increases damage taken by stunned targets, Paralytic Poison can be used with Shiv to apply a 4 second root, and Dirty Tricks stops your poisons or bleeds from breaking Gouge or Blind.

            6th Tier (available at level 90): The default talent for this tier is Anticipation so we can use 5 combo-point finishers without wasting any combo-points. Shuriken Toss is a ranged combo-point builder which synergizes well with Deadly Throw, and Versatility removes Redirect's cooldown.

Glyphs:

Return to the Table of Contents:
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Edited by Verelyse on 9/30/2012 12:23 PM PDT
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90 Blood Elf Rogue
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III. Stats and Numbers
Weights and Values:

            In the table below, each stat is rated for each spec relative to its approximate value in attack power (where a point of attack power = 1). These numbers are NOT useful when compared across specs, they are only useful when comparing different stats to each other within a single spec.

                      These values were generated using SimulationCraft and BiS (best-in-slot) T14 raid gear. While the order of the stats should not change, their relative values can fluctuate based on your current gear. Use http://shadowcraft.mmo-mumble.com/ to obtain customized stat weights!

            Assassination: Combat: Subtlety:

            Agility: 2.729 Agility: 2.770 Agility: 3.676
            Yellow Hit: 1.850 Yellow Hit: 2.495 Yellow Hit: 1.531
            Mastery: 1.337 Expertise: 2.320 Haste: 1.314
            Expertise: 1.130 Haste: 1.635 Expertise: 1.266
            Haste 1.078 Mastery: 1.187 Mastery: 1.192
            Crit: 0.997 Crit: 1.078 Crit: 1.186
            White Hit: 0.666 White Hit: 0.935 White Hit: 0.814

            Assassination:
            Agility > Yellow Hit > Mastery > Expertise Cap > Haste > Crit > White Hit
            Combat:
            Agility > Yellow Hit > Expertise Cap > Haste > Mastery > Crit > White Hit
            Subtlety:
            Agility > Yellow Hit > Haste > Expertise Cap > Mastery > Crit > White Hit

Hit Rating:

            This stat stops your attacks from missing, and has two caps for rogues: yellow hit (which is the amount required to stop your special attacks from missing) and white hit (which is the amount required to stop your auto-attacks from missing). White hit is our least valuable stat overall.

                      Hit Caps:
                      Yellow Hit: White Hit:

                      Heroic Dungeons: 2040 (6.0%). 8500 (25.0%).
                      Raid Bosses: 2550 (7.5%). 9010 (26.5%).

Expertise Rating:

            This stat stops your attacks from being dodged (in all directions) or parried (if attacking from the front). Since there's no situation yet where you'll be stabbing a boss in the face, we'll just deal with dodge. Some races have expertise bonuses with various weapons; make sure your mainhand is capped.

                      Expertise Caps:
                      Dodge: w/ Racial:

                      Heroic Dungeons: 2040 (6.0%). 1700 (5.0%).
                      Raid Bosses: 2550 (7.5%). 2210 (6.5%).

Return to the Table of Contents:
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Edited by Verelyse on 11/16/2012 10:28 AM PST
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90 Blood Elf Rogue
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IV. Gear Discussion:
Weapons and Poisons:

            Assassination and subtlety both wield daggers, all three specs use deadly poison, and the default non-lethal poison is leeching. Combat uses a slow mainhand, which can be an agility axe, fist weapon, mace, or sword. Each non-lethal poison has an additional ability when paired with Shiv.

                                Combat does slightly better single-target DPS with a dagger offhand, but the difference is marginal (less than 1% of your DPS). While using blade flurry, however, the scales are reversed. It's suggested you use the best offhand you have available regardless of speed.

                      Crippling Poison: 50% chance to slow your target by 50% for 12 seconds on application of Crippling Poison. Shiv applies a 70% slow for 12 seconds. This poison is ineffective on bosses.

                      Leeching Poison: Heals you for 10% of your weapon damage dealt to a target afflicted by Leeching Poison. When you use Shiv you are immediately healed for 5% of your total health.

                      Mind-Numbing Poison: 50% chance to reduce the target's casting speed by 50% for 10 seconds. Shiv increases the next spell's cast time by 100%. This poison is ineffective on bosses.

                      Paralytic Poison (5th Tier Talent): 20% proc chance, stacks to 5 stacks and then stuns the target for 4 seconds. Shiv roots your target in place for 4 seconds. This poison is ineffective on bosses.

Tier Set Bonuses:

            2pc-t14 (Assassination): Increases the damage of venomous wounds by 20%.
            2pc-t14 (Combat): Increases the damage of sinister strike by 15%.
            2pc-t14 (Subtlety): Increases the damage of backstab by 10%.

            4pc-t14: Increases the duration of shadow blades by 12 seconds (6 seconds for combat).

Trinkets:

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Edited by Verelyse on 11/28/2012 11:52 AM PST
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90 Blood Elf Rogue
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V. Optimization
Gems:

Enchants:

Consumables:

Return to the Table of Contents:
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Edited by Verelyse on 11/16/2012 10:32 AM PST
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90 Blood Elf Rogue
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VI. Miscellaneous
Reforging:

            Reforging was a new gear-modifying capability added in Cataclysm, which allows you to alter 40% of a single secondary stat on an item into another secondary stat that wasn't already present. For example, if a piece of gear had hit and haste on it, you could reforge the hit to mastery, but not haste.

            ShadowCraft is the ideal tool to use to obtain your personal stat weights and apply them towards evaluating gear choices and customizing your gems/reforges. There are several addons available that allow you to quickly import new reforges, such as ReforgeLite (among many others).

                      ShadowCraft: http://shadowcraft.mmo-mumble.com/
                      ReforgeLite: http://www.curse.com/addons/wow/reforgelite

            When the ShadowCraft web application is available again, I imagine we'll use it again exclusively.

Tricks of the Trade:

            Whenever possible, you should be using tricks of the trade on another DPS to increase your raid's overall damage. However, several classes have their own damage increasing abilities which do not stack with the tricks of the trade buff (retribution paladin's avenging wrath being a prime example).

            Another rogue is the best target for tricks of the trade, but there are several other capable recipients listed below. Be aware that hunters are also ruled out almost immediately as tricks of the trade doesn't help their pet's damage. This list is not yet entirely complete, further comments welcome.

                      Tricks of the Trade Recipients:
      • Rogues.
      • Feral DPS or Balance Druids.
      • Shadow Priests.
      • Fire or Frost Mages.
      • Enhancement or Elemental Shamans.
      • Frost or Unholy Death Knights.

Symbiosis:

            This is a new ability learned by druids at level 87, which allows them to mimic an ability used by the friendly target's class, and share one of their druid abilities with the target (neither player loses any abilities in the process). Different druid specs get different abilities from symbiosis:

                      Balance (Ranged DPS): Cloak of Shadows (unchanged).
                      Feral (Melee DPS): Redirect (unchanged).
                      Guardian (Tank): Feint (20 rage, 10% AoE damage reduction).
                      Restoration (Healer): Evasion (unchanged).

            All rogues gain the following ability from symbiosis:

                      Growl: Gain the aspect of a bear, taunting any currently targeted enemy to attack you for 3 sec. After use, increases armor by 330% and Stamina by 20%, and reduces chance to be hit by melee critical strikes by 6% for 30 sec. Useable with no target. The cooldown is 3 minutes.

            While this might seem odd, we should be able to make good use of it on Grand Empress Shek'zeer.

Return to the Table of Contents:
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Edited by Verelyse on 11/16/2012 10:31 AM PST
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90 Blood Elf Rogue
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VII. Assassination Rotation
Single-Target:

            Opening: Begin the fight with mutilate, and get rupture and slice and dice up as quickly as possible before building up to 4-5 combo-point envenoms. If you have anticipation talented (which you should 9 times out of 10), always use 5 combo-point envenoms while banking the extra combo-points.

            Mutilate > Rupture > Mutilate > Slice and Dice > Etc.
            The underlined mutilate should be replaced by dispatch if your first mutilate results in a blindside proc. At this moment, this is the most efficient opening known for assassination rogues, both in terms of energy, damage, and GCDs. After this, the rotation becomes a simple priority system.

                      Pre-Potting: This term refers to the practice of using a potion ( Virmen's Bite ) immediately before a boss pull, triggering the potion cooldown before entering combat. This allows you to benefit from two potions during a boss encounter. This can be paired with a stealth macro:

                      /use virmen's bite
                      /cast stealth

            Mutilate Phase: from 100-35% health, mutilate is your combo-point builder. Use envenom at 5 combo-points (or 4-5 without Anticipation), and rupture at 1-5. Higher combo-point ruptures are better, per se, but even a second of downtime negates that value, so use whatever you have to keep it up.

                      Blindside Procs: Each mutilate has a 30% chance of proccing Blindside, which allows you to use dispatch once in the next eight seconds. This dispatch will also not have an energy cost, and should be used before your next mutilate when you are at 4 combo-points or less.

            Dispatch Phase: At 35% health, dispatch replaces mutilate as your combo-point builder. You will also aim for 5 combo-point envenoms when using dispatch, but you can still use mutilate if you're having energy capping issues. 4-5 combo-point ruptures help with rotation stability during this phase.

                      Clipping Envenom: Try to avoid clipping (overlapping) the buff from two envenoms. You CAN do this if you're in danger of energy capping, but envenom timing is an important element in maximizing your assassination DPS. This is something to keep in mind all the time.

            In review, open with mutilate and get rupture and slice and dice up as quickly as possible; keep both up constantly. Slice and dice is simple since it's automatically refreshed by envenom, but rupture will require your attention. You can also overlap ruptures by 1-2 seconds without losing a damage tick.

Multi-Target:

            An optimal AoE rotation for assassination hasn't yet been identified, but the basics are simple: target a nearby enemy and spam fan of knives until you reach 5 combo-points, and then use crimson tempest. It is possible although unconfirmed that maintaining rupture would also be ideal.

            AoE rotation without Rupture:
            Fan of Knives to 5 combo-points > Crimson Tempest
            AoE rotation with Rupture:
            Fan of Knives > Rupture > Fan of Knives to 5 combo-points > Crimson Tempest

Cooldowns:

            Shadow Blades: "Auto-attacks hit for shadow damage and combo-point generating abilities generate an extra combo-point for 12 seconds." Our new toy in Mists of Pandaria; use it with vendetta when you can, but the cooldowns don't line up very well. Use early and often unless saving for a burn phase.

            Tricks of the Trade: "Increases the target's damage by 15% for 6 seconds, and transfers your threat as well." This ability is a DPS cooldown when not required for threat control; transferred threat also decays rapidly after the effect ends. DO NOT USE THE GLYPH FOR THIS ABILITY.

            Vanish: "Allows the rogue to enter stealth while in combat." While vanish can be a minor DPS increase when paired with one of our First Tier talents (nightstalker, subterfuge, or shadow focus), its primary strength in Mists should be in utility (dropping threat, quick cheapshots, etc.).

            Vendetta: "Increases your damage on the marked target by 30% for 20 seconds (25% for 30 seconds if glyphed)." Timing is everything with this cooldown; you want to use it as often as possible, but also only when you'll have uninterrupted time on target to make use of it. Ideal use is fight-dependent.

Return to the Table of Contents:
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Edited by Verelyse on 12/16/2012 4:55 PM PST
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90 Blood Elf Rogue
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VIII. Combat Rotation
Single-Target:

            Opening: Begin the fight with revealing strike, to begin stacking bandit's guile immediately, and slice and dice. Keep slice and dice up constantly, and make sure the revealing strike buff is up for every sinister strike, eviscerate, and rupture. Use rupture if you're not energy capping, otherwise eviscerate.

            RvS > SnD > Sinister Strike to Shallow Insight > Killing Spree > Etc.
                      Ambush: With the shadow focus talent, it's possible opening with Ambush (at no energy cost) is ideal. This is unconfirmed, but I don't see anything wrong with doing it as long as you have the shadow focus talent, in which case you would open with: Ambush > RvS > SnD > Etc.

            Rupture should be used at 5 combo-points on targets when its full duration will be effective, and when you are not using blade flurry or energy capping (such as during heroism/bloodlust). Rupture damage is locked in based on your current level of bandit's guile, and no longer scales up or down.

                      Bandit's Guile: Every four revealing or sinister strikes increases your damage done by 10%, until 30% is reached. Then the buff lasts 15 seconds before resetting, and the cycle starts over again. Shallow Insight increases damage by 10%, Moderate Insight by 20%, and Deep Insight by 30%.

                      Restless Blades: This is a passive ability; "Damaging finishing moves reduce the remaining cooldown of your adrenaline rush, killing spree, redirect, shadow blades, and sprint abilities by 2 seconds per combo point." Because of this we like to use our cooldowns early and often.

                      Blade Flurry: This is a toggled ability; "Attacks strike an additional nearby enemy, but energy regeneration is reduced by 20%." Blade flurry mimics direct damage and physical attacks, but not poisons or bleed damage (it also mimics the direct damage done by crimson tempest).

            It is my current understanding that you should use sinister strike to 4-5 combo points before using rupture or eviscerate without the anticipation talent, and to 5 combo points exactly with it. If I find this belief to be in error I will immediately update this portion of the guide with a correction.

                      Pre-Potting: This term refers to the practice of using a potion ( Virmen's Bite ) immediately before a boss pull, triggering the potion cooldown before entering combat. This allows you to benefit from two potions during a boss encounter. This can be paired with a stealth macro:

                      /use virmen's bite
                      /cast stealth

            In review, keep slice and dice up (with whatever combo points you have available when it drops) and make sure the revealing strike buff is active for all sinister strikes, eviscerates, and ruptures. Know when to use rupture, watch your insight level, and use your cooldowns often (discussed below).

Multi-Target:

            This is relatively straight-forward; when there are a number of enemies grouped for DPS, target one within range and use fan of knives to five combo points, and then use crimson tempest. You can also toggle on blade flurry and use killing spree to deal significant damage to grouped-up targets.

Cooldowns:

            Adrenaline Rush: "Increases energy regeneration by 100% and attack speed by 20% for 15 seconds." Macroed together with shadow blades, this is your primary DPS cooldown. Unless saving it for a specific part of a fight it should be used early and often due to restless blades.

            Killing Spree: "Attack enemies within 10 yards every half second with both weapons until 7 attacks are made, and increasing all damage by 50% for the duration." Blade flurry effectively this effect if at least two targets are within range of each other. You can't control your character during this time.

            Shadow Blades: "Auto-attacks hit for shadow damage and combo-point generating abilities generate an extra combo-point for 12 seconds." Our new toy in Mists of Pandaria; you should macro shadow blades and adrenaline rush together, since restless blades effects both equally.

            Tricks of the Trade: "Increases the target's damage by 15% for 6 seconds, and transfers your threat as well." This ability is a DPS cooldown when not required for threat control; transferred threat also decays rapidly after the effect ends. DO NOT USE THE GLYPH FOR THIS ABILITY.

            Vanish: "Allows the rogue to enter stealth while in combat." While vanish can be a minor DPS increase when paired with one of our First Tier talents (nightstalker, subterfuge, or shadow focus), its primary strength in Mists should be in utility (dropping threat, quick cheapshots, etc.).

Return to the Table of Contents:
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Edited by Verelyse on 10/25/2012 5:33 PM PDT
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90 Blood Elf Rogue
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IX. Subtlety Rotation
This post is more of an executive summary, and I'm not quite as comfortable with it as with those on the assassination and combat rotations. If you'd like a more in-depth guide to playing subtlety in PvE I highly suggest reading Hail's Guide to Sub PvE ( http://us.battle.net/wow/en/forum/topic/4139869493 ).

Single-Target:

            Opening: Begin the fight with garrote; get slice and dice and rupture up quickly, and keep them both running constantly (preferably refreshing each with 5 combo points when they fall, or within two seconds of their falling off to avoid clipping). When both are fine use eviscerate at 5 combo points.

            Garrote > Slice and Dice > Ambush > Rupture > Etc.
            If you do not have the subterfuge talent, replace the underlined ambush with hemorrhage (to start the bleed). Backstab is your primary combo point builder, but you should use hemorrhage every 24 seconds to keep the bleed debuff on the target (or if you can't get behind the target to use backstab).

                      Find Weakness: "Your ambush, garrote, and cheap shot abilities cause all your attacks to bypass 70% of your target's armor for 10 seconds." You should make sure your last move during subterfuge or shadow dance is ambush to lengthen the duration of this effect on your target.

                      Honor Among Thieves: this is a passive ability; "When a player in your party or raid critically hits, you gain a combo point on your target. This can only occur in combat once every 2 seconds." If you don't have anticipation talented yet be careful not to waste these combo point procs.

                      Master of Subtlety: This is a passive ability; "Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage." This only occurs when breaking stealth, neither shadow dance or shadowmeld (the night elf racial ability) triggers this ability.

            In summary, keep slice and dice and rupture up (preferably at 5 combo points). Use hemorrhage every 24 seconds for the bleed, and be aware of the effect of honor among thieves on your rotation. Vanish before using shadow dance when you can (discussed below) for master of subtlety.

Multi-Target:

            Target a nearby enemy, and use fan of knives if you need a combo point and crimson tempest to trigger sanguinary vein (targets affected by your garrote, rupture, or crimson tempest take 20% additional damage). Then use fan of knives and use crimson tempest at 5 combo points.

Cooldowns:

            Shadow Blades: "Auto-attacks hit for shadow damage and combo-point generating abilities generate an extra combo-point for 12 seconds." Subtlety does not pair this cooldown with shadow dance; instead, use it at a point during your normal rotation when find weakness is not activated.

            Shadow Dance: "Allows the use of abilities which usually require stealth, and reduces the energy cost of ambush by 20. Lasts 8 seconds." This is subtlety's primary DPS cooldown, and can be used relatively often (its cooldown is only 1 minute). This ability can deal significant burst damage.

            Tricks of our Trade: "Increases the target's damage by 15% for 6 seconds, and transfers your threat as well." This ability is a DPS cooldown when not required for threat control; transferred threat also decays rapidly after the effect ends. DO NOT USE THE GLYPH FOR THIS ABILITY.

            Vanish: "Allows the rogue to enter stealth while in combat." You should use this ability to use ambush outside of shadow dance in order to trigger both master of subtlety and increase your find weakness uptime. Preparation can reset the cooldown on vanish, but shadowstep is usually still better.

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Edited by Verelyse on 9/30/2012 5:35 PM PDT
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XI. Armor (Part 1)

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Edited by Verelyse on 10/3/2012 12:20 PM PDT
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XIII. Armor (Part 3)

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Edited by Verelyse on 10/3/2012 12:39 PM PDT
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