This is a Hunter Pre-Raid Best in Slot list for The World of Warcraft Wrath of the Lich King expansion. You should be able to begin raiding Naxxramas by acquiring one thing for each equipment slot on this list.
This is a Rogue Pre-Raid Best in Slot list for The World of Warcraft Wrath of the Lich King expansion. You should be able to begin raiding Naxxramas by acquiring one thing for each equipment slot on this list.
Welcome to our PVP Subtlety Rogue guide for WoW WotLK. This guide will show you what you need to know to play the Rogue class as Subtlety. If you follow this build you should be king of the arena in no time.
This is the popular Subtlety PVP Build. It can be tweaked based on your play style but this is a great starting point.
Cast Wound Poison VII on your Main hand and Crippling Poison on your offhand. Also, you should be using Daggers as Assassination. Ideally your main hand is 1.8 attack speed and your Off-hand is 1.4 attack speed.
Welcome to our PVP Assassination Rogue guide for WoW WotLK. This guide will show you what you need to know to play the Rogue class as Assassination. If you follow this build you should be king of the arena in no time.
This is the popular PVP Assassination Build. It can be tweaked but is a solid foundation.
Cast Wound Poison VII on your Main hand and Deadly Poison VIII on your offhand. Also, you should be using Daggers as Assassination. Ideally your main hand is 1.8 attack speed and your Off-hand is 1.4 attack speed.
There is an 17% chance for a spell attack to miss a level 83 Boss.
(Poisons are regarded as spells!) Your hit cap is 315.
If you wanna read more about rogue caps then click here.
1. Hit 
2. Expertise [26/26]
3. Haste [4k AP>Haste] Haste will become useful when you get to have over 4,000 AP.
4. Crit [Critical Strike Rating not Agility]
Conversion to 1%
Agi to Crit
Try to avoid armor penetration. Your main dps comes from poisons which are spells. Get trinkets with haste bonus. Items with bonuses like this Charge of the Eredar are the best and items with bonuses like this Chewed Leather Wristguards are the worst.
Assassination (51 points)
Malice (5/5) – Increases your Critical Strike chance by 5% (1 per point). This is a very powerful talent to be in a first tier, and that’s why this isn’t skipped by any Rogue, regardless of Spec.
Ruthlessness (3/3) – Gives your melee finishing moves a 60% chance to add a combat point to your target. Assassination rogues rely on fast generation of combo points rather than pure energy regen like Combat.
Puncturing Wounds (3/3) – Increases the critical strike chance of your backstab ability by 30% and the critical strike chance of your Mutilate ability by 15%. We’re taking this solely for the Mutilate crit.
Lethality (5/5) – Increases the critical strike damage bonus of all combo moves by 30%. This won’t improve our white DPS, but 30% on Mutilate is too huge to ignore.
Vile Poisons (3/3) – Increases the damage dealt by your poisons and Envenom ability by 20% and gives your poisons an additional 30% chance to resist dispel effects. As an Assassination Rogue, we’re always going to have poisons on both weapons (really, all rogues should), and Envenom is our main finishing move, as it will refresh Slice and Dice with a talent we’re taking later. Buffing the damage of both is a must.
Improved Poisons (5/5) – Increases the chance to apply Instant and Deadly Poison to your targets by 10%. We’re going to be using both of these poisons at all times. Poisoned targets take more damage from Mutilate, the poisons themselves, and it’s necessary to use Envenom.
Cold Blood (1/1) – When activated, increases the critical strike chance of your next offensive ability by 100%. A guaranteed crit. Take it and use it as often as possible. I tend to save mine for 5 combo point envenoms, which can crit for 15k+.
Fleet Footed (2/2) – Reduces the duration of all movement impairing abilities by 30% and increases movement speed by 15%. This does not stack with other movement speed increasing effects. Reducing the amount of time that you spend moving from target to target will increase your overall DPS. You can also get this from the foot enchant Tuskar’s Vitality. If you go that route, take these two points and place them elsewhere in the tree.
Seal Fate (5/5) – Your critical strikes from abilities that add combo points have a 100% chance to add an additional combo point(20% chance per point). Between talents, buffs and abilities, Mutilate is going to crit a fair number of times, so we’re taking this for much faster combo point generation.
Murder (2/2) – Increases all damage caused against Humanoid, Giant, Beast, and Dragonkin targets by 4% (2% per point). Unfortunately this doesn’t increase damage against undead, but we still see these types of mobs a lot in Wrath, so you’ll still get that 4% increase a fair amount of the time.
Overkill (1/1) – While stealthed and for 20 seconds after breaking stealth, you regenerate 30% more energy. As Combat, it makes sense to run around outside of stealth to start rotations, as opening with Sinister Strike is often the most efficient way to start combat. However, with this talent, it makes sense to open from Stealth whenever possible. This basically functions as a weaker version of Combat’s Adrenaline Rush. When killing trash, it’s generally available on every pull, and on bosses, you can use Vanish offensively to activate it multiple times in a fight.
Focused Attacks (3/3) – Your Melee critical strikes have a 100% chance to give you 2 Energy. You crit with your white hits more often than you think. This provides a much needed infusion of extra energy.
Find Weakness (3/3) – Offensive ability damage increased by 6%. This ability is a flat 6% increase on all damage abilities you use, so you should definitely take it.
Mutilate (1/1) – Instantly attacks with both weapons for and additional 181 with each weapon. Damage is increased by 20% against poisoned targets. Awards 2 combo points. You can’t be a true Assassination Rogue without taking this talent, as the tree is really built around it now. True it is expensive at 60 energy (unglyphed), but it does massive damage and awards 2 combo points (3 if it crits).
Master Poisoner (3/3) – Increases the critical hit chance of all attacks made against any target you have poisoned by 3%, reduces the duration of all poison effects applied to you by 50% and increases the bonus chance to apply Deadly Poison when Envenom is used by 45%. The raid wide critical buff is nice, but a ret paladin will also provide the same buff. The poison duration reduction is also nice but we’re taking this for the increased chance to apply deadly poison. Having this talent will pretty much guarantee that you have 5 stacks up almost all the time. If you do roll with a Ret Paladin and want to take Turn the tables on the other side of this tier, that’s cool too.
Cut to the Chase (5/5) – Your Eviscerate and envenom abilities have a 100% chance to refresh your Slice and Dice to its 5 combo point maximum. This was one of the best improvements that Assassination got in Wrath. If you Envenom with 1 combo point, it not only does the Envenom damage, but you’ve just hit a 5 combo point Slice and Dice as well. The only caveat is that Slice and Dice must already be up first.
Hunger for Blood (1/1) – Enrages you, increasing all damage caused by 5%. Requires a bleed effect to be active on the target. Lasts 1 minute. We’ll be using Garrote and Rupture if needed, so there’s your bleed effect. This buff should be kept up at all times.
Regarding reapplying Hunger for Blood, it is worth mentioning that MM hunter crits will also proc a bleed that can be used for that purpose.
Dual Wield Specialization (5/5) – Increases the damage done by your offhand weapon by 50%. This is a buff to offhand damage, which includes the offhand damage from Mutilate. We’re taking it mainly to get deeper into the tree; plus, it’s a prereq for Close Quarters Combat.
Precision (5/5) – Increases your chance to hit with weapon and poison attacks by 5%. The hit penalty for dual wielding is simply too high for any PvE Rogue build to skip this talent.
Close Quarters Combat (5/5) – Increases your chance to get a critical strike with Daggers and Fist Weapons by 5%. because you’re using two daggers, you’ll get 5% extra crit on all direct damage you do.
Lightning Reflexes (3/3) Increases your Dodge chance by 6% and gives you 10% melee haste. The dodge is nice, but we’re mainly taking this for the haste buff. This will cause your Deadly Poison to proc more often, which will in turn increase your Instant Poison procs. Additionally, this means more white damage, and more Energy from Focused Attacks.
Relentless Strikes (2/5) – Your finishing moves have a 8% per combo point to restore 25 Energy. A 40% chance to get free energy every time you use a 5 point finisher and a 32% chance with a 4 point finisher.
If you’re under 4,500 gs you would like to use these talents…
Meta Relentless Earthsiege Diamond
Yellow Quick King’s Amber
Red Stark Ametrine if you’re under 4k AP then gem red sockets with Bright Cardinal Ruby
Blue Forceful Eye of Zul only when the socket bonus is with agility. T9 geared rogues will benefit more from full AP gemming, and as they gain gear from ICC, Haste overcomes AP in EP and becomes the best stat. Why? Haste EP’s improves as your AP increases. Therefore, once you’re decked out in T10, you will benefit the most from mixing AP gems with Haste. AGI vs AP? The reason why you should never gem agility is because 1 agility equals to 1 AP, 0.012% Crit, and 0.024% dodge. It gives a little crit bonus (works on yellow and white hits, does not affect poisons) but it surely is not better than AP gem because poisons benefit from AP and Critical Strike Rating only.
At high gear levels, it is possible to run into crit cap issues – sometimes quite severely. Hence, it is not uncommon to need some hit both on gear and in sockets to mitigate this problem. This also makes crit (and to a lesser extent, agi) somewhat less desirable as a stat (as it means you need to socket more hit to cover it).
This class is pretty awesome to play but pretty expensive if you want to get your dps to the top. It’s because you need a lot of Potion of Speed .
3 things you must know before reading the rotation section 😛
1. You need to keep up your Hunger For Blood (HFB) all the time(8% dps increase).
2. Keep up the Slice and Dice (SND). This part is easy because every time you cast Envenom your SND gets instantly back to maximum buff time which means you only need to apply this buff once at the start and never use it again when you’re in combat. This awesome thing comes from your talent tree called as Cut to the Chase .
3. Try to time your Envenom . Don’t spam it. Use this only when the last one runs out. Use Envenom only with 4 or 5 combo points.
Rotation Close or hide recount for the fight! Less stress, more fun.It’s huge distraction (For example imagine yourself watching the recount, seeing you’re first with big numbers. But one moment you’re dropping down like to 6th place. From that moment you might start focusing more on recount than on your rotation. You might get discouraged and you might start to make mistakes).
Keep your eye on cooldowns, combo points and never let the energy to the maximum.
When there’s no warrior or druid in your party/raid then you have to use Garrote and Rupture to apply Hunger For Blood (works only with bleed effect).
I’ll use seconds for timing the skills you’ll have to use for the best rotation there is.
Mutilate use it twice if needed to get 4 or 5 combo points
Because you have all your trinkets and abilities on proc at start. You’re with highest ap at start always. Envenom
This is basicly all what you do from start to the end of the fight.
Mutilate use it twice if needed to get 4 or 5 combo points
Because you have all your trinkets and abilities on proc at start. You’re with highest ap at start always. Envenom
This basicly all what you do from start to the end of the fight.
I’ve done some testing on PTR as I was attempting to find out what weapons would give better results. Since I was already there I ran a set with your proposed BiS list to see what the difference was. To make it somewhat consistent I ran with 2 million damage intervals, self bleeding, and absolutely zero external buffs. I assumed that as per chemical titration, 4 attempts at testing were sufficient. Here are the results:
Your BiS list:
Attempt 1: 3669 DPS
Attempt 2: 3599 DPS
Attempt 3: 3619 DPS
Attempt 4: 3641 DPS
Average: 3632 DPS
My BiS list with 2x :
Attempt 1: 3874 DPS
Attempt 2: 3921 DPS
Attempt 3: 3869 DPS
Attempt 4: 3901 DPS
Average: 3891.3 DPS
My BiS list with 1x and Webbed Death :
Attempt 1: 3813 DPS
Attempt 2: 3809 DPS
Attempt 3: 3789 DPS
Attempt 4: 3796 DPS
Average: 3801.8 DPS
My BiS list with 1x and Murder :
Attempt 1: 3328 DPS
Attempt 2: 3543 DPS
Attempt 3: 3467 DPS
Attempt 4: 3497 DPS
Average: 3458.8 DPS
Discussion: I had a feeling in the back of my head that using two would be better, but never tested it. Now that I have it seems to be yielding better results. Our 2nd rogue managed to get his hands on two of these bad boys and has greatly improved his DPS. 16k on Thaddius was quite a shock.
Conclusion: Have any rogues parsed 8k on Patch? Not quite. However, in the same raid you manage to do less on other bosses than us. Excuses aside, if you want somebody to accept your results as valid, consistency is vital. I am also quite sure that the numbers above, as well as in our logs, will not convince you of anything. How could they? When I ignored all-so-important secondary stats… Feel free to test it yourselves. As for “your” list, it has just been posted in the most viewed assassination rogue thread, which in a few months will be completely obsolete and we can begin this dance once more. 🙂 So if the stupid want to be lead by the blind, who am I to stop them. As far as I am concerned, my input here has concluded.
Hit Rating. The most important thing about DPSing no matter what you do is getting Hit-capped. No other stat matters at all if you’re not Hit-capped. It does not matter if you crit for 10k Sinister Strike if that SS *misses*! Hit rating until the Hit-cap is the biggest DPS increase you will get. So, the Hit-cap for special melee abilities is 8%. You MUST always have it! No Sinister Strike misses, no finisher misses. The Hit-cap for spells (poisons) is 17%. You might want to have this as well, since poisons are a very big & important part of Rogue DPS. The Hit-cap for Dual Wield auto-attacks is 25%. It is NOT worth it reaching this cap.
Q: How do I reach the Hit-cap? – 5% from Precision, 1% from Heroic Presence (Draenei) and you got 2% left, which you will get without even trying. From there on it’s about gemming & gear choices.
Q: Should I aim for the spell-cap as Combat? – even though you don’t get nearly as much DPS from Poisons as Assassination, they still yield a lot of your DPS. So… you should, but it’s not your #1 priority.
Expertise comes second after Hit. When attacking from the front (happens in dynamic fights) it is twice as important as Hit. However, you get a good quantity of +Exp from Weapon Expertise & Racial Weapon Specializations, making the 21 Exp cap easily obtainable just from gear. Furthermore, Exp loses half of its value just by the fact that you’re attacking from behind (NPCs cannot Parry from behind, they can still Dodge) and then another big chunk from Surprise Attacks enabling your finishers to ALWAYS land when Hit-capped & attacking from behind.
Armor Penetration – this stat allows you to ignore an enemy’s armor. Generally speaking, bosses have around 30% mitigation from armor. ArP is your most important secondary DPS stat as Combat, as almost all of your damage is physical. There are 2 ArP caps – the soft and the hard cap. The hard cap is 1400 – it means you’ll (theoretically) ignore all of the target’s armor. It is obtainable somewhere between ICC10 and ICC25 gear. Before that point you should be aiming for the ArP soft cap, which is the amount of ArP you need to reach 1400 when your ArP trinket procs.
An ArP trinket is a <must-have> for anyone starting Combat. When it procs, it causes your attacks to almost fully ignore the opponent’s armor if you are already ArP-soft-capped. This is a list of the 3 pre-ICC ArP-proc trinkets:
This is the talent build you should be using as a Combat PvE in early gear levels (see below for more info)
5cp SnD + 5cp Rup is the basic Combat rotation. It will yield most of your DPS and make a mediocre Rogue out of you, but that’s not what you’re aiming I guess… 😉
In those times when you wait for either Rupture or SnD to fade, you should include an Eviscerate or two. You could spare some CPs from your SnD and take them into your Eviscerate filler.
In this case your rotation should be 3cpSnD + 5cpRup + 5cpEvis.
“So why should I use Rupture as Combat instead of just spamming Eviscerate?” – short answer: because you don’t have enough ArP yet to make Evi worth spamming. Until you get there, Rupture will be higher on your list.
Rupture is a very important finisher early-game for Combat Rogues. SnD + Rup has been the bread & butter for Rogues ever since this game exists. There are also a lot of Set bonuses which favor Rupture. Such is the T9 Set2 Bonus – you *should* stick with the early-game Rupture build & rotation as long as you have this Set bonus for obvious reasons.
The glyphs you should have are not set as mandatory except for one: Glyph of Sinister Strike – you *must* have this glyph no matter what the hell are you doing. Other glyphs you can use are GoAR(+5sec is +5sec), GoFoK(your only AoE, which is the second strongest AoE in-game after Blizzard), GoSnD(for more filler-damage), GoRup(for more filler-damage), GoEvi(for more filler-damage), GoKS(more usages in 1 boss-fight). You are absolutely free to pick whichever 2 from these that you want, but your 3rd glyph must always be GoSS!
Late Combat Spec and Play Style
This is the talent build you should be using after you get hard-capped.
The Combat part of the build, as you can see, stays the same. However, there are changes in the Assassination part, the effects of which change the play-style of your Rogue from this point on. Instead of striving to keep Rupture up and include an Eviscerate from time to time, you are now going to spam Eviscerate. So the fight will basically be a 5cpSnD and then just spam Evisc and refresh SnD when you see it’s going to fade.
The glyphs you are going to use. Again GoSS and also GoEvisc, since it is now a big chunk of your DPS. You are free to get whichever glyph you like from the others – GoAR, GoSnD,GoFoK, GoTotT, GoKS.
The energy needed to perform those moves comes from Vitality & Combat Potency. Because of that second talent, you must ALWAYS have a fast weapon in your OffHand (and a slow one in your MainHand for hard-hitting Sinister Strikes, ofcourse). Choosing 5/5 Rele Strikes over improving your poisons will also help you in this direction.
The below contains the Best in Slot list for Combat Rogues. Clarifications are found under the list.
What you should ALWAYS keep in mind when upgrading and changing gear is stats balance – never lose your Hit & Exp cap and try not to sacrifice ArP unless the upgrade is too big. The reason I am saying this is because you can easily get ArP capped before BiS, but a lot of people make the mistake of sacrificing crucial stats in order to do so, and then come here asking why their DPS is so low. Always balance your stats!
Since KotEB and SoH reputations tend to not work, the PvP enchants are also an option, as well as the Inscription enchants, of course.
Frequently Asked Questions:
1) So which is better for PvE – Combat or Assassination? – In the general case, in a motionless tank’n’spank fight Assassination will always outperform Combat (considering same gear & skill levels). However, a lot of raid fights require movement, target switching & interacting. This is how it is supposed to be – otherwise it would be boring. This is where Assassination’s flaw is – changing targets, losing the 5xDP stacks and the Envenom buff results in a massive DPS drop for Assassination. And this is where Combat shines – it does not rely on DP as much as Assassination, it doesn’t have a short-time buff to keep up, so everything you have to do in a dynamic fight is just to make sure you have SnD up & continue spamming SS… And then, of course, we have personal preferences – if you like Combat more than Assassination, don’t ask which of the 2 you should play if you already have the answer in your head 🙂
2) What kind of weapons should I use and which poison goes to which weapon? – Ideally, a slow sword/axe in your main hand and a fast sword/axe in your off-hand. IP should go to the slow weapon and DP should go to the fast weapon. The reason is that after DP gets 5 stacks it starts proccing the other poison when it is refreshed.
KSpree is your highest burst ability and Combat’s signature move. Be EXTREMELY CAREFUL when using Killing Spree as it can easily kill you and it can even wipe the whole raid group on certain bosses like Thaddius. Yes, it was funny, but my friend’s Guild Officers didn’t think so… You can use KSpree in conjunction with TotT to help your tank with a massive aggro boost. You should watch your Proc trinket and any crucial debuffs on your target too and then use your trinket and KSpree for maximum effect. Watch to have 5xDP on your target before you perform this – KSpree can and will proc poisons.
BF is a short-cd (2min) skill which increases your attack speed by 20% and grants you the same effect as Sweeping Strikes, allowing your attacks to strike a nearby target in Melee range as well. Activating BF means you get a short DPS boost right away since Auto Attacks are Combat’s main source of damage. However, there are some smart ways to use BF. The skill works very good in conjunction with KSpree and Fan of Knives. Combined with KSpree when attacking 2 nearby targets in Melee range will result in doubling the effect of KSpree. Combine BF with FoK and activate Adrenaline Rush before that and you will get the most insane AoE damage in the whole game for the duration of BF and AR.
Weapon Spec in PvE is an issue that a lot of Rogues hate. Basically because they have to respec every time they get a cool new weapon. This is the reason why it got removed on Cataclysm. Having said that, weapon specialization depends mainly on what type are your current best weapons in possession. Of course, there are some general things that should be mentioned about Weapon Specialization.
Mace Spec – good if you are in a hurry to reach the ArP hard-cap.
CQC – crit is always nice, but not as nice as H&S
H&S – the general talent of choice, H&S is unrelated to ArP or crit – it just grants you an extra hit… which can proc poisons & crit. I think this makes it clear why H&S is the best choice.