Utolsó módosítás programmer, ekkor: 2014.06.27.
In this article, we list your Assassination Rogue (WoW 4.3) core abilities and how they should
be used together (rotation). We also explain when to use your various
cooldowns. Then, we go deeper and present all the subtleties that playing
an Assassination Rogue will face you with.
The other articles of our Assassination Rogue guide can be accessed
from the table of contents on the left.
1. Basic Single Target Rotation↑top
- Combo Point builders
- Use
Mutilate, between 100% and 35% of target's health.
- Use
Backstab, below 35% of target's health
- if you generate so much Energy that you cannot spend it, weave in a few
Mutilates.
- Finishing Moves (by order of priority)
- Apply and maintain
Slice and Dice
- Apply and maintain
Rupture
- use whatever amount of Combo Points you have when Rupture is about to expire.
- Use
Envenom (with 3, 4, or 5 Combo Points).
For more information about the optimal opening sequence, refer to our dedicated section.
2. Multiple Target Rotation↑top
When there are 5 or more enemies in a small area, you should abandon your single-target
rotation and spam
Fan of Knives instead.
3. Poisons↑top
As a rule, always use
Instant Poison on your Main-hand weapon
and
Deadly Poison on your Off-hand weapon.
If you are using
Fan of Knives for doing AoE damage, then use
Deadly Poison on your Thrown Weapon.
Refer to our Poisons and Weapons section for
detailed explanations about poisons and the way they influence your choices
of weapons.
4. Cooldowns↑top
You have three DPS cooldowns:
Cold Blood should always be used before a 5 Combo Point
Envenom.
Vanish should be used on cooldown. It enables you to benefit
from a 20-second
Overkill. To break out of Stealth, use
Garrote.
Vendetta should be used on cooldown, provided that you can attack
your target for 30 seconds without interruption.
As the cooldown on these abilities is high, it is viable to delay using them
for periods when the boss takes increased damage.
5. Optional Read: Mastering Your Assassination Rogue↑top
The Assassination specialisation is rather easy to play. The information
given above will yield good results. However, being aware of the few subtleties
that we detail in the rest of this page will enable you to
play your Assassination Rogue to its full potential.
In particular, poisons do most of the damage of an Assassination Rogue,
therefore it is important to understand the synergy they have with your various
abilities.
5.1. Combo Points and Energy
As a rogue, most of your abilities need Energy to be used. Your Energy
bar has a capacity of 120 Energy (thanks to
Assassin's Resolve, your
Assassination Rogue proficiency) and refills at a rate of 10 Energy per second.
Your energy regeneration is increased by:
- your melee haste (Haste Rating + haste-enhancing buffs);
- your normal hits with
Backstab, which restore 30 Energy
(thanks to
Murderous Intent);
- your critical hits with
Backstab, which restore 5 Energy
(thanks to Glyph of Backstab);
- your
Relentless Strikes talent, which grants your Finishing Moves a
20% chance per Combo Point to restore 25 Energy;
- your
Cold Blood cooldown, which restores 25 Energy;
- the
Overkill effect (after breaking out of Stealth), which
increases your Energy regeneration by 30% for 20 seconds;
- your
Rupture and
Garrote periodic damage ticks, which
have a 60% chance to restore 10 Energy (thanks to
Venomous Wounds).
The faster you regenerate Energy, the more casts of
Envenom you can fit
in your rotation.
Some abilities add one or several Combo Points on your target, up to a maximum
of 5 Combo Points. Other abilities, called Finishing Moves, consume the Combo Points
on your target. The more Combo Points a Finishing Move consumes, the more powerful
its effect is. Your Combo Point generation is increased by:
Ruthlessness (if talented), which grants your Finishing Moves a
chance to add a Combo Point on your target;
Seal Fate, which causes your critical hits with
Mutilate and
Backstab to add an additional Combo Point on your target.
5.2. Poisons and Weapons
As an Assassnation Rogue, you will only use
Deadly Poison and
Instant Poison, as you have numerous talents that boost them.
Unlike Combat and Subtlety Rogues, you have no use for
Wound Poison.
In this section, we will explain how these poisons are applied and how
they influence your weapons of choice.
5.2.1. Poison Application
While the tooltip for
Deadly Poison clearly mentions how often the
poison is applied, the tooltip for
Instant Poison does not. For this
poison, the number of applications per minute is fixed (between 9 and 10).
This number never changes, regardless of your weapon speed, your melee haste,
and the various haste buffs from which you are benefiting. For example, if you can
perform 30 normal melee attacks in a minute with an
Instant Poison imbued
weapon, then each of the attacks will have a 33% chance (approximately) to
apply the poison. If you can only perform 20 normal melee attacks, then each
attack will have a 50% chance (approximately) to apply the poison.
The one thing to remember is that a slow weapon is associated a higher chance
to apply
Instant Poison than a faster weapon. This is important because the
per minute limit only affects poison applications from normal melee
attacks. It does not affect poison applications from special melee attacks,
which have a chance to apply the poison equal to the chance associated with
their corresponding weapon.
For example, the slower your Main-hand Weapon, the higher the chance that
Mutilate will apply
Instant Poison.
Understanding this is important, as it determines (partly) your choice of
poison for your weapons as well as your choice of weapons.
5.2.2. Why Instant Poison and Deadly Poison on Melee Weapons
As an Assassination Rogue, you should always have
Instant Poison on your
Main-hand Weapon and
Deadly Poison on your Off-hand Weapon.
Thanks to
Improved Poisons, your Assassination Rogue proficiency,
Instant Poison is applied more often and deals more damage than
Wound Poison. Furthermore, the buff that
Envenom provides
increases even
more your chances to apply Instant Poison.
Therefore, it is crystal clear that
Instant Poison is your best
instant-damage poison (it is not so clear for other Rogue specialisations).
It must be applied on your slowest weapon,
so that the chances to apply it with your special melee attacks are maximised.
Deadly Poison is your most potent poison. Thanks to
Improved Poisons,
each strike with an imbued weapon has a 50% chance to apply this poison.
It deals a sizeable amount
of damage by stacking a DoT on your target, up to 5 stacks. Once at 5 stacks,
each new application refreshes the DoT and applies, with a 100% chance,
Instant Poison.
Deadly Poison must be applied on your fastest weapon, so that you maximise
the number of applications of Deadly Poison. The benefits are two-fold:
- the chances that the DoT will drop (no application within 12 seconds) are
minimised;
- the chances that you will get additional applications of your other weapon's
poison are increased.
5.2.3. Why Deadly Poison on Thrown Weapon
Because of
Vile Poisons, you will always want to use
Deadly Poison
on your Thrown Weapon. This causes your
Fan of Knives to behave as follows.
- Between 0 and 4 stacks of
Deadly Poison, each strike of
Fan of Knives has
- from
Instant Poison on your Main-hand Weapon: a 35-45% chance to apply Instant Poison (depend on your melee haste);
- from
Deadly Poison on your Off-hand Weapon: a 50% chance to apply a new Stack of Deadly Poison;
- from
Deadly Poison on your Thrown Weapon: a 50% chance to apply a new Stack of Deadly Poison.
- At 5 stacks of
Deadly Poison, each strike of
Fan of Knives has
- from
Instant Poison on your Main-hand Weapon: a 35-45% chance to apply Instant Poison (depend on your melee haste);
- from
Deadly Poison on your Off-hand Weapon: a 50% chance to refresh Deadly Poison and apply Instant Poison;
- from
Deadly Poison on your Thrown Weapon: a 50% chance to refresh Deadly Poison and apply Instant Poison.
Also, when the boss is not in melee range (for example, when you need to
move away from Morchok), you can use
Throw
to maintain your stacks of
Deadly Poison.
5.2.4. Weapon Choice
Your choices of weapons are influenced by several constraints.
First of all, your poisons dictate that:
- one of your weapons should be as slow as possible, so that your special
melee attacks have an increased chance to apply
Instant Poison.
- one of your weapons should be as fast as possible, so that you get as much
benefit as possible from
Deadly Poison;
Your abilities dictate that your Main-hand Weapon should be as slow as
possible, in order to increase the damage done by each cast of
Backstab
and
Mutilate, both of which require you to be using Daggers (in addition
to your
Assassin's Resolve proficiency). Therefore, you should equip:
- a 1.8 Agility Dagger (the slowest type of agility weapons you can equip) as your
Main-hand Weapon and imbue it with
Instant Poison;
- a 1.4 Agility Dagger (the fastest type of agility weapons available) as your
Off-hand Weapon and imbue it with
Deadly Poison.
Note that Direbrew's Bloodied Shanker is a very rare 2.0 Agility Dagger.
This very particular speed makes this weapon more desirable than many 1.8
Agility Daggers of higher item level.
5.3. Single Target Rotation Subtleties
5.3.1. Envenom, Poisons, and Energy Pooling
Envenom is your hardest hitting ability. Despite what the tooltip
says, it does not consume your
Deadly Poison, thanks to the
Master Poisoner talent.
In addition to hitting very hard,
Envenom gives you a temporary
buff that increases the chances that
Deadly Poison and
Instant Poison
will be applied. The duration of this buff depends on the number of Combo Points you
used Envenom with. It will usually be between 4 and 6 seconds, because you should
always use Envenom with 3 to 5 Combo Points. The idea is that
Mutilate
adds 2 or 3 Combo Points on your target, thanks to
Seal Fate, meaning
that if you are at 3 Combo Points and cast Mutilate, you run the risk of
wasting a Combo Point.
Below 35% of your target's health, you will mostly be using
Backstab
so you should use
Envenom with 4 to 5 Combo Points.
To benefit from the
Envenom buff as much as possible, you will want
to pool Energy before casting
Envenom, when you are above 35% of your
target's health. The idea is to be able to cast
Mutilate at least twice while the buff is active. The buff
is applied on you before Envenom deals its damage, therefore
Envenom will always benefit from it.
You should not pool Energy during times of high Energy regeneration.
This happens mostly when the target is below 35% health (because of
the increased Energy regeneration provided by
Backstab) and
when you benefit from
Bloodlust,
Heroism, or
Time Warp.
5.3.2. Rupture, Garrote, and Venomous Wounds
The
Venomous Wounds talent is the reason why you want to
maintain
Rupture on your target and why you want to use
Garrote to break out of Stealth (at the beginning of
the fight or after using
Vanish).
The DoTs left by these two abilities do not deal much damage by themselves,
but, thanks to
Venomous Wounds, each tick has a 60% chance to deal
additional Nature damage (shown as Venomous Wounds in your combat
logs) and to make you regain 10 Energy.
5.3.3. Backstab
When your target is below 35% health,
Backstab replaces
Mutilate as your Combo Point builder. The reason for this is
the
Murderous Intent talent, which restores 30 Energy
every time you use Backstab on a target below 35% health.
As a result of Murderous Intent, your Energy regeneration is much
increased on targets below 35% health and you will find yourself
casting
Envenom a lot more often than during the rest of the fight.
Note that
Mutilate is more damaging than
Backstab, even though
it costs slightly less Energy to cast. If you find yourself in a situation
where the extra Energy regeneration provided by
Backstab (through
Murderous Intent) is not beneficial, then you should stick to using
Mutilate as your main Combo Point builder. This happens when
Bloodlust,
Heroism, or
Time Warp is active.
5.3.4. Applying and refreshing Slice and Dice
Whenever you have to apply
Slice and Dice, do not bother doing it with
5 Combo Points. Indeed, thanks to
Cut to the Chase,
Envenom will always
refresh your Slice and Dice to a 5 Combo Point duration. This is true regardless
of how many Combo Points you had applied Slice and Dice with in the first place
and regardless of how many Combo Points you use on Envenom.
On fights with long periods of movement or downtime on the boss, you
can find yourself with only a few seconds remaining on
Slice and Dice.
In this case, you can simply use
Shiv (instead of
Mutilate) to
add a Combo Point on the target
and immediately use
Envenom to refresh Slice and Dice to a 5 Combo Point
duration.
Using Shiv instead of Mutilate saves you from spending 60 Energy
to build 2 Combo Points that will be used for the sole purpose of refreshing
Slice and Dice. It is better to save this Energy to prepare a subsequent 5
Combo Point
Envenom.
Shiv is guaranteed to apply your
Off-hand Weapon poison (
Deadly Poison); this partially makes up for
its low damage.
5.3.5. Opening Sequence
- Enter Stealth — if you are pre-potting, it will get you out of Stealth,
so pre-pot before entering Stealth.
- Use
Tricks of the Trade on your Tricks of the Trade target (see next section).
- When the fight begins, you need to break out of stealth (to benefit from
Overkill):
- Use
Garrote if you can rapidly position yourself behind the boss.
- Otherwise, cancel Stealth and use
Mutilate (or break out of Stealth with
Mutilate).
- Apply
Rupture.
- Cast
Mutilate.
- Apply
Slice and Dice.
- Cast
Mutilate.
- Cast
Envenom to refresh
Slice and Dice to a 5 Combo Point duration.
- Start your rotation.
5.3.6. Bosses That Cannot Be Attacked From Behind
On bosses that cannot be attacked from behind, you cannot
Backstab when the boss is under 35% health. Therefore, you need
to use
Mutilate as your Combo Point builder for the entire
duration of the fight.
Also, you cannot use
Garrote for breaking out of Stealth.
At the start of the fight and whenever you use
Vanish, simply
cancel Stealth and use
Mutilate (or use
Mutilate to break
out of Stealth).
Finally, you should replace Glyph of Backstab, which becomes useless,
with Glyph of Vendetta.
5.4. Tricks of the Trade
Tricks of the Trade was originally designed to be cast on tanks in order to help
them keep aggro. With the changes that threat generation has undergone in WOTLK and Cataclysm,
it is now more beneficial to your raid if you use Tricks of the Trade on one of the best
DPS players in order to increase their damage done.
Note that you can (and most often should) cast
Tricks of the Trade on the tank at
the pull, before switching to a different target when refreshing it.
Tricks of the Trade costs you a Global Cooldown to cast (but no Energy, thanks
to Glyph of Tricks of the Trade). The best time to refresh it is when you are
pooling for Energy before casting
Envenom.
Please refer to our Macros and
Addons page for a
Tricks of the Trade macro.
Note that with the Rogue Tier 13 Set 2-piece Bonus, you get a temporary DPS boost
whenever you use
Tricks of the Trade.
5.5. Using Redirect
Redirect is a very convenient ability for Rogues.
This ability transfers your existing Combo Points to your current target. Note that
when you kill an enemy, your unused Combo Points remain on it, which means that they
can be transferred through
Redirect. Moreover, your Combo Points on a dead enemy
are removed when another enemy dies with unused Combo Points.
Redirect is very useful in two situations:
- when you switch target and want to start on your new target with the Combo
Points you had on your previous target;
- when you engage a boss and you want to start with as many Combo Points as possible
(by transferring the Combo Points of the last trash mob that died).
If you also play the Combat specialisation, you might expect
Redirect to transfer your
Vendetta from your previous
target to your new target, as it does with
Bandit's Guile
for Combat Rogues. Unfortunately, Redirect does not transfer
Vendetta.
5.6. More on Cooldown Usage
Cold Blood should be used with a 5 Combo Point Envenom during
periods of increased damage dealt to the boss (for example, when
Enchant Weapon - Landslide procs). If you prefer, you can add it to
an Envenom macro to turn it into
a passive proc.
For
Vanish and
Vendetta, it is imperative that you use them
when you can benefit from them for their entire duration without being interrupted.
The 20 second
Overkill effect that you get from
Vanish (after
breaking out of Stealth) and the 36 second buff from
Vendetta can
(and should) be stacked for increased effect.