Utolsó módosítás programmer, ekkor: 2014.06.27.
In this article, we list your Combat 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
a Combat Rogue will face you with.
The other articles of our Combat Rogue guide can be accessed
from the table of contents on the left.
1. Single Target Rotation↑top
Combat Rogues have one of the simplest rotations in the game, which takes the
form of the following cycle:
- Build 5 Combo Points by spamming
Sinister Strike.
- At 5 Combo Points:
- Apply
Slice and Dice, if it is not up.
- Refresh
Slice and Dice, if it is about to expire.
- Cast
Eviscerate, if there is no need to apply or refresh
Slice and Dice.
- Repeat from step 1.
1.1. Revealing Strike
Use
Revealing Strike whenever you are at 4 Combo Points and you intend to
use
Eviscerate as your next Finishing Move.
Revealing Strike is a less efficient Combo Point builder than
Sinister Strike, which deals more damage and has a chance to add an
additional Combo Point on the target (thanks to Glyph of Sinister Strike).
However,
Revealing Strike increases the damage of your next offensive
Finishing Move by 35% for 15 seconds.
Using it before
Eviscerate is a DPS gain, but only if Revealing Strike
adds the fifth Combo Point on your target. If you already are at 5 Combo Points,
using Revealing Strike just for the damage increase is a DPS loss.
1.2. Rupture
We advise you against using
Rupture at all. It greatly complicates
the rotation and ends up being a DPS loss.
2. Multiple Target Rotation↑top
If there is a very large number of enemies to kill (at least 10-12 enemies),
then you can use
Fan of Knives on them, provided that you have a Thrown Weapon.
Otherwise, turn on
Blade Flurry and proceed with your single
target rotation on one of the enemies.
3. Poisons↑top
As a rule, always use
Instant Poison on your Main-hand weapon
and
Deadly Poison on your Off-hand weapon. If your raid needs
the reduced healing debuff on the target, use
Wound Poison on your
Main-hand weapon (Instant Poison is only very slightly better).
If you are using
Fan of Knives for doing AoE damage, then use
Wound Poison on your Thrown Weapon. You can also use
Deadly Poison
with great success, if the enemies will stay alive long enough that Deadly
Poison can stack up to 5 times on some of the targets.
Refer to our Poisons and Weapons section for
detailed explanations about poisons and the way they influence your choices
of weapons.
4. Cooldowns↑top
Your two main DPS cooldowns are
Adrenaline Rush and
Killing Spree.
We advise you to use them on cooldown. You can delay using them when
there is a period of increased damage on the boss. As one of our readers
put it, a rule of thumb for cooldown management as Combat Rogue is to
use them often and early.
When
Adrenaline Rush is stacked with
Bloodlust,
Heroism,
or
Time Warp, you will regenerate so much Energy that you will not
be able to spend it. While the increased Energy regeneration that Adrenaline
Rush provides will be, in these circumstances, largely wasted, you will still
benefit from the increased attack speed. Therefore, using Adrenaline Rush
during Bloodlust, Heroism, or Timewarp is still a DPS gain.
Before casting
Killing Spree, make sure to be very low on Energy, so
that the Energy regenerated during Killing Spree does not go to waste.
Also, you need to be very careful when using
Killing Spree, as it
teleports you from enemy to enemy. This runs the risk of you standing in a
dangerous place when Killing Spree ends.
Using
Redirect in fights where you have to fight different enemies
is a DPS gain. See our Redirect section for more details.
5. Mastering Your Combat Rogue↑top
The guidelines above should enable you to play your Combat Rogue with
near perfection. That said, if you want to excel at playing your character,
you need to understand, among other things:
- how your Combo Points and your Energy are generated;
- how your poisons work and how they affect your choice of weapon;
- what
Bandit's Guile does and how you can benefit from it.
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 100 Energy 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
Vitality proficiency, which increases Energy regeneration by 25%;
- your
Combat Potency talent, which grants your off-hand melee attacks a
chance to generate 15 Energy;
- your
Relentless Strikes talent, which grants your Finishing Moves a
20% chance per Combo Point to restore 25 Energy;
- your
Adrenaline Rush cooldown, which temporarily increases your Energy
regeneration by 100%.
The faster you regenerate Energy, the more casts of
Eviscerate you can fit
between two refreshes of
Slice and Dice.
Note that, whenever you are in
Blade Flurry, your Energy regeneration is reduced
by 15%.
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.
Note that, thanks to
Ruthlessness, your Finishing Moves have a chance to
add a Combo Point on your target.
5.2. Poisons and Weapons
As a Combat Rogue, you will mostly use these three poisons:
Deadly Poison,
Instant Poison, and
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 tooltips for
Instant Poison and
Wound Poison
do not. For these two poisons, the number of applications per minute is fixed
(between 9 and 10 for
Instant Poison and about 24 for
Wound Poison).
These numbers never change, regardless of your weapon speed, your melee haste,
and the various haste buffs from which you are benefiting. For example, if you can
perform 48 normal melee attacks in a minute with a
Wound Poison imbued
weapon, then each of the attacks will have a 50% chance to apply the poison.
If you can only perform 24 normal melee attacks, then each attack will have a
100% chance to apply the poison.
The one thing to remember is that a slow weapon is associated a higher chance
to apply a poison (be it
Instant Poison or
Wound 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
Sinister Strike 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 Wound Poison on Thrown Weapon
Wound Poison is a more potent poison than
Instant Poison. Even if
it does much less damage than Instant Poison, Wound Poison can be applied many
more times per minute, leading to higher damage. To convince yourself, you can
try spamming
Fan of Knives
on a dummy with your Thrown Weapon imbued by
Wound Poison. Repeat with your
Thrown Weapon imbued by
Instant Poison. Wound Poison will be a clear winner.
5.2.3. Why Instant Poison and Deadly Poison on Melee Weapons
As a Combat Rogue, you should always have
Instant Poison on your
Main-hand Weapon and
Deadly Poison on your Off-hand Weapon.
Deadly Poison is your most potent 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, the
poison of your other weapon.
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.
As seen in the previous section,
Instant Poison is less potent than
Wound Poison. The experiment we described can be repeated by imbuing both
melee weapons with Instant Poison and Wound Poison, and performing only
normal melee attacks on a dummy. Wound Poison will be the clear winner.
The only reason why one of your weapons should be imbued with
Instant Poison is because there is
Deadly Poison on the
other weapon. Indeed, the guaranteed chance to apply Instant Poison
with each application of Deadly Poison more than makes up for the
damage penalty of using it instead of
Wound Poison.
Instant Poison must be applied on your slowest weapon, so that
the chances to apply it with your special melee attacks are maximised.
Note that using
Wound Poison instead of
Instant Poison is
perfectly viable if your raid needs you to provide the healing debuff.
This will result in a very small DPS loss.
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:
Unlike the other Rogue specialisations, your abilities do not require you to use
Daggers, therefore you should equip:
- a 2.6 Agility Mace or Axe (the slowest type of agility weapons available) 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.
5.3. Bandit's Guile
Bandit's Guile is an important mechanic for Combat Rogues. It causes your
character to cycle through different buffs of increased damage dealt to your current target:
Attacking your current target 4 times with any combination of
Sinister Strike and
Revealing Strike will cause the cycle to progress
to the next buff. For
Shallow Insight and
Moderate Insight, you need
to make one attack every 15 seconds at least, otherwise the buff will drop
and the cycle will restarts from 0% increased damage.
Deep Insight
cannot be refreshed and at the end of the 15 seconds, the buff drops and
the cycle restarts from 0% increased damage.
Switching to a new target resets your cycle of
Bandit's Guile. Using
Redirect on a new target will transfer your current Bandit's Guile buff
to the new target.
Bandit's Guile is largely out of your control and the cycle will repeat
itself as the encounter progresses. That said, you can try and time your cooldowns
so that they are used during one of the buffs, possibly the highest one. We
detail this in the next section.
5.3.1. Delaying Cooldowns for Bandit's Guile
It can be viable to delay
Killing Spree slightly so that it benefits
from a higher
Bandit's Guile buff. We believe that
Adrenaline Rush should not be delayed for
Bandit's Guile.
Because of
Restless Blades, the real cooldown on
Killing Spree
and
Adrenaline Rush is much lower than what the tooltip indicates.
Depending on your Energy regeneration, it should be between 40 seconds
and 1 minute for Killing Spree and between 1 minute and 1 minute 30 for
Adrenaline Rush.
These abilities will therefore often be available and delaying using
them can be a DPS loss.
- For
Killing Spree, we advise you to delay using it, if you will gain a
higher buff of
Bandit's Guile in the next 3 or 4 seconds. Otherwise,
use it immediately.
- For
Adrenaline Rush, we advise you to use it as soon as it is
off cooldown, in order to benefit from the increased Energy regeneration
as often as possible.
5.3.2. Refreshing Slice and Dice
While keeping
Slice and Dice up is your top priority, it is not
required to always refresh it with 5 Combo Points. It appears to be viable
to refresh Slice and Dice with any number of Combo Points.
The rotation is easier to perform if you choose to always
refresh
Slice and Dice with 5 Combo Points. Doing this leads to good
results (but not optimal).
If you choose to optimise your refreshing of
Slice and Dice, then always
refresh
Slice and Dice when you have no
Bandit's Guile buff. This way, you
should not have to refresh Slice and Dice again before the beginning of the next
Bandit's Guile cycle.
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 waiting
for Energy to cast
Sinister Strike or
Revealing Strike.
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).
For Combat Rogues,
Redirect also transfers your
Bandit's Guile buff
from your previous target to your new target.
5.6. Recuperate
Using
Recuperate is optional as a Combat Rogue. Thanks to
the
Improved Recuperate talent, you get a bit of self-healing
and damage reduction while Recuperate is active.
You should only ever use
Recuperate if it will make the life of your
healers so much easier that it compensates for the sizable DPS loss; for
example, when the Purple Ooze is up against
Yor'sahj.