Rogue
My favorite encounter of Cataclysm is...
Scaron — Sun, 03/20/2011 - 11:44
Glory of the Cataclysm Hero
Sargus — Thu, 01/20/2011 - 19:35
I'm going to be trying to put a 5 man group together to go and get all the achievements needed for this meta
http://www.wowhead.com/achievement=4845
It rewards a very sexy http://www.wowhead.com/spell=88331/volcanic-stone-drake
We will be running the heroics probably on Sunday and maybe Thursday afternoons, before the rated BG's start up. I plan to run a few each night until we knock them all out. I really do not want to try and do it all in 1 night, or even 2 and maybe even 3. Heroics are boring enough, no one wants to do that many at one time. If you cannot make a night that we have planned to run on do not worry! We will not run unless all five of the players are in attendance, it's easier if we are all on the same page. Plus, I really do not want to do some of the achievements more then once.
I need 2 DPS (1 melee 1 ranged... or both ranged) a tank, and of course a healer. I have to enforce some type of gear requirement, from what I have heard there are some challenging achievements. Just don't be in all quest greens and all that.
If your interested leave a comment or PM/mail Nicklolz. Thanks!
4.0.3b Rogue Cheat Sheet
saedo — Wed, 11/17/2010 - 11:55
So let's have one of these.
Stats: Agility
And I mean it, due to the levelling the ratings all take a hit in value (higher level more rating needed to achieve same result). This paved the way for agility to completely overtake all the other stats. There'll be little to no socket bonuses worth gunning for. You stack agility agility agility. And might be like this for the next couple of tiers of gear.
Here are the preliminary stat weights from EJ for a Mutilate rogue, note the preliminary, so subject to change and bugs.
- Agility = 2.6
- Yellow Hit = 1.75
- Spell Hit = 1.4
- Mastery = 1.3
- Haste = 1.2
- Expertise = 1.1
- Crit = 0.9
- White Hit = 0.75
This crude estimate kinda infers that you would only gem agility. It will be in no way worth gemming expertise or hit even to get to their caps.
Though however, that's what's reforging is for. Since can't do agility there, you get your caps that way. Reforge for Yellow Hit Cap > and Spell Hit Cap, then Mastery and Haste. Expertise cap you can optionally reforge for if you want cycle stability, and it's close enough either way
For Combat it looks like:
- Agility = 2.7
- Yellow Hit = 1.8
- Expertise = 1.5
- Haste = 1.5
- Spell Hit = 1.3
- White Hit = 1.0
- Mastery = 0.95
- Crit = 0.95
So here's looking like reforging for yellow hit and expertise caps would be the way to go, then haste. Spell hit cap not as important here.
Meta:
Due to our love of agility, we will likely remain using the Relentless Earthsiege Diamond over the brand new Chaotic Shadowspirit Diamond
After they fix the meta requirements of course
Professions:
Assuming nothing changes from beta, this will be the relative rankings.
- Leatherworking = ~90-100 agi
- Jewelcrafting = 81 agi
- Enchanting/Alchemy/Blacksmithing = 80 agi
- Engineering = unspecified
- Skinning/Herbing/Mining = blows
With most of the profession bonuses giving agi bonuses, that's what we look at as the baseline. Leatherworking is current a head above the rest due to the best bracer enchant being 65 haste. And, that's only equivalent to about 30 agi worth of stats, while the LW one is 130 agi. So this becomes the best profession if nothing changes.
Secondly are the JC (slightly above), Ench, Alc, BS. These give you the standard ~80 agi. So pick your flavors.
Engineering is a bit unknown right now, but it does not have the agi bonuses. What you get instead is the utility of rocket boots, parachute cloak etc. It may be done on purpose, Eng being the utility profession at the cost of dps stats. Your choice if you want that utility.
Suffice to say, the gathering professions don't change much, so avoid them if you want your max dps.
Enchants:
- Helm - Arcanum of the Ramkahen (60agi / 35 haste) = Ramakahn Revered (Uldum)
- Shoulders - Greater Inscription of the Shattered Crystal (50 agi / 25 mastery) = Therazene Exalted (Deepholm)
- Cloak - Greater Critical Strike (65 crit) >= Major Agiity (22 agi) (So note, we may still use the Wrath enchant due to Agi stacking)
- Chest - Peerless Stats (20 stats)
- Bracer - Greater Speed (65 haste)
- Gloves - Greater Mastery (65 mastery)
- Legs - Dragonscale Leg Armor
- Boots - Major Agility (35 agi) or Assassin's Step (25 agi + run speed)
- Weapons - Landslide (1000 AP proc)
Conversion Rates at 85 per 1:
- Hit: 120.109 (from 30.7548)
- Spell Hit: 102.446 (from 26.232)
- Crit: 179.28 (from 45.906)
- Haste: 128.05701 (from 32.79)
- Expertise: 30.0272 (from 7.68869)
- Mastery: 179.28 (from 45.906)
Caps:
- Expertise Cap: 780.7 (690.6 w/ Racials and 630.6 for Orcs)
- Yellow Hit Cap: 960.9 / 720.7 / 480.4 / 240.2 (depending on Precision)
- White Hit Cap: 3242.9 / 3002.7 / 2762.5 / 2522.3
- Spell Hit Cap: 1741.6 / 1536.7 / 1331.8 / 1126.9
Well that's all I can think of atm as a quick reference for rogues. Got any other suggestions to look up?
Rogue 4.0.1 Cheat Sheet
saedo — Tue, 10/12/2010 - 17:07
Ok I'm bored so I'll just type this up for people to read, and to remind myself too on what I need to do when online.
Most info is found here: http://elitistjerks.com/f78/t105659-4_0_1_rogue_faq/
I may have added a few things myself.
Specs (there are flexible fillers in there):
Assassination - http://cata.wowhead.com/talent#fcIfzsMdoGo0bZ0h:qV Last glyph is Vendetta or Backstab, I dunno. Cycle is basically Envenom to keep SnD up, keep rupture up, mutilate 4+, backstab < 35%.
Combat - http://cata.wowhead.com/talent#f0bZfGccocbRGo0h:o0Vz Cycle is basically keep SnD up. Use Revealing Strike at 3-4 combo points before a Rupture/Eviscerate (does not affect SnD waste to use otherwise). Watch Bandit's Guile to maximize CDs/Ruptures/etc.
Reports are, DPS sucks, well rogues have to get used to new mechanics too, but it doesn't look good, needs buffs!
Subtlety - http://cata.wowhead.com/talent#f0hZ0bZcGcsdu0RGo:mza Keep SnD up, keep Hemo debuff up, keep Rupture up via Evis, keep Recuperate up, otherwise Backstab/Evis.
Reports are, HAT is broken, resetting your combo points when other people crit, so likely not viable til fixed.
Stat Weights (AP = 1):
Assassination
- Spell Hit 3.1
- Agility 2.8
- Expertise 2.6
- Haste 2.2
- Mastery 1.9
- White Hit 1.7
- Crit 1.4
Combat
- Agility 2.88
- Spell Hit 2.38
- Haste 2.25
- Expertise 2.2
- White Hit 1.69
- Crit 1.62
- Mastery 0.6
Subtlety
- Agility 3.67
- Expertise 2.15
- Spell Hit 1.9
- Haste 1.84
- Crit 1.67
- White Hit 1.14
- Mastery 1.01
Trinkets:
Assassination
- Heroic Sharpened Twilight Scale 810
- Heroic Death's Verdict 760
- Heroic Deathbringer's Will 760
- Sharpened Twilight Scale 710
- Death's Verdict 680
- Harkuml War Token 680
- Heroic Whispering Fang Skull 670
- Deathbringer's Will 670
- Comet's Trail ~640?
- Heroic Abomination in a Jar 600
- Whispering Fang Skull ~595?
Combat
- Heroic Sharpened Twilight Scale 830
- Heroic Deathbringer's Will 790
- Heroic Death's Verdict 780
- Sharpened Twilight Scale 740
- Deathbringer's Will 700
- Death's Verdict 690
- Harkuml War Token 690
- Heroic Whispering Fang Skull 690
- Comet's Trail ~650?
- Whispering Fang Skull ~625?
Subtlety
- Heroic Death's Verdict
- Death's Verdict
- Heroic Sharpened Twilight Scale
- Heroic Deathbringer's Will
- Sharpened Twilight Scale
- Deathbringer's Will
- Heroic Whispering Fang Skull
- Herkuml War Token
- Whipsering Fang Skull
Enchants
- Weapons: Berserking -> Mongoose
- Gloves: 44AP -> 20 agi
- Boots: 12hit/12crit -> 16 agi
- Cloak: 23 haste -> 22 agi
Random Note:
For greatest flexibility in all specs priority probably should be
- Get the spell hit cap (289 / 342 / 394 / 446 rating depending on your precision)
- Get to expertise cap (172 or 149 for gnomes with daggers/swords)
- Red Slots = Agility (delicate) or Expertise (precise)
- Yellow Slots = Agilty / Haste (deft) or Expertise / Hit (accurate)
- Blue Slots = Agility / Hit (glinting) or Expertise / Hit (accurate)
- Reforge crit into haste or hit
- And of course, reforge the most worthless stat on the item into a higher stat when possible
- Note: Mastery seems good for Mutilate, so reforge for that whenever you can't do haste.
Anyone interested in my account?
pulga — Tue, 07/13/2010 - 11:10
So I'm pretty sure I'm not going to return come cataclysm. The changes announced so far haven't really seemed that exciting to me, and I probably don't need WoW eating away at me this upcoming semester. I was wondering if there was anyone interested in taking over my account? Level 80 rogue, DK, and shaman for those of you who don't remember. I put way too much time into it for it to just sit and go to waste. It's linked to my battle.net account, so I don't exactly know how to transfer it to someone. I might also sell it, but I'm also not quite sure how to do that. Anyway, hope everyone is doing well.
-Pulga
- pulga's blog
- Login or register to post comments
Retiring until at least Cataclysm...
pulga — Tue, 06/01/2010 - 17:16
So today I decided that despite having time to play, I'm not really enjoying the game as much as I used to. So, I canceled my subscription. Once July 3rd hits, I'll be done with WoW until at least Cataclysm comes out, possibly for good. It's been a great couple of years. I'll still check the site now and then if anyone wants to contact me. My Xbox Live is th3truthiness if anyone wants to come on and play some UFC or CoD or whatnot. Cheers folks.
Cataclysm Rogue Preview
saedo — Thu, 04/22/2010 - 15:59
So my turn at making a post on Rogues.
In World of Warcraft: Cataclysm, we'll be making
several changes to class talents and abilities across the board. Here,
you'll get a glimpse at what's in store for the rogue class, including a
look the new high-level abilities and an overview of how the new
Mastery system will work with the rogue's different talent specs.
New Rogue Abilities
Redirect (available at level 81)
: Rogues will be getting a
new ability to help them deal with changing targets. Redirect will
transfer any active combo points to the rogue's current target, helping
to ensure combo points aren't wasted when swapping targets or when
targets die. In addition, self-buff abilities like Slice and Dice will
no longer require a target, so rogues can spend extra combo points on
those types of abilities (more on this below). Redirect will have a
1-minute cooldown and no other costs.
This is all right I guess. It does address a bit on our losing our "rage/runes/mana" (sorta) when changing target to target. With a 1 minute CD, it's a little bit of extra burst, little less ramp up time for adds. But it's not that huge, a slightly better quality of life thing.
Combat Readiness (level 83)
: Combat Readiness is a new
ability that we intend rogues to trigger defensively. While this ability
is active, whenever the rogue is struck by a melee or ranged attack, he
or she will gain a stacking buff called Combat Insight that results in a
10% reduction in damage taken. Combat Insight will stack up to 5 times
and the timer will be refreshed whenever a new stack is applied. Our
goal is to make rogues better equipped to go toe-to-toe with other melee
classes when Evasion or stuns are not in play. This ability lasts 6
seconds and has a 2-minute cooldown.
This would mostly be a pvp move. It can seem a bit OP at most, but when players adapt to seeing this they can work around it. All it takes is for you to stop attacking the rogue for 6 seconds, and the stacks will fall off. So like most things, bad players will be screwed, good players that are attentive and have the tools will negate this. For PvE, maybe during fights with constant raid damage or so it'd help the healers out a bit. But rogues are dps heroes, we don't care, dps dps dps til we kill ourselves right?
Smoke Bomb (level 85)
: The rogue drops a Smoke Bomb, creating
a cloud that interferes with enemy targeting. Enemies who are outside
the cloud will find themselves unable to target units inside the cloud
with single-target abilities. Enemies can move inside the cloud to
attack, or they can use area-of-effect (AoE) abilities at any time to
attack opponents in a cloud. In PvP, this will open up new dimensions of
tactical positional gameplay, as the ability offers a variety of
offensive and defensive uses. In PvE, Smoke Cloud can serve to shield
your group from hostile ranged attacks, while also drawing enemies
closer without the need to rely on conventional line-of-sight
obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
This potentially has some major implications. But when it comes right down to it, if rogues find a way to use it to negate any major boss mechanics, Blizz will simply fix it to not work on it anymore. But in the meantime, maybe use it to LoS trash for the tanks. Maybe use it to save the healers/ranged from being targetting by some ability. Maybe. PvP will probably be more fun, create your own LoS pilller kind of thing.
Changes to Abilities and Mechanics
We're also planning to make changes to some of the other abilities
and mechanics you're already familiar with. This list and the summary of
talent changes below it are by no means comprehensive, but they should
give you a good sense of what we want for each spec.
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue's talent trees
will change, as we would like each tree to have a clearly defined niche
and purpose. The talent details below are meant to give you an idea of
what we're going for.
Mastery Passive Talent Tree Bonuses
Assassination
Melee damage
Melee critical damage
Poison damage
Nothing really unexpected here. Mutilates are the poison high crit rogue, so, go them.
Combat
Melee damage
Melee Haste
Harder-hitting combo-point generators
Haste, in all likelihood, this does refer to the new haste, which means we get energy regen out of it. So, if that's the cast, this likely replaces Vitality and Lightning Reflexes out of our tree. Guess the 3rd mastery just boosts how hard Sinister Strike hits, so more yellow damage a go.
Subtlety
Melee damage
Armor Penetration
Harder-hitting finishers
Armor penetration for this tree is weird. In fact, this mastery was originally the Combat's, and Combat's here. Well it was called More Energy Regen or something like that. But the way these 3 are lined up, my theory is that the masteries are making Assassion uses Envenom (duh), Combat uses Rupture, while Subtlety uses Evis. The ArP would certainly be a Evis booster.
The initial tier of rogue Mastery bonuses will be very similar
between the trees. However, the deeper that a player goes into any tree,
the more specialized and beneficial the Masteries will be to the play
style for that spec. Assassination will have better poisons than the
other two specs. Combat will have very steady and consistent overall
damage. Subtlety will have strong finishers.
We hope you enjoyed this preview, and we're looking forward to
hearing your initial thoughts and feedback on these additions and
changes. Please keep in mind that this information represents a work in
progress and is subject to change as development on Cataclysm continues.
Well this concludes my analysis. All in all, there's nothing ground breakingly major for the rogues. We get a few utility tricks. A few conveniences for target switching. And that's about it.
Have to wait fo the Talent Tree previews to make a real judgement call for the rogues. That's where the meat and potatoes are! See ya then! Or if you wanna discuss something below, go ahead.
Saedo's 3.3 Wishlist
saedo — Fri, 12/04/2009 - 00:03
All these values are taken at level 80 assuming full buffs.
- DPS: 13358.0 dps
- T10 2pc: 230.0 dps
Saedo's Collective UIs
saedo — Sun, 11/15/2009 - 02:18
Saedo's 3.2.2 Wishlist
saedo — Sat, 09/12/2009 - 21:05
All these values are taken at level 80 assuming full buffs.
- DPS: 9003.0 dps
- T9 4pc: +104.1 dps
- Str: 1.1
- Agi: 2.0922
- Crit: 1.789
- Hit: 1.6432
- Exp: 2.0193
- Haste: 1.7512
- ArP: 1.7282
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