Utolsó módosítás programmer, ekkor: 2015.03.21.
On this page, we list your Assassination Rogue coreabilities and how they should be used together (rotation) in World of WarcraftMoP 5.4. We also explain whento use your various cooldowns. Then, we go deeper and present all the subtletiesthat you will need to know if you want to excel at playing an AssassinationRogue.
The other pages of our Assassination Rogue guide can be accessedfrom the table of contents on the right.
1. Single Target Rotation↑top
For more information about the optimal opening sequence, refer to our dedicated section.
For more information about Energy pooling, refer to our section about Envenom and Energy pooling.
2. Multiple Target Rotation↑top
When fighting 2 or 3 targets, maintain Deadly Poison (with Mutilate or Dispatch) and Rupture (cast with 3 or more ComboPoints) on all targets. The rest of the time, keep performing your single-targetrotation on one of the enemies. Vanish (thanks to Shadow Focus) and Redirect make maintaining Rupture easier, although they have rather longcooldowns.
When fighting 4 to 8 targets, maintain Deadly Poison (with Fan of Knives) and Rupture (cast with 3 or more Combo Points) onall of them. The rest of the time, use your Combo Points on Envenom andgenerate them with Fan of Knives.
If your main target will die in less than 1 minute and you have chosen Marked for Death as your Tier 6 talent, then use it on cooldown.
Your Lethal Poison should always be Deadly Poison.
Your Non-Lethal Poison depends on the encounter.
You have two main DPS cooldowns.
Using Vendetta and Shadow Blades together is very beneficial, butthese two abilities have different cooldowns, so you will rarely be able to usethem together. That said, at the beginning of the fight, and every 6 minutesafter that, they will be available at the same time. Also, being aware of theremaining duration of the fight can be beneficial; for example, if the fight finishes in2 minutes and Shadow Blades is off cooldown while Vendetta stillhas 1 minute left on its cooldown, you can simply wait for that minute to passand use Shadow Blades and Vendetta at the same time.
In addition to those, you have several minor DPS and utility cooldowns.
Finally, you have a number of survival cooldowns, such as Feint, Cloak of Shadows, Preparation, Evasion, etc., which you can useto keep yourself alive. See our section about survivalcooldowns for more information.
5. Optional Read: Mastering Your Assassination Rogue↑top
The Assassination specialisation is rather easy to play. The informationgiven above will yield good results. However, being aware of the few subtletiesthat we detail in the rest of this page will enable you toplay 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 variousabilities.
5.1. Combo Points, Energy, and Anticipation
As a Rogue, most of your abilities need Energy to be used. Your Energybar has a capacity of 120 Energy (thanks to Assassin's Resolve, oneof your Assassination-only passive abilities)and refills at a rate of 10 Energy per second.Your energy regeneration is increased by:
The faster you regenerate Energy, the more Combo Points you generate, andthe more casts of Envenom with 5 Combo Points you can fit in your rotation.This maintains a virtuous circle, thanks to Relentless Strikes, more Energy meansmore Combo Points, and more Combo Points means more Energy.
You should never be Energy capped (i.e., never let your Energy reach its maximum).If you find yourself at your maximum Energy, then you are losing DPS, because anyEnergy you generate is wasted.
Some abilities add one or several Combo Points on your target, up to a maximumof 5 Combo Points (10 with Anticipation). Other abilities, calledFinishing Moves, consume up to 5 Combo Points on your target. The moreCombo Points a Finishing Move consumes, the more powerfulits effect is. Your Combo Point generation is increased by Seal Fate, which causes your critical hits with Mutilate and Dispatch to add an additional Combo Point on your target.
In a similar fashion as with Energy, you should never waste Combo Points byforgetting to spend them when you are at the maximum. Anticipation givesyou extra storage room for Combo Points, which makes Combo Point managementmuch easier (hence why this talent is so great). The implication of Anticipationis that you will never want to cast Mutilate after 3 stacks ofAnticipation or Dispatch after 4 stacks of Anticipation (because of thepotential extra Combo Point from Seal Fate). When playing withoutAnticipation, you can however let this extra Combo Point be lost andcast Mutilate at 3 Combo Points. Never use it at 4 Combo Points though.
5.2. Envenom and Energy Pooling
Envenom is your hardest hitting ability. It also givesyou a temporary buff that increases your chance to apply your Poisonby 15% for 1 second plus an additional second per Combo Point used.
Note that the Envenom buffis applied on you before Envenom deals its damage, thereforeEnvenom will always benefit from its own buff, even it misses your targetor if it is parried or dodged.
Clipping Envenom is not always a DPS loss.
Pooling Energy is also useful in other situations than Envenommanagement, for example when you expect a damage increase (trinket procs,cooldowns, encounter-specific buff, etc.). The idea is that pooling Energyis not a magical DPS gain by itself. It allows you to slightly adjust thetiming of your abilities so that you fit more attacks during periods ofincreased damage (provided you can properly identify when such periodsare going to come).
5.3. Rupture, Garrote, and Venomous Wounds
The DoTs left by Rupture and Garrote do not deal much damage bythemselves, but, thanks to Venomous Wounds, each tick has a 75% chance todeal additional Nature damage (shown as Venomous Wounds in yourcombat logs) and to make you regain 10 Energy.
Venomous Wounds is the reason why you want to maintain Ruptureon your target. Garrote should never be used, even on the pull. Indeed,Rupture ticks every 2 seconds, while Garrote ticks every 3 seconds, making Rupturethe better choice when it comes to triggering Venomous Wounds.
Rupture takes a snapshot of your stats at the momentyou apply it on your target. This means that if you benefit from a largetrinket proc when you apply Rupture, then all subsequent ticks of Ruptures (untilthe next refresh) will benefit from that large trinket proc, even after it expires.
Rupture interacts dynamically with your target's debuffs. This means that ifyou cast Vendetta halfway through a Rupture, then only the ticks following theapplication of Vendetta will benefit from the 25% increased damage. Similarly, if youcast Rupture on your target a few seconds before Vendetta finishes, then only the firstfew ticks of Rupture will benefit from the increased damage.
5.4. Dispatch and Blindside
When your target is below 35% health, Dispatch becomesavailable and it replaces Mutilate as your Combo Pointbuilder. Dispatch costs almost twice less Energy thanMutilate, gives less Combo Points, and does slightly more damage.
You need to watchout for procs of Blindside, so that you never cast Mutilatebefore first consuming your Blindside proc with Dispatch(otherwise, you run the risk of wasting the proc, by overriding itwith a new proc). If you have to choose between Dispatch and aFinishing Move, cast your Finishing Move first.
5.5. Applying and refreshing Slice and Dice
Whenever you have to apply Slice and Dice, do not bother doing it with5 Combo Points. Indeed, thanks to Cut to the Chase, Envenom will alwaysrefresh your Slice and Dice to a 5 Combo Point duration. This is true regardlessof how many Combo Points you had applied Slice and Dice with in the first placeand regardless of how many Combo Points you use on Envenom. As a result, it issuboptimal to apply Slice and Dice with a high number of Combo Points, as you wouldbe essentially wasting Combo Points.
If your Slice and Dice ever drops, re-apply it as soon as possible.
5.6. Opening Sequence
There are several possible opening sequences for Assassination and none has beenproven to be significantly better than the others, in terms of final DPS output.The opening sequence that we present you below is the one our reviewer uses.
5.7. Tricks of the Trade
Tricks of the Trade was originally designed to be cast on tanks in order to helpthem 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 bestDPS players in order to increase their damage done. Indeed, Tricks of the Tradeprovides a 15% DPS increase on its target for 6 seconds, on a 30-second cooldown.
Tricks of the Trade costs 15 Energy to cast, but is not on the GlobalCooldown. The damage bonus that it grants to your target is so beneficialto your raid that you should never refrain from sacrificing 15 Energy for it. Glyph of Tricks of the Trade should never be used, as it removes thedamage increase. Regarding usage of Tricks of the Trade, you shouldalways cast it on cooldown, unless your target asks for it to beslightly delayed (to line it up with cooldowns, for example).
Since Tricks of the Trade is off the global cooldown, you shouldcast it together with Vanish in order to reduce its Energy cost by 75%every 2 minutes (because of Shadow Focus).You can also cast it on the tank before the pull, as you havea 20-second window to make your first attack and proc its effect (which willincrease the threat generation of the tank). After the pull,you should start using Tricks of the Trade on a DPS player.
Tricks of the Trade does not stack with itself: someone gettingtwo Tricks of the Trade simultaneously from two Rogues will only benefit fromone and the second one will be wasted.
5.7.1. Picking your Tricks of the Trade Target
There are a few things to know in order to properly pick your main Tricks of the Trade target.
Our advice is to have a main Tricks of the Trade target that your castswill default to and a secondary target that can sometimes ask you to buffthem before they are about to do a lot of burst damage (e.g., at the beginning of the fight).
5.8. Swapping Target and Redirect
Swapping target has never been as easier as it currently is. Indeed, youonly need two things on your new target to start dealing damage as if youhad stayed on your former target:
Redirect helps with target swapping because it transfers your existingCombo Points to your new target.
Also, when an enemy dies, your unused Combo Points remain on it, which means that you cantransfer them through Redirect. This is very useful for transferringCombo Points from a dead trash mob to the boss prior to the pull.
5.9. Survival Cooldowns
One of the greatest strengths of Rogues is their survivability, which theyowe to a large number of powerful survival cooldowns.