Tuesday, 28 October 2014

ROGUE 80 Mutilate pvp Guide WOTLK

ROGUE 80 Mutilate pvp Guide WOTLK

Legend:
I.Intro
II.Abilities
III.Keybinding
IV.Macros
V.Specc
VI.Glyphs
VII.Addons
VIII.Gear and Enchants
IX.Gems
X.Comps
XI.Tips&tricks

I.Intro:
Was looking around in all the other class forums and I couldn't stop myself from noticing that all of them atleast had one pvp guide.
So I thought to myself, why don't i make one for rogues?

This guide will evolve around the Muti/prep build and mostly arenas.
That doesn't mean that you cant use this for bgs, but I just didn't want to talk too much about bgs.

II.Abilities: This is your main CPbuilder and requires a dagger in your mainhand and offhand.
This is your main finisher.
Hits like a truck and pierces through armor, because of its nature damage.
Your number one opener.
The other opener.
Only used in certain situations.
When the DR of Cheap Shot is too big or when a silence is more preferable.
Sap is one of those skills that will determine the outcome of a match.
Almost mandatory to get a sap off in the beginning of a match.
One of the best finishers out there.
Use it wisely, because its timing might be crucial.
Pretty straight forward, used to fill out the gap between you and your target.
Also used at the start to ensure a sap.
Interrupts the cast of your target.
Very important to kick casts, like desperate heals or CCs.
Dismantles the melee weapon(s), shield and ranged weapon of your target.
Frequently used to end Bladestorm or on a hunter before he can Detterence.
One of the few defensive cooldowns we have.
Great for melees and hunters, however not prefered to use against a warrior since he'll be able to Overpower you.
Our reset button.
Can be used defensively and offensively.
Just be sure not to use these as fast as possible.
Nulifies all spell damage and is used as a defensive cooldown during bursts or when resetting with vanish.
Disorients the target and may determine the win or loss of a match.
Be sure that your Blind target is completely free of dots, because it breaks easily.
Grants your 2v2 or 3v3 partners 15% more damage for 6 seconds.
Really good for those burst moments.
Ensures a crit, mostly used with envenom for a hard crit.
Really good to slow your target and catch up with him.
Not used frequently in arenas, but useful to get someone out of stealth or for mass crippling.
A finisher mostly used on other rogues to ensure that they cant restealth.
Also not a very common ability, but handy if you have dismantle on cooldown and the warrior is bladestorming.
May be used for deadly applications, but this shouldnt be a problem.
Mostly used against rogues when they evasion, this hits through it.
Also pretty handy for warrior disarms, since they only disarm the mainhand and not the offhand.
Very good ability to use when the enemy is rushing towards your team or when you need to perfect a sap.
Speaks for itself.
Dont be shy to use it, but dont also rush into all your cooldowns.
Reduces all healing effects by 50%.
This should be applied to a slow mh, because of its ppm.
The chance of applying wound poison is higher per strike with slow weapons.
  • 1.3 Speed - 46.43%
  • 1.4 Speed - 50.00%
  • 1.5 Speed - 53.57%
  • 1.6 Speed - 57.14%
  • 1.7 Speed - 60.71%
  • 1.8 Speed - 64.29%
  • 2.6 Speed - 92.86%
  • 2.8 Speed - 100.00%
This should be applied to a fast oh, because it has a set 30% chance to be applied per strike.
Also once stacked to 5 times, each application of Deadly Poison causes the poison on the rogue's other weapon to be applied.

III.Keybinding:
Keybinding is essential for pvp, clicking is not an option.
One way to keybind is to play with the normal movement keys (QZDS), keybind around it and than again with modifiers.

Another way is:
Caperon said: Also the best way of starting to keybing is to move your movement keys one side to the right.

Instead of QZDS, you'd have SEFD.
This opens a whole new world of more keys, while still keeping control on your previous keys.
IV.Macros:
Macros are essential and help both you and your team mates.

Spammable sap to get other stealthies out of stealth.
  • Sap macro:
#show sap
/cleartarget
/targetenemy
/cast sap
  • Tricks macro:
/cast [target=ArenaPartnerName] Tricks of the Trade
/RW Tricks on you, mofo
And making macro's of certain defensive abilities, so that your healer can keep track of it.
Even when you are playing on vent, skype or irl.

  • Cloak macro:
#showtooltip Cloak of Shadows
/cast Cloak of Shadows
/rw Cloak used
  • Evasion macro:
#showtooltip Evasion
/cast Evasion
/rw Evasion used
You can also work with modifiers and focus target.
  • Blind macro:
#showtooltip
/cast [nomodifier] blind
/cast [modifier:alt, target=focus] blind
/stopmacro [nomodifier]

V.Specc:
This is the Muti/prep build im currently using.
It has proven to be the most efficient.
This becomes lackluster when fighting in higher ratings, because of the high amount resilience. Gimping its procc chance.
This is lackluster aswell, because it only improves yellow hits:
Find Weakness increases the damage of your special abilities (yellow damage) such as combo-point building abilities and finishers (mutilate, sinister strike, eviscerate). It does not increase the damage of auto-attacks and poisons.
The skills that gets trinketed most of the time, losing effiency.
Also Kidney Shot shares diminishing returns with all other controlled stuns in which it, once more, loses effiency.
It sounds good, but isnt half as effective.
While this does sound good on paper, it isnt that good.
You can always move points out of this talent into other more fiting ones (for your comp).
Lethality gives a max of 15% increase to crit damage, not 30%

By default, an attack that hits for 100 will crit for 200.
This 200 crit is made up of two parts, 100 base damage and 100 bonus damage
For 5/5 Lethality, we increase the 100 bonus damage by 30%, giving us 130 bonus damage
100 base damage + 130 bonus damage = 230 total damage
230 / 200 = 115%, thus our crit now does 15% more damage

The bonus only applies to critical strikes and special attacks are only a small fraction of your total damage
Caperon said: Initiative is a waste, since you'll be opening with cheap shot and then doing a mutilate which gives 4 or 5 combo points.

With initiative that would be 5 or 6 combo points, this means that you wont benefit that much from it.
Caperon said:
It still sucks compared to other talents in the assassination tree. It´s not worth it.
Edit;
However you can take it by dropping 1 point out of Improved Poisons and 2 points out of Lethality.
It might be handy in 2s with a healer in which you get focused a lot.
VI.Glyphs:
  1. Major glyphs:
  • Glyph of Sprint Optional #1 - One of the best. It ensures a faster sap and more mobility.
  • Glyph of Preparation Optional #2 - Very good aswell, but loses its utility when getting a sap off is more important.
  1. Minor Glyphs:
  • Glyph of Safe Fall Optional #2
    VII.Addons:
    I like to keep the number of addons as low as possible.
    Currently I'm using 3 addons for arenas.
    Gladius adds enemy unit frames to arenas for easier targeting and focusing. It is highly configurable and you can disable most features of this addon.
    Ever wanted to know when a certain ability will come off cooldown, but you're too caught up in a fight to notice? Doom_CooldownPulse is designed to fix that problem! It flashes the icon of the ability in the middle of your screen whenever it becomes usable again.
    • KAuraAlert:
    Alerts and shows CCs being cast and casted on you.

    VIII.Gear and Enchants:
    Not gonna write every single drop of gear, but mostly the basic.
    Will add a few pve options, so that you know that you can switch out pvp gear for pve gear in certain situations and/or on high resilience.

    You need atleast 5% hit and preferable something around 8% (to counter miss talents), you should acquire this mostly from pve gear.
    But there is nothing wrong with using the pvp hit stuff when first starting out (or you'll be low on resilience).
    Caperon said: 900 resi is ok.
    1000 resi is preferable.
    1100 resi is overkill.
    • Head:
    Relentless or Wrathful with Arcanum of Torment.
    • Neck:
    Wrathful Victory, Wrathful Triumph or a good pve one.
    • Shoulders:
    Relentless, Wrathful or a good pve one with Greater Axe.
    • Cloak:
    Wrathful Victory, Wrathful Triumph or a good pve one with Major Agility or Shadow Armor.
    • Chest:
    Relentless or Wrathful with Powerful Stats.
    • Wrists:
    Wrathful or a good pve one with Greater Assault.
    • Gloves:
    Relentless or Wrathful with Crusher.
    • Belt:
    Wrathful or a good pve one with Eternal Belt Buckle.
    • Pants:
    Relentless or Wrathful with Icescale Leg Armor.
    • Feet:
    Wrathful or a good pve one with Greater Assault or Icewalker.
    • Rings:
    Ashen Band, Wrathful and/or a good pve one.
    • Trinkets:
    Medallion of the Alliance, Battlemaster's and/or a good pve one.
    • Weapons:
    Mainhand with Berserking and Wound Poison.
    Offhand with Titanium Weapon Chain and Deadly Poison.
    Thrown.

    IX.Gems:
    Relentless Earthsiege Diamond in meta.
    Nightmare Tear to activate the meta requirement. (Pref in pvp pants)
    Bright Cardinal Ruby in all the rest.
    X.Comps:
    2v2:
    • Rogue/ShadowPriest
    • Rogue/Retridin
    • Rogue/Anyhealer - Disc priest has the best synergy and is the most common setup.
    3v3: Rogue, Mage & Priest
    Rogue, Retridin & Priest
    Rogue, Lock & Shaman
    Rogue, Lock & Druid
    Rogue, Priest & Shaman

    Feel free to to advise other, better and newer videos/topics.

    XI.Tips&tricks:
    • Always turn your party into a raid before signing up. With this trick you can mark your arena partners and this makes it easier for you and your healer to keep track of you.
    • Also stealth will not break if you have Rupture and Power Word: Shield on you. This is great for when you want to restealth after a rogue opens on you.
    • Dont be afraid to use Distract. It might buy you useful seconds when they rush ahead to your team. It might even make a sap easier.
    • When facing a mirror or a team with an other rogue, be sure to get the later sap. This means that your sap should fall after the opponent's sap. Giving you and your team mate an extra few seconds. Dont refresh sap too soon and try to milk it out.
    • Gladius has a great feature which allows right clicks (on a nameplate) to determine your focus target. Really handy to use and you can swap fast.
    • People often forget that you can restealth more than you think. When you eat a full fear, at the end of it you'll be out of combat (unless the lock hits you with something) and be able to restealth. This is might turn a whole match upside down.
    • If you are teaming up with a shadow priest, then it is his responsibility to disarm the Bladestorm. You on the other hand should disarm before he can do his Shield Wall.
    • The same counts for disarming before a Deterrence. Be sure that he will use this after your stuns and if he's lower than 40% health.
    • When facing a comp with a rogue, you can always use the woundman trick. This means opening on something and letting the rogue open on you. You trinket the kidney shot and do a blind on him. He will trinket this, no doubt. Restealth and go all out on the rogue, he should drop without a sweat. Though this is a bit risky to use.
    • Starfall is a very powerful spell, but it can be countered easily. The most obvious thing is Cloak of Shadows, but this only last 5 seconds while Starfall lasts 10 seconds. An other thing is to apply an effect which would cause the druid to lose control of his character, this will supress the effect of Starfall. An other trick is to use Feint, this reduces its damage by 50%.

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