Encryped Text: One Rogue's take on Season 5
Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we discuss the new Arena Season 5.Like many of my siblings of the shadows, I play WoW in both the PvP and PvE environments. As a guild leader, it is my responsibility to organize raid groups and to lead my team to victory (and the associated purple loot). While keeping up Hunger for Blood & Slice and Dice & Rupture up may seem interesting for others; after a while the raid DPS grind wears away at my soul. I was not born to be a number-crunching math machine. I am a Horde assassin at heart: born to taste the blood of my Warchief's enemies!
I have been flexing my PvP muscles in the new Lake Wintergrasp and Strand of the Ancients battlegrounds, though I find myself sitting in a turret or catapult fairly often. The arena has always been my true love. It was what brought me back to WoW for TBC, and it is what tempted me to level in Northrend for the next installment. With Season 5 now officially underway, my week has consisted of the most bloodthirsty battles I have ever been a part of. So go buy your Hateful Gladiator's Band of Triumph (best initial upgrade with no rating requirement) and read on!
Ret/UDK teams
Let me start by saying that I have no idea there were that many Retribution Paladins and Unholy Death Knights just idling around Dalaran waiting for Season 5 to start so they could smash my face in. The Ret/UDK team has been pretty much everyone's bane for the past week, as I'm sure you've noticed if you started a 2v2 team. My team name is "Warrior Druid AGAIN" if you care to Armory it, though I think next season we'll be titled "Ret UDK AGAIN" if the current trend keeps up. I'm hoping the upcoming Ret and DK nerfs will be sufficient to bring them back in line with the rest of the classes.
Playing in 2v2 with a Paladin (switching between Retribution and Holy) has saved me from a bit of the "instagib" factor of the Ret/UDK team thanks to Hand of Protection. It's not as effective against a UDK due to their multiple magical attacks but it's better than nothing. I've been hit for several thousand while in HoP by the UDK's magical attacks followed by a Hammer of Wrath to finish the job.
The only winning strategy that we have found is to completely decimate the Ret Paladin to start the match. Using Tricks of the Trade immediately out of the gate and opening with Garrote->Mutilate->Eviscerate while my Paladin partner is unloading with his attacks will often cause a pre-emptive Divine Shield by the Ret Paladin, giving us an early edge in the cooldown war.
We try to keep the Death Knight controlled by opening with Sap when possible and using Blind / Hammer of Justice if he uses his PvP trinket. Once the Ret Paladin has used Divine Shield, we attempt to restart the fight by running as fast as possible and breaking Line of Sight. Once Divine Shield is down, we attack again. I start with a Dismantle on the DK (Sap isn't an option as his Ghoul will keep him in combat) and then focus fire on the Paladin, often yielding in a 2v1 situation vs the Death Knight: one of the few fights that a Death Knight will lose.
All this was just for one team! It took a full night of up and down ratings for us to fully understand the Ret/UDK team and how to topple it. This is the part of arena that I enjoy the most. I am a theorycrafter at heart, and figuring out exactly what techniques and combos to use never ceases to get my adrenaline pumping. I have been blessed with my current arena partner who played a Rogue extensively in the past (one of my former mentors) and understands the capabilities and limitations of the class. This makes the post-game strategy talks especially in-depth and meaningful.
Dismantle
Learning to use your all of your skills is the key of good arena planning. A perfect example of this comes from our best WotLK ability, Dismantle. Its usefulness is underrated by many Rogue who are not used to having a disarm option outside of the old Riposte. The ability to take the weapon and shield from your opponent not only cuts down on your incoming damage but also increases your damage done by removing their chance to parry and block.
This move is most effective on Death Knights, many of whom haven't equipped their 2-hander with a Titanium Weapon Chain. The TWC is easier to acquire for regular dual-wielders who can still put a regular enchant on their Main Hand weapon. Hunters, Enhancement Shamans, Fury Warriors, and Retribution Paladins all have Disarm-reducing talents; so use it with caution against these classes unless there is no other Physical DPS target to use it on. And who couldn't use a little more hit rating on their PvP gear? It's not even a splurge to put this on your OH! Your first 5-second-duration Disarm will make it all worth it.
Mutilate Weapon Speeds
Speaking of Off Hand weapons, there has been a lot of talk about Mutilate weapon speeds over the past few weeks. For PvE, you want fast/faster: Mutilate has 2 chances to proc whichever poison is on the Off Hand, making it perfect for your faster, Instant Poison-coated blade. For PvP, I recommend Slower/Slow daggers (with Mind Numbing / Wound poisons equipped). Our PvP white damage is minimal, especially in these short, burst-controlled arena matches. Go for your maximum special damage and get two slow daggers to make targets explode upon contact. With the new 50% proc rate on PvP poisons mixed with Deadly Brew, you can almost take Shiv off your bar.
Subtlety Tips
Shadow Dance Rogues have also been doing quite well in the arena! I tried the spec out for a while but it didn't mesh with the composition that I was running. One tip for those of you sworn to Subtlety: Blind early. Many of us are used to the long fights against Warlock/Druid in 2v2 where a Blind->Sap was necessary to finish off either target after a grueling match. With the new Shadow Dance burst, using Blind at the start of a fight will typically force a target to use their PvP trinket immediately. This gives you the perfect setup to Shadow Dance, opening with a stun and then Ambushing away as necessary. Force the PvP trinket and then teach them that Subtlety Rogues are still just as big a threat as they were at level 70!
As a Rogue, losing is never an option. We are born to kill, designed for murder, and driven to slaughter. By using your knowledge of your abilities and your superior intellect, I have no doubt that with persistence and practice you can overcome any team that comes your way. While many matches are uphill battles with no victory in sight, playing smart and sticking to a plan will triumph over sloppy play in the end. So sharpen your daggers, unsheathe your swords, strap on your fists, and weight your maces: the killing season has begun with force and we are to answer in kind.
Filed under: Rogue, PvP, (Rogue) Encrypted Text, Wrath of the Lich King, Battlegrounds, Arena






Reader Comments (Page 1 of 2)
fables Dec 24th 2008 6:17PM
Death Knights and Paladins are not the only classes that need nerfs.
Rogues do too.
PS: Blizzard needs to fix the burst.
jason Dec 25th 2008 1:07AM
The rogue nerf comes from everyone else getting resilience gear. If they rogue can't get crits off he'll be far easier to kill.
Jesse Dec 26th 2008 7:32AM
The same is true of ret pallies. Once everyone else gets resilience, ret burst will have been nerfed.
I play both my mage and my pally in arena's right now, as i haven't settled on one for 3's, and I think both are doing great. My 3's DK partner is a disc priest reroll and we have both our old rogue (now mut rather than loldance) and our shiny new restokin to toy around with. We will probably end up as ret/UDK/restokin (which we've been calling retUDKin) unless control becomes a factor, in which case i may go back to a frost mage, or we may sub in the rogue.
Either way, melee is definitely still at the top of the food chain this season, sacred shield is WICKEDLY awesome against rogue focus fire, and almost all the instagib that people are complaining about now will be gone by the end of this season. I would be surprised to see real nerfs based on arena play before the majority of combatants have resilience...
Clbull Dec 24th 2008 6:17PM
Dismantle is stupidly good, I know because when I was doing PvP on my Hunter at 70 (when 3.0.2 was released), a rogue could immediately dismantle me and actually disarm my ranged weapon... (I don't remember disarm effects affecting my crossbow before)
Riley Dec 24th 2008 7:00PM
yeah, it's like disarm+, it removes all held items (any melee or ranged, and any off-hand or shields)
Kaphik Dec 24th 2008 11:27PM
Be wary of your own situation when you use Dismantle on a death knight. Even with no armor or weapon, DKs can still hit you with diseases and spells. When a rogue disarms me, that's when I'll hit them with Icy Chains to slow them down, get some range, and stack on some diseases. by the time I have my weapon back, i have two diseases on them and full runes, do a Death Strike which will heal me some followed by Obliterate will be coming your way.
Dismantle, used at the right time, can be deadly, but used at the wrong time, is just as bad as not using it.
Ryan Dec 24th 2008 6:20PM
Be aware that the double proc on offhand poisons with Mutilate is a bug and may not last for too long. With that taken into account, the best combination for PVE will become faster MH/fast OH, with IP/DP applied respectively.
Sikhye Dec 24th 2008 6:22PM
If you weren't aware, mutilate is bugged so that the OH attack has 2 chances to proc poisons. You should be running wound poison on this hand for sure, although I usually run wound/wound.
madsushi Dec 24th 2008 6:24PM
Correct, I mentioned that MN MH / Wound OH was the best combo for PvP (in my opinion).
Nintai Dec 24th 2008 8:29PM
Actually the OH double proc may not be a bug and it's thought that it could be a scripting remenant from causing one attack to cause two different hits, the attack itself having a chance to proc the OH plus an additional proc for each weapon. In any case it's in no way unbalancing and will likely be left as is.
Dante Dec 24th 2008 6:58PM
I started to do some arena matches, most of them 3v3 and what I noticed is the overall versatility of DKs, not only they can control movements (Death Grip), cancel HoT, keep a target in combat with their ghoul, rip a caster to hell, and bash your head with Frost Fever and Obliterate, they basically have a solution for everything. Coupled with a Ret, this is just ridiculous.
Though there is one really great thing for us rogues, Frost Fever and diseases DoTs from DKs do not break stealth :D, making us able to vanish with ease and strike back. I'm 42/2/27, with improved Gouge for assured re-stealth for more Overkill and Master of Subtlety, and Preparation for another panic button and more Cold Blood and Vanish. So not having to worry from Frost Fever breaking stealth make me able to vanish anytime shit happens and wait for dismantle to pop again and restart the slaughter.
Overall Rogue against DK is a very difficult fight, but far from impossible, one mistake and you die, its that simple.
Dante Dec 24th 2008 7:13PM
I guess one thing Blizz is not getting is that DKs should be about control when it comes to PvP instead of DPS, DKs SHOULD NOT be able to DPS unless they spec blood (I'm still amazed UDK seems to do potentially more damage then Blood and Frost spec combined, seems wrong).
However they should be good at keeping the enemy in check with diseases, anti-magic stuffs and movement control, as they are already, the problem is that they are also good at DPSing people, once blizz start lowering Unholy damage, enhance Frost controlling abilities, and raise Blood damage them DKs will be balanced and the environment will be balanced hopefully.
Varkelen Dec 24th 2008 7:47PM
Errm your comment on Blood doing the best damage is purely opinion. Blood already does well at what it does best. Powerful physical damage (which is mitigated by armor) and good health management. Frost has alot of the slowdown, control, and lasting power wrapped up with plenty of magic damage. Unholy is doing well now purely because strong dots+good magic damage+ good support pets is win. There is however no problem with the other two trees. In fact, one of the most popular builds on beta for a DK was Blood/Unholy up to Mark of Blood and Bone shield. Powerful regen coupled with powerful defense and attack.
Ilnara Dec 24th 2008 8:14PM
Blizzards new 'pet class' is the Deathknight ; Blizzards old pet class, Rogues upset, demand "balance" to be reinstated as unmitigated lone overpowered 2v2 arena class. Film at 11!
Phoulmouth Dec 24th 2008 8:49PM
"upcoming Ret and DK nerfs"
Man if they nerf ret AGAIN there will once again be no ret pallies. If you are seriously having THAT much of an issue in PvP with ret pallies as a rogue you should not be blogging about rogue PvP.
That being said, they aren't nerfing DKs. Sorry to tell you but there being buffed pretty much across the board.
L2Read blue posts!
JALbert Dec 25th 2008 3:35PM
Actually, DKs are getting PvP nerfs to their tanking skills. Icebound Fortitude will now be 20% damage reduction as opposed to 50%, and Runestrike will be 150% weapon damage as opposed to 200%, with PvE related buffs to the skills so that it only really nerfs the PvP elements.
Lemons Dec 24th 2008 9:31PM
Blind early eh? Good thinking...I'll have to try that on all the lesser classes.
As far as DKs and Ret pallies, a pally will have his bubble (2 if the fight lasts that long) and most death knighs can comfortably survive even 4 ambushs due to thier disgusting OPness.
I mean letting a DK stack Icebound Fortitude and Bone Shield? What was blizz thinking? That means for Each attack I do the damage is cut in have (by Icebound Fort) then cut down again by 40% by bone shield. thank you for the 1k ambush crits blizz, the world thanks you...
DeathPaladin Dec 24th 2008 11:48PM
Protip: When trying to garner sympathy over possible balance issues, it helps if you don't refer to people who do not play the same class as you as "lesser" right before you air your grievances.
Lemons Dec 25th 2008 4:27AM
Yeah, actually what I was trying to say was that they are all lesser than the DK or ret pally (who are totally OP atm), then I went on to clarify why a blind > shd probably wouldn't work on a DK or Ret pally...
so...yeah...
Peaeye Dec 24th 2008 10:03PM
Nothing puts a smile on my face like the tears of a rogue. QQ more guys.
PS The article was actually not a whinefest at all, this is directed at commenters. :)