Encrypted Text: Dual specs will make Rogues twice as deadly
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 look at the upcoming dual spec feature and what it means for Rogues.If you've been keeping tabs on what everyone's favorite crab has been disseminating to the community, you're familiar with the upcoming Dual Spec feature in patch 3.1. In an interview between Nethaera and Ghostcrawler, he goes into all the details of how it is planned to work and what to expect in terms of functionality. There are still a few unknowns, but for the most part it seems like they're ready for us to start testing it on the upcoming PTRs.
Rogues are one of the 4 classes that are considered to be "pure" DPS, as we have no other role to play besides damage dealer. While Mages and Warlocks have very different PvE and PvP specs, for most Rogues it's just choosing between daggers and everything else. So how can we take advantage of this feature to its fullest? Read on for a few ideas I have for the new dual spec system come 3.1.
100% Mutilate:
If you're like me, most of your specs in WotLK have involved at least 41 points into Assassination at all times. With HfB Mutilate being competitive in end-game PvE, and Mutilate/Prep being our PvP spec of choice, my daggers have been getting a ton of use. I swap in my Librarian's Paper Cutters for PvE and my 1.8 speeds for arena, and that's essentially the only gear change I have to make. There's nothing wrong with loving Mutilate, even after the nerf it has been a solid performer for Rogues in all environments.
The beauty of Mutilate is that the playstyle is similar in both PvE and PvP. Changing the filler points around can turn a build from arena-ready to eagerly-awaiting-Ulduar. This synergy between both major environments allows you to truly master Mutilate's nuances and best practices. If you're attached to this double-dagger attack, then here's the two specs I'm recommending for 3.1:
PvE : HfB Mutilate, standard
PvP : Muti/Prep, Blood Spatter and Serrated Blades over Improved Eviscerate as resilience increases
Raider who casually PvPs:
HaT builds currently top the PvE charts on nearly every boss, and I suspect this trend will only continue as your party mates' gear improves and they are able to generate more CPs for your Eviscerate spamming finger. I find that this spec is also very flexible in that it can allow you to mix up your finishers as your raid may need. I have never raided with a Warrior in a 10 man instance yet, and so it falls to me to keep Expose Armor up. With the constant influx of combo points you'll see with HaT, keeping EA up becomes trivial; EA is one of the highest valued debuffs for physical damage dealers.
Shadow Dance is also an incredibly fun PvP spec that really lends itself to both arena and BG play. In an arena environment, it can allow for incredible flexibility (notice again how Subtlety is the flexible tree) while putting out significant burst with an Ambush Barrage (which I will call ABar from now on). You're likely to face a situation where you're outnumbered in a battleground, and the ability to teleport around while using openers on whoever you wish can provide a significant opportunity for taking out a 1vN situation. The amazing mobility of Subtlety also makes it the true Hunter-killer spec. Here's the two specs that fit best with the Subtlety mindset:
PvE : HaT PvE, standard
PvP : Shadow Dance, daggers / Backstab
Combat's rebirth:
With the buff to Slice and Dice, the nerf to Mutilate, and the fact that HaT has a maximum scaling point (5 CP / second) for its main CP generator, Combat is poised to reclaim some market share in 3.1. Eyonix has also indicated that further buffs are in store for our oft-neglected center talent tree, which will bring it back in line with HfB and HaT for PvE. Rogues will either rejoice opportunity to return to our main raiding build in vanilla and TBC, or cringe at the thought of binding a key to Sinister Strike again.
While I currently feel that Combat PvP is too weak to perform in arena play, it does tone down how badly we are destroyed by our plate-wearing counter classes. Adding frontal avoidance along with significant toe-to-toe damage capabilities allow us to play with the Death Knights and Paladins in their space.
The issue is burst damage, as playing Combat means you will be best suited playing with a healer. In order to get your burst damage to place where you can realistically kill a target, you must sacrifice Preparation. This in turn leaves you open to being destroyed by any class capable of kiting and greatly reduces your ability to avoid damage. Once we have the 3.1 patch notes, I'll be able to see if Combat is truly PvP ready. Here are the builds I'd recommend (based off what we know about the upcoming mace buffs):
PvE : Combat PvE, standard (and currently competitive if geared)
PvP : Combat PvP, no prep
Mixing it up:
These of course are only ideas for what 3.1 will bring, and options for how to use your dual spec option. A PvE-only player may want to have HaT and HfB both available to them, based on the raid type or even a specific fight. A PvP enthusiast may vary filler points in their build to be able to flex their strengths and weaknesses based on their environment. Hardcore HaT raiders will also enjoy being able to revert to a better spec for farming without having to solo as HaT (which is the worst solo spec). It really depends on what you spend your respecs on normally, because that's where you'll see yourself using the dual spec option.
Coming up:
Outside of Combat's upcoming revamp, I don't see there being much on the horizon for Rogues outside of small balancing issues and minor adjustments. Blizzard seems to be content with where we're at, and not afraid to nerf us when they feel we're out of line. At this point in WotLK's evolution, I would start trying out some of the builds listed above, and find your happy medium with PvE and PvP builds. While Arcane Mages saw new rotations created with the Arcane Blast redesign, Rogues will be functioning nearly the same as always after 3.1. I await the rest of the upcoming changes with caution, as it seems that nerfs were left out of the 3.1 preview posts. Here's to hoping Rogues thrive in Ulduar and beyond.
Filed under: Rogue, Analysis / Opinion, Features, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Quickshiv Feb 18th 2009 11:21AM
I don't pvp much anymore but I am still looking forward to being able to switch from a Raid spec to a solo spec. Being able to take fleet footed, Imp ambush and camo for solo grinding will be nice.
Lemons Feb 18th 2009 11:27AM
I currently pvp with a shadowdance spec and I love it. I do wish that they'd shorten the cd on shs tho...30 secs seems like an eternity in today's pvp environment. I mean even hunter's disengage is shorter than shs!
The great thing about shd spec is when a DK death grips you and you just beat him down with a shadow dance. I love bursting people down so quickly, they're probably looking at the combat log and saying "wtf happened!?"
If any1 is interested in trying out shadowdance, I'd highly recommend glyph of vigor and glyph of backstab. glyph + pvp set bonus to 130 energy (you're gunna need it to get the most out of shadowdance) and glpyh of backstab really makes your backstabs hurt stunned targets.
Liquoid Feb 18th 2009 11:36AM
... combat pve spec = maces? without expertise? O_O
Makros Feb 18th 2009 11:52AM
Yeah thats a pretty horrible combat pve build. Maces. No expertise. DODGE. I'm guessing he took some sort of combat pvp build and forgot to fully change it. You don't really need endurance either.
Chase Christian Feb 18th 2009 11:56AM
They're adding something to the tune of 5-10% haste to Mace Spec in addition to the armor penetration, and they're also adding haste to Lightning Reflexes (the dodge one).
M Feb 18th 2009 12:44PM
Right now, Fist/Dagger with an 18/51/2 spec is stronger, especially considering the available itemization. When the new talents come, sure, we will want to spec 3/3 Lightning Reflexes, but they're not here yet. As long as Blizzard delivers on decent maces and swords, Fist/Dagger may not stay on top.
http://www.wowhead.com/?talent=f0eb0eZMgVbxbxoru0xRtb
(Yes, the extra poison damage beats the 3 missing points from Relentless Assaults, which seems inline with Blizzard's directions for Rogues)
Tora Feb 18th 2009 11:41AM
I'm only interested to know where that picture is from.
Chase Christian Feb 18th 2009 12:02PM
Double Dragon!
MechChef Feb 18th 2009 11:47AM
I just wish blade-flurry was trainable, and I wouldn't miss combat really. It's the only thing that makes me want to pick it up for farming/dailies. As mut, I don't really enjoy double pulls. As combat, I can dump blade-flurry, SnD and evasion and grind through triple/quadruple mob pulls without much concern.
It'll be nice to have a choice when I want to jump into a WG battle.
10pound Feb 18th 2009 11:48AM
I just returned to playing my level 60 rogue. It had been so long since I'd played her that all the talent points were reset and I was rocking a main hand Heartseeker.
I'm feeling pretty good about a 100% mutilate build with dual wielding daggers since the initial attraction to the rogue class was assassination/subtlety skill sets.
Any recommendations for the just returning rogue? I haven't played her since before TBC.
Chase Christian Feb 18th 2009 12:02PM
Mutilate is great for leveling, I'd recommend finding yourself some nice daggers (any speed works really) and going from there. Quick daggers will give more poison damage, slow daggers will do more mutilate damage. I'd recommend slow if you have decent gear for your level, or quick if you don't.
10pound Feb 18th 2009 12:04PM
Thanks Chase...exactly the kind of direction I was looking for.
Invisible Elf Feb 18th 2009 12:04PM
As a rogue I'm both anxious and excited about 3.1. I looove my mutilate spec, but I suspect that blizzard will change PvE mutilate rogues' need for fast daggers, meaning that the weapons many rogues acquired are (almost) useless and that many rogues need to go out looking for new weapons. Also I'm not looking forward to having my solo PvE damage nerfed if they go through with the HfB change requiring bleed effects :S
lame Feb 18th 2009 5:58PM
another stupid article from wowinsiders worst columnist, i just really wish they would get someone to write the rogue article who wasnt a total moron.... please fire Chase. every week reading his articles that have a total lack of understanding the rogue class and which have a complete lack of logic or flow makes me want to slit my wrists
xenothaulus Feb 18th 2009 12:07PM
Twice as deadly but still just as useless. Until we either get a big bump over hybrid dps or we get some great debuff or raid buff, no serious raid is going to bother taking us along. I've shelved my rogue except for the holidays because of lack of slots in raids. :|
Arkeband Feb 18th 2009 12:19PM
Sounds like you need a different guild. No instance is hard enough right now that you have to min/max that hard. Our guild takes 1-4 rogues almost every raid (usually two, though), and we get everything done just fine.
I seriously don't see the glory of HaT. Unless you get some sort of hardon for one of your raid members doing slightly above-par damage on some fights, with the caveat of having to cater an entire group just for them, then go for it. It just seems like such a gimmicky build.
KilgoreTrout XL Feb 18th 2009 12:13PM
I don't do PvP, but I'm pretty excited about having two PvE specs to fool around with, if only to break the monotony.
I'm not a great player, and probably not even a good one, so I guess I'll keep a combat spec around in for when people actually let me go on raids. I think it's the easiest to use (and I think it's really the way to go when leveling up), and I can be most effective with it, but it can get a little boring.
zappo Feb 18th 2009 12:45PM
I think that's one nice thing about dual specs as a non hybrid. You don't feel obligated to do that "other" role. I was going to skip dual specs on my rogue altogether since I'm pretty happy with Assassination, however I'm actually having fun with making a goof off spec - like shadowstep + seal fate.
Arkeband Feb 18th 2009 12:28PM
Looking over your specs, I noticed two things:
Mut/HFB spec: You put two points into Fleet Footed, which is no longer needed due to an Unholy DK's aura. Put those two points back into Ruthlessness. (and now you have the generally accepted cookie cutter build)
Mut/Prep: You put three points in Vile Poisons, which provides very little PVP usefulness now that it only protects Deadly Poison, and your wound poison isn't going to benefit enough from it. By what I've seen from some of the higher-ranked arena rogues, you wanna take those points out and put them in Ruthlessness to keep the bursts a-comin', put the points from Blood Spatter into Eviscerate, and take one point out of Find Weakness and make your Focused Attacks 3/3, so you have a somewhat reliable energy refund.
Chase Christian Feb 18th 2009 12:34PM
I prefer Vile Poisons for the 20% increased poison damage rather than the dispel protection, poisons make up a huge portion of my damage against plate classes.