Encrypted Text: Mutilate 101, Page 3

Mutilate rotations are slow to start, but powerful once they get rolling. The basic idea is to build up Combo Points via Mutilate, and then use Envenom. When we Envenom, it will automatically refresh our Slice and Dice via Cut to the Chase. However, we have to start SnD ourselves. So your first CP->Finisher cycle will be Mutilating to SnD, and the rest will be Mutilating to Envenom, as long as SnD doesn't fade. Since you'll be spamming Envenom pretty frequently, this usually isn't an issue unless your SnD fades completely. This becomes your goal #1: Keep SnD up at all times.
However, before all that, we'll also want to start Hunger for Blood, as 8% damage is pretty sweet. It requires a bleed, so unless you're with a warrior sporting Deep Wounds or a feral druid, open with Garrote to get your first bleed activated. Use Hunger for Blood immediately, and then get SnD activated. This is goal #2: Keep HfB active at all times. You may have to Rupture if you're the only 'bleeder' around, just drop a 1 point Rupture, refresh HfB, and then continue on. Try to HfB as close to the expiration time as possible, without letting it drop.
So now that SnD and HfB are rolling, it comes down to building up CP and then unloading them via Envenom. If you have 4 or more CP, just Envenom to burn them, since Mutilating again is a guaranteed waste of combo points and therefor devalues the energy spent. Envenom puts a buff on your that makes you proc more poisons, and you'll want to keep the buff uptime as high as possible. This means possibly pooling your energy if you have 4 CP but you still have the Envenom buff- just don't let your energy cap. It's better to 'clip' the Envenom buff by overwriting it early than to allow your energy to cap out at 100. Learning to play the timer between the Envenom buff duration and filling your energy bar will be one of the challenges of your rotation. Here's goal #3: Maintain a high Envenom buff uptime.
Finally, and this becomes more important when using the Tricks of the Trade glyph and/or the 2-piece Tier 10 bonus, use Tricks of the Trade every time it's off cooldown. Try to give it to your highest DPS raid member, especially those without threat problems like another rogue or possibly a hunter. It's always a raid DPS increase, and with 2-piece Tier 10, it's a personal DPS increase too.
Now, let's talk about weapons and poisons. Mutilate requires one quick dagger for PvE. If you don't have one, go buy one immediately. Now, your quick dagger will have Deadly Poison applied to it, since DP is still on a percentage proc rate and will yield more procs on a quick weapon. Now, the other dagger can be slow or fast: just put Instant Poison on the slower of the two daggers, regardless of anything else.
We've got Deadly on the fast and Instant on the slow; now you're wondering which hand to put which dagger in. The cool thing about the new Mutilate is that it doesn't really matter! Put whichever dagger is the highest DPS in your MH, as your OH dagger still suffers a 25% damage penalty for dual wielding. In short: DP on fast, IP on other; highest DPS in MH, lower DPS in OH. Apply these concepts to whatever daggers you have access to, and figure out which poison/dagger goes where. If you have two of the same dagger, you'll end up with DP on your MH and Instant on your OH for maximum damage.
To recap:
- Keep HfB up at all times
- Keep SnD up at all times
- Use Envenom if you have 4+ Combo Points
- Keep Envenom buff up as often as possible
- Don't let your energy cap
- Use Tricks of the Trade on cooldown
Spreadsheet it. I'm serious, go download a spreadsheet and figure it out. Depending on your gear, you could be gemming any mix of attack power, hit, expertise, or haste. It's easy to spot the times to gem hit: if you're below an important cap. Other than that, only a spreadsheet will tell you what's best for you. If you just want to put a stock gem in every slot, Bright Cardinal Rubies aren't going to be terrible. The other cool thing about Mutilate is that a PvP rogue wants to also socket all AP, so your gems will match either way.
Use one Nightmare Tear to meet your meta requirement, preferably in a blue socket that will grant you the item's socket bonus. Choose the item with the biggest socket bonus but that only requires one blue gem. Speaking of the meta gem, you'll be sporting the Relentless Earthsiege Diamond (RED for short). It sports another 3% increased critical strike damage, and I'm sure you're spotting the trend of "Mutilate really loves crit" by now.
11. Glyphs
We've really only got three solid major glyph choices for Mutilate, with one bonus glyph for special occasions:
- Glyph of Hunger for Blood – *Ring ring* "Hello! This is Blizzard's class balance team, we'd like to phone in a 3% boost to Mutilate rogues' DPS. Sure, we could tweak Hunger for Blood, but that means another tooltip upgrade. Can we do it via a glyph instead? Yeah, just make it as boring as the talent itself. Thanks!"
- Glyph of Mutilate – This increases the Damage Per Energy of Mutilate and lets us get our rotation started faster, and is also great for PvP.
- Glyph of Tricks of the Trade – While it's not a DPS increase for us, we're Tricks'ing anyway, so we might as well go all out with it, right?
- Glyph of Fan of Knives – Specifically for multi-target fights, this glyph can help boost our terrible multi-target DPS when using FoK is viable.
12. Enchants for the endgame
- Weapon – Berserking, or Mongoose based on gear levels.
- Helm – Arcanum of Torment
- Cloak – Major Agility or Greater Speed (or engineering / tailoring alternative)
- Shoulders - Greater Inscription of the Axe (or scribe alternative)
- Chest – Powerful Stats
- Bracers – Greater Assault (or leatherworking alternative)
- Gloves – Crusher (or engineering alternative)
- Belt – Eternal Belt Buckle
- Pants – Icescale Leg Armor
- Boots - Icewalker
- Rings – Assault (enchanter only)
Finally, here are a few links to some great sites that will help answer any questions you may have about the Mutilate spec (or any rogue spec, for that matter), as well as keep you up to date on current best practices:
- Encrypted Text - WoW.com (of course!)
- Elitist Jerks Rogue Forums (lurk for a bit and read the rules before posting!)
- RogueDPS (I recommend the Guide section: great info and cheat sheets of common numbers)
- ShadowPanther (my favorite site for drooling over new gear)






Reader Comments (Page 1 of 3)
Accomp Feb 24th 2010 2:11PM
Great post Chase - Just wanted to say thanks again for referring my site, http://www.RogueDPS.com !
Also - in regards to the enchants, people may want to consult a spreadsheet here as well, since Greater Speed to cloak is usually a more effective enchant, since Agi has lost its #1 priority due to crit cap issues.
Pyromelter Feb 24th 2010 2:14PM
Why Icewalker on the boots? Why not +32 AP? Assuming you don't need the hit, I'd imagine +AP would be a better choice there. (Also, might wanna mention Cat's Swiftness, if you aren't taking the run speed talent in the assassination tree, it's better than Tuskarr's for PvE rogues.)
Docrev Feb 24th 2010 2:19PM
Crit has an EP of around 1.7-1.8, with white hit in the same area, so Icewalker tends to be worth more (1.8 * 24 = 43.2 > 32).
Pyromelter Feb 24th 2010 2:33PM
Good point, thanks for the explanation. I'd have to wonder though if you are bumping against the crit cap, would icewalker still win? Or does hit synergize with crit. I thought due to raid boss crit suppression along with glancing blows, there was a certain point that no amount of hit would yield better crit (the number 74% is coming to mind for some reason, that if your effective crit is at 74%, that's as high as it can go due to these factors). Ah then again if you have 74% effective crit you are probably rocking rawr/spreadsheets and know your class anyway, so I guess that question is going to be moot for beginner rogues looking at this guide. But also if what chase is saying about hit is true (that you guys aren't getting a lot of +hit from gear in icc), then icewalker would definitely still be tops.
Also reviewed the article, and fleet-footed is in the talent build, so tuskarr's and cat's swiftness would definitely be off the table in those cases (as the enchantments don't stack with the talent).
Docrev Feb 24th 2010 2:43PM
The hit more than cancels out the crit, as it adds around 0.36% chance to hit and 0.26% chance to crit. The crit cap factors in hit, as it's defined as 100 - D - M - G, with D being dodge chance, M being miss chance, and G being glancing blows (fixed at 24%). Therefore, adding expertise to the dodge cap (26 expertise) raises the crit cap, as does adding hit to the white hit cap (722 assuming 5/5 Precision, but without the Draenei hit buff).
scherbaddie Feb 24th 2010 6:16PM
You also have to take into account the raid boss crit suppression (4.8%), as pyro mentioned above.
Bit of a hijack, but if the comment page links below are broken for you (as they are for me) just add a "/2" to the end of the url to get to the 2nd comment page.
Docrev Feb 24th 2010 11:47PM
Yes and no. They revised the hit table assumptions recently, due to the fact they were getting some incorrect data due to blocks being reported as hits. So rather than the old 100-D-M-G-4.8, the current correct calculation for crit cap is 100-D-M-G.
Jamie Feb 24th 2010 2:17PM
I had a mut spec rogue around 3.1 but couldn't get into it as much as plate dps end-game.
Good article, I may try getting back into it again.
Roland Feb 24th 2010 3:50PM
Back in my day, Hunger for Blood stacked three times, you have to do 4-5 point Ruptures and you had to time your Envenoms between Deadly Poison ticks for maximum DPS.
/sigh
I think Blizzard went a little too far in 3.3 - Ruptureless Mutilate a/k/a spam Envenom is as bad as Combat Swords in BC. So now I'm trying to grapple with Enhancement, and I do much less than the folks with about 1/3 as many spell priorities. My rogue, meanwhile, rots in Dalaran in her Tier 8.
QQ.
Docrev Feb 24th 2010 3:54PM
I kind of have to agree. I miss running around in my 4/5 T8 with the rupture rotation, though I never liked the old style of HfB. Though do to the raid comp I've been running, I probably should switch over to combat.
dkhar Feb 24th 2010 2:17PM
Thanks for this, I was planning on waiting till cataclysm before I started another rogue(played one way back in the day) and was very interested in mutilate. This helps a lot.
Docrev Feb 24th 2010 2:17PM
Pretty nice summary of the spec, but there's a slight flaw in your enchantment recommendations. In a 51/18/2 spec, the favored cloak enchant is usually Greater Speed over Major Agility, as Haste usually has a higher EP than Agility, and doesn't contribute to issues with the crit cap.
Chase Christian Feb 24th 2010 2:18PM
Thanks, I'm an engineer so I've been sticking with the Flexweave Underlay and forgot about Greater Speed, I've updated the OP.
Accomp Feb 24th 2010 2:31PM
Even with Engineering, Greater Speed is actually higher dps than the Flexweave Underlay by about 0.4 dps give or take. The only real engineering enchant worth using are Hyperspeed Accelerators, plus Saronite Bombs on every cd.
Chase Christian Feb 24th 2010 2:33PM
The difference is that Greater Speed does not save me from falling to my doom, while a Flexweave Underlay will. :) I already updated the OP.
K Feb 24th 2010 3:31PM
Shouldn't the last 2 points go to Opportunity instead of relentless strikes?
A surefire +20% to Mutilate damage should beat out a 32-40% chance of 25 extra energy on a finisher.
Docrev Feb 24th 2010 3:47PM
It may intuitively seem that way, but the numbers that have been run show the energy gain from 2/5 points in RS tend to be worth more than the mutilate damage, which actually makes up a fairly small percentage of our damage (~12%), which is dwarfed by white damage and instant poison damage. The energy gain allows more frequent envenoms, increasing the instant poison damage.
Docp Feb 25th 2010 1:05PM
So if I take Blood Spatter in 3.3.3. (which I'm calling patch 3 cubed) I will be an en vogue rogue?
That's a lot of fun to say =D
Docrev Feb 24th 2010 2:34PM
The numbers aren't looking good, actually. I've done some work with a hacked version of one of Aldriana's sheet which shows the damage gained from a rupture rotation is less than the raid damage lost from removing Glyph of TotT, and Mavanas's work with his sim sheet was showing an even smaller damage increase.
It's looking pretty promising for Combat, but almost completely useless for Mutilate in its current form. The PTR changes aren't final, though, so we may see more changes to it.
Chase Christian Feb 24th 2010 2:38PM
We do have a few more rogue changes coming our way (based on Blizzard's facebook post), so it's likely we'll see additional tweaks in the weeks to come.