Encrypted Text: Fresh rogue rotations in Cataclysm

After Blizzard's latest press release, we know that Cataclysm will be released in early December. We already know that there will be at least one patch that precedes the expansion. The period of time between patch 4.0.1 and the expansion's actual launch is a time of transition, and it's rapidly approaching. The transition phases of The Burning Crusade and Wrath were rocky to say the least; it's safe to say that that we're looking forward to exciting times.
Many classes are hurting pretty badly on the PTR for patch 4.0.1 right now. Blizzard had the great idea of temporarily granting rogues Cloak of Shadows as our 31-point subtlety talent back in patch 2.0 to help us deal with the souped-up casters of that era. A similar change could be used to give retribution paladins access to Inquisition (at the cost of Zealotry) to bolster their damage until Cataclysm. Luckily for rogues, we were on the receiving end of the latest "damage pass." Several of our core abilities were granted significant damage and scaling bonuses to keep us competitive in a pre-Cataclysm world.
Assassination rogues master the rushdown
For as long as Mutilate has been around, assassination rogues have been begging for a cooldown. Cold Blood is nice, but with critical strike rates soaring so high that we're literally hitting the crit cap, it's less than amazing. Blizzard's team heard our cry for help, and two new cooldowns found their way into our tree. The first is actually just Cold Blood again, but Blizzard modified the ability to give us 25 energy for free every time we use it. That's a huge boon to any rogue who participates in PvP, as it emulates the great Renataki's trinket that our ancestors once used to stunlock any opponent.
Vendetta is what I like to call a win-win. First, assassination rogues receive a true cooldown via the 20 percent damage boost, and it also includes a bit of utility by making our targets unable to vanish from sight. Secondly, we get rid of Hunger for Blood and its clunky implementation, never to be seen again. The only downside is that Vendetta is a debuff, meaning that it can only be used on one target. This makes it less attractive for quick swaps to adds but gives assassination rogues something to use during the burn phase.
Speaking of the burn phase, Blizzard also gave the assassins a new playstyle to go with their cooldowns. While we'll normally ramp up at a slower pace since we're now using Rupture to proc Venomous Wounds, assassins have a trick up their sleeves for the execute phase of a fight. Once our target is below 35 percent life, our Backstab becomes supercharged. While Backstab is incredibly potent on its own, its energy cost and combo point generation are a bit lacking. Murderous Intent changes all of that by making Backstab incredibly cheap to cost, allowing us to move into a fast-paced rushdown rotation, assassin-style. Our CP generation goes up significantly and truly gives the spec a very exciting flavor once we enter the last third of any given encounter.
Skill will set combat rogues apart
I was recently poring over some of my damage parses, and I can't help but be disappointed by Eviscerate. Even when glyphed, it's only making up a few percentage points of my overall damage. A rogue could simply spam Sinister Strike and refresh Slice and Dice for an entire fight and do nearly the same DPS as I do. Combat rogues are all about maximizing cooldown effectiveness, which often amounts to using CDs alongside Bloodlust and Potion of Speed. After that, the fight's on autopilot.
Cataclysm shatters that model. The first shift is the introduction of Revealing Strike, our alternate combo point generator. While not as effective as Sinister Strike, it has a secondary effect that boosts our finisher potency. It's worth using with any finisher that can take advantage of its bonus, so we'll use it before Eviscerate but leave it out of the rotation when we're going to Slice and Dice. This mechanic adds some variety to our rotation, and I'd like to see its effect amplified. Choosing between RS and SS should be an important distinction that forces the rogue to think before acting.
Bandit's Guile may seem like a simple talent at first blush, but it's actually very interesting. Basically, our targets will be taking bonus damage from us after we use our combo point generators on them, with that bonus varying between 5, 10 and 15 percent. The 15 percent windows are important because they also create an opportunity for us to unleash our cooldowns. This creates a timing structure where we want to coordinate our damaging finishers with 15 percent windows and our Slice and Dice refreshes during 5 percent windows. While the exact mechanics and priority systems are still being investigated, the concept of coordinating our abilities with a secondary effect will create a huge gap between spamming your cooldowns immediately and the meditated actions of a trained assassin.
Subtlety even throws in the kitchen sink
Subtlety rogues have been dying for viability for a long time, and Blizzard has finally granted them what they've always wanted. Unfortunately, that right doesn't come without a sacrifice. Subtlety is slated to have the most complicated rogue rotation to date, and I've been having a very hard time managing it without addons like EventHorizon.
Subtlety has a few talents that shape its design. Hemorrhage boosts bleed damage for our raid, and so now sub rogues will be using Hemo every minute, making that the first of many timers we'll need to watch. Sanguinary Vein forces us to keep a bleed effect on our targets at all times for maximum damage, so Rupture is now part of the rotation. Just adding Rupture would be too simple, though, and so Serrated Blades allows us to use Eviscerate to refresh our Rupture. We'll open with Garrote to bleed our target early, Rupture them for the second bleed, and then use Eviscerate to refresh it after that.
Don't think that you can get away without using Slice and Dice. You'll be maintaining as close to 100 percent uptime on SnD as possible, adding yet another timer to manage. But wait, there's more! Energetic Recovery also allows subtlety rogues to add Recuperate to their repertoire, meaning that sub rogues will literally be using at least four different finishers on every fight. Let's just hope nobody asks them to keep up Expose Armor as well. Honor Among Thieves is the CP machine that will generate the number of points it will take to maintain all of these timers. We'll have to see if HAT is strong enough in the first tier of content to keep all of our abilities active.
Take all of that complexity, and now top that off with Shadow Dance and its completely draining effect on our energy. While spamming Ambush for huge numbers is fun, sub rogues may simply not have the energy to get the full use out of Shadow Dance while trying to maintain all of their finishers. I actually see Shadow Dance as our target-swap cooldown, allowing us to quickly apply Garrote and then providing some burst damage when moving to a new target. It's fun to finally be doing some serious damage with Backstab and subtlety, but it's going to be a workout for my fingers and my addons if I decide to raid as sub.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 4)
RAEGLATEM Oct 6th 2010 7:20PM
Awesome article Chase. Seeing as 4.0 is nearing us, I was getting worried as to what spec to go as on my undead backstabber and you've answered it well. Mutilate for my good old awesomeness, and Subtlety OS for when I want to have some fun.
Not to mention you also solved all my rotation questions too! Thank You!
Maleven Oct 7th 2010 1:01AM
This ^
I'll try to do as much as I can as sub, just for the fun of it, and change back to mutilate when my guild need tried and tested dps.
I can see myself leveling as sub all the way to 85, destroying every (*single*) target that dares cross paths with me. Sure, it's slower, but you can't compare the fun of it. (:
Also, I'm really hoping that sub turns out to be raid viable.
Deius Oct 6th 2010 7:28PM
Hey Chase,
I'm wondering what you think the Subtlety rotation will end up being like. I used to think you'd use garrote as much as possible and hemo each time the glyped bleed would fall off but now with no increased bleed damage talents just one that increases other damage when bleeding, I'm doubting this.
Chase Christian Oct 6th 2010 7:32PM
Using Hemo for a glyphed bleed is a possibility, but we'll have to see how powerful the other glyphs end up becoming. Glyphed Hemo will be a godsend for heroics, though!
AltairAntares Oct 7th 2010 2:29AM
It looks like the new feral dps spec...
RAEGLATEM Oct 6th 2010 7:28PM
I totally Agree with you Maleven,
I love the fun of subtlety and knowing i can blow up any single target. Definitely gonna use it as my MS leveling lol.
Andrew Martin Oct 6th 2010 7:31PM
I haven't mained my rogue since BC but I'm thinking of coming back to him.
Is Rupture still a thing for combat? Like what are the actual nuts and bolts rotations going to look like?
Chase Christian Oct 6th 2010 7:33PM
Combat may be using Rupture again, considering that ArP was one of the things that hastened its downfall. However, with the new Eviscerate scaling, it may be our finisher of choice, leaving Combat with a simple SnD/Evisc sycle.
jordan Oct 6th 2010 9:18PM
You know Chase, I was iffy on rather or not to use rupture... then they buffed evicerate base damage by 30% without buffing rupture a couple of builds ago. So yeah, I'm pretty sure no rupture unless there is a buff coming to it.
Sean Riley Oct 6th 2010 7:33PM
So it is, if I have this right, Subtlety rogues...
Prep (do we still have prep?) before garotte into a hemo to slice and dice into an undefined number of backstabs (depending upon how HaT plays out) into Rupture and then repeat, occasionally slamming hemo to keep that up and, presumably, using out tricks of the trade and feint + vanish where appropriate to keep aggro down? Do I have that right?
To quote Holly Golightly: Gracious.
Skrotus Oct 6th 2010 8:28PM
I love the AoE damage reduction of feint, but we don't use it for threat reduction. Or has something changed?
Drunken_wookie Oct 7th 2010 12:37AM
you got the ramp up part right, from my experience on the beta, but once you have rupture rolling, properly specced, you only need to cycle between SnD and Eviscerate, as a talented Evis will renew your rupture to its original duration (depends on how many CP you had when you first hit rupture)
And as was also stated (and this is the way I roll too, rarely empty my energy pool) If you talent into Energetic Recovery, you will need to keep Recuperate up and running, but not over priority of SnD and Rupture
So, my order of finisher priority is Rupture (if not already on target) -> Evis. (if rupture is about to fall off) -> SnD -> Recuperate...and if none of your timers are near falling off, than it's your choice as to what to hit....I like using Envenom every now and then, esp. if we're fighting a heavily armored opponent.
Now I just need to find some melee haste gear (if they even exist post 4.0.1) and see iff adding haste will increase the number of ticks on recuperate. (God I hope so)
Drunken_wookie Oct 7th 2010 12:38AM
oh yeah, also keep up the hemo debuff, as you stated.
WTB edit button.
thebitterfig Oct 7th 2010 1:35PM
From what I've been reading, you'll want to Rupture within the 6 second of Master of Subtlety buff so that the 10% keeps rolling as you refresh it. It's also worth noting that since Hemo provides a debuff on the target rather than a buff to the rogue, it applies on a per-tick basis and doesn't have to be up on the target before you rupture. Thus Prep/Garrote/Rupture will start things off, followed by Hemo and BS to get SnD running.
Envenom probably won't be worth it, since the damage gain it might have over Eviscerate has to be tempered by the fact that you'll be loosing five IP procs while you restack DP. Add in the fact that Eviscerate helps cycle stability while Envenom doesn't pretty heavily leans things toward Eviscerate.
Hail Oct 7th 2010 4:43PM
Since eviscerate refreshes rupture I was thinking you probably only need a 3ish CP rupture. Also, does Garrote do more damage than ambush? it seems to me that unless garrote does more damage a better rotation would be prep/ambush, SnD, glyphed hemo, backstabs till 3 CP, rupture, more backstabs, recuperate, even more backstabs, eviscerate, then w/e.
By the way, anyone know how much haste is going to increase energy regen? I was thinking it would be pretty valuable, but i'm curious if it is good enough to put haste in every slot (either straight up or haste/AP (or haste/agi for sub))
Josh Oct 8th 2010 9:05PM
On my feral druid i have 27% haste, and at times i literally can't use it all up, especially if omen of clarity procs.
combosation Oct 14th 2010 2:29AM
You forgot recuperate... you sir just broke your subtlety rotation. Spin the wheel and try again.
On a side note... blizzard says that, "If you can master the Subtlety rotation without breaking it at all you win the game."
Foxfire Oct 6th 2010 7:46PM
Wouldn't you just ambush + then hemo to hit 5 combo points, rupture to get the full strength version, then backstab and slice, then back stab and evis to renew rupture, throwing in a hemo when hemo extra bleed damage is about to fall off?
I think we'll need to squeeze in recuperate as I've found that energy can be a little lacking as well, but I am not sure about that.
Personally I'm pretty excited. Shadowstep is totally worth going subtlety for so I really hope it's competitive DPS.
brian Oct 7th 2010 1:01AM
Probably Slice and Dice first for full strength, as Rupture will just be refreshed on the next Eviscerate anyway (combo points just increase time), and Subtlety doesn't have something to refresh SnD. Plus, if you've glyphed Hemo, you've already got a bleed up.
Yeah, Premed+Shadow step+Ambush gets a lot of burst and combo points up fast. It'll be nice. Plus, every time Shadow Dance is up you can do it again. Makes for nice target switching or just plain burst. In fact, Vanish could probably be used to pull it off if extremely necessary.
SleepySlug Oct 6th 2010 7:49PM
Don't forget about the Glyph of Hemorrhage which is slated to add a bleed to Hemo which means that we may not be starting out with Garrote unless the damage boost of Hemo on a bleeding target outweighs the damage of Ambush on a target that's not bleeding, which it most likely won't. Plus, although Sub will use a total of 4 finishers they do have a talent to reapply one of those finishers based on another, so that's sort of 3 finishers for the duration of a sustainable fight vs 2 in both Mut and Combat (after talents in Mut)
Sub looks to be my personal favorite since I just like any hard rotations. It reminds me of Feral Cat DPS, tbh. I hope that Sub is scaled in such a way that it deals average dmg but can scale to ridiculous amounts when played very well, similar to how Cat DPS was for the middle of Wrath.
I are excited.