Encrypted Text: Finding combat's missing damage

With patch 4.0.1 in our rearview mirror, we've had over a week to fix our addons and get our houses in order. I've already had a few decent raid DPS parses forwarded to me by subtlety rogues, who are finally able to actually do reasonable DPS. Traditionally, there has always been a few "bad" specs in WoW, but subtlety was so bad that it was tier below the other bad specs. Its arrival has brought back several of my old friends from retirement, who were looking forward to the frenetic rotation of finishers.
Assassination rogues have been enjoying the synergy between Vendetta and cooldown like Bloodlust, and their relative DPS is still decent. The addition of Rupture as a finisher and Backstab as an alternate generator has their rotation shaken up a bit, but still easily manageable. I actually found the Mutilate-centric build to be pretty fun to play after the patch, and I'll be using it to raid with for the immediate future. However, it wasn't assassination's playstyle that caused me to promote it to my main spec, but rather combat's current weakness that drove me to enchant my daggers with Mongoose.
Main Gauche: game's worst mechanic?
First, note that I'm not talking about the level 29 white dagger, even though they share a name and an icon. I'm actually referencing the combat tree's current mastery bonus, which allows our main hand attacks to generate extra off-hand attacks for us. Let's be honest, extra attacks are always going to increase our damage. So where's the beef? The issue is that we had to pay such a treasonous cost for such a pitiful bonus, and that fact has left our viability ravaged and destitute.
Main Gauche doesn't play well with others
I have so many gripes about Main Gauche that it's actually hard for me to find a place to start. Let's begin by talking about the fact that the entire mechanic works in complete opposition to every other rogue mechanic in the game. MG favors a quick main-hand weapon, while our instant attacks, poisons and special abilities all clearly benefit from a slower main-hand weapon. The same is true for our off-hand weapon slot, where MG wants a slow weapon, even though Deadly Poison and Combat Potency literally require a quick weapon to be used. Mutilate rogues don't have to worry about the handedness of their weapons, but slow/fast has been a staple of the combat for as long as the spec has existed.
In an expansion that's supposed to be simplifying mechanics for new users, introducing bonuses that are literally in opposition with each other makes no sense. I've already had several emails from rogues asking if swapping to fast/slow is what the future looks like. Before, I could've told them to simply look at their talents and see what they could figure out. Now, they can actually cite one of the tree's defining attributes as the source of their doubt. Main Gauche is literally anti-synergistic.
Hack and Slash had it right
By allowing an off-hand attack to proc an extra main-hand attack, you're leveraging the strengths of both weapon types. In the old days, the majority of our Hack and Slash attacks came from our off-hand weapon, since it would hit so quickly. That granted us extra main-hand attacks, which were incredibly potent due to the higher damage of our main-hand attack. Also note that main-hand attacks aren't affected by the off-hand weapon penalty, further promoting the model of off-hand procs for main-hand attacks to the forefront. It was a beautifully simple mechanic, and it also synergized with every other mechanic of the combat rogue. The fact that our main-hand attacks could also proc extra main-hand attacks was simply icing on the cake.
Now, some of you might say that Main Gauche's ability to proc Combat Potency gives it a leg up on the competition. The truth is that combat rogues really don't need the energy regeneration. We've already got Vitality bolstering our regeneration, our normal off-hand Combat Potency procs, and Adrenaline Rush to give us a boost of energy when needed. All of this doesn't even include the fact that our energy regeneration now scales with haste, giving us enough energy to do just about anything we'd like to. We're already approaching the energy cap during Adrenaline Rush phases, and Killing Spree can cause problems if you use it at the wrong time. We traded massive amounts of damage for excess energy.
All of these issues have put the mastery stat squarely at the bottom of our stat priority list for combat. While mastery isn't particularly amazing for assassination, it's at least as good as hit rating and probably better than critical strike rating. For combat, mastery is literally so bad that you're probably better off reforging to expertise for the few times that you attack mobs from the front. While that's not a serious statement, it gives you an idea on how poorly Main Gauche works with combat's natural synergy and flow.
RIP armor penetration
If we take a look at the new simplified stat system of patch 4.0.1, we really only have five secondary stats available to us. Hit and expertise rating are both amazingly powerful, but both have abrupt and easily-reachable caps. Once we're capped on those two, we're left with the trio of crit, haste and mastery rating. With Prey on the Weak gone, critical strike rating is weak for the combat spec. We've already talked about how awful mastery is, making it easily the worst option available. Finally, haste rating is actually decent, but it's not like we have an option anyway. If our gear already has haste on it, which any non-expertise and non-hit piece will, we can't reforge to it.
Combat used to have a second powerful stat, armor penetration, that allowed us to scale competitively in Icecrown Citadel and beyond. Even then, critical strike rating was more powerful than it is today. However, we're currently left with a completely broken mastery bonus and just a single valuable secondary stat that's already on all of our gear. These scaling problems aren't going to be fixed quickly or easily, and I don't see combat DPS recovering without an overhaul to Main Gauche or some stealth buffs (no pun intended). The worst fact is that these aren't problems that will be fixed by Cataclysm or level 85. Bad scaling is bad scaling, and unless mastery or crit suddenly becomes valuable, we're going to be stuck in the same loop.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 4)
CrossEyed Oct 20th 2010 11:10AM
Has Bliz commented on the combat mastery and the reasoning behind it? I know a lot of people will say other wise but I tend to think most of Blizzard's decisions and changes make sense, this one doesn't seem to... I hadn't actually thought about how backwards it was until this article, really disappoints an aspiring Combat Rogue.
dgcollins274 Oct 20th 2010 1:34PM
I haven't seen any official word, but my guess is that they wanted it to be proc'd by the main hand so that it scaled better with gear and abilities
i.e. your haste will effect how often it procs because more haste = more energy regen = more SS
Also, it will proc more while using Adrenaline rush
And i think they had the proc trigger an Off-hand attack because they didn't want to code in that it couldn't proc itself. Otherwise there would be a chance of infinite hits at very high Mastery rating. (remembering vanilla pallys)
So i predict they'll either keep it so that the main hand procs it, or change it so that both hands can proc it and just lower the proc chance. Also i think they'll change it so that the proc triggers a main hand attack and just make it so that the proc cant trigger another attack.
Andy Oct 20th 2010 5:23PM
Maybe I'm crazy, but when I saw the new mastery, I thought it actually worked well with the simplification of stats. Once we get much more mastery gear at 85, it is conceivable (maybe with some buffing to mastery) that the benefit from mastery while using fast/slow could be comparable to the mechanic benefit of using slow/fast. This would mean that a new rogue unaware that weapon speed even means anything wouldn't be cheated out of DPS because he doesn't understand how weapon speed works, but it still allows the hardcore folks to number crunch to figure out EXACTLY what's going to give them a min/max effect.
I could always be wrong, but that was my initial impression when I looked over it.
Mayhew Oct 26th 2010 8:02PM
For what it's worth, Blizzard (I believe it was Ghostcrawler, specifically, but I don't remember for sure) said at BlizzCon that they are going to roughly quadruple the Combat mastery bonus. So hopefully that will make it actually worthwhile, now.
Dystopium Oct 20th 2010 11:11AM
Everyone seems to be giving gastery the pass over. I can say having gone all haste reforging last week vs reforging mastery this week, my boss on boss damage comparison was hands down better with mastery. Mind you I am currently wearing all H-ICC25 gear. I have not tried it in combat spec, but for assassination, there was a night and day improvement in my overall damage and DPS. I think mastery is worth exploring further.
Foxfyr Oct 20th 2010 11:23AM
You didn't actually read the article now, did you?
Zheo Oct 20th 2010 11:35AM
Point of article: Mastery and Combat Spec are broken, based on empirical data and facts.
Dystopiums point: Mastery works! WTF Guyz?! Im using H-ICC 25 gear and a different spec and mastery is great.
o.O
So you're saying mastery is great when not using the combat spec? Thanks for taking the time to reply.
Vinicius - Sharkul Oct 20th 2010 11:12AM
Amazing analysis of the Combat spec in 4.0.1
Used to be my personal favorite, but with the recent changes, it just isn't competitive
Obeyfez Oct 20th 2010 11:55AM
Yes it was a great analysis. Unfortunately Combat looks to be relegated solely to a 1-80 leveling spec as it still seems to be the best spec at taking on multiple mobs. Once you get to 80 and learn mastery, its time to switch to Assassination or Subtlety.
Abhoth Oct 20th 2010 2:46PM
I don't know if I would say that combat is the best leveling spec. I'm working on my second rogue right now as subtlety and I'm having no problem at all with mobs up to 3-4 levels higher than me. With Shadowstep available early and on a 20 second cooldown along with all of the other tools we have, I'm finding it to be insanely easy to level. I've not found a non-elite mob yet that is equal level or lower that didn't die to Shadowstep + Ambush and most higher level mobs only take a Hemo or two and they are down.
I know this isn't really speaking about multiple mob pulls, but with Sap and Distract you only have to deal with one mob at a time.
Dere Oct 20th 2010 11:13AM
I couldnt agree more. I am a die hard combat rogue - didnt even bother collecting a dagger set. The problem now is combat is useless. I was dreading 4.0.1 for this reason and despite rogues crying about the state of combat on the beta and the ptr it still went live in this terrible state.
Main Gauche is awful. The most useless mastery I have seen yet. Combat needs some major work to make it viable again and the excuse that it will be ok at 85 is just stalling for time.
Venar Oct 20th 2010 11:21AM
I've raided WotLK as Assassination, but its sad to know that one of the choices out there is so woefully bad now.
Hail Oct 20th 2010 12:22PM
Ummm...there's more than two specs you know. As far as i can tell they just switched combat with subtlety on the badly made spec front. Speaking of which, any thoughts on the sub mastery? I've been reforging crit into mastery mostly but I have no idea if that's best.
Gudni Hilmarsson Oct 20th 2010 11:21AM
Rogue tears....yummy :D
Aaron Oct 20th 2010 1:00PM
No tears here. Let me switch specs real quick and you will be the one tearing up. ;-)
Paulio Oct 20th 2010 4:57PM
LOL I smell a clothie who has been ganked one too many times.
Matt Oct 20th 2010 11:33AM
I think the Main Gauche mechanic is meant, in part, to offset that Combat Rogue reliance on the fast offhand. Right now it's so bad that Rogues will eschew a higher tier weapon if it's .1 slower. Combat Rogues would never consider a hypothetical 1.6 T12 or 13 offhand over a 1.5 T11 offhand without Main Gauche.
If the Mastery proc worked like Hack and Slash, it would just further reinforce the mentality that speed trumps all. Main gauche doesn't proc off instant strikes, though, which I hope is a bug.
Energy regeneration may not be the issue it is now at 85. We will have less haste and I doubt we'll be able to reach those levels again (at least, not for a while). The CP procs from Mastery will be more valuable at that point.
Furthermore, the argument that our poisons always favored a faster offhand and slower mainhand isn't entirely accurate. Poisons did pitiful damage before they scaled, and while they favored faster weapons, speed was not a dealbreaker. If we ever started wielding fast mainhands, we'd just put DP on that weapon with some, but minimal, loss.
Really, it wasn't until Combat Potency that speed became so important. In Vanilla the best sword offhand was 2.2 speed from BWL because it had +sword skill. Stats and DPS were more important than speed. New mechanics added to the game, including CP and scaling poisons, pushed the reliance on weapon speed to an extreme Blizz wants to back down from.
Saeadame Oct 20th 2010 11:37AM
So you think that people should aim less for the mastery and just take it as a bonus for when they have to use a slower offhand?
Matt Oct 20th 2010 11:52AM
I posted this separately by accident, just vote the other one down:
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I'm not promoting, say, going back to a 2.2 offhand. But I'm saying that the mastery should narrow the gap between 1.5 and 1.6 so that .1 speed no longer equals a weapon tier. Right now the rule of thumb is that (for example) a 1.5 T8 weapon is the same or better than a 1.6 T9, due to CP and poison mechanics.
While slower weapons proc those less, they do more damage with the mastery extra attack. But the mastery should also proc off your instant attacks, imo. That would help make the stat more valuable.
The alternative is also true. A 2.5 MH won't be immediately cast aside in favor of a 2.6, due to more mastery procs.
Also, I'm at work and can't test, but are the Main Gauche strikes yellow damage? If so, they would have a 9% miss rate, can never glance and may or may not be normalized. This info is probably on EJ somewhere, I'll try and find it. If they were normalized that would favor wielding a non-dagger in the OH.
Pyromelter Oct 20th 2010 12:01PM
Or maybe they are moving to a slow/slow model, ala enhance shaman? I'm searching the wowhead cataclysm site on the 1-handed weapons...
...and all of the +agility 1h weapons with ilevel 300 and up are 2.6 speed.
So what it looks like to me is that combat rogues will be going slow/slow in cataclysm, at least based on available weapons. The mechanics for level 80 and Wrath of the Lich King just don't work for what they have planned.