Encrypted Text: The challenges of haste and energy regeneration

One of Cataclysm's biggest changes came in the form of the stat redesign. Blizzard's team made several huge changes to the stats we were used to seeing on our gear. Attack power was rolled into agility's base potency, while armor penetration was never to be seen again on an item. We picked up a new, role-agnostic stat in mastery, with the hopes that it might help consolidate gear between the various rogue specs. Finally, haste was changed to increase the resource regeneration of melee classes and specifically accelerates the rate of energy regeneration for rogues.
Haste has always boosted our energy recovery in PvE, although that mechanic was reliant on talents like Focused Attacks and Combat Potency. Now, all three specs see an energy boost from their haste, with combat still regenerating the most energy due to Combat Potency. The idea is that as your character gains gear, you get the ability to push more buttons per minute. As we progress through raiding tiers and the ilevel of our gear climbs, our rotations should be becoming more robust.
Haste vs. attack speed increases
One of the most common myths involving the new haste mechanic is that our energy regeneration is boosted while under the effects of Slice and Dice. While it's true that combat rogues will see more Combat Potency procs with SnD active, the buff itself does nothing to increase our energy regeneration directly. Slice and Dice is an attack speed increase, not a haste increase, and so we passively regenerate energy at the same speed with or without it active. Additionally, we don't see any energy regen increase from the attack speed boost that Adrenaline Rush inherited from Blade Flurry, although its other effect of doubling our energy regeneration still works.
Aside from these examples, other haste effects actually do work, especially if they specifically boost our "haste rating." Weapon enchant procs like Hurricane and regular enchants like haste to gloves will increase our energy regeneration appropriately. Bloodlust (along with its siblings) increases our energy regeneration during its duration, which is actually pretty important. Without Bloodlust bolstering our energy regeneration, it would normally only increase our white damage done, which can be pretty low depending on our spec. Letting BL affect our energy regeneration ensures that all three rogue specs see a DPS boost similar to what casters experience.
In order to test whether or not a particular effect boosts my energy regeneration, I like to run a Fan of Knives test. I'll start a stopwatch and see how long it takes for me to use Fan of Knives 100 times, starting with a full energy bar. I then run the test again with the buff active, and see if I shave a few seconds off of my overall time. For example, with Bloodlust active, you'll see results in almost immediately.
If you have a question about how a certain mechanic works, try figuring out a test that allows you to confirm or deny your idea. It's called the scientific method, and by researching with your rogue, you can gain a deep understanding of all of the mechanics involved in making the class complete.
Combat's energy problems
Due to Vitality, combat rogues start out a higher baseline energy regeneration level than either of the other two rogue specs. While assassination has Venomous Wounds and subtlety has Energetic Recovery to boost energy regen, neither of these talents scales with gear. Combat Potency scales temporarily with hit and expertise (until their respective caps) and scales indefinitely with haste. CP is even more effective now that weapon specializations are gone and combat rogues now use quick daggers in the off hand. Combat's energy regeneration is clearly the strongest of any spec, and thus it can end up feeling like you're pushing a lot of buttons. While it may seem spammy, it's important to always plan your actions a few steps ahead so that you're not trying to decide what to do with all your energy in the heat of the moment.
Combat's yellow (special attack) damage is fairly low, and the incredible energy regeneration of the spec is the only thing keeping its yellow damage from falling off completely. Haste is also great for increasing your white damage done, and thus it's one of combat's favorite stats. With combat favoring haste due to its bonuses to both white and yellow damage, it's easy to see how combat rogues' energy can scale upwards very quickly.
Adrenaline Rush's double energy effect only exacerbates the issue. Keeping yourself from capping your energy is a key to playing a combat rogue effectively. Killing Spree has been known to cause the same issue, as we're locked out of using our yellow attacks for its duration. Never use Adrenaline Rush or Killing Spree when you have a ton of energy, and do everything in your power to burn off any excess energy if you're nearing the cap. Wasted energy is a pure damage loss, and with careful planning, it's usually preventable.
Cutting haste is a waste
I've heard a few rogues talking about purposefully lowering their haste or running Blade Flurry at all times to help cope with the energy regeneration problems they're facing. That's basically the worst way to solve the problem, as it both reduces your overall damage and approaches the problem from the wrong direction. Any issue that can be solved by playing differently should be approached first, as playing optimally is the simplest way to boost your DPS.
If you want to play combat, you need to embrace the energy-rich nature of the build and learn to cope with using an ability on every other GCD. This style isn't for everyone, but nerfing your energy regeneration to compensate is not a solution, for the same reason you wouldn't stop wielding an off-hand weapon if you had too many Combat Potency procs. The haste situation is only going to get worse as we gain better and better gear, so learning to deal with it now is key to being effective in the future.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
alcohol Feb 2nd 2011 1:23PM
If in combat spec you would have the energy regeneration necessary to use a Backstab every GCD (like SS is now) would using a dagger in main hand be better?
Myf Feb 2nd 2011 1:38PM
no Sinister Strike = no Bandits Guile
MrDrew Feb 2nd 2011 1:44PM
I'm actually toying around with dagger combat while weaving backstabs into my rotation though I'm not pulling as much dps as mutilate I'm still doing decent dps. I'm also not having too much of an energy problem right now with any of the three specs. All the gear that seems to be dropping is crit heavy and I'm reforging it when I can into mastery or haste.
J. Feb 2nd 2011 1:47PM
No Bandit's Guile, no aggression, no imp SS ... basically the best talents for DPS increase per point are passed over for Combat daggers. Not to mention Blizzard's stance that much like SP Enh or DW Unholy, Combat daggers is not intended and will be broken if proven viable.
More to the point of concern with energy capping — it should never be a problem as long as every GCD is used because then there is no "wasted" energy.
Myf Feb 2nd 2011 1:52PM
"no aggression"
Aggression does work with backstab.
You'll still miss Imp SS though.
alcohol Feb 2nd 2011 2:33PM
I'm not saying backstab should replace SS. Ofcourse you could open with a SS and before doing a finishing move use RS which refreshes bandit's guile. My question was could combat spec get to a point where integrating backstab into our rotation would do more damage then simply spam SS with an axe or sword.
thebitterfig Feb 2nd 2011 3:04PM
It almost surely won't be worth it. You'll be required to use SS a fair number of times to keep moving through Bandit's Guile. However, your SS will be significantly gimped due to the fact that you're using a dagger (1.8 speed tops lowering base damage, with a much lower normalisation factor for AP), which probably negates the benefit you could gain from using a potentially-higher damage Backstab at other moments.
Additionally, if special attacks can proc Main Gauche, that too would lower the benefits of using a dagger.
MrDrew Feb 2nd 2011 1:48PM
Replying to Myf you can get Bandits Guile rolling and then weave a backstab in since once it's at 15% you have 15s before it falls off.
J. Feb 2nd 2011 1:58PM
You'd need to weapon swap so that your 12 SS hits aren't little more than white attacks that cost energy. Then there's the delay when switching weapons. And as many Mutilate rogues point out, positional requirements on using Backstab can get quite ridiculous on some of these fights. Is it really worth it to try and play Combat daggers?
rodmin Feb 2nd 2011 1:56PM
I've played combat for a long time on Cataclysm now, and what i can say is that you must make very quick decisions due to the sudden energy bursts that you get. You may be around 85 energy and planning ahead, but suddenly a Combat Potency Proc makes you waste energy. On this regard, it's like the hunter's focus bar atm: if you get low on energy it can be complicated, but acumulating too much is going to be a waste. Managing your energy as well as the Bandit's Guile buff are important matters. Saddly a DK on a random heroic said assassination was better atm for DPS, and my 6.7k output at gear lvl 331 explains that, i think. (P.S.: i was using Expose Armor at that time, since we had no sunder classes on the run)
Also, regarding Killing spree, i'd advise to use it when you're at the start of combat, building combo points for Slice and Dice. You may think that it would be a waste due not to use it on the Bandit Guile's full buff time, but think on this side: the best CD to use during the first Bandit's Gule time would be Adrenaline Rush, and the massive number of finish moves during it, and also between the first and the second Bandit's Guile would lower the Killing Spree CD enough to be used on the second Bandit's Guile due to the Restless Blades talent.
These were my opinions on the thought of this matter. I hope they helped. Combat is the aspect of the rogue i like the most, and i plan to improve it further.
Charles G Gilroy Feb 3rd 2011 10:03AM
Actually I'm reasonably certain that is among the worst times to use killing spree. You want to always time it to be used in the 15% phase of bandits guile. A far more effective rotation to open with is SS->SS->SnD->AR. IF properly speced and glyphed a 2 or 3 cp SnD lasts quite a while, and the AR should run out with about 5 seconds left on the 15% buff, making it a perfect time to follow up with killing spree.
Blowing both cooldowns at the start of the fight also gives you more use of them during fight. Even on heroic 5m bosses I usually get 2-3 uses of the two this way.
Lemons Feb 2nd 2011 2:00PM
So combat's energy regen scales (Combat Potency) and mut's (Venomous Wounds) doesn't...what does that mean in the future? Will combat simply outscale mutilate in the next major patch and we'll be back to our no-stealthin', sinister-stike-spammin', whoops-I-should-have-rolled-a-fury-warrior ways?
I know that there are other factors to consider, but which spec scales better?
Grubba Feb 3rd 2011 12:43AM
The game has been out for six years, and combat plays nothing like fury. Can we please let the stupid "fury warriors in leather" meme die already?
Lemons Feb 3rd 2011 1:11PM
Ha!
No...Grubba...sadly...no...
Darkwhisp Feb 3rd 2011 5:05PM
lulz at grubba
Llowe Feb 2nd 2011 2:01PM
Am I the only rogue who totally hates Combat and wants to be wielding daggers but is currently Combat anyway because it's so strong right now?
Necromann Feb 2nd 2011 2:11PM
I thought mut was doing more dps.
MrDrew Feb 2nd 2011 2:43PM
Mut is doing more dps and we bring a spell power boost to casters which most groups should be running heavy on right now anyway.
http://www.wowhead.com/spell=58410
Also, said I was toying with not actually raiding with. It just gives me something to fiddle with when I'm not raiding or pvping :) I honestly can't stand combat but figured I would play around with it if ever there is a need for me to go combat. I'll be sure to check to see if pigs are flying and hell has frozen when I raid as combat.
Jeremy Feb 2nd 2011 5:18PM
Seriously, where did you get the idea that combat was "so strong" now? Check stateofdps.com; combat's ranked 16th in overall totals, behind RET PALLIES. Assassination is 5. I love combat and played it in Wrath, but there's really no competition between it and Assassination.
Hail Feb 2nd 2011 2:42PM
You can use FoK during Killing Spree, although that should only be used if you are energy capped near the beginning of the Spree.