Encrypted Text: Let's get kicking

You've all seen my arguments for having rogues top the DPS meters. We're the only pure melee DPS class, meaning we have the most specific role. Yellow is a great color, and so having a nice patch of it at the top of Recount is awesome. You get the idea. The fact is that rogues are known for their DPS, so doing lots of it becomes pretty important in succeeding.
Even with this huge focus on DPS, we do have one other trick up our sleeve. Back in the days before balance, the developers had to find a way to ensure that every class was brought to a raid. Hybrids could bring powerful buffs, bosses would use debuffs that required certain healers, and there was always a boss per tier that you needed a warlock to Banish. Even the DPS-focused rogues had a special niche to keep them getting invited: Kick. A boss would be designed with an ultimate ability that needed to be interrupted, and there was nobody better at that job than a rogue.
Under pressure
What's the best part about Kick? You might get to save the day with a single kick. What's the worst part about Kick? If you make a mistake, you may have wiped the raid. Being a raid's designated kicker is a lot like being a kicker for a football team. Making Kicks is considered to be a required part of your job, and as such, it's often thankless. If you miss a clutch Kick, you might end up being ostracized like Kyle Brotzman. Rogues are often assigned to be the primary kickers on many fights due to Kick's potency. It's interrupting effect lasts longer than any other, and other interrupts like Mind Freeze aren't always available.
There's a lot of people that don't understand how interrupting works and the stress that's placed on an interrupter. We have to be ever-vigilant and quick to react; often we have less than a second to respond to a casting spell. Blizzard's team has even included several bosses with trick abilities designed to confuse and infuriate kickers. It's a punishing job, and it can be incredibly difficult to do your job well, watch out for other raid mechanics, and manage interrupting at once. Most players only have to worry about doing their respective jobs and watching out for fire. Having solid keybindings can help with multitasking, as you can spend more time watching the fight and less time watching your buttons.
Kicks first, DPS second
The key to being a successful interrupter is realizing that the fights are often tuned around the interrupt itself. While the Patchwerk-style tunnel vision fights are fun and getting to focus on nothing but your rotation can be rewarding, interrupts take priority. One rogue said it best: "On this fight, the winner is whoever tops the interrupts meter." You're already sacrificing some of your DPS by using Kick, as it costs energy. You still want to do your best on DPS, but realize that it's not important if you cause the raid to fail anyway. One more Sinister Strike isn't going to revive the tank that died, and getting that last Eviscerate off won't counter the 1,000,000 life that the boss just healed himself for.
When it comes down to letting Slice and Dice fall off or getting an interrupt, you don't have time to weigh your options. If the Kick is more important, stop what you're doing and make the Kick. Blizzard removed it from the GCD so that we'd have no excuse for missing it. If the Kick isn't that important, then continue on as normal. You need to know ahead of time what abilities must be Kicked and what abilities you can survive missing. Doing your homework before engaging a boss is critical to being an effective kicker. If you know what can and can't be interrupted and the priorities of each, you can make the correct decisions. You don't want to ask, "Wait, I was supposed to Kick that?" Ask other rogues, ask your raid leader, or even look it up on the internet. No excuses; you need to Kick like a champion.
There are plenty of mob abilities, particularly in dungeons, that you don't need to Kick. Caster enemies are going to cast spells at your tank, and that's a fact of life. Try focusing on the most important abilities first, like anything that summons adds or deals AoE damage. If you waste your Kick on a Fireball, you can't use it on the Polymorph that the mage will be casting right afterwards. There's nothing wrong with simply interrupting a spell to reduce incoming damage; just be cognizant of the environment. The responsibility for interrupting is on the rogue, and so it's your duty to be informed and aware.
Making kicking easy
With any reasonable amount of haste, you can generate enough energy to interrupt any spell that takes more than 1.5 seconds to cast. Even if you burn all of your energy immediately as the mob starts casting, you can typically get the interrupt off anyway. In the old days, we used to have to wait for energy ticks in order to Kick, but our smooth energy regeneration fixes that issue. In addition, Kick is now off the global cooldown, and so it can never be locked out if you use another ability. Make sure to bind Kick to an easy-to-reach key (I like the E key) for instant activation.
If you're having problems kicking successfully, try using a pair of PvP gloves. They reduce the energy cost of Kick down to a mere 5 energy, ensuring you'll always have the energy to Kick. If you're kicking regularly, you can actually see a DPS increase due to the energy savings. Don't bother with the Kick glyph, as the cooldown penalty for a missed Kick guarantees that you'll miss the next one as well. Many boss abilities are timed specifically to coordinate with Kick's cooldown in mind. Either you'll be able to get them all yourself, or it wasn't designed for you to be able to anyway.
I use a mod called Quartz to display a huge casting bar for my target's current spell. If my target is casting something, I see it displayed in my UI immediately. Many raid alerting mods will play a sound or generate a warning when a key spell is being cast. You need to be able to recognize that a mob is casting, identify the spell being cast, and determine if you're going to Kick it or not. The entire process has to take less than a second, and so doing your homework is the only way to ensure that everything happens smoothly.
If you know what to expect and you have the tools in place to handle it, kicking can be a simple task. If you're constantly guessing or being surprised, kicking is going to be painful for both you and your raid. Good interrupters get brought back every week, while poor interrupters get put on the bench. Any decent rogue knows how to deal a ton of damage, but only the great rogues can interrupt at the same time.
I used to spend a lot of time practicing my Kicks to get my reaction times down. I'd duel a mage and have him start randomly casting Fireball, Frostbolt, and Polymorph at me. I would only interrupt Polymorph and try to avoid interrupting the other spells. My kicking finger began developing the muscle memory necessary to make those quick Kicks, and my ability to check the cast bar for the spell name continued to improve. Learning to Kick is as important as learning to DPS. With so many interrupt-heavy fights in this tier of raiding, you owe it to yourself and to your raid to truly master the art of interrupt.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
thebl4ckd0g Feb 9th 2011 2:09PM
I'm not sure how useful it is to other people, but I'm combat spec and I have 2 points in imp kick as well. :)
Riley Feb 9th 2011 2:11PM
most bosses cant be silenced.
Homeschool Feb 9th 2011 2:28PM
While they can't be silenced, they can be spell-locked (in a certain regard.) For most boss abilities, each spell is considered to be in its own "school". Thus, while you don't silence them (ie. preventing any casting), you do lock the interrupted spell, preventing it from being re-cast until the lock wears off.
This came up frequently on Less-rabi, where using certain abilities could interrupt the boss's transformation AND lock it past the next cast time, thus preventing two casts.
Truewan Feb 9th 2011 2:37PM
I still do not understand what improved kick does for PvE.
Truewan Feb 9th 2011 2:35PM
Last PvP encrypted text article written: Aug 18th 2010 at 6:00PM.
Cant say I blame you, much more rogues PvE than PvP. There really hasnt been much PvP related info scrictly about rogues since the death of rogue rogue. The PvP rogue experience up to yesterday has been a bland one to say the least. You produced another good read, thanks.
Lucidique Feb 9th 2011 3:07PM
Gotta agree. Rogues in PVP these days, and for the entirity of Wrath really, have been boring to me. Too much focus on your CDs to keep you alive, too little on everything else. Then comes the choice no other melee has to deal with, the same scale: Mobility or damage? I don't like it anymore. I've been sticking to PVP'ing as a Disc Priest for two years now.
Lemons Feb 9th 2011 3:20PM
Rogues are always "fine". That's our mantra. We kind of just stay the same in the middle of the road and the other classes are the ones who are always in fluctuation. Then again being a constant isn't really that bad, at least you don't have to complain bitterly about getting nerfed..."man, they nerfed us man, they came from behind man, and the nerf bats were swinging everywhere, I used to be a GOD, lord of the pvpz, and now I'm just a mortal like you...I don't understand the world anymore..."
Then again I still complain bitterly so...
Lemons Feb 9th 2011 3:13PM
Come to think of it I need to definately bind my kick close to my hand. It's really not that far right now, but it should be closer. That's pretty much what I got out of this article.
Hangk Feb 9th 2011 3:42PM
Kick/Mind Freeze/"Interrupt" is always bound to the equivalent of X in a WASD setup for me.
X is also "Go to Stealth" for classes/specs/forms that have that ability. So for my Rogue I use a combat/nocombat macro.
Powatodapeople Feb 9th 2011 5:05PM
I keybind my wind shear to my scroll wheel down. it's really easy no matter where my mouse is or what button I'm pressing with my left hand, and it's kinda fun to interrupt like that
Kragragh Feb 9th 2011 6:22PM
I put Kick on key 1. For me, it's the closest to 2, which is what I'm hitting almost always.
Skrotus Feb 9th 2011 3:24PM
I don't mind kicking so much when I can do it by myself, it's trying to coordinate an interrupt rotation with various other melee on fights that demand it that I find really stressful at times. Someone always kicks the wrong thing or kicks out of turn, and trying to quickly get someone else to step in and then fall back in to the rotation can get really messy.
Also I often find myself missing my FoK interrupts.
Hangk Feb 9th 2011 3:43PM
The hardest part for me is not pouncing on the Interrupt key the instant I see that big ol' Quartz target castbar come up. "Owait, I'm NOT supposed to interrupt this one lolz!"
Hail Feb 9th 2011 3:58PM
Unless I'm mistaken, FoK doesn't interrupt anymore.
Skrotus Feb 9th 2011 4:05PM
Yeah I guess I worded that badly, I meant I miss FoK interrupts in the nostalgic sense of the word, would be pretty awesome for things like worship on cho'gall.
DeathPaladin Feb 9th 2011 4:28PM
As a Frost DK, I am specced into Endless Winter because it makes me better than a Rogue at interrupting.
An off-GCD, short cooldown interrupt that costs zero resources. A Rogue that kicks may lose a Sinister Strike or an Eviscerate, but I can continue Frost Striking with impunity. I literally lose nothing by interrupting that boss spell.
Chronic Feb 9th 2011 5:17PM
But Frost DKs are often not spell hit capped, right? So it's not very reliable.
Boobah Feb 9th 2011 6:28PM
Nah, they added the +spell hit talent from Unholy to all DKs, so if you're melee capped you'll be good for spells, too.
Except for the Nerves of Cold Steel thing for DW frost, I suppose. That only adds hit to one-handed melee strikes, which doesn't include spells. And a 3% whiff chance is probably more than you want for your interrupts.
jonas Feb 9th 2011 3:42PM
Key interrupts in current raiding:
BWD:
ODS: Arcanotron's "Arcane Annihilator". Fast cast, may have to set up an interrupt rotation to get them all. Pretty important in regular, a insta-kill in heroic.
Maloriak: This is the "interrupt fight". Arcane Storm (channel) and Release Abberations (fast cast). You will likely be assigned one or the other. For arcane storms, interrupt the channel asap; one tick will likely get though but there's no reason for a 2nd tick.
For Release Abberations, you'll likely want to let the first cast and the last 2 casts of each cycle though, interrupting only the 2nd (and maybe 3rd). Check the specific fight mechanics, and with your tanks, to plan this. A missed interrupt, or an extra interrupt, may wipe you due to excessive adds at the wrong time.
Note that both of these abilities continue in the green vial phase - you may want to have a focus kick macro, or stay on the boss entirely depending on the situation. The key to easily distinguishing which cast is which is the way the cast bar moves - one is a channel and one is a cast.
Atramades, Chimeron, Magmaw, Nefarian: Nothing!
BoT:
Halfus: If you have the Storm Rider drake, you will need to interrupt the shadow novas. Before the drake is released, the cast time is too fast to interrupt, but afterwards it's 1.5 seconds. You should set up an interrupt rotation with the Halfus tank to guarantee you get every one after the drake is released. Below 50% Halfus will stun everyone periodically 3 times in a row, then immediately cast the nova. It's best if you have a mage blink out of the 3rd stun then counterspell - I don't believe cloak or vanish work here (but correct me if I'm wrong...). Missing an interrupt on regular isn't the end of the world but especially early on in the fight, the healers will be taxed enough. On heroic everything NEEDS to be interrupted.
V + T: No interrupts.
Ascendant Council: Ignacious occasionally puts up Aegis of Flame then channels Rising Flames. Once the shield is dpsed down, interrupt the channel ASAP. Feludius casts Hydro Lance but the tank should be able to handle this solo (and melee shouldn't be close to him anyways). Terrastra casts harden skin, once again his tank should be able to interrupt this. Some raids may want to have this cast complete, since it's technically a dps gain and can be used to force his health down to 16% for the phase transition. The Elementium Monstrosity doesn't cast anything interruptible.
Cho'gall: The phase 1 adds (Corrupting Adherant) need to be interrupted when they cast Depravity. Once again, you may want to set up an interrupt rotation with the tank. Periodically, Cho'gall will cast conversion and several of your party will turn hostile and start channeling on the boss. A kick will interrupt this, as will any stun or (I think) disorient. Prioritize the kick for a healer, unless you have a different assignment. Don't worry about the school lock - the channel is not holy or nature (I think it's shadow?). In phase 2, the tentacles will channel a beam on random targets; this needs to be interrupted as well. The priority is beams on the healers, then on the dps, then on the tank.
Chokaa Feb 9th 2011 5:09PM
Tank takes priority on the tentacle beams. 75% reduce healing is pretty terrible