Encrypted Text: Stabbing your way through the Zandalari heroics

Have you heard about the new Call to Arms mechanic that rewards the lesser-played roles with bonus loot? I've come to peace with the fact that my rogue is never, ever going to earn a Satchel of Exotic Mysteries for himself. DPS classes simply aren't in demand. The good news is that the CtA mechanic has shortened my queue times by quite a bit; let me know if you're seeing the same results. While the quality of tanks and healers in the system has gone down slightly, we're usually able to knock out whatever heroic dungeon we're faced with.
Lately, that heroic dungeon is either Zul'Gurub or Zul'Aman, the two new Zandalari heroics. As an aside, I refer to them as The Zuls, while I imagine a sitcom starring a bunch of 20-something trolls trying to find their identities in the big city. While they're dungeons that you may have seen before, the new Zandalari heroics have received some significant changes during their Cataclysm remodeling. In addition to the generous valor point reward, there are quite a few new rogue weapons and armor pieces available. You'll be running these dungeons for a while, so learning them is in your best interest.
The spoils of war
The Zuls are a cornucopia of ilvl 353 epic gear. While often weaker than the 359 epics you could be scoring in a raid or from valor points, this gear is obtained much more easily and is designed to be a stepping stone toward raiding.
The weapons are particularly attractive, and there's one for everybody. Combat rogues will be looking forward to the Mace of the Sacrificed from Daakara in Zul'Aman, while assassins and shades will want the Twinblade of the Hakkari from Jin'do in Zul'Gurub. All three specs can enjoy the other Twinblade of the Hakkari (not a set, unfortunately) that is easily the best pre-raid off-hand. There's also a great throwing weapon available, the Zulian Throwing Axe. Throwing weapons are rare, and so having a guaranteed epic option is awesome. The thrown weapon is actually a quest reward that involves killing Daakara, which means that the two final bosses of the Zuls each have two weapons for us.
The available rogue armor, on the other hand, is not as flexible. While there are 13 total agility items available, most of them aren't that strong. More than half of the pieces are stacked with critical strike rating, and most of the remainder sport expertise. The expertise pieces are clearly designed to help combat and subtlety rogues reach the expertise cap easily, but they're worthless to assassination rogues. In fact, the only two items without crit or expertise are a belt and cloak. The crafted Belt of Nefarious Whispers (which scored a red socket in this patch) is significantly better than the Belt of Slithering Serpents, and the Recovered Cloak of Frostheim is literally hunter loot. If you're a combat or sub rogue, you can rejoice at all of your new haste/expertise gear, while assassins gain little.
Interrupt everything
If you want to succeed in the Zuls, be ready to Kick your heart out. Kicks can't be avoided (or miss) in patch 4.1, so you should be landing more Kicks than ever. Several bosses, like Hex Lord Malacrass and High Priestess Kilnara, require solid interrupting in order to defeat them cleanly. Bosses aren't the only ones casting, as I'd say there's something to interrupt on about half of the trash pulls across both dungeons. The difference between a Kicking rogue and a lazy one is huge, and your group will remember that when they're contemplating returning the favor by kicking you. DPS classes are easy to find, so make yourself irreplaceable by targeting the "caster" type mobs (the ones in dresses) and interrupting everything you can. Every time you interrupt, a Naaru gets its wings. Think of the Naaru.
If you want to pull off some awesome moves, then there are particular mobs you can watch out for. The Amani'shi Flame Casters are especially deadly, as they can buff themselves with a 300% casting speed buff. The secret is to watch for them to gain Blazing Haste and then to hit them with a Kidney Shot. You can buy your dispellers or mages a precious few seconds to remove the buff, allowing you to kick whatever spells the Flame Caster chooses next. The Zandalari Archons are similarly dangerous. You can stun them to interrupt their Sigil casts, which prevents your group from taking some significant damage. If in doubt, try Kicking something once, and you'll quickly learn what's interruptable and what's not. Once you get the hang of interrupting in these dungeons, your healers and tanks won't want to let you go.
Minimize your damage taken
The Zuls are intended to help transition players into raiding, and so you should treat these dungeons like you treat a raid. Use Feint, Cloak of Shadows, and Recuperate when appropriate to help your healers out. Many people are still learning these dungeons, and so minimizing your incoming damage will help ensure that you're successful. You know how to do your primary job of applying DPS directly to your enemy's forehead. If you want to stand above the drones of other DPS classes vying for your spot, you should use all of your secondary abilities and tricks to make yourself useful. Speaking of tricks, remember that Tricks of the Trade now has a 100-yard range, meaning you can use it on cooldown to help out your tank.
Maximize your damage done
I tried playing subtlety in the new heroics, but I found that many of the tanks I was grouped with didn't understand that I need to attack from behind. If you get stuck out of position, remember that you have other abilities at your disposal.
I also focused on finding windows of opportunity when my cooldowns would be most effective, like during the Venom Withdrawal phase of the Venoxis encounter or after you've killed all of Kilnara's panthers. While the Zuls may feel like lite versions of raids, the boss encounters are still incredibly short. You'll only get to use your cooldowns once or twice, so make sure you get the full effect from them.
Filed under: Rogue, (Rogue) Encrypted Text
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Reader Comments (Page 2 of 2)
nieboh May 4th 2011 5:29PM
I don't have a lot of time to check other sources for information. I found this column informative and entertaining. That's MY opinion. Why is your opinion so much more valid than mine that you can criticize the author over it? If you are getting your news from other sites, why are you wasting your time coming here?
Also, @Badgelooter: Why bother correcting his Latin when his English needs so much work?
Val May 4th 2011 5:49PM
About 2/3rds through the article, I'll admit, I was thinking Chase phoned it in as well - kick, don't take unnecessary damage, use cool downs at the right time, etc which was too bad because I really enjoy his articles. But, then I reread it & dammit if that really wasn't all there needed to be said. He highlights the gear for specs, gives you a few special tips for helping other classes (mage spellsteal), identifies a few player behaviors (and how to improve your own) in new instances. Yea. I think that about covers it. Nicely done ,Chase.
mikewin2222 May 4th 2011 12:29PM
@Kaiserette
My understanding is that you have read this column, you were disappointed. You have returned a few times and were still disappointed. You state that you want a more "useful" column. You didn't state if you wanted a column to increase your raid dps, a more thorough explanation of a rogue's role in (fill in the blank), tricks to fully utilize a rogue's ability (e.g. macro) or whatever is you may want as a rogue. Your opinion mattered if you actually criticized anything with substance. I would suggest that you stop reading this article and use the bullet-points of mmo-champion, the forums of Elitist Jerks or the official Blizzard forums until Chase chooses to step down or is replaced. At this point, nothing will satisfy you. You do realize, without any causation of your distaste for this column, you have essentially turned yourself into a troll.
EaterOfBirds May 4th 2011 12:31PM
''The difference between a Kicking rogue and a lazy one is huge, and your group will remember that when they're contemplating returning the favor by kicking you.''
i enjoyed this witticism very much Chase.
wutsconflag May 4th 2011 12:47PM
Any idea why Blizzard changed the warblades from one hand swords to one hand daggers? They were two items that I was definitely looking forward to getting on my hunter again (have the originals from Vanilla), and so I rolled need last night and only after other people in the group mentioned it did I notice that they are daggers now. :( Luckily, no one in the group actually needed them.
Cephas May 4th 2011 1:31PM
Combat Rogues used to be able to dual-wield swords, and technically they still can except that they need to have a fast off hand weapon and Blizzard stopped making fast swords. In fact, daggers are the only fast agi weapons in Cataclysm. In order for rogues to be able to use them, the off hand had to be a dagger, and the other one might as well also be a dagger.
Stilhelm May 4th 2011 1:39PM
What difference does it make if they're daggers? A hunter can still equip them, and they're purely cosmetic to a hunter anyway. Even a 333 polearm or staff has 268 agi, and both these daggers together have 276. Since you can only put 26 agi on the daggers compared with 130 on the staff or polearm, the daggers are pretty much useless to a hunter. The off-hand even has expertise.
wutsconflag May 4th 2011 2:01PM
@Stilhelm:
Mostly, I'm curious why the change was made from sword to dagger. If it's purely because of game mechanics, that's fine. As you mentioned, they're purely cosmetic, anyway - though aren't daggers usually displayed differently than swords?
Stilhelm May 4th 2011 3:37PM
Well, while I hope to get them both for my rogue (already have the off-hand), I do think it is kind of stupid for daggers to be so large and mounted on the character's back. It's likely they changed them from swords because no spec uses off-hand agi swords, and only one spec uses main-hand agi swords.
IMO, if they didn't want to change the model, they should have repurposed them as strength swords. Then they'd be great for dual-wield frost DKs and single minded fury warriors, and would also look appropriate mounted on those characters' backs.
Lemons May 4th 2011 3:54PM
@Stilhelm
So you're a rogue and you're complaining about awesome sword-daggers? That's it...I'm taking you off the case. Hand in your rogue badge and your sapping stick.
Bumblebee May 4th 2011 1:11PM
I've noticed people often forget to use most of their toolkit. Here's some things to make you even more valuable for your group:
- Many mobs can be Sapped, just remember to Distract them to get close enough.
- Dismantle will lessen the damage your tank will be getting, meaning healers use less mana. The Zuls have plenty of mobs with big swords they don't need to be using.
- As said before, keep on Kicking.
- Gouge can often be used as a 2nd interrupt, if Kick is on CD.
- Kidney and Cheap Shot can also be used as interrupts, as well as stopping a stray from getting more adds to the fight.
- Blind can be used as an interrupt too, but in 4.2. it's gonna be a great CC ability. Remember to make that Mouseover Macro.
- Vanish to Garrote is a nice interrupt against casters.
- Tricks is handy to help the tank with aggro, but also it's more DPS another Damage Dealer (now even Ranged DPS) when the tank has established aggro already.
- Evasion is handy when AEing the Zombies at Zanzil and usually taking a bit of aggro after Tricks wears of (you are Tricking them to the Tank, right!). Combat Readiness works wonders there too. Feint and Cloak should be no-brainers in many situations as well.
hshaft May 4th 2011 1:45PM
" I refer to them as The Zuls"
There is no Dana, only Zul!!
"I could write a "rogue's guide to ZA", "rogue's guide to ZG", "rogue's guide to ZA gear", "rogue's guide to ZG gear", etc "
Did you ever write a Rogue's Guide to the current Raid content? I think I remember you doing a boss by boss guide to ICC from the rogue perspective, but I don't recall seeing one for this tier. But maybe you could do one for Firelands? Most of the required interrupts on bosses are pretty transparent (and alerted by DMB), but there are trash mobs and adds where a kick or KS would be very helpful (as you pointed out in the Zul guide). And there are other things I'd find helpful, too. If there's a fight (or a phase of a fight) that's got a lot of AoE damage pouring out, we'd want to swap in a Feint glyph and use it as often as possible. If there's a certain point where a lot of magic raid damage is going out, it's be nice to know an ideal time to pop CoS. What fight might we need to run across a big room to attack an add where our Sprint glyph would be useful? Are any mobs immune to Crippling Poison (like those blobs on the Cho'gal fight?) that we shouldn't bother trying to slow? Which mobs can be pickpocketed?
Chase Christian May 9th 2011 11:10PM
I will have something like this ready for Firelands. To be honest, I always received mixed reviews about my boss guides, and so I was never sure if anyone actually used them. I've been getting a lot of feedback from rogues who like reading about each boss fight in detail so I'll definitely work on those for the next tier of content.
Jaska May 7th 2011 8:01AM
Interesting read as always Christian. While I love hearing your opinion about the rogue class for raiding and general pve, I would love to see you do a meta analysis of the pvp side of the game. Rogue pvp hasn't been this balanced in quite some time. Perhaps where/what our place is in 2s 3s and rated battlegrounds. Naming some iconic pvp rogues such as Reckful and why they're so good. Which utility talents yield the best benefits. While most of the info is already over at arena junkies, I'm sure many readers would appreciate your take on the matter.
Chase Christian May 9th 2011 11:09PM
Thanks for the suggestion, I'll start working on something along these lines!
Razz Sep 29th 2011 9:58AM
I found this very helpful! I don't have time for raiding and my rogue is an alt so the tips are great for someone like me. I'm going to have a look at my button layout now to make things a bit easier during encounters. Thanks!