Encrypted Text: Troubleshooting rogue DPS

Did you know that druids have four different, viable playstyles? They can heal, tank, and DPS in two different ways. While others might be impressed with their flexibility, we aren't. Rogues have learned that complete dedication is required to be the best. Do you know what else doesn't heal? A shark. Do you know what never tanks? A viper. Do you know what always attacks from melee range? A wolf. Rogues channel their predatory instincts while concentrating on a singular purpose.
The only issue with being so focused on DPS is that we don't have any backup plans. What do rogues do when they can't kill things in melee range? If you're familiar with the Shazzrah encounter from the days of old, then you know that a rogue who can't attack is completely useless. My guild used to have all of us rogues light a few campfires in the back of Shazzrah's room and cook food for the rest of the guild while they downed the boss. After years of training to kill, I was stuck wearing an apron and making Savory Deviate Delights. Rogues need to do good DPS in order to validate our very existence.
You want 100% uptime
When I was first learning how to play a rogue, a more experienced assassin shared a tip with me: "The purest way to increase your DPS is to just attack more." While the advice is simple, the truth still rings true today. If you spend 5% of a fight not attacking, you're doing 5% less damage than you could be. Not attacking something is literally the worst thing you can do. You can forget Slice and Dice and your other finishers, and you'll still do more DPS if you stay on the target full-time. If you're looking to maximizing your performance, maximizing your melee range uptime is the first thing you want to focus on.
While tools like Recount and World of Logs can report your estimated uptime, they only paint part of the picture. I like to use the Atramedes encounter as an example of how to properly handle a moving boss. I have seen so many rogues simply wait for the tank to bring Atramedes to them. We move faster in Stealth than we do out of it, so we should always be Stealthed behind a boss, ready to unleash our fury. The moment that the tank has aggro, we should be unloading -- Tricks of the Trade handles any threat issues. We lose so much damage for every second we're trying to get in position. Following that up, we shouldn't stop attacking Atramedes until he's out of range. You can stand under him and jump as he's taking off for his air phase, gaining several seconds of extra DPS for being diligent.
Uptime is even more important on shorter encounters, as each second lost is a larger fraction of your overall DPS. Losing even a few seconds of uptime on a dungeon trash pull can drop your damage by many thousands. To use a military reference, you should always be taking point. As I mentioned before, we move incredibly fast while Stealthed. We should be in front of the group, ready to pounce on our enemies at a moment's notice. If we're hanging out behind the healers, it will take us forever to get into position. Rogues should be the first ones in and the last ones out, as we're trying to squeeze every ounce of damage out of each encounter.
Ranged classes have it easy
If we're caught out of position, we should use Sprint or Shadowstep to get back into melee range. Every time we move, it should be to maximize our uptime. We need to learn how to tiptoe along the edge of a slime puddle to stay on target. We need to remember where adds spawn so that we can be there to greet them. As a rule of thumb, if you're not stabbing something at all times, you're probably doing something wrong. Obviously there are times when we can't attack, but they should be the exception to the rule. While hunters and warlocks can shoot bosses from afar, we have to constantly worry about our positioning.
While uptime is important, we also have to worry about our relative positioning as well. Subtlety rogues simply can't function without being behind the boss, while assassination rogues will see their DPS plummet when attacking from the front. Combat rogues have it slightly better here, due to their high expertise and lack of position-specific abilities, but there's still a dire cost to standing in front a mob. There are cleave attacks and fire breaths to worry about, and it's always a DPS loss. We have to worry about always being in range and always being in the right position. We have no choice but to adapt by rising to the challenge, as otherwise, we'll fall even further behind on movement-intensive fights.
Know when to cheat
Let me dispel a common misconception: You don't need to use your full rotation on every enemy you encounter. In a dungeon run, there are plenty of situations where you want to just spam Fan of Knives. I get a lot of emails from frustrated rogues who feel like they're doing poorly in heroic dungeons. The issue is usually that they're trying to set up a slow rotation on every mob instead of popping Blade Flurry or spamming Fan of Knives. The other DPSers in your group are dropping their Blizzards and their Whirlwinds, and you won't be able to keep up if you're trying to whittle down one mob at a time. Fan of Knives is on your bar for a reason, and you need to know when to use it.
Similarly, I see a lot of rogues try to use their full rotation on heroic dungeon bosses. Most of the high-end rotation discussions are based around raid encounters where bosses stay alive long enough for abilities like Rupture to do their full damage. We still want to keep Slice and Dice active, but moves like Rupture are often wasted on mobs that are going to die soon anyway. You are competing with the other DPS in your group for every point of health that a mob has. If you don't get to it first, someone else will. Even if you put up a ton of DOTs on a mob, your DPS will be awful if someone else kills it before your bleeds have the time to slowly tick. Rogues aren't the best class for burst DPS due to mechanics like Deadly Poison stacking and Bandit's Guile, but we do the best we can and we try to make up for it in other ways.
Comparing yourself to others
Rogues aren't the best DPS class in the game. As much as I'd like for us to top the charts, the numbers and the encounters simply aren't in our favor. For every amazing rogue out there, there's an amazing hunter who will simply blow him away on the DPS meters. We should still be trying our hardest and pushing our rogues as far as we can, but there's nothing wrong with being beat. Your goal should be to be the best rogue that you can be and hope that Blizzard sorts out the rest. You should be especially cognizant of the differences between the classes when looking at performance in a dungeon environment. There are classes with tons of burst DPS that can simply unleash a tremendous amount of damage in a very short time, which makes them ideal for the bursty playstyle of heroics and dungeons.
Just because the spreadsheets or Shadowcraft says you should be doing 20k DPS doesn't mean that you actually do that much. In dungeons, you don't have the time or buffs to rise to that echelon of DPS. In a raid environment, there are plenty of variables that will bring your damage down. You lose DPS for every interrupt you use, every second that you can't attack, and for every mob that you have to switch to. Unless you're attacking a target dummy with a full raid's worth of buffs and debuffs complementing you, you won't reach your spreadsheet DPS. Your job is to get as close to that number as possible, but don't think you're a failure for not reaching it. It's your job to make the right choices and to do all the damage that you can do, because there's nothing more you can do.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 3)
Moonfaxx May 25th 2011 1:11PM
Mage here. Just wanted to say that was a pretty epic intro.
WaterRouge May 25th 2011 1:46PM
Agreed. One of the finest intro paragraphs a rogue could use.
Joerendous May 25th 2011 2:55PM
Absolutely agreed. Just wanted to chime to say the same thing.
Revynn May 25th 2011 4:11PM
Warlock here.
/agreed. Pures FTW.
dj.clayden May 25th 2011 8:29PM
I can't really find the words for why, but for whatever reason I found this to be one of the best articles I've read, like, ever. Maybe it's because whenever I try my hand at melee dps, I find I am atrocious (not good at rotations at all tbh), and basics like these are the sort of things that would help me improve :)
Jawn May 25th 2011 4:13PM
I feel the same. I play a rogue as one of my many characters (ok, more than one, i have 3), but i'm not a really great rogue. I play it because it's mostly fun. The un-fun part, comes with:
"[W]e have to constantly worry about our positioning(...) we also have to worry about our relative positioning as well."
There's a LOT of tanks that are freaking jitter bugs. I'm talking about classic dungeons, where there is most often no need to move around to get out of the bad stuff.
The fun stuff: successful interrupts. Too bad hardly anyone really notices... Maybe when i get both geared up enough and get the guts to try high-level heroics out, people might appreciate interrupts more? At least i know i do them. There's some satisfaction in that.
Grak May 26th 2011 5:12AM
@ Jawn
One of the reasons I stopped tanking random heriocs is because of the lack of interupts (this was before getting a 10sec interupt as a tank, so I was very much reliant on dps to stop mobs from getting casts off). I would watch as cast after cast after cast would go off, needlessly draining the healers mana, while that unholy DK, fury warrior, and rogue just kept on hitting mobs but never interupting. I started running with Recount open on the interupts log, and by far the most common trend was only myself and sometimes the healer (shammy) doing any interupts at all.
Get those kicks in (and kidneys and whatever else rogues can do, they seem to be able to lock a caster down well), save your healers mana, save your tanks receding hairline. They will love you for it.
Grak May 26th 2011 5:15AM
And by interupt I mean interRupt. stupid spelling.
Irish May 25th 2011 1:42PM
I remember this class
Lemons May 25th 2011 2:57PM
....in the mountains. But, you? What is this?
Fletcher May 26th 2011 1:02AM
Thorim! My lord, why else would these intruders have come into your sanctum but to slay you?
Hail May 25th 2011 1:42PM
I've beaten my shadowcraft dps in BH before as sub, but Adriana said himself that the sub approximation isn't very accurate. I was also ignoring the cleave mechanic.
Cauthon May 25th 2011 1:48PM
Thematically this post does a good job of explaining, sadly IMHO, where rogues are at currently.
I have been raiding on my rogue since vanilla, I have seen major ups and downs and I still raid with a great bunch of people. However my role and the role of the rogue in end game currently, to be frank, sucks. We are currently 7/13 on heroic encounters and it seems by design rogues fill a utility role, not a dps role more and more.
We are moving away from being a bad @!! Assasin, to some sort of kender trickster. We are there to perform a niche or setup so that the real dps can kill a boss.
To answer the follow on questions, I raid to see new content, have fun with mostly cool peeps and clinging to the hope blizzard makes us rogues again.
Quidamtyra May 25th 2011 1:57PM
speaking of uptime: deadly poison on your thrown for fights like Nef and Atramedes is awesome. Can't attack the boss? just throw your weapon at it to keep your deadly stack rolling.
Redirect is also a-freaking-mazing when you know you're going to have to switch targets. On Nef, when we're about to switch from Ony to Nef, I always make sure I don't have deep insight (shallow/moderate is what I want) and have at least one combo point on Ony to redirect the insight stack to Nef. Same for Twin Drakes, when I know one is landing I get a combo point and insight stack ready.
Also, saying "please tank the mobs next to each other" and getting the response "she just wants to cheat with blade flurry" is by far the best way to go =]
Dankie May 25th 2011 2:08PM
I also feel like this is one of the strongest articles Chase Christian has written for wow insider. I'm not only impressed, but I feel like he was voicing what weighs on the minds of every hard working rogue. We constantly worry about our damage, we constantly worry about position, we constantly worry about uptime, and constantly we're sorting through a multitude of choices as to what to do when we see those CPs light up to 5.
You die a little inside when you get a well geared person (and you're not) in your group (or raid) that blows the meters away and you're sitting there, gritting your teeth after not making any mistakes whatsoever while that well geared person stands in stuff, does everything wrong -- gets healed through it -- ... and you still get beat by them.
"We should still be trying our hardest and pushing our rogues as far as we can, but there's nothing wrong with being beat. Your goal should be to be the best rogue that you can be and hope that Blizzard sorts out the rest. "
Dankie May 25th 2011 2:11PM
-_- I got cut off, more of what I was saying:
That is exactly how you should handle those moments. It should be the rogue mantra, really. That's how I've gotten through 3 xpacs (5 years this July) as a rogue: Do your best, let Blizzard sort it out. Keep your uptime as close to 100% as possible and learn how to dance!
If anyone doubts that Chase Christian knows rogues, after this article I think they'll change their minds.
Xayíde May 25th 2011 2:09PM
The last part makes me so sad... It's 100% true nonetheless.
I've always played a ranged class and have always thought melee suffered from lack of boss uptime in many encounters and this is particularly true in the current tier. That wasn't a problem in Wrath, specially in 3.3, since rogues were indeed topping the charts despite that, but these are grim times for melee DPS specs overall.
Our current raid team has only 1 melee which is a rogue (very much needed in Valiona heroic btw) and a replace DK and the raid leader said it outright that noone in the guild should roll any melee now, it's a 10-man guild and melee aren't needed, they are a liability, there are almost no fights in which you need melee. Harsh words, but kind of true... I feel bad for you guys and hope that changes in the next patch.
Xayíde May 25th 2011 3:40PM
People play melee because they like it, not because they aren't smart. It's not their fault if the game is not well designed and favors ranged, Blizzard is to blame, not the players.
I've read many times how some people just hate playing a ranged class/spec, for various reasons. That doesn't make them unintelligent.
Khirsah May 25th 2011 8:43PM
@Stella...Every damn week you comment on Encrypted Text. Every damn week you spout off with the same crap that rogues are a liability, that melee sucks. Every damn week you ask why anyone would roll melee when ranged is better.
At first, it was kind of funny, now it is just annoying. Encrypted Text is a column for rogues. If you have nothing valuable to contribute, then don't comment.
The fact that you are anonymous does not give you an excuse to be such a complete and total asshole. STFU and get your ass out of our column.
rogerpaulsen May 26th 2011 4:00PM
Really @Stella!!??
The best group I have ever been in was a PUG using the dungeon finder. There was a tank a healer and three Rogues. We cleaned out Dire Maul and had a great time. In most heroic dungeons, the group makeup doesn't matter too much. If the Rogues are doing their job and not pulling aggro, using Tricks of the Trade and Feint and staying out of the fire, it doesn't make life any harder for the healer, and my DPS will still beat your DPS by several thousand!!