Encrypted Text: The lazy combat build, part 1

After this week's deluge of Mists of Pandaria information, Cataclysm is fading fast. Everyone is looking ahead to the future, with dreams of exploring Pandaria and complaining about monks being overpowered on the general forums. Deathwing has been vanquished millions of times, and with no new content slated for Cataclysm, this expansion has come to its end.
We're now officially entering the inter-expansion lull.
What better time than now to roll a new rogue alt? You've got plenty of justice and valor points banked, and your guild has probably been level 25 for months. If you haven't been playing recently, then you can simply have someone use a Scroll of Resurrection to give you a free level 80 character on the server and faction of your choosing. If you've ever wanted to play a rogue, there's no better time than today to try one out. If you're lucky, you might even make it to 85 in time to pick up your guild's inevitable fifth or sixth set of Fangs of the Father.
Rogues are killing machines
When it comes down to raw killing power, there's no class that can compete with the rogue. I laugh to myself when I read strategy guides for warlocks and hunters that revolve around using their pets as tanks. Rogues don't wait around for things like aggro; we enter the fray with an explosion of damage and end the encounter just as quickly. Death knights might be able to struggle with a handful of mobs at once -- good for them. Rogues simply sneak past the hordes of useless enemies and assassinate their quest targets without ever being detected.
Rogues don't have to be hard
For most caster classes, maximizing your damage is usually as simple as ensuring that you're always casting something. For rogues, perfecting your art can be more difficult. In every encounter, assassination rogues wrestle with clipping Envenom and Rupture timers and erratic combo point generation. Subtlety rogues are trying to track a plethora of finishers, their screens cluttered with timers and charts detailing their remaining durations.
If you're new to rogues, you don't want to get ridiculed the first time you queue up for a random dungeon. You want to experience what the rogue class has to offer while also performing at a level that won't have your dungeonmates kicking you at their earliest convenience.
It doesn't have to be this way. Rogues playing a combat build tend to have an easier time. There are fewer buttons to push, fewer timers to track, and fewer things that can go wrong. With a bit of optimization, combat rogues can actually become one of the easiest classes in the game to play.
Introducing the lazy combat build
I'll be talking more about this in the coming weeks, but WoW tends to undervalue great performance while overvaluing good performance. A combat rogue playing decently will end up dealing nearly the same damage as a combat rogue playing perfectly. Even though there might be a serious gap in skill between a new rogue and a veteran rogue, the gap in damage isn't nearly as large. You can exploit this fact to pretend you know what you're doing until you learn the ropes.
My lazy combat rogue build prioritizes simplicity over complexity at the expense of DPS. Let me be very clear here -- you're not going to be performing your best until you master of all of combat's subtleties and actually use all of your abilities. Until then, you can fake your way to success while learning the ropes. This build is designed to help new rogues learn about how to play combat in stages.
If you're just starting out as a lazy combat rogue, your rotation is incredibly simple. It doesn't rely on having good gear or any of the latest the latest set bonuses. Get your rogue in the best gear you can and run things through Shadowcraft. Put Instant Poison on your main weapon and Deadly Poison on your off-hand weapon. You're still following the normal combat best practices for gearing and glyphs but simply practicing a simpler rotation.
The world's easiest rotation
Your job is simply spam Sinister Strike as often as you can, and then use Slice and Dice when you're at 5 combo points. You should always have Blade Flurry active, unless you're fighting a boss. Just leave Blade Flurry on all the time, and turn it off when you get to a boss, if you remember. That's it. You don't need to worry about anything else. I was able to deal about 70% of my normal DPS simply by keeping SnD active while spamming SS.
Once Blade Flurry is activated, you'll only need two buttons to do your job. With this strategy, you'll be dealing reasonably good damage in any dungeon group. Using Sinister Strike to generate combo points to keep Slice and Dice is the core of combat's damage. Everything else that a professional combat rogue does is simply tacked onto this core rotation. If you don't like spamming SS until you have enough combo points to use SnD, then you don't like playing a rogue in PvE. Slice and Dice uptime is an important part of every rogue PvE build.
Mix in Eviscerate
Once you've mastered the basic SS/SnD cycle, it's time for you to mix in a new finisher, Eviscerate. You'll quickly notice that with a pure SS/SnD cycle, you're often refreshing SnD when its buff still has a long duration remaining. Are you not noticing that? Then you probably need to grab a timer or buff duration mod, like Power Auras, EventHorizon, or one of many others. They'll help you keep track of your SnD timer, as well as several other important timers you'll be tracking in the future.
Basically, to introduce Eviscerate into your rotation, you simply alternate between Slice and Dice and Eviscerate usage. Once Slice and Dice is active, you use Eviscerate for your next finisher. Swapping between SnD and Eviscerate for your finishers will boost your DPS and will have you ready for longer boss fights.
With just simply SnD and Eviscerate usage, you can handle most heroic dungeons and even some Raid Finder bosses without much issue. You are doing about 80% of combat's potential damage with just three buttons. The remaining 20% of our damage comes from the addition of several other mechanics, which require a firm grasp on combat's rotation before implementation. The simple SnD/Eviscerate rotation system works for rogues of all levels and is the most basic form of rogue DPS in existence. We've been using it for years, and getting yourself into its rhythm and flow is crucial to learning the class itself.
Check back next week for details on how to squeeze the other 20% out of your combat rogue!
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 4)
Cephas Mar 21st 2012 1:09PM
If you're suggesting a simplified rotation that leaves out Revealing Strike, why even bother getting that talent?
Kuro Mar 21st 2012 1:35PM
"If you're new to rogues.... You want to experience what the rogue class has to offer while also performing at a level that won't have your dungeonmates kicking you at their earliest convenience."
"Check back next week for details on how to squeeze the other 20% out of your combat rogue!"
^ This is a guide for people new to Rogue. Perhaps a fresh SoR 80, someone dusting off an old toon, or just someone totally new to WoW. It's just the basic rotation.
Having just gotten a friend into the game, I wish I had one of these guides for Warlocks.
Cephas Mar 21st 2012 1:51PM
@Kuro
"It's just the basic rotation."
That's excatly my point! The build Chase linked to wastes a talent point by getting Revealing Strike, which isn't needed for a basic rotation.
Ylspeth Mar 21st 2012 1:53PM
It's probably part of the extra 20% which is going to revealed (lol) next article. All things said and done, Chase hit the nail on the head.
Rogues have a monotonous rotation and there is little difference in DPS between a good combat rogue and a great combat rogue. However, after playing other classes, I have come to the conclusion that there is nothing wrong with having a straight forward rotation.
The skill in playing isn't in how well someone keeps to a rotation or priority list. The skill in playing is knowing when to deviate from that rotation/priority and do what needs to be done in an encounter.
Chase Christian Mar 21st 2012 1:55PM
1) Nothing better to spend the point on.
2) They'll be using RS after next week's article, so why make 'em respec? :)
Sunaseni Mar 21st 2012 1:57PM
You'll notice that he has the minimum points spent in Combat. There is literally nowhere else he can put that point without it being wasted.
Elofax Mar 21st 2012 2:11PM
I would have also made a mention of the existence of two "elective" talents, which Chase chose to fill using Blade Twisting and Throwing Specialization; personally, I tend to find Improved Recuperate and Reinforced Leather a bit more useful in most PvE contexts.
Chase Christian Mar 21st 2012 2:16PM
Blade Twisting is great for leveling and 5-mans, allows you to tunnel-vision mobs without having to chase them down.
As for the FoK choice, it's not awful if you have a big pull in a 5-man. New players shouldn't be using Recup, otherwise they just spam it when they're low on life instead of relying on their healers.
Cephas Mar 21st 2012 2:18PM
I'd personally rather have some Improved Recuperate for the "oh s#!&" moments, but it's fair to say that it's not particularly useful and saves a respec for later.
Edymnion Mar 21st 2012 3:19PM
Improved Recoup is worth the points even in a finished raiding build. Sure, its not a BIG help, but some continuous self healing is always a good thing with bosses that toss out a lot of AoE damage (Morchok's black blood recuperate/feint is a good combo to be able to just stay on boss, or the night mode on... Zon'onzz? Whichever the tentacle one is).
Cephas Mar 21st 2012 4:44PM
Frankly, I'm sorry I ever even brought this up, it just struck me as weird to spend a point on something you weren't going to use. Move along folks, nothing to see here.
Twill Mar 21st 2012 1:13PM
Wait... I've been using Slice and Dice with as few combo points as possible... Isn't that the most optimal amount of time-per point (especially since it's glyphed)?
I thought the perfect rogue used cooldowns, SnD with as little combo points as possible, Rupture @5 (never clip it, or use if blade flurry is up), then Eviscerate @5. Only use revealing strike @4 combo points.
^Isn't that the perfect rotation? Is the best thing really SnD @5?
Cephas Mar 21st 2012 1:57PM
More combo points is less optimal in terms of uptime per combo point, but it's more optimal in terms of uptime per energy. Ieatpaperbag from elitist jerks has this to say about it: "SnD does not need to be done with 5 combo points only and should always last long enough for you to build up the combo points for another SnD with at least a one finisher in between."
Elofax Mar 21st 2012 2:03PM
This guide seems to be more of a beginner's guide to not being terrible, focusing on the most important aspect--keep Slice and Dice up. I would imagine that in next week's more advanced guide, Chase will point out that maximizing your dps means dropping as many 5-point damaging finishers as possible, and just renewing SnD when it's about to drop with however many combo points you have at that moment (and also getting SnD up immediately after your first hit, for that matter).
Saeadame Mar 21st 2012 3:00PM
I think this article is just concerned with "easiest way to do decent dps." Maybe in his article next week he'll say "so, yeah, that 5pt SnD you were doing? Stop that"
rogerpaulsen Mar 21st 2012 3:13PM
Really??? Did you not read or understand the article??
Twill Mar 21st 2012 3:34PM
I'm not asking how to be a decent rogue. I'm asking how to do it optimally. That's why I'm getting clarification. If I wanted to know how to be not-terrible, I'd read what he said and not ask more in-depth questions.
Thank you for the real answers, those of you who helped :)
Currently: The BEST way to use SnD (that I know) is to use it when it runs out, however many CP you have. (And with 1 in the start of the fight to get it up immediately.)
Another thought I had: Isn't it best to only use 1 so that the most amount of SS CPs go to damaging finishers so your cooldowns end earlier? hmm.
Brett Porter Mar 21st 2012 5:31PM
"I'm not asking how to be a decent rogue. I'm asking how to do it optimally. That's why I'm getting clarification. If I wanted to know how to be not-terrible, I'd read what he said and not ask more in-depth questions."
We get that, now that you have actually clarified why you were asking. But you can understand why folks would get frustrated with you asking advanced questions on a basic combat rogue article, yes?
It seemed as if you didn't read the article for beginners and were complaining like a few others about how this is not optimal. Just giving you a head's up. :)
Hail Mar 22nd 2012 12:10PM
"Another thought I had: Isn't it best to only use 1 so that the most amount of SS CPs go to damaging finishers so your cooldowns end earlier? hmm."
Keep in mind that the more CP you spend on any finisher the more energy you get back (ok, the greater chance to get energy back). This offsets factors that encourage you to use it at a lower number of CP, though for combat I don't know to what extent. Another thing to consider is if you are in a position where you have 5 CP and can either refresh SnD as soon as it fades or get an Eviscerate off then refresh SnD a bit later with just one CP, you are sacrificing uptime on SnD, which as we all know is really quite bad.
While I don't know the exact numbers (I am mostly interested in optimizing sub), I would say it may be theoretically better to use SnD with sub-5 CP, though the difference would likely be pretty small.
jordan Mar 21st 2012 1:20PM
This lazy combat build as you call it is actually a dps gain in the case that you don't have the bleed debuff. If you don't have a sub rogue, feral druid or arms warrior you should be using this.