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Rogue PvP Trinket Selection

May 6th, 2009

Rogue gearing has less choice involved than most other classes. To some extent you’ll choose how defensive you want to be, though generally you will use whatever PvE gear you have available. Within your offensive gemming, you can choose whether to focus on agility, attack power, or armor penetration. Basically, though, you’ll either be wearing the rogue PvP set, the highest ilvl rogue PvE pieces you can get your hands on, enough hit rating to get to the specials cap and then damage, damage, damage.

That’s fine, though to some extent I’m envious of caster classes that get to worry about things like haste plateaus and actually get to consider the comp they’re playing when they decide how to gear. Nevertheless, there’s one area where rogues do have some options, and where playstyle and comp can affect your decisions significantly: your trinkets.

Let’s take a look at what I consider the different options for rogues in season 6. I’ll try to be relatively comp-agnostic, though my rogue+healer 2s bias will probably shine through.

PvP Trinkets – Medallion / Titan-forged Runes

If you’re a human, your active racial means you don’t need to equip a PvP trinket. For everyone else, a trinket from this category is absolutely essential. Thankfully now you have a number of options available to you for the passive part of this trinket. The default one available from honor provides passive resilience, but most rogues are going to prefer the offensive-oriented wintergrasp versions which can bestow attack power, crit, or hit.

Buff Proc Trinkets – Mirror / Anvil / Infuser / Blood / DMC: Greatness / Grim Toll / Mjolnir

These trinkets provide passive damage stats with a proc on a 45 second internal cooldown that provides some sort of short-duration offensive benefit. You get a better deal in terms of sustained dps compared to the activatable trinkets, but the downside is you can’t control the timing and procs can end up partially (or completely) wasted.

In terms of the procs, the huge amount of ArP Mjolnir and Grim Toll provide are the strongest, especially if you have other armor penetration on your gear. They synergize well, which humans can take advantage of.

Grim Toll, Infuser and Blood of the Old Good all have hit passives, which are typically wasted, though that will depend on the rest of your gear. The anvil has a resil passive, which is also not that desirable. For that reason Mjolnir pulls ahead of the pack, with DMC:G a very viable alternative.

DMC:G has another advantage in that the agility it provides confers a non-trivial defensive benefit.

Damage Proc Trinkets – Bandit’s / DMC: Death

These trinkets both have a chance on your attacks to deal direct magical damage, with a similar 45 second ICD. The proc rate is high enough that they’re extremely likely to occur in your initial opener, which makes them very strong for overkill burst openers.

Bandit’s Insignia is significantly better because of it’s very strong attack power passive, but because it drops off heroic Sapphiron it is also quite a bit harder to obtain.

Note that the ICDs for these two trinkets are completely independant, so if you’re a human you can use them both and they will often proc together. This is probably going to get nerfed, but right now it’s very strong!

On-use AP Trinkets – Loatheb’s / Platinum Disks / Wrathstone

These trinkets provide an attack power buff on a two-minute cooldown. The strength of them lies in the fact you can choose exactly when to activate them, so you can time them with enchant procs, with other trinkets, or for moments when you have momentum in the fight (successful kidney shot that your opponent won’t trinket, for example).

The flipside of this is that some people find another keybind challenging to manage; and the fact you’re waiting for a perfect opportunity means some time will be wasted. Activating these trinkets does not trigger a global so you could theoretically macro them to one of your other abilities.

The disks have a resil passive, but they’re very easy to get compared to the other two.

On-use Damage Trinkets – GLG

This trinket has been tweaked since its somewhat overpowered inception as a high damage cast-time nuke in season 5. It’s now instant cast and off the GCD completely, but it shares the 10 second “burst damage” cooldown category with activated buff trinkets and the pyro-rocket glove enchant. Compared to Bandit’s/Death, it has a slightly longer cooldown (60 seconds instead of 45) and can’t be timed with the rockets, but it has the advantages that it’s completely controllable and usable from range.

The crit rating is a decent passive, but the fact that this trinket still backfires means it’s not nearly as desirable as some of the alternatives. Not terrible, but not amazing, which I guess is to be expected from a profession blue.

Defensive Trinkets – Battlemaster’s / DMC: Berserker!

The Battlemaster trinket provides a short-term health boost which can be very helpful if you’re able to get it off (can’t do that while stunned). It’s purchased with honor, and much like the wintergrasp trinkets, you have your choice of passives: hit, crit, haste, ap. The attack power one is by far the strongest in terms of raw damage.

DMC:B is something of an odd customer. It procs off both incoming and outgoing damage, and has quite a high proc rate, so it’s going to be up pretty much all of the time you’re in combat. Essentially it’s a passive 105 resil and 105 crit rating. It’s not bad, but perhaps not as exciting as some of the alternatives.

On-use Tentacles – Vanquished Clutches

Tentacles. Need I say more?

chronic Arena, Rogue , , ,

Mana Burn Toned Down; Blind in the Fear DR Category

May 1st, 2009

Whaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa…

Blind (Rogue) is now in the same diminishing returns category as Fear effects, but no longer shares diminishing returns with Cyclone (Druid).

…aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

[source]

chronic Rogue , ,

Hit Rating for Rogue PvP

April 28th, 2009
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I’ve been thinking about rogue hit caps since the time has come to start picking up the new season’s honor pieces. Increasing your white hit percentage is not important for rogue PvP because such a high percentage of your damage – especially your burst damage – comes from your special attacks and your poisions. However getting to that special hit cap is of vital importance because it affects all your utility movies – your openers, your finishers, everything. Missing a kidney shot could easily swing a game against you!

The special melee hit cap against players is 5%. You need 32.79 hit rating for 1% of melee hit. That means you’ll need 164 hit rating for the special cap, or 230 for special cap versus night elves. Those numbers would be 132 and 197 respectively if you have Heroic Presence from a draenei (the perks of running rogue/shaman!).

The spell hit cap against players is 4%, which is relevant because it affects your poisons. It’s not as important a cap to hit because although your poisons provide your snare and your mortal strike, you have a very high application chance and thus it’s very unlikely one failed proc will set you back. You need 26.232 hit rating for 1% of spell hit, so you should be able to cap poison hit (105) as a happy side-effect of capping specials.

Spell penetration: poison damage is good, but it’s not that good.

Here are your main options for hit, assuming a full PvP setup:

Without gemming or enchanting (except the chain) you’re already at 150 with the aforementioned gear. If you’re using PvE weapons (which I anticipate will be significantly less popular this season given how readily available, cheap, and high quality the furious offerings are) you’ll probably score some extra hit rating from there, and you can comfortably gem for the rest based on how much you hate Artic Winds. I recommend 2 x [Pristine Monarch Topaz]!

chronic Rogue , ,

Player versus Environment

April 24th, 2009

100 tokens later: the hat is mine.

chronic Rogue , , ,

More like Cloak of Fail

April 17th, 2009

On live both Exorcism and glyphed Shadowflame (hi 70% snare) go through Cloak of Shadows. Anyone know if this is working as intended? Anyone seen anything else that goes through CloS but seems like it shouldn’t?

chronic Rogue ,