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	<title>Last Rogue &#187; Talents</title>
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		<title>Combat PVP</title>
		<link>http://lastrogue.com/combat-comeback/</link>
		<comments>http://lastrogue.com/combat-comeback/#comments</comments>
		<pubDate>Wed, 26 Jan 2011 11:50:16 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>
		<category><![CDATA[combat pvp]]></category>
		<category><![CDATA[combat rogue]]></category>
		<category><![CDATA[elgrey shadowmoon]]></category>
		<category><![CDATA[rogue pvp combat]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=1498</guid>
		<description><![CDATA[<p>With the patch notes showing some interesting looking changes to the Combat tree, it's worth having a look at what was once the king of rogue PVP trees. HArP offered rogues the best bits from the combat and subtlety trees, but was sank during S3 when Blizzard swapped Preparation and Premeditation around. The tree infamously returned at the end of S6, when several rogues used/abused the talented interupt mechanism of FoK that it offered. Once 4.0.6 goes live, the guild I play rated BGs in will.... <a href="http://lastrogue.com/combat-comeback/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>With the <a href="http://eu.battle.net/wow/en/blog/1652334#blog">patch notes</a> showing some interesting looking changes to the Combat tree, it&#8217;s worth having a look at what was once the king of rogue PVP trees. <acronym title="Hemo, Adrenaline Rush, Prep">HArP</acronym> offered rogues the best bits from the combat and subtlety trees, but was sank during S3 when Blizzard swapped Preparation and Premeditation around. The tree infamously returned at the end of <acronym title="or was it S5?">S6</acronym>, when several rogues used/abused the talented interupt mechanism of FoK that it offered.<br />
Once 4.0.6 goes live, the guild I play rated BGs in will be trying out one or two combat rogues as flagroom defenders/<acronym title="Enemy Flag Carrier">EFC</acronym> chasers &#8211; while the single target damage of Combat is lacking the burst of Assassination, the spec may turn out to be useful in some situations.</p>
<p><b><font color="orange">Elgrey from Shadowmoon has put together these notes for Combat PVP.</font></b></p>
<div class="orangeA">
The Combat tree is grossly overlooked by rogues in PvP as it does not have that &#8220;Ride me, I am famous&#8221; feature. However there are plenty of hidden jewels which in my opinion can put Combat rogue on par with Sub rogue in terms of control and mobility while outperform Sub in terms of damage.</p>
<h1>Combat Basics</h1>
<p>Before proceeding to talents analysis I want to summarize a few things:<br />
(a) Damage-wise, Combat does not seem to beat Mutilate at the moment. Mutilate damage is highly poison-based and poisons ignore armor, so no matter how hard your <acronym title="Sinister Strike">SS</acronym> hits, its damage will be mitigated by plate by roughly 50%. Just like Sub and unlike Assassination, Combat rogues needs a very solid main hand weapon. If you do not have it &#8211; go grind some arenas and rated BGs and respec to Mutilate for the time being. A decent starting weapon is the <a href="http://www.wowhead.com/item=62476">Ravening Slicer</a>, which can be purchased from Tol Barad for 85 commendations.</p>
<p>(b) It is a common belief that Combat rogues are not restricted to daggers alone and have full freedom of weapon choice. Wrong. Combat rogues are restricted to slow Main Hand weapons to maximise SS damage.</p>
<p>(c) You do not have immediate burst out of stealth like you have with Ambush or Mutilate.</p>
<p>(d) The beauty of Combat is in its huge control potential &#8211; apart from usual stuns we have 6-sec Gouge for 15 energy, Silence effect on Kick, and Interrupt effect on Deadly Throw. Gouge counts as a disorient rather than a stun, so will only share CDs with sap, sheep and a couple of other similar effects.</p>
<p>(e) Combat has two burst tools &#8211; Adrenaline Rush and Killing Spree. It is important to know what to use and when. AR has the same nasty perk as Shadow Dance &#8211; if you pop it and get a fear/stun in your face then it is wasted. Use it at times when your opponents have low CC-potential. On contrary, KS makes you immune to all CC-effects and it is best used against controllers. Another thing to consider is enemies density per square foot &#8211; save KS for later or you are going to waste it jumping from one enemy to another.</p>
<p>(f) According to Skada, my damage chart is as following: White Attacks &#8211; 32%, SS &#8211; 24%, Wound Poison &#8211; 11%, KS &#8211; 10%, Eviscerate &#8211; 9%, MG &#8211; 6%, others &#8211; 8%. Combat rogues need more than 5%-to-hit even in PvP and Combat rogues<br />
have low crit values. Consider this when making gear decisions.</p>
<p>(g) Our mastery says it is &#8220;MH attacks based&#8221; but I suspect in fact it is &#8220;MH hits based&#8221;. And not &#8220;white MH hits based&#8221; but &#8220;all MH hits based&#8221;. The number of my hits and mastery procs is in a better consistency than the number of my white MH autoattacks and mastery procs. I feel I am lost in all Combat Mastery tweaks so need to wait and get more test data.</p>
<h1>Talents review</h1>
<p>I stick to Dcruize&#8217;s approach and describe talents from a Required and Essential standpoint. I begin with secondary trees as I strongly believe that we need to focus on them first &#8211; we have at most ten points to invest for secondary trees which give us no chance for mistake.</p>
<h2>Subtlety</h2>
<p><a href="http://www.wowhead.com/spell=14062">Nightstalker</a> (Required) This is a no brainer &#8211; stealth is our innate snare.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=58423">Relentless Strikes</a></font> (Essential) Combat has enough of own tricks to restore energy, so spending points here can be an overkill. Besides, there will be moments when you will need to slow down SS-spamming. But we&#8217;ll get back to this later.</p>
<h2>Assassination</h2>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=14164">Coup de Grace</a></font> (Required) You will be spamming Eviscerates often and you have another 20% to Evi damage from Combat talents. Take this talent and get your Evi damage upgraded by 44% (1.2*1.2)</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=14135">Lethality</a></font> (Optional) An extra 30% SS damage and a way into the next tier of the Combat tree.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=31209">Quickening</a></font> (Optional) Another synergy &#8211; this time with Improved<br />
Recuperate. At the moment you can be healed upto 7k per tick. Besides, there is a nice speed upgrade which allows you to run almost that fast in stealth as unstealthed enemies with no speed buffs. However I mark it as optional &#8211; you may want to spend more than 31 points in Combat tree.</p>
<h2>Combat</h2>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=79008">Improved Recuperate</a></font> (Required) No brainer. Our only self heal, one of the best survival tools.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=79004">Improved Sinister Strike</a></font> (Required) Another no brainer. No comments why.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=14166">Improved Slice and Dice</a></font> Just as with Precision I would like to take it but I am short of points. I would take the SnD glyph instead of spending talent points here.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=13875">Improved Sprint</a></font> (Required) Sprint becomes a light version of PvP trinket. We can remove snares more often with shortened cooldown of Sprint in Cata and the effect of Restless Blades. Frost mages beware.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=18429">Aggression</a></font> (Required) Another no brainer.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=13867">Improved Kick</a></font> (Optional) Wonderful talent. And in Cata it is even sexier than before &#8211; it is not 50%/100% chance of 3 sec silence, it is guaranteed in Cata with 1.5/3 sec duration. Excellent talent for locking down classes with multiple schools of magic.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=13789">Lightning Reflexes</a></font> (Required) A good talent &#8211; haste means faster energy refreshment, faster attacks, more mastery procs, more Combat Potency procs, and more damage afterall.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=84617">Revealing Strike</a></font> (Required) Nice new ability. Damage is weaker than SS but the beauty of it is in its upgrade to Evi damage. If you remember our Evi damage is at 144% level already. Let&#8217;s add another 20% &#8211; 1.44*1.2=1.73. 73% increase to your Evi damage &#8211; how do you like it? With the changes coming in 4.0.6 it&#8217;s looking like this will give a devastating 9 second Kidney Shot as well.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=79079">Reinforced Leather</a></font> Do not take this &#8211; it will not turn you into a tank, plus spells still ignore armor. Focus on Resilience instead.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=13793">Improved Gouge</a></font> (Required) Hell yeah&#8230; Another Kick &#8211; glyphed and talented it can interrupt a cast for just 15 energy and without any positioning requirements. Excellent way to replenish energy, run away, or use bandages while waiting for recuperate procs.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=35551">Combat Potency</a></font> (Required) It gives you (s)wings! (c)</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=31126">Blade Twisting</a></font> (Optional) While this used to be a poor alternative to crippling poison, it appears that it is now proccing a lot more than before.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=51679">Throwing Specialization</a></font> (Required) Do you remember the effect PvP gloves had in the old times? It has gone so deep into my instincts that even today I often hit Deadly Throw when caster starts casting a spell <img src='http://lastrogue.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  Definitely a no brainer for me.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=13750">Adrenaline Rush</a></font> (Required) The fact that it unlocks Killing Spree relieves me from building further wall of text <img src='http://lastrogue.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=58413">Savage Combat</a></font> (Optional) Well&#8230; It is the least required talent in my opinion. So if you are short of points anywhere else &#8211; take a point from here. However, bearing in mind the amount of damage synergies we already have this talent would be a welcome addition as it will be more than just 4% &#8211; in case of upgraded Evi damage (173% as shown above) extra 4% will drive it further up to 180%. There are plenty of synergies with this talent so skipping it completely will not be wise.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=84654">Bandit&#8217;s Guile</a></font> (Required) Recall what I said in the Relentless Strikes part that there would be moments when we should slow down spamming SS. Well, this is it &#8211; stop mashing SS every time when you have a full stack of BG buffs and enjoy. Do you remember my words on Precision and the need for chance-to-hit? This is the moment when no miss should be allowed. Alas, this is a dream&#8230; Anyway &#8211; stack this buff prior to hitting Evi and Killing Spree. However there is a problem &#8211; the tooltip is different from how talent works. One would expect a buff to stack after every SS/RS, in fact the buff proc rate is somewhere around 20%. I do not know if it is a system glitch or error in the tooltip, I made a ticket and got a confirmation that they would see into it. Good luck &#038; fingers crossed it won&#8217;t take long. The bright side of it is that you can continue spamming SS even when you have 3 stacks of the buff. The buff resets when changing targets as per tooltip.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=79096">Restless Blades</a></font> (Required) Another reason why we need Evi damage buffs &#8211; because we are going to spam it often if we want more Sprints, KS&#8217;s and Blade Flurries. It really, really helps.</p>
<p><font color="yellow"><a href="http://www.wowhead.com/spell=51690">Killing Spree</a></font> (Required) Our cherry on top. Some still believe that slow OH is needed but this is wrong &#8211; you will harm your OH poison proc rate and energy refreshment rate. Besides Blizz have already mentioned that they do not want Combat rogues to use slow OHs and work on something to leave no doubts lingering your minds about it. Do not waste your precious Conquest points on slow a OH.</p>
<h1>Passives and Masteries</h1>
<p>It is worthless to discuss in depth <font color="yellow"><a href="http://ptr.wowhead.com/spell=13877">Blade Flurry</a>, <a href="http://ptr.wowhead.com/spell=23588">Dual Wield Specialization</a>,</font> and <font color="yellow"><a href="http://ptr.wowhead.com/spell=61329">Vitality</a></font> &#8211; you get them in any event.<br />
Blade Flurry is good against multiple enemies but hampers energy regen. This can be reduced by glyphing it but I do not recommend it &#8211; there are far more useful glyphs. DWS is as plain as it is and may tempt you to use slow OHs. But do not be fooled by it &#8211; DPS would be the same and KS damage benefit would not overweight the drawbacks just mentioned above. Vitality may look like a good reason to stack a bit of haste but do not put a big stake on it. 10% of haste is 1 extra energy per second. Marginal effect of going from 34% to 35% will be lower than going from 10% to 11% and you will lose in other stats.</p>
<p><font color="yellow"><a href="http://ptr.wowhead.com/spell=76806">Main Gauche</a></font> &#8211; this is an interesting mastery. With plenty of this stat you can effectively have a proc on every third swing. Extra swings are yellow attacks this reduces our dependancy on hit. Everything that concerns Main Gauche should not be taken as &#8220;put into stone&#8221; as Blizz has been tweaking it aggressively. So I am sure we will see more changes to it as to % values and to whether proccing attacks are white or yellow attacks, MH or OH attacks.</p>
<h1>Poisons</h1>
<p>Options are limited here. OH may need Crippling poison on it if Blade Twisting turns out to be less reliable than the PTR is indicating. MH should be Wound Poison &#8211; with a 2.6 weapon it has 93% proc rate (1.4 proc rate is 50%). A good and reliable addition to MH damage not to mention the MS effect. Ranged weapon should have Crippling poison too I guess. But you may experiment with Mind-Numbling poison. Personally I prefer CP because I can spam FoK when trying to chase someone and in the thick of a tussle when I am surrounded by several enemies who are going to fry my soft bottom part.</p>
<h1>Major changes to playstyle</h1>
<p>If you switch from Sub to Combat then expect to forget about Rupture, Shadowstep, Preparation, Shadow Dance, and positioning of your main attack. All other abilities either have substitutes or are of passive nature so you won&#8217;t not notice if you hit for 2000 or 2100.</p>
<p>If you switch from Assa to Combat then expect to forget about Rupture, Vendetta, and fat poisons numbers. Forget about long downtimes between your main attacks &#8211; SS is waaay cheaper.</p>
<p>Learn to SnD 24/7, RS, KS and AR. Get whole new Gouge and use it often. Pre-WotLK DT is coming back <img src='http://lastrogue.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<h1>Weapon Enchants.</h1>
<p>I purposely do not cover armor enchants because we do not have 5 useful enchants for each slot to choose from. You should be able to identify proper ones by yourselves at 85 level. However weapon enchants are trickier.</p>
<p>OK, easy part first &#8211; OH enchant. One of the weapon enchants must be a weapon chain as it will halve the time you are<br />
disarmed. Being disarmed is the same as being silenced for caster.</p>
<p>MH enchant &#8211; we have a choise of Avalanche (proc for roughly 500 Nature damage), Hurricane (450 haste for 12 sec), and Landslide (1000AP for 12 sec). What they do apart from possessing terrifying names:</p>
<h2><a href="http://www.wowhead.com/item=52748">Avalanche</a></h2>
<p>Everything or nearly everything that concerns melee weapon procs is PPM (proc per minute). There is no official statement on what the enchant&#8217;s PPM is. What I found on Wowhead: &#8211; according to a few testers data, I come to following proc rate &#8211; 11% for 1.4 speed, 15% for 1.8, and 21% for 2.6<br />
- it also procs from special attacks,<br />
- it has no internal cooldown<br />
- its damage can be amplified by buffs/debuffs, its crit rate cannot<br />
- average base damage is about 500<br />
- damage ignores armor.<br />
Applying this knowledge to Combat rogue:<br />
- it will proc on every 5th SS. On average basic this means about extra 100 damage as if it would proc on every SS and MH autoattacks. For OH (more hits and less procs) and would grant around 50 extra as if it would proc on every OH autoattack. UNMITIGATED. I ignore trivial number of procs from OH during KS.</p>
<h2><a href="http://www.wowhead.com/item=52760">Hurricane</a></h2>
<p>Again this is PPM-based, and again there is no official data on it. What Wowhead tells us: &#8211; proc rate is between 10-15% but it is irrelevant as it has internal cooldown of 45 sec and therefore the only thing proc determines is how fast you get this buff<br />
- it procs from special attacks, can dual-proc from weapon attack and poison application. Dual-procs stack. So to be prudent we should double the effect &#8211; 450 haste rating for 24 seconds.<br />
Applying this knowledge to Combat rogue:<br />
- 450 haste rating means 3.5% of haste. This gives about the same %% to your DPS, and 0.1 per second energy regeneration and other benefits mentioned in the description of Lightning Reflexes talent.</p>
<h2><a href="http://www.wowhead.com/item=52776">Landslide</a></h2>
<p>Again this is PPM-based, and again there is no official data on it.<br />
What Wowhead tells us:<br />
- testers say they got just 1 proc per minute with weapon of every speed so proc rate is irrelevant as it has internal cooldown of 45 sec plus another few seconds to trigger the effect. Treat it as 1 proc per minute and you will not be wrong by much.<br />
- it procs from special attacks, not from spells, dual-procs from both hands refresh its duration<br />
- damage does not ignore armor.<br />
Applying this knowledge to Combat rogue:<br />
- 1000 AP is 1000/14=71.4 extra DPS, or 185.7 extra MH white damage<br />
per hit, 75 OH white damage per hit  (2.6 and 1.4 speeds) and 171.4 extra SS damage per hit.<br />
If you are interested to know the effect as if enchant effect would be a permanent buff, then assuming that enchant is in force for 20% of the time (each 12 seconds out of 60), we have to divide above extra damage figures by five &#8211; 37.1/15/34.3 to MH/OH/SS damage.<br />
I will not consider effect on other abilities because whites+SS damage make more than 60% of total damage and I do not want to overload you with further maths while effect would be marginal. It is not my intention to calculate total effect (it won&#8217;t be reliable &#8211; too many assumptions) rather to give you an idea of what is worthy to use in PvP.</p>
<p>Conclusions.<br />
I will not be going for Landslide for PvP. It is a PvE enchant &#8211; it affects all the abilities by a small margin and Avalanche affects hits only but with a greater magnitude. In PvP we do not have opportunity to use all our abilities simulteneously during most part of the fight so part of the Landslide buff will always be wasted. Also, it will be wasted if I am CC&#8217;d/kited or my target is sapped/blinded/gouged. I will not go Hurricane for the same reason &#8211; avalanche is my choice for now.</p>
<p>These are my thoughts of Combat tree. Enjoy a new kind of PvP rogue and have fun <img src='http://lastrogue.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Assassination PVP Specs</title>
		<link>http://lastrogue.com/assassination/</link>
		<comments>http://lastrogue.com/assassination/#comments</comments>
		<pubDate>Tue, 04 Jan 2011 23:55:47 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>
		<category><![CDATA[rogue assassination spec]]></category>
		<category><![CDATA[rogue assassination talents]]></category>
		<category><![CDATA[rogue mutilate]]></category>
		<category><![CDATA[rogue pvp spec]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=1373</guid>
		<description><![CDATA[<p>Playing the highly mobile support-orientated spec of Subtlety can certainly bring utility and finesse to your games, but if you want a more damage-focused talent build, then Assassination is currently the way to go. There are so many useful first tier talents in the Combat and Subtlety trees that ideally you don't want to spend more than the required 31pts in the Assassination tree. Assassination Tree Choices I count the talents highlighted in red as essential -by not taking them,.... <a href="http://lastrogue.com/assassination/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>Playing the highly mobile support-orientated spec of Subtlety can certainly bring utility and finesse to your games, but if you want a more damage-focused talent build, then Assassination is currently the way to go.</p>
<p>There are so many useful first tier talents in the Combat and Subtlety trees that ideally you don&#8217;t want to spend more than the required 31pts in the Assassination tree.</p>
<h1>Assassination Tree Choices</h1>
<div class="wp-caption alignleft" style="width: 217px"><img title="Rogue Assassination Tree" src="http://lastrogue.com/gfx/assassination-tree2.jpg" alt="Rogue Assassination Tree" width="207"/><p class="wp-caption-text">&nbsp;</p></div>
<p><br/>I count the talents highlighted in red as essential -by not taking them, you&#8217;ll be heavily damaging your spec. I&#8217;ve seen arguments about whether Ruthlessness is definitely needed, as it only gives a 60% chance of proccing. I wouldn&#8217;t put points into it for a Subtlety specced rogue, but as an Assassination rogue you won&#8217;t be generating crazy amounts of combo points through <a href="http://www.wowhead.com/spell=51701">HaT</a> or <a href="http://www.wowhead.com/spell=14183">Premeditation</a>. Being able to turn a single point of Slice and Dice into a full five points worth (by getting a Ruthlessness proc and envenoming) is not to be sniffed at!</p>
<p>Since a lot of classes are either <acronym title="Death Knights, Hunters, Warlocks, Warriors">unsappable</acronym>, healers, or have a ramp-up time on their damage, I can&#8217;t see Blackjack being useful in more than a handful of games, so I haven&#8217;t included it as a secondary talent.  </p>
<p>With <a href="http://www.wowhead.com/spell=8647">Expose Armor</a> failing to stack with other armor reducing talents (not to mention 70-80% of your damage bypassing all armor), I also can&#8217;t see any need to invest points in <a href="http://www.wowhead.com/spell=14169">Improved Expose Armor</a>.<br />
<br/></p>
<h2>Point Allocation</h2>
<p><span style="color: red"><b>Essential talents</span>: 22<br />
<span style="color: #44ff44">Secondary talents</span>:</b> 9</p>
<p>The following secondary talents are available;</p>
<p><a href="http://www.wowhead.com/spell=14164">Coup de Grace</a> and <a href="http://www.wowhead.com/spell=14135">Lethality</a><br />
There&#8217;s not a massive difference between these two talents as neither will give a jaw-dropping increase in damage output over the other. At the moment you&#8217;re not going to be critting that often, so unless you plan on taking <a href="http://www.wowhead.com/spell=14159">Murderous Intent</a> further down the tree, I&#8217;d put 3pts into Coup de Grace and 2pts into Lethality. If Blizzard do decide to make the crit rating stat more appealing to Assassination rogues, then Lethality is likely to become more valuable than Coup de Grace. </p>
<p><a href="http://www.wowhead.com/spell=51626">Deadly Brew</a><br />
The number of points to spend in here depends on the bracket you&#8217;re playing in and your team. For battlegrounds or arenas played with snare-heavy partners (such as frost mages), you won&#8217;t really need to worry too much about staying on top of your target and one talent in this will be fine. You could theoretically get away with zero points in Deadly Brew and rely on Fan of Knives to apply crippling poison instead, but there are better ways of spending 30 energy than having to FoK every 6-12 seconds. Weapon swapping to crippling poison is also an option, but it&#8217;s a rather clumsy method of applying poison unless you want to spend two seconds on GCD and also have to shiv or wait for a poison proc.</p>
<p><a href="http://www.wowhead.com/spell=31383">Deadened Nerves</a><br />
If you find yourself being the primary kill target, putting three points in this will give you an extra 952 resilience. Useful if you&#8217;re the &#8216;weakest&#8217; link in your team, not so useful if you&#8217;re playing 2v2 with a Shadow Priest!</p>
<p><a href="http://www.wowhead.com/spell=14159">Murderous Intent</a><br />
With my current gear, spamming 30 energy backstabs gives roughly 50% extra damage compared to spamming 55 energy mutilates. There will be fewer <a href="http://www.wowhead.com/spell=14190">Seal Fate</a> and poison procs, but the damage is still higher with backstab. You won&#8217;t benefit from this extra damage too much of the time, but when your target is low health they&#8217;re likely to proc defensive cooldowns &#8211; Murderous Intent can really help bypass these. However, you will have to deal with the positional requirement of backstab. I don&#8217;t tend to take this talent, but if I was to join a team with decent lockdowns, I probably would. Backstab is still useful for putting damage through a hunter&#8217;s <a href="http://www.wowhead.com/spell=19263">Deterrence</a>, so blowing a hunter up with 30 energy backstabs does have extra comedy value. If you do put talents into this, using Backstab glyph will take your backstabs down to 25 energy which will give an even greater increase in damage.</p>
<h1>Combat and Subtlety Tree Choices</h1>
<div class="wp-caption alignleft" style="width: 216px"><img title="Rogue Subtlety and Combat Trees" src="http://lastrogue.com/gfx/combat-sub-tree.jpg" alt="Rogue Subtlety and Combat Trees" width="206"/><p class="wp-caption-text">&nbsp;</p></div>
<h2>Point Allocation</h2>
<p><b><br />
<span style="color: red">Essential talents</span>: 5<br />
<span style="color: #44ff44">Secondary talents</span>:</b> 3</p>
<p>The Subtlety tree brings three highly useful talents into your spec &#8211; <a href="http://www.wowhead.com/spell=">Night Stalker</a>, <a href="http://www.wowhead.com/spell=58423">Relentless Strikes</a> and <a href="http://www.wowhead.com/spell=14066">Elusiveness</a>. This leaves you with three points to spread out over <a href="http://www.wowhead.com/spell=14057">Opportunity</a> (10%/20%/30% increase) and Recuperate. For a hardcore damage spec, three points in Opportunity will give a nice boost to your sustained damage. For a more defensive play style, two points in Recuperate will see your self-heals ticking for over 5.3k in PVP gear.</p>
<p>In 2v2 with a Shadow Priest, I&#8217;ve given up on Subtlety and am playing 31/2/8. Playing with 3/3 Puncturing Wounds, 2/2 Deadly Brew, 2/3 Deadened Nerves and 2/2 Improved Recuperate seems to work well as I&#8217;m rarely ever the kill target. I may change specs when we start playing 3v3 with a resto druid &#8211; the extra point for Deadened Nerves probably coming from Puncturing Wounds.</p>
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		<item>
		<title>Subtlety PVP Specs</title>
		<link>http://lastrogue.com/subtlety-pvp-specs/</link>
		<comments>http://lastrogue.com/subtlety-pvp-specs/#comments</comments>
		<pubDate>Thu, 16 Dec 2010 17:36:03 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[rogue pvp]]></category>
		<category><![CDATA[rogue pvp spec]]></category>
		<category><![CDATA[rogue pvp subtlety]]></category>
		<category><![CDATA[rogue subtlety]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=1324</guid>
		<description><![CDATA[<p>Patch 4.0.6 will be coming soon - this will bring several changes to the Subtlety tree. Content here is not yet updated to reflect the changes it will bring. Unless Blizzard dramatically alter the viability of the Combat tree, rogues currently have the option of chosing between their two other trees - the 'mindless no-skill tunneling' spec of Assassination and the 'float like a butterfly, sting like a errr butterfly' spec of Subtlety. Despite lacking in damage, the Subtlety tree does.... <a href="http://lastrogue.com/subtlety-pvp-specs/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<blockquote><p>Patch 4.0.6 will be <a href="http://lastrogue.com/patch-notes-released-4-0-6/">coming soon</a> &#8211; this will bring several changes to the Subtlety tree. Content here is not yet updated to reflect the changes it will bring.
</p></blockquote>
<p>Unless Blizzard dramatically alter the viability of the Combat tree, rogues currently have the option of chosing between their two other trees &#8211; the &#8216;mindless no-skill tunneling&#8217; spec of Assassination and the &#8216;float like a butterfly, sting like a errr butterfly&#8217; spec of Subtlety. </p>
<p>Despite lacking in damage, the Subtlety tree does offer a lot of utility and mobility as well as high survivability through <a href="http://www.wowhead.com/spell=31230">Cheat Death</a>, <a href="http://www.wowhead.com/spell=14185">Preparation</a> and <a href="http://www.wowhead.com/spell=36554">Shadowstep</a>. The alternative to Subtlety is the Assassination tree, which gives huge burst damage but severe mobility issues. Not too bad if you&#8217;re playing a Goblin Rogue alongside a Holy Paladin, but potentially very damaging for the rest of the time.</p>
<p>I plan on playing both trees this season &#8211; Assassination in rated battlegrounds and Subtlety in arenas. Here&#8217;s a quick guide to speccing into Subtlety.</p>
<h1>Subtlety Tree Choices</h1>
<div class="wp-caption alignleft" style="width: 217px"><img title="Rogue Subtlety Tree" src="http://lastrogue.com/gfx/subtlety-tree.jpg" alt="Rogue Subtlety Tree" width="207"/><p class="wp-caption-text">&nbsp;</p></div>
<p>There&#8217;s not much to debate about the essential Subtlety talents highlighted in red &#8211; there isn&#8217;t much flexibility with this tree and I&#8217;m <acronym title="comment if you think otherwise, feedback would be appreciated!">yet</acronym> to think of or hear a valid argument against taking them.</p>
<h2>Point Allocation</h2>
<p><b><br />
<span style="color: red">Essential talents</span>: 28<br />
<span style="color: #44ff44">Secondary talents</span>:</b> 3-4 (or 5-6 if you want to skip points in other trees)</p>
<p>The only real decision comes down to which of the following talents you&#8217;d prefer to take.</p>
<p><a href="http://www.wowhead.com/spell=51696">Waylay</a><br />
This isn&#8217;t a replacement for crippling poison, but a complementary talent to run along side it. Failing to apply crippling poison to your target really hurts the control you have of the fight, as does having it removed while you&#8217;re being kited. However, if you&#8217;re in a team with a class with a more reliable snare (such as a mage or a warrior), taking yet another snare mechanism could be considered overkill.</p>
<p><a href="http://www.wowhead.com/spell=51698">Honor</a> <a href="http://www.wowhead.com/spell=51700">Among</a> <a href="http://www.wowhead.com/spell=51701">Thieves</a><br />
The cooldown of this ability is affected by the number of points you&#8217;re prepared to invest in it &#8211; you&#8217;re likely to be generating a combo per cooldown regardless of the spells rank. I&#8217;d recommend taking at least one point in <acronym title="Honor Among Thieves">HaT</acronym>. The one thing you&#8217;ll need to be careful of is switching targets &#8211; you will lose existing combo points on your old target if you fail to <a href="http://www.wowhead.com/spell=73981">Redirect</a> them onto your new target before HaT procs.</p>
<p><a href="http://www.wowhead.com/spell=79147">Sanguinary Vein</a><br />
If you&#8217;re playing with the <a href="http://www.wowhead.com/item=42967">Glyph of Hemorrhage</a>, the bleed effect caused by the glyph is enough to give you the 10% extra damage from this talent. It&#8217;s not a bad boost to the mediocre pressure you can put out through raw damage, even if you&#8217;re relying on rupture for the bleed effects (don&#8217;t get me started on how pathetic rupture looks at the moment! A mere 500 damage dot against a target with a 120k health pool is nothing more than a joke).</p>
<h1>Combat Tree Choices</h1>
<p>I had originally made an image for this tree, but I won&#8217;t bother with it as there&#8217;s only one talent worth investing in. Improved Gouge has been buried so deeply that it&#8217;s not obtainable and you shouldn&#8217;t even have Sinister Strike on your bars. Wasting three talent points to negate the need to gem/gear for Hit is not worth doing, so that only leaves the new Cataclysm talent <a href="http://www.wowhead.com/spell=79007">Improved</a> <a href="http://www.wowhead.com/spell=79008">Recuperate</a>. A single point in it gives the equivalent of over 300 resilience, plus the <acronym title="Heal over Time">HoT</acronym> it grants, so it&#8217;s quite a bonus. Having Recuperate running grants you energy through <a href="http://www.wowhead.com/spell=79152">Energetic Recovery</a> so even if you&#8217;re not being directly attacked you should be using it. With buffs this will be healing for around 6000 per tick &#8211; what&#8217;s not to love about it?</p>
<h1>Assassination Tree Choices</h1>
<div class="wp-caption alignleft" style="width: 215px"><img title="Rogue Assassination Tree" src="http://lastrogue.com/gfx/assassination-small.jpg" alt="Rogue Assassination Tree" width="205"/><p class="wp-caption-text">&nbsp;</p></div>
<h2>Point Allocation</h2>
<p><b><br />
<span style="color: red">Essential talents</span>: 2<br />
<span style="color: #44ff44">Secondary talents</span>:</b> 5-6 if you want to skip Improved Recuperate</p>
<p>The speed and healing buff from <a href="http://www.wowhead.com/spell=31209">Quickening</a> is the main target in this tree, so to reach it you&#8217;ll need to put at least 5 points into the first tier of talents. <a href="http://www.wowhead.com/spell=79122">Deadly Momentum</a> is more of a levelling talent than a serious option for PVP (even in battlegrounds with two pet healers) so points will need to be put into <a href="http://www.wowhead.com/spell=14135">Lethality</a> and <a href="http://www.wowhead.com/spell=14164">Coup de Grace</a>. With my backstabs hitting as hard as my eviscerates, I&#8217;m reluctant to buff eviscerate damage more than I have to, so personally I&#8217;d opt for 2/3 Coup de Grace and 3/3 Lethality. However, many highly respected Gladiators seem to be playing with either full points in both or 2/3 Lethality, so I wouldn&#8217;t waste any gold respeccing just to swap numbers around between these two talents!</p>
<p>Remaining points can be put into <a href="http://www.wowhead.com/spell=13866">Puncturing Wounds</a> for an extra 10%/20%/30% crit chance on your backstab. There are two other talents in the Assassination tree that are reachable &#8211; <a href="http://www.wowhead.com/spell=79125">Blackjack</a> and <a href="http://www.wowhead.com/spell=14161">Ruthlessness</a>. Since a lot of classes are either <acronym title="Death Knights, Hunters, Warlocks">unsappable</acronym>, healers, or have a ramp-up time on their damage, I can&#8217;t see Blackjack being useful in more than a handful of games. Ruthlessness lost its appeal when it was taken from a 100% proc to a 60% proc &#8211; with points in Premeditate and HaT you should hopefully enough combos already without having to rely on this proccing.</p>
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		<title>Cataclysm Classes vs Rogues (Part 2)</title>
		<link>http://lastrogue.com/cataclysm-classes-vs-rogues-part-2/</link>
		<comments>http://lastrogue.com/cataclysm-classes-vs-rogues-part-2/#comments</comments>
		<pubDate>Tue, 07 Dec 2010 12:09:06 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Know your Enemy]]></category>
		<category><![CDATA[Talents]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[rogue cataclysm changes]]></category>
		<category><![CDATA[rogue cataclysm pvp]]></category>
		<category><![CDATA[rogue vs paladin]]></category>
		<category><![CDATA[rogue vs priest]]></category>
		<category><![CDATA[rogue vs shaman]]></category>
		<category><![CDATA[rogue vs warlock]]></category>
		<category><![CDATA[rogue vs warrior]]></category>
		<category><![CDATA[xxx oh my god I'm freaking tired]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=1274</guid>
		<description><![CDATA[<p>Following on from previously, here's a quick run down of Cataclysm changes made to other classes. Paladin Paladins have been affected by several unusual changes, which seem to be causing a fair bit of drama. Retribution paladins are having survival issues (they can no longer dispel magic), while Protection is just generally terrible in PVP. Retribution/Assassination/Priest looks like it could work as a rush-down comp, but I don't know how viable it will turn out to be once teams start.... <a href="http://lastrogue.com/cataclysm-classes-vs-rogues-part-2/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>Following on from previously, here&#8217;s a quick run down of Cataclysm changes made to other classes.</p>
<h1><span style="color:#d68c90">Paladin</span></h1>
<p>Paladins have been affected by several unusual changes, which seem to be causing a fair bit of drama. Retribution paladins are having survival issues (they can no longer dispel magic), while Protection is just generally terrible in PVP. Retribution/Assassination/Priest looks like it could work as a rush-down comp, but I don&#8217;t know how viable it will turn out to be once teams start stacking up on PVP/resilience gear. The general consensus seems to be either PVP as a holy paladin or reroll to a different class. </p>
<h2><a href="http://www.wowhead.com/spell=86150">Guardian of Ancient Kings</a></h2>
<p>At level 85 paladins will be getting a pet whose function depends on their spec. As Holy, the pet will assist with healing on team members and as Retribution it will assist with DPS. The Protection version will reduce the damage taken by the paladin, but you probably won&#8217;t encounter too many of these except in world PVP.</p>
<h2><a href="http://www.wowhead.com/spell=85673">Word of Glory</a>, <a href="http://www.wowhead.com/spell=85256">Templar&#8217;s Verdict</a> &#038; <a href="http://www.wowhead.com/spell=84963">Inquisition</a></h2>
<p>Paladins can now generate a girly version of our butch Combo Points called &#8216;Holy Power&#8217;. This is used for several &#8216;finishing moves&#8217; giving instant heals or damage. </p>
<p>Even though they are still reeling from the nerf to &#8216;Bubble and Hearth&#8217;, expect paladins to recover in time for the next PVP season.</p>
<h1><span style="color:white">Priest</span></h1>
<p>Priests get a couple of new abilities that look quite useful in a PVP environment. <a href="http://www.wowhead.com/spell=73413">Inner Will</a>, when combined with <a href="http://www.wowhead.com/spell=14771">Inner Sanctum</a> will give a 16% movement speed &#8211; 1% faster than a rogue with the <a href="http://www.wowhead.com/spell=31209">Quickening</a> talent. Their level 85 spell, <a href="http://www.wowhead.com/spell=73325">Leap of Faith</a> is a &#8216;friendly&#8217; version of Death Grip. Amongst other things this may prove to be a neat way of getting a friendly player into your <a href="http://www.wowhead.com/spell=76577">Smoke Bomb</a> aura.</p>
<h2><a href="http://www.wowhead.com/spell=88625">Chastise</a></h2>
<p>This three second stun from the Holy tree does not break on damage and does not appear to share diminishing returns with other forms of crowd control. </p>
<h2>Additional</h2>
<p><a href="http://www.wowhead.com/spell=48168">Inner Fire</a> no longer has charges, so priest&#8217;s damage mitigation will remain relatively high considering their cloth armor.</p>
<h1><span style="color:#6476c9">Warlock</span></h1>
<p>All three Warlock trees appear to be viable this season so expect to see a lot of variation. At level 81 they will pick up <a href="http://www.wowhead.com/spell=77799">Fel Flame</a>, which will enable them to extend the duration of <a href="http://www.wowhead.com/spell=348">Immolate</a> and <a href="http://www.wowhead.com/spell=30108">Unstable Affliction</a>. Other changes to the Warlock class include;</p>
<h2><a href="http://www.wowhead.com/spell=50796">Chaos Bolt</a></h2>
<p>The Warlock&#8217;s hard hitting Chaos Bolt has had it&#8217;s mechanics changed &#8211; it can now be defended against with Cloak of Shadow.</p>
<h2><a href="http://www.wowhead.com/spell=71521">Hand of Gul&#8217;dan</a></h2>
<p>Hand of Gul&#8217;dan looks like the Demonology equivalent of Chaos Bolt. Despite looking like an AoE attack, this is a single-target spell that you cannot run away from. It goes without saying that the aura it leaves on the ground should be avoided!</p>
<h2><a href="http://www.wowhead.com/spell=1949">Hellfire</a></h2>
<p>With the Demonology talent &#8216;<a href="http://www.wowhead.com/spell=85105">Inferno</a>&#8216;, this aoe can now be channeled whilst moving, so don&#8217;t be surprised if Warlocks attempt to use it to get you out of stealth.</p>
<h1><span style="color:#c69b6d">Warrior</span></h1>
<p>By the looks of things Arms will remain the primary PVP spec for warriors, as Protection is failing to put out the same levels of damage as it did in Season 8. Warriors are picking up three new 81+ abilities, with <a href="http://www.wowhead.com/spell=86346>Heroic Leap</a> being the only one that directly affects rogues. <a href="http://www.wowhead.com/spell=12328">Sweeping strikes</a> plus <a href="http://www.wowhead.com/spell=46924">Bladestorm</a> is here to stay, but with the massive Cataclysm health pools, they won&#8217;t be as devastating as before (watching Hydra instantly drop 100>0 thanks to a <a href="http://www.wowhead.com/spell=1719">recklessness</a> bladestorm was a scary sight indeed). </p>
<h2><a href="http://www.wowhead.com/spell=85388">Throwdown</a></h2>
<p>You&#8217;ve probably noticed this ability in battlegrounds since patch 4.0 went live. Yes, that Arms warrior  is actually doing as good a job at stunlocking as you can do. The 45 second cooldown may be more than double that of Cheap Shot, but once you&#8217;ve added <a href="http://www.wowhead.com/spell=20252">Intercept</a>/<a href="http://www.wowhead.com/spell=100>Charge</a> to the equation, it&#8217;s clear to see how they can rival our nerfed stunlocks. Intercept/Throwdown do share <acronym title="Diminishing Returns">DR</a>, just like Cheap Shot/Kidney Shot.</p>
<hr />
<p>Note: I was up till 5.30am in Cataclysm, so appologies if none of what I typed makes any sense! Good luck with the levelling &#8211; you&#8217;ve got a week before the new PVP season starts!</p>
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		<item>
		<title>Cataclysm Rogue Talent Tree, A Quick Glance</title>
		<link>http://lastrogue.com/cataclysm-rogue-talent-tree-a-quick-glance/</link>
		<comments>http://lastrogue.com/cataclysm-rogue-talent-tree-a-quick-glance/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 12:07:38 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>
		<category><![CDATA[cataclysm]]></category>
		<category><![CDATA[cataclysm pvp]]></category>
		<category><![CDATA[cataclysm rogue changes]]></category>
		<category><![CDATA[rogue cataclysm pvp]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=1210</guid>
		<description><![CDATA[<p>I haven't had a chance yet to play around with talent specs, but I've just taken a look at the (current) rogue talent tree for Cataclysm. The link is here at www.wowtal.com. A few new talents have found their way into the tree and a lot of things have moved around. Assassination Deadly Momentum After killing an opponent that yields experience or honor, gives you a 50% chance per talent point to refresh Slice and Dice or Recuperate to their original duration. PVE/levelling talent,.... <a href="http://lastrogue.com/cataclysm-rogue-talent-tree-a-quick-glance/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>I haven&#8217;t had a chance yet to play around with talent specs, but I&#8217;ve just taken a look at the (current) rogue talent tree for Cataclysm. The link is <a href="http://www.wowtal.com/#k=.9dw.rogue">here</a> at <a href="http://www.wowtal.com/#k=.9dw.rogue">www.wowtal.com</a>.</p>
<p>A few new talents have found their way into the tree and a lot of things have moved around.</p>
<h2>Assassination</h2>
<blockquote><p><b>Deadly Momentum</b> <i>After killing an opponent that yields experience or honor, gives you a 50% chance per talent point to refresh Slice and Dice or Recuperate to their original duration.</i></p></blockquote>
<p>PVE/levelling talent, possibly of some use in BGs/5v5 but I&#8217;d rather skip it.</p>
<blockquote><p><b>Blackjack</b> <i>Even after your sap wears off, its effects linger on enemies, reducing their damage done by 25%/50% for 5 seconds.</i>
</p></blockquote>
<p>50% damage reduction for 5seconds after your sap wears off. With a lot of my saps going onto healers/classes that will start CCing as soon as sap wears off, this feels pretty pointless.</p>
<blockquote><p><b>Improved Expose Armor</b> <i>Gives a 33%/66%/100% chance to refund all combo points used when performing your Expose Armor ability</i>
</p></blockquote>
<p> 3pts for free expose armor &#8211; even if EA remains a single level ability with a 20% armor reduction, this could well be worth investing points in.</p>
<blockquote><p><b>Murderous Intent</b> <i>When you backstab an enemy that is at or below 35% health,  you instantly recover 10/20/30 energy</i>
</p></blockquote>
<p>Hmm&#8230;. nice for hunters using deterrence, but I don&#8217;t see this being better than mutilating with 3pts spent elsewhere, especially when you take the positional requirements of backstab into consideration.</p>
<blockquote><p><b>Venomous Wounds</b> <i>Each time your rupture or garrote deals damage to an enemy that is afflicted with your poison, you have a 45% chance to deal X additional Nature damage</i>
</p></blockquote>
<p>Supposedly deadling 1k+ extra damage after lvl82, this doesn&#8217;t look too impressive since it won&#8217;t scale with gear.</p>
<blockquote><blockquote><b>Vendeta</b> <i>Marks an enemy target for death, increasing all damage you deal to the target by 20%, and granting you unerring vision of your target, regardless of concealments such as stealth of invisibility</i></p></blockquote>
</blockquote>
<p>30 seconds of +20% damage, wow. The ability to ignore stealth? Double wow. HfB on acid, this looks like the ultimate rogue killer, especially since we won&#8217;t be able to instantly  FoK rogues out of their vanishes anymore.</p>
<p>Unless you want to put points into Blackjack or Remorseless Attacks (meh to both), you&#8217;ll need to put at least two points into improving eviscerate. With Improved Expose Armor, I can&#8217;t see this being a bad thing.</p>
<h2>Combat</h2>
<blockquote><p><b>Reinforced Leather</b> <i>Increases your armor contribution from cloth/leather by 10/20/30/40/50%</i>
</p></blockquote>
<p>Interesting, but pointless vs magic damage and weak against ArPwhoring warriors/rogues. *<br />
*<i>Ã‘otorious points out that ArP is becoming a thing of the past in Cata, so with this talent physical damage will be mitigated more noticably than I&#8217;d thought (while poison damage will still hurt).</i></p>
<blockquote><p><b>Restless Blades</b> <i>Your damaging finishing moves reduce the cooldown of your Bladeflurry, Killing Spree and Sprint abilities by 0.5secs per combo point.</i>
</p></blockquote>
<p>This is going to make estimating the CD of Killing Spree a bit tricky.</p>
<p>With another two new talents in this tree that improve Recuperate plus the increase in armor, the survivability of combat rogues will be slightly buffed &#8211; a viable replacement for preparation? Time will tell.</p>
<h2>Subtlety</h2>
<blockquote><p><b>Energetic Recovery</b> <i>Empowers your Recuperate ability, causing its periodic affect to also give 1 energy</i></p></blockquote>
<p>Extra energy for when you&#8217;re in trouble. Perhaps the energy gained will be enough to get off a defensive gouge or stun. Could be used offensively with Overkill for some nice burst potential.</p>
<blockquote><p><b>Dagger Specialization</b> <i>Increases crit chance with daggers by 1/2/3/4/5%</i></p></blockquote>
<p> Freshly moved from the combat tree, this could be a nice boost to <a href="http://www.wowhead.com/spell=51636">Focused Attacks</a>.</p>
<blockquote><p>
<b>Sanguinary Vein</b> <i>Increases your damage dealt to targets with a bleed by 2/4/6%</i></p></blockquote>
<p>A passive HfB (I&#8217;m betting 10g that Blizz will be using this as the easy way to buff/nerf subtlety damage in future patches).</p>
<blockquote><p><b>Serrated Blades</b> <i>Your eviscerate has a 4/8/12% chance per combo point to refresh your Rupture on the target to its initial duration</i>
</p></blockquote>
<p>Combine with Sanguinary Vein for a potentially constant damage buff.</p>
<h2>Initial Thoughts</h2>
<p>It will be very interesting to see whether the large health pools promised in Cataclysm, combined with Recuperate, will negate the need for a rogue to take Preperation to stay viable. If rogues end up being forced to take x/x/23+ to be able to survive, it looks like additional point allocation will be very flexible.</p>
<p>My money will be on 51+/x/x Assassination specs taking over (Vendetta+either prep or combat pts). A more sturdy rogue is a more attractive/viable rogue, and this will possibly increase their representation. My feeling is that if there are more rogues in arenas/BGs, then Vendetta will become a priceless talent for scoring kills on other rogues. Since a buffed vanish that doesn&#8217;t instantly break on dmg/bugs will hopefully become quite a nice survival tool. I&#8217;m guessing that being able to cancel that out, and hit 20% harder to boot, will be a VERY strong way of spending talent points.</p>
<p>However, all of this is pure speculation so far on my account, and the trees may change as well. Regardless, it looks like the rogue class in PvP will be in for quite a shake up &#8211; a lot more so than TBC>WotLK.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Envenom Basics</title>
		<link>http://lastrogue.com/envenom-basics/</link>
		<comments>http://lastrogue.com/envenom-basics/#comments</comments>
		<pubDate>Fri, 19 Mar 2010 12:58:08 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Poisons]]></category>
		<category><![CDATA[Talents]]></category>
		<category><![CDATA[envenom]]></category>
		<category><![CDATA[envenom guide]]></category>
		<category><![CDATA[envenom pvp]]></category>
		<category><![CDATA[envenom rotation]]></category>
		<category><![CDATA[eviscerate]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=1141</guid>
		<description><![CDATA[<p>Warning, pre-cataclysm content detected! This article was written before patch 4 went live and will contain information that may no longer be relevant. Envenom vs Eviscerate With envenom putting out massive damage in comparison to eviscerate, you may be tempted to rely entirely on envenom as your finishing move. With 100% armor mitigation you should be hitting cloth and plate targets for similar amounts, but a couple of classes have abilities which will reduce this damage. The following.... <a href="http://lastrogue.com/envenom-basics/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<blockquote>
<h2 style="color: yellow">Warning, pre-cataclysm content detected!</h2>
<p><i>This article was written before patch 4 went live and will contain information that may no longer be relevant.</i></p></blockquote>
<h1>Envenom vs Eviscerate</h1>
<p>With envenom putting out massive damage in comparison to eviscerate, you may be tempted to rely entirely on envenom as your finishing move. With 100% armor mitigation you should be hitting cloth and plate targets for similar amounts, but a couple of classes have abilities which will reduce this damage. The following guide assumes 3/3pts in Vile Poisons (essential talent).</p>
<h2>Deadly Poison Doses (DPs)</h2>
<p>While an envenom with 5DP does more damage than it does with 1DP, the difference is not horrendous and in most cases it can still output more damage than an eviscerate. The duration of the envenom debuff is based on the number of combo points you used, rather than the number of doses, so a 5CP envenom with 1DP will give you six seconds of +15% deadly poison application. This will help you reach 5/5DP doses faster, at which point your damage will hopefully shoot through the roof.</p>
<p>The following tests were done on a 0-resilience, unbuffed stationary target (ok, 30mins of hitting a training dummy while I watched TV). While the numbers themselves don&#8217;t mean too much, it does show the differences between doses/attacks, and why opening with a 1DP envenom can be more beneficial than eviscerating. </p>
<p><b>Eviscerate</b><br />
Normal: 2548<br />
Crit: 5377</p>
<p><b>Eviscerate with 3pts in Improved Eviscerate</b><br />
Normal: 3058<br />
Crit: 6452</p>
<p><b>Envenom with 1DP</b><br />
Normal: 3183<br />
Crit: 6550</p>
<p><b>Envenom with 5DP</b><br />
Normal: 4314<br />
Crit: 8904</p>
<p><b>Envenom with 5 doses of Deadly Poison, minus Nether Protection</b><br />
Normal: 3020<br />
Crit: 6232</p>
<p>Even with three talent points spent improving the damage, an eviscerate was not hitting harder than a 1DP envenom.</p>
<h2>Eviscerate beats Envenom when&#8230;.</h2>
<h3>Death Knight</h3>
<p>Anti Magic Shell. Not exactly hard to miss &#8211; any target under this purple dome will take 75% less damage from your envenoms. Spamming envenoms onto the DK will cap his runic power, so either pool your energy or try another finishing move (bear in mind that a 1.2k eviscerate probably won&#8217;t stress his healer too much).</p>
<h3>Destruction Warlocks</h3>
<p>Despite a lot of forum posts saying the opposite, Nether Protection DOES NOT proc from your envenoms or poison applications. The only time Nether Protection could be an issue is if you have a partner casting nature spells onto the warlock (which could trigger a 30% damage reduction on envenom).</p>
<h3>Rogues</h3>
<p>With most rogues playing with 3pts in Master Poisoner, your deadly poison needs to be reapplied every six seconds before it drops off. Combine this with their stuns, evasions plus cloak of shadow, and you&#8217;ll have problems keeping a stack alive on any decent rogue. While this DPS loss is annoying, what can be even more fatal is not being able to shiv wound/crippling poison (unless you&#8217;re playing with deadly on your main hand, which requires a 1.4speed mainhand dagger to be truely viable). Not being able to shiv wound poison onto a rogue with evasion can cancel out the dps advantage of your envenoms. If you can stunlock the rogue then deadly poison/envenoms are useful, but once the rogue leaves the stun it&#8217;s worth weapon-swapping to another offhand dagger with wound poison applied.</p>
<hr />
<p><em>Appologies for the slackness with updates, the last month has been chaos with barely enough time to play. Things are quietening down now and our new 3v3 seems decent enough (despite having scary amounts of furious gear!).</em></p>
]]></content:encoded>
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		</item>
		<item>
		<title>PVP Hit Rating for Rogues</title>
		<link>http://lastrogue.com/pvp-hit-rating-for-rogues/</link>
		<comments>http://lastrogue.com/pvp-hit-rating-for-rogues/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 16:02:46 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Equipment]]></category>
		<category><![CDATA[Talents]]></category>
		<category><![CDATA[hit modifiers]]></category>
		<category><![CDATA[pvp hit cap]]></category>
		<category><![CDATA[rogue hit cap]]></category>
		<category><![CDATA[rogue pvp hit cap]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=1100</guid>
		<description><![CDATA[<p>Warning, pre-cataclysm content detected! This article was written before patch 4 went live and will contain information that may no longer be relevant. Looking at a random list of ten high-rated rogues, the amount of hit taken into arenas varies a lot - from as low as 169 (5.15 %) up to 264 (8.05 %). So, how much hit rating should you take, what will happen if you take too little and where should you get it from? PVP Hit Mechanics - The Basics All of your special attacks (mutilate,.... <a href="http://lastrogue.com/pvp-hit-rating-for-rogues/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<blockquote>
<h2 style="color: yellow">Warning, pre-cataclysm content detected!</h2>
<p><i>This article was written before patch 4 went live and will contain information that may no longer be relevant.</i></p></blockquote>
<p>Looking at a <a href="http://lastrogue.com/ten-rogues-to-watch/">random list</a> of ten high-rated rogues, the amount of hit taken into arenas varies a lot &#8211; from as low as 169 (5.15 %) up to 264 (8.05 %). So, how much hit rating should you take, what will happen if you take too little and where should you get it from?</p>
<h2>PVP Hit Mechanics &#8211; The Basics</h2>
<p>All of your special attacks (mutilate, envenom, rupture etc) have a 95% chance to hit a target when you&#8217;re standing behind them. Increasing the amount of hit you have by 32.79 will increase your chance to hit by 1%. You initially need to have 164 hit rating just to make sure that you have no chance of missing your target with special attacks.</p>
<h2>Hit Reduction Talents/Racials</h2>
<p>Unfortunately, it&#8217;s not that simple. There are several talents/debuffs/racials that affect your chance to hit;</p>
<ul>
<li><a href="http://www.wowhead.com/?spell=20582">Quickness</a> Passive racial skill of Night Elves, -2%</li>
<li><a href="http://www.wowhead.com/?spell=5570">Insect Swarm</a> Even though this is a talent in the Balance tree, it&#8217;s not unusual to see Resto Druids with this ability, -3%</li>
<li><a href="http://www.wowhead.com/?spell=3043">Scorpid Sting</a> Hunter ability, -3%</li>
<li><a href="http://www.wowhead.com/?spell=31678">Arctic Winds</a> Mage talent, not widely used, -1% upto -5%</li>
<li><a href="http://www.wowhead.com/?spell=28878">Heroic Presence</a> Draenei passive buff, +1%</li>
</ul>
<p>In a worst-case scenario, you could be trying to hit a Frost Mage with insect swarm and a sting on you (they do stack) &#8211; without any hit rating you will have a 16% chance to miss. You could &#8216;fix&#8217; this by taking 524 hit rating, but this would nerf your damage/survivability in the majority of games.</p>
<h2>How Much Hit Rating for Rogues?</h2>
<p>Ideally in 3v3 I like to run with between 6% and 7% as this is enough to counter some hit modifiers and also help lessen the impact of some of the more noticeable ones. In 2v2 there&#8217;s less chance to bump into a racial/class that will debuff your hit rating, so you may want to stick to 5% and trust your luck.</p>
<h2>Where Should +Hit Come From?</h2>
<p>You can reach 148 hit from the Season 8 PVP gear and a weapon chain;</p>
<ul>
<li><a href="http://www.wowhead.com/?item=51357">Wrathful Gladiator&#8217;s Pendant of Victory</a> 60</li>
<li><a href="http://www.wowhead.com/?item=51356">Wrathful Gladiator&#8217;s Cloak of Victory</a> 60</li>
<li><a href="http://www.wowhead.com/?item=41976">Titanium Weapon Chain</a> 28</li>
</ul>
<p>One of the following two rings can help increase your hit further;</p>
<ul>
<li><a href="http://www.wowhead.com/?search=ashen+band+of+vengeance">Ashen Band of &#8230; Vengeance</a> 53 &#8211; 59</li>
<li><a href="http://www.wowhead.com/?item=42119">Relentless Gladiator&#8217;s Band of Victory</a> 50</li>
</ul>
<p>If you&#8217;re really struggling, a <a href="http://www.wowhead.com/?item=46083">Titan-Forged Rune of Accuracy</a> will give a massive 95 hit rating. Also from Wintergrasp are the Furious-quality <a href="http://www.wowhead.com/?item=48983">Titan-Forged Leather Legguards of Triumph</a>. </p>
<p>Other options involve hitting the PVE content (or buying a <a href="http://www.wowhead.com/?item=50452">Wodin&#8217;s Lucky Necklace</a> if you&#8217;re rich), and as a last resort you can get another 12 hit by enchanting your boots with <a href="http://www.wowhead.com/?spell=60623">Icewalker</a>.</p>
<h2>Your Blind Missed?</h2>
<p>Missing with your 5pt envenom can be annoying, but what can often be game-breaking is when your blind misses. Blind counts as a ranged attack, so if you&#8217;re planning to blind a target, there are a couple of additional modifiers. Retri Paladins can gain a -4% modifier from <a href="http://www.wowhead.com/?spell=31872">Divine Purpose</a> and many rogues spec into <a href="http://www.wowhead.com/?spell=30895">heightened senses</a>, which also gives the same hit reduction against your blind. That&#8217;s not too bad, it&#8217;s just one of those things you have to live with. However what some people don&#8217;t realise is that evasion works against blind, giving a 25% hit penalty. More likely than not your blind will hit rather than miss, but it can pay to remember the extra miss chance that evasion gives (especially in 2v2 when a double-dps team is bursting down your healer and trying to keep you CC&#8217;d).</p>
<p>There are plenty of ways of reaching the hit-cap, you just need to find a balanced way of doing so without hurting your other stats too much. If all else fails, maybe convince your partner to reroll as a Draenei!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Hunger for Blood Nerfed, Again</title>
		<link>http://lastrogue.com/hunger-for-blood-nerfed-again/</link>
		<comments>http://lastrogue.com/hunger-for-blood-nerfed-again/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 09:24:35 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>
		<category><![CDATA[hfb nerf]]></category>
		<category><![CDATA[hunger for blood nerf]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=966</guid>
		<description><![CDATA[<p>Not content with reducing a 51pt talent from +15% damage down to +10% damage, Blizzard have decided that it's still an over-the-top buff. * The base damage bonus from Hunger for Blood has been reduced from 10% to 5%. * The bonus damage rogues gain from attack power for poisons has been decreased. This applies to Instant Poison, Deadly Poison, and Wound Poison. This is live as we speak, and as far as I can predict, pretty much kills the viability of HfB combos. Poison damage has been.... <a href="http://lastrogue.com/hunger-for-blood-nerfed-again/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>Not content with reducing a 51pt talent from +15% damage down to +10% damage, Blizzard have decided that it&#8217;s still an over-the-top buff. </p>
<blockquote><p>
* The base damage bonus from Hunger for Blood has been reduced from 10% to 5%.<br />
* The bonus damage rogues gain from attack power for poisons has been decreased. This applies to Instant Poison, Deadly Poison, and Wound Poison.
</p></blockquote>
<p>This is live as we speak, and as far as I can predict, pretty much kills the viability of HfB combos. Poison damage has been reduced by 10%, not a huge nerf and at least they haven&#8217;t touched envenom.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Hunger for Blood Nerfed Hotfixed</title>
		<link>http://lastrogue.com/hunger-for-blood-nerfed-hotfixed/</link>
		<comments>http://lastrogue.com/hunger-for-blood-nerfed-hotfixed/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 14:29:46 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Arena News]]></category>
		<category><![CDATA[Talents]]></category>
		<category><![CDATA[3.3]]></category>
		<category><![CDATA[Hunger for Blood]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=928</guid>
		<description><![CDATA[<p>Blizzard have announced a little bit of bad news for HfB rogues. Hunger for Blood now increases damage by 10% instead of 15%. We wanted to increase Assassination rogue damage, and we were succesful, but we overshot the mark. We buffed Hunger for Blood back when Assassination needed a damage boost, so we're more than happy that this talent won't account for such a huge dps increase. Because of the nature of hotfixes, it is unlikely the tooltip will change to 10% right away. On the.... <a href="http://lastrogue.com/hunger-for-blood-nerfed-hotfixed/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>Blizzard have announced a little bit of <a href="http://forums.worldofwarcraft.com/thread.html?topicId=21730605184&#038;sid=1">bad news</a> for HfB rogues.</p>
<blockquote><p>Hunger for Blood now increases damage by 10% instead of 15%. We wanted to increase Assassination rogue damage, and we were succesful, but we overshot the mark. We buffed Hunger for Blood back when Assassination needed a damage boost, so we&#8217;re more than happy that this talent won&#8217;t account for such a huge dps increase. Because of the nature of hotfixes, it is unlikely the tooltip will change to 10% right away. </p></blockquote>
<p>On the positive side, it could have been a lot worse. At least 44/2/25 and 42/5/23 builds will remain as strong as they current are, so for the <a href="http://www.sk-gaming.com/arena/player/all/all/rogue/all/all/">majority</a> of PVPing assassination rogues, this is one PVE fix that won&#8217;t floor us.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Movement Speeds for Rogues</title>
		<link>http://lastrogue.com/movement-speeds-for-rogues/</link>
		<comments>http://lastrogue.com/movement-speeds-for-rogues/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 11:13:29 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>
		<category><![CDATA[camouflage]]></category>
		<category><![CDATA[fleet footed]]></category>
		<category><![CDATA[fleetfooted]]></category>
		<category><![CDATA[glyph of sprint]]></category>
		<category><![CDATA[movement speed]]></category>
		<category><![CDATA[sprint]]></category>
		<category><![CDATA[stealthed]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=826</guid>
		<description><![CDATA[<p>I've been playing around with glyphs and thought I'd give the Sprint glyph a try - combined with Camoflauge the speed increase while stealthed is insane. It's been a quiet morning, so I thought I'd calculate the different speeds with different combinations of Sprint, Fleet Footed, Camouflage and the Glyph of Sprint. I was never really sure which talents stacked with others, but luckily the MonkeySpeed addon shows you exactly how fast you're moving. I'm guessing Fleet Footed stacks with.... <a href="http://lastrogue.com/movement-speeds-for-rogues/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been playing around with glyphs and thought I&#8217;d give the Sprint glyph a try &#8211; combined with Camoflauge the speed increase while stealthed is insane. It&#8217;s been a quiet morning, so I thought I&#8217;d calculate the different speeds with different combinations of <a href="http://www.wowhead.com/?spell=11305">Sprint</a>, <a href="http://www.wowhead.com/?spell=31209">Fleet Footed</a>, <a href="http://www.wowhead.com/?spell=14063">Camouflage</a> and the <a href="http://www.wowhead.com/?item=42974">Glyph of Sprint</a>.</p>
<p>I was never really sure which talents stacked with others, but luckily the <a href="http://wow.curse.com/downloads/wow-addons/details/monkey-speed.aspx">MonkeySpeed</a> addon shows you exactly how fast you&#8217;re moving. </p>
<p>I&#8217;m guessing Fleet Footed stacks with Camouflage, but not with Sprint, because Camouflage is a penalty reducer rather than a speed boost.</p>
<p>You&#8217;ll never be able to get your stealthed sprint speed to match that of a mounted target*, but travelling stealthed at 170% (combined with a distract) really increases your chances of catching them.</p>
<p><center><br />
<table>
<tr bgcolor="#bbffbb">
<td width="200">Talents</td>
<td width="45">Run</td>
<td width="45">Stealth</td>
<td width="45">Sprint</td>
<td>Stealth+Sprint</td>
</tr>
<tr>
<td>Normal</td>
<td>100%</td>
<td>70%</td>
<td>170%</td>
<td>119%</td>
</tr>
<tr bgcolor="#ddffdd">
<td>Sprint Glyph</td>
<td>100%</td>
<td>70%</td>
<td>200%</td>
<td>140%</td>
</tr>
<tr>
<td>Fleet Footed</td>
<td>115%</td>
<td>80.5%</td>
<td>170%</td>
<td>119%</td>
</tr>
<tr bgcolor="#ddffdd">
<td>FF + Sprint Glyph</td>
<td>115%</td>
<td>80.5%</td>
<td>200%</td>
<td>140%</td>
</tr>
<tr>
<td>Camoflauge</td>
<td>100%</td>
<td>85%</td>
<td>170%</td>
<td>144.5%</td>
</tr>
<tr bgcolor="#ddffdd">
<td>Camo + Sprint Glyph</td>
<td>100%</td>
<td>85%</td>
<td>200%</td>
<td>170%</td>
</tr>
<tr>
<td>Camo + FF</td>
<td>115%</td>
<td>98%</td>
<td>170%</td>
<td>144.5%</td>
</tr>
<tr bgcolor="#ddffdd">
<td>Camo + FF + Sprint Glyph</td>
<td>115%</td>
<td>98%</td>
<td>200%</td>
<td>170%</td>
</tr>
</table>
<p></center></p>
<p>In comparison, these are the speeds your targets will be running at;<br />
<center><br />
<table>
<tr bgcolor="#ddffdd">
<td width="200">Paladin with <a href="http://www.wowhead.com/?spell=26023">Pursuit of Justice</a></td>
<td>115%</td>
</tr>
<tr>
<td>GhostWolf Shaman</td>
<td>140%</td>
</tr>
<tr bgcolor="#ddffdd">
<td>Travel Form Druid</td>
<td>140%</td>
</tr>
<tr>
<td>Feral Cat Form Druid</td>
<td>130%</td>
</tr>
<tr bgcolor="#ddffdd">
<td>Aspect of the Cheetah/Pack</td>
<td>130%</td>
</tr>
<tr>
<td>PVP MetaGem</td>
<td>108%</td>
</tr>
</table>
<p></center></p>
<p><em>* The speed modifiers are accumulative. 100 -30% +30% equals  91 not 100.</em></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Master Poisoner, Deadly Poison and Weapon Speeds</title>
		<link>http://lastrogue.com/master-poisoner-deadly-poison-and-weapon-speeds/</link>
		<comments>http://lastrogue.com/master-poisoner-deadly-poison-and-weapon-speeds/#comments</comments>
		<pubDate>Fri, 25 Sep 2009 00:24:33 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Poisons]]></category>
		<category><![CDATA[Talents]]></category>
		<category><![CDATA[3.2.2]]></category>
		<category><![CDATA[44/2/25]]></category>
		<category><![CDATA[deadly poions]]></category>
		<category><![CDATA[deadly poison]]></category>
		<category><![CDATA[master poisoner]]></category>
		<category><![CDATA[rogue pvp]]></category>
		<category><![CDATA[weapon speed]]></category>
		<category><![CDATA[weaponspeed]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=732</guid>
		<description><![CDATA[<p>I've finally been able to properly play with the new Master Poisoner buff and it's looking strong indeed, despite my weapon speed not being ideal. Getting a stack of 5 deadly poison on a plate wearer seems to really put out massive pressure - the only issue I've had has been with getting 5 doses applied and keeping them there. Druid and Paladin cleanses can keep the stack down to only 1-2 doses, and unlucky procs can see your full stack of 5 drop away to nothing. I'm missing relentless.... <a href="http://lastrogue.com/master-poisoner-deadly-poison-and-weapon-speeds/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve finally been able to properly play with the new Master Poisoner buff and it&#8217;s looking strong indeed, despite my weapon speed not being ideal. Getting a stack of 5 deadly poison on a plate wearer seems to really put out massive pressure &#8211; the only issue I&#8217;ve had has been with getting 5 doses applied and keeping them there. Druid and Paladin cleanses can keep the stack down to only 1-2 doses, and unlucky procs can see your full stack of 5 drop away to nothing.<br />
<center><img src="http://lastrogue.com/gfx/poisons.jpg"/></center><br />
I&#8217;m missing relentless weapons at the moment (playing with 1.8 speed daggers), but soon I&#8217;ll be swapping to the 1.4 speed <a href="http://www.wowhead.com/?item=42250">Relentless Gladiator&#8217;s Shiv</a>. Hopefully this faster weapon will help to keep deadly poison stacked &#8211; unlike wound/instant, deadly procs aren&#8217;t normalized to a certain number per minute. </p>
<p>For a rough idea of <acronym title="Procs per Minute">PPM</acronym> with the different weapon speeds, I spent 30mins auto-attacking a training dummy with three different weapons. The test is far from ideal as it doesn&#8217;t factor in time you spend kiting, (and I didn&#8217;t use Slice&#8217;n'Dice or Mutilate) but the results are enough to make me consider swapping my <a href="http://www.wowhead.com/?item=42256">Mutilator</a> for a <a href="http://www.wowhead.com/?item=40368">Murder</a>. The faster the speed the better, as your shivs will cost less energy and <a href="http://www.wowhead.com/?spell=51636">Focused Attacks</a> will proc more often from the extra chances you get to crit.</p>
<blockquote><p>
1.4 speed &#8211; 12 procs per minute<br />
1.6 speed &#8211; 9.2 procs per minute<br />
1.8 speed &#8211; 6.8 procs per minute
</p></blockquote>
<p>If running with a 1.4 dagger means not having to shiv at all, it might be worth main-handing deadly and keeping wound on the offhand instead. This would give back the ability to shiv crippling when you&#8217;re peeling (or chasing form-switching druids), but unfortunately this is probably something better suited to high-level raiders, as there are no fast mainhand daggers available from PVP. If someone is able to try this out, please let me know how you get on with keeping 5/5 deadly doses applied!</p>
<p>All in all, I&#8217;m more than happy with the buffs to Master Poisoner and Envenom &#8211; with a full stack of deadly and plenty of combo points you can really burn peoples HP. Who needs ArP when you can put out 7k crits on plate!</p>
<hr />
<p>Apologies for the wierd post I made earlier today &#8211; I was playing around with Spotify and accidentally created a tweet for a random album, which was picked up by WordPress and inserted into this blog&#8230;&#8230;</p>
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		</item>
		<item>
		<title>Buff to Master Poisoner in 3.2.2</title>
		<link>http://lastrogue.com/buff-to-master-poisoner-in-3-2-2/</link>
		<comments>http://lastrogue.com/buff-to-master-poisoner-in-3-2-2/#comments</comments>
		<pubDate>Fri, 28 Aug 2009 16:56:10 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Poisons]]></category>
		<category><![CDATA[Talents]]></category>
		<category><![CDATA[3.2.2]]></category>
		<category><![CDATA[envenom]]></category>
		<category><![CDATA[master poisoner]]></category>
		<category><![CDATA[rogue pvp]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=532</guid>
		<description><![CDATA[<p>The new PTR notes have come out, showing a very nice buff to Master Poisoner. This is supposedly a PVE buff, but I can see this making HfB attractive to PVPers as well. Master Poisoner - Increases the critical hit chance of all attacks made against any target you have poisoned by 3%, reduces the duration of all Poison effects applied to you by 50%, increases the bonus chance to apply Deadly Poison when Envenom is used by an additional 45%, and gives Envenom a 33/66/100% chance to not consume.... <a href="http://lastrogue.com/buff-to-master-poisoner-in-3-2-2/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>The new PTR notes have come out, showing a very nice buff to <a href="http://www.wowhead.com/?spell=58410">Master Poisoner</a>. This is supposedly a PVE buff, but I can see this making HfB attractive to PVPers as well.</p>
<blockquote><p>Master Poisoner &#8211; Increases the critical hit chance of all attacks made against any target you have poisoned by 3%, reduces the duration of all Poison effects applied to you by 50%, increases the bonus chance to apply Deadly Poison when Envenom is used by an additional 45%, and gives Envenom a 33/66/100% chance to not consume Deadly Poison.</p></blockquote>
<p>The &#8216;massive&#8217; buff that has got me feeling pretty hopeful for HfB in PVP during S7 is the little amendment to the end. 100% chance to not consume deadly poison!</p>
<p>I play as HfB at the moment since it makes a very big difference against plate teams. Not only will this new buff mean more damage from having DP tick (and hopefully let you envenom much more often), all those doses of DP should help your wound poisons avoid being dispelled.</p>
<p>To make this even more attractive, damage from envenom is also being buffed a little as well.</p>
<blockquote><p>Envenomâ€™s scaling has been increased from 7% to 9% of attack power per combo point.</p></blockquote>
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		<item>
		<title>Stealth Level and Detection in PVP and Arenas</title>
		<link>http://lastrogue.com/stealth-level-and-detection-in-arenas/</link>
		<comments>http://lastrogue.com/stealth-level-and-detection-in-arenas/#comments</comments>
		<pubDate>Wed, 22 Jul 2009 21:11:20 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Equipment]]></category>
		<category><![CDATA[Tactics]]></category>
		<category><![CDATA[Talents]]></category>
		<category><![CDATA[pre-vanish]]></category>
		<category><![CDATA[prevanish]]></category>
		<category><![CDATA[stealth detection]]></category>
		<category><![CDATA[subtelty]]></category>
		<category><![CDATA[warcraft]]></category>
		<category><![CDATA[wow]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=227</guid>
		<description><![CDATA[<p>There's absolutely no need to go into why it's important that you get the jump on another rogue before they jump you. However, the actual stealth mechanism itself is poorly defined and a bit vague. There are obvious things you can do to help avoid detection and a couple of not-so obvious tricks as well. The chance that you are spotted is influenced by your Stealth Level and your opponents' Detection Level - the only other things that affect it are the direction that your target is facing.... <a href="http://lastrogue.com/stealth-level-and-detection-in-arenas/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s absolutely no need to go into why it&#8217;s important that you get the jump on another rogue before they jump you. However, the actual stealth mechanism itself is poorly defined and a bit vague. There are obvious things you can do to help avoid detection and a couple of not-so obvious tricks as well.</p>
<p>The chance that you are spotted is influenced by your Stealth Level and your opponents&#8217; Detection Level &#8211; the only other things that affect it are the direction that your target is facing (never forget, &#8220;Rogues do it from behind&#8221;) and how much lag you both have.</p>
<p>If your connection is worse than the other rogue&#8217;s, you will appear on their screen before they appear on yours. It might be coincidental but I find that if I am sprinting in stealth I tend to get the jump more often, and I seem to get jumped more times when the other rogue is sprinting. I guess sprinting increases the advantage/disadvantage of the lag effect. Perhaps.</p>
<p><H2>Rogue Stealth Level</H2><br />
This is determined by your level (5pts per level) + modifications from the following;</p>
<table>
<tr>
<td>Ability/Item</td>
<td>Bonus to Stealth Level</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?item=37349">Shadow Armour</a></td>
<td>+10</td>
<td>(Cloak Enchant)</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=21009">Elusiveness</a></td>
<td>+5</td>
<td>(Night Elf Racial)</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=26889">Vanish</a></td>
<td>+70</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=13971">Master of Deception 1/3</a></td>
<td>+5</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=13971">Master of Deception 2/3</a></td>
<td>+10</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=13971">Master of Deception 3/3</a></td>
<td>+15</td>
</tr>
</table>
<p>There are a couple of other items as well, but these are low level and seriously damage your stats.</p>
<h2> Stealth Detection </h2>
<p>This is also determined by your level (5pts per level) + modifications from the following;</p>
<table>
<tr>
<td>Ability/Spell/Item</td>
<td>Bonus to Stealth Level</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=30895">Heightened Senses 1/2</a></td>
<td>+3</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=30895">Heightened Senses 2/2</a></td>
<td>+6</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=58985">Perception</a></td>
<td>+5</td>
<td>(Human Racial)</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?item=23763">Hyper-Vision Goggles</a></td>
<td>+30</td>
<td>(Engineering Item)</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=54501">Consume Shadows</a></td>
<td>+40</td>
<td>(Warlock&#8217;s Voidwalker Ability)</td>
</tr>
<tr>
<td><a href="http://www.wowhead.com/?spell=19885">Track Hidden</a></td>
<td>+30</td>
<td>(Hunter Spell)</td>
</tr>
</table>
<p>The worst combination of opponents you can get is a human rogue engineer with 2/2 in Heightened Senses, standing next to a Voidwalker with the Consume Shadows buff active. Their stealth detection level increases by 81pts &#8211; however, with 3/3 in Master of Deception, if you pre-vanish (vanish whilst in stealth before you get close to your target) you will still have a slight advantage compared to the other rogue. Risky though, it can be a waste of a ~very~ useful cooldown&#8230;</p>
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		<item>
		<title>PVP Rogue Specs &#8211; Hunger For Blood</title>
		<link>http://lastrogue.com/rogue-pvp-specs-hunger-for-blood/</link>
		<comments>http://lastrogue.com/rogue-pvp-specs-hunger-for-blood/#comments</comments>
		<pubDate>Thu, 18 Jun 2009 10:23:42 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>
		<category><![CDATA[Hunger for Blood]]></category>
		<category><![CDATA[PVP]]></category>
		<category><![CDATA[Specs]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=83</guid>
		<description><![CDATA[<p>*UPDATED - February 2010* Hunger for Blood now only gives a 5% buff to damage done, reducing the effectiveness of this spec in arenas. While a Mutilate/Prep build can offer a big increase to survivability and mobility through double vanish/evasion/sprint, against plate/healer teams it seems to struggle in terms of damage output. One alternative that we're playing around with at the moment is a full Assassination build with emphasis on damage output and armor mitigation. This build relies.... <a href="http://lastrogue.com/rogue-pvp-specs-hunger-for-blood/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<p><strong>*UPDATED &#8211; February 2010*</strong> Hunger for Blood now only gives a 5% buff to damage done, reducing the effectiveness of this spec in arenas.</p>
<p>While a <a href="http://lastrogue.com/?p=59">Mutilate/Prep</a> build can offer a big increase to survivability and mobility through double vanish/evasion/sprint, against plate/healer teams it seems to struggle in terms of damage output. One alternative that we&#8217;re playing around with at the moment is a full Assassination build with emphasis on damage output and armor mitigation. This build relies heavily on you being able to take an absolute kicking at the start, so Deadened Nerves, high resilience and a competant healer are, to us, pretty much a necessity. We&#8217;re currently trying out <a href="http://www.wowhead.com/?talent#fhxsoeMoirscuVo0xZebbb:jIi">52/5/14</a>, though we&#8217;ll be experimenting with using Ruthlessness to make Cut to the Chase easier to benefit from (maybe opening with Garrote, Hunger for Blood, then Slice&#8217;n'Dice, and hoping for Ruthlessness to give a free combo-point for a quick envenom/eviscerate).</p>
<p><H3>Advantages</H3></p>
<p>Damage, damage and more damage. With +18% extra damage on all attacks from Hunger for Blood (glyphed), +3% crit and the increased rate of procs from Master Poisoner, plus either a self-refreshing Slice&#8217;n'Dice or extra damage/energy regen from other talents, this spec has the ability to hit like a truck.</p>
<h3>Disadvantages</h3>
<p>Say goodbye to preparation and heightened senses. Unless you are <del datetime="2009-06-18T08:38:57+00:00">suicidal</del> confident enough to pre-vanish when the gates go up, you will definitely be at an initial disadvantage vs stealth teams. More times than not their rogue WILL find you if you leave it long enough. Without preparation you&#8217;re likely to have a rogue breathing down your neck constantly to begin with; a rogue able to dodge most of what you throw at him for 30seconds and who potentially has one more opener than you.</p>
<h3>Tactics and Thoughts</h3>
<p>Against rogue/X teams, it feels that the most important part is surviving the starting burst. If you can stay alive until after the other rogue&#8217;s second evasion/vanish, you&#8217;re home dry. Rather than trying to find their rogue, you may want to accept that you&#8217;ll be spotted first and just jump their partner instead. A garrote will let you use Hunger for Blood straight away and you should be able to knock some health/mana off the partner before the rogue has the chance to Cheap Shot you. Try and predict how far away the rogue is from their partner &#8211; as soon as you pop up waving your daggers around, expect their rogue to head straight for you. If you can time a lucky Fan of Knives&#8230; well you&#8217;ve just saved your healer a lot of work and cost their rogue a valuable opening move.</p>
<p>Against plate and trees, use Master Poisoner to your advantage. I usually run with deadly poison on my mainhand and wound poison for the offhand (so you can shiv crippling when needed).</p>
<p>Restofariann over on http://arenajunkies.com has a lot to say about this spec (from a resto-druid&#8217;s perspective) and his thread on the subject is a very good read (<a href="http://www.arenajunkies.com/showthread.php?t=84046">http://www.arenajunkies.com/showthread.php?t=84046</a>).</p>
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		</item>
		<item>
		<title>PVP Rogue Specs &#8211; Mutilate Prep</title>
		<link>http://lastrogue.com/pvp-rogue-specs-mutilate-prep/</link>
		<comments>http://lastrogue.com/pvp-rogue-specs-mutilate-prep/#comments</comments>
		<pubDate>Fri, 01 May 2009 12:05:53 +0000</pubDate>
		<dc:creator>Dcruize</dc:creator>
				<category><![CDATA[Talents]]></category>

		<guid isPermaLink="false">http://lastrogue.com/?p=59</guid>
		<description><![CDATA[<p>*UPDATE - Feb 2010* While mutilate specs are still viable (and sometimes preferred because of the lack of dots you put on your target, Master Poisoner is now the main spec seen in arenas. Mutilate-prep Season 6 may have only just begun, but by the looks of it there is one spec dominating the arenas - 41/5/25. It's early days still, but currently RP is back at the top of 2v2s and RMP is leading the way again 3v3*. When speccing for mutilate-prep, there is still a large amount of.... <a href="http://lastrogue.com/pvp-rogue-specs-mutilate-prep/">Click to read more .</a></p>]]></description>
			<content:encoded><![CDATA[<h2>*UPDATE &#8211; Feb 2010*</h2>
<p> <font color="red"> While mutilate specs are still viable (and sometimes preferred because of the lack of dots you put on your target, <a href="http://lastrogue.com/44xx-which-is-the-best-envenom-build-for-you/">Master Poisoner</a> is now the main spec seen in arenas.</font><br />
<br/></p>
<h1>Mutilate-prep</h1>
<p>Season 6 may have only just begun, but by the looks of it there is one spec dominating the arenas &#8211; 41/5/25. It&#8217;s early days still, but currently RP is back at the top of 2v2s and RMP is leading the way again 3v3*.</p>
<p>When speccing for mutilate-prep, there is still a large amount of flexibility to be had with point distribution. The choice of filler talents is quite high, so you can really pick a spec to match your team/gear.</p>
<p><a href="http://www.wowhead.com/?talent#fhxsoeMoiMsczZ0xZebbbhhdb">41/5/25</a> seems to deliver decent sustained damage, but if general survival is an issue you may want to put points into Nerves of Steel (possibly even Sleight of Hand if you are are being burst down too fast).</p>
<h3>Key talents<strong> </strong></h3>
<h3><strong>Assassination tree</strong></h3>
<ul>
<li>Puncturing Wounds</li>
<li>Fleet Footed</li>
<li><em>Quick Recovery</em> (if you have a healer ofc)</li>
<li>Seal Fate</li>
<li>Deadly Brew</li>
<li>Mutilate</li>
</ul>
<h3>Combat</h3>
<ul>
<li>Dual Wield Specialization</li>
</ul>
<h3>Subtlety</h3>
<ul>
<li>Opportunity</li>
<li>Dirty Tricks</li>
<li>Elusiveness</li>
<li>Heightened Senses</li>
<li>Preparation</li>
<li>Dirty Deeds</li>
</ul>
<p>*source: <a href="http://www.sk-gaming.com/arena/">SK Gaming</a></p>
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