Assassination Rogue Question!

Is there a BiS enchant thread somewhere for level 20 veteran players? If so I would appreciate if someone links it.
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I know that and have said that overall ~30% of haste is ~8-10% dps increase from increased rppm of ele force, but what about other abilities? How is haste affecting them? Would full haste set be better than crit + vers or haste + vers?
Haste affects the other abilities by increasing your energy regen. I don't believe a full haste set would be better than a mix, because of diminishing returbs. I believe snowjobs did the math awhile ago but I couldn't find that thread.
 
Is burst damage even a factor for a rogue anymore?

Even Bursting on a clothie nowadays doesn't work unless you pop some serious cooldowns. Everyone is at such high Health now its almost impossible to Burst them, I would have to say consistent damage is the new BiS for Rogues.

- I'm thinking Assassination Rogues would be good with Haste enchants. (for consistent Damage, high Energy Regen to keep Slice and Dice/Evenom speed going, and more Poison procs).

- And Combat/Subtlety Rogues would be better off with versatility enchants (higher Burst Damage, more Survivability after the Burst, stronger Eviscerate/Sinister Strikes)

Don't forget, both Eviscerate and Sinister strike are getting a 10% buff which is good too.

But looking at the circumstances, the roll of the 'Rogue' is changing, and Assassination is looking sexier than ever, consistent damage is much more effective in this bracket for now.

And it's also good to know that your build doesn't 100% rely on your burst damage, considering that once you get decloaked as Subtlety/Combat spec its over, not as bad with Assassination, you can mount if you have to etc.
 
How hard is Mutilate hitting for?
 
I've been trying to find out how to get both versions of ToV now. It seems that one is GF'd. Can anyone confirm that it's no longer available?
The one off vultros is super easy to get. The lockbox one is harder but obtainable. You need to pick pocket and open locks with small seafoam charge if you are pure f2p.
 
The one off vultros is super easy to get. The lockbox one is harder but obtainable. You need to pick pocket and open locks with small seafoam charge if you are pure f2p.

Yeah.

I can confirm it still drops, unless for some stupid reason it was changed in 6.2 (Which it wasn't.)
 
I want to throw my calculator at the wall, the Mutilate calculations don't add up.

What's up? You get a mut from your main hand and one from your off hand. The off hand one does not suffer from an increased chance to miss, like a white melee would, the spell counts as a yellow for both hits. But it does take the decrease in damage for being an offhand. Half I believe... see what the yellows say.
 
It's not that, I'm delving into how the AP + dmg + weap speed play a role in ability damage calculations. Everything expect mutilate adds up close enough (1-2 point error max, which are attributable to rounding errors), but there are anomalous 10 point differences between observed and calculated values that I can't explain or can't find why it makes such a big error.
 
It's not that, I'm delving into how the AP + dmg + weap speed play a role in ability damage calculations. Everything expect mutilate adds up close enough (1-2 point error max, which are attributable to rounding errors), but there are anomalous 10 point differences between observed and calculated values that I can't explain or can't find why it makes such a big error.

You have to normalize the weapon damage. Then you can take that and multiple by it's spell factor, which here would be 273% Mutilate - Spell - World of Warcraft

So lets say you have a dagger that does 10-20 damage and you have 100 attack power

It's a roll between 10 and 20, so we'll say 15 this time.

base_weapon_damage + (X * Attack Power / 3.5)
15+(1.7 for being a dagger * 100/3.5)=63.5714

So that * 273%=173 mut from MH
Do the same for offhand and then apply whatever damage reduction it should have.


Let me know if that doesn't work
 
I guess I'll just be the one to say that I still really prefer combat.

Swords n' stuff.
 
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6.2 sub rogue confirmed top tier

in all seriousness though, the eviscerate buff is noticeable - been consistently hitting 1k+ unbuffed using this gear set. in the process of farming a 2nd vultros to reroll assassination on an alt so I can't speak on that, yet I have noticed some really solid burst from both vet and 29 assassin rogues.

to any former combat rogues who respec'd assassin - how's the damage in comparison to last patch? interested in hearing the f2p / vet perspective on this.

Is burst damage even a factor for a rogue anymore?

Even Bursting on a clothie nowadays doesn't work unless you pop some serious cooldowns. Everyone is at such high Health now its almost impossible to Burst them, I would have to say consistent damage is the new BiS for Rogues.

- I'm thinking Assassination Rogues would be good with Haste enchants. (for consistent Damage, high Energy Regen to keep Slice and Dice/Evenom speed going, and more Poison procs).

- And Combat/Subtlety Rogues would be better off with versatility enchants (higher Burst Damage, more Survivability after the Burst, stronger Eviscerate/Sinister Strikes)

Don't forget, both Eviscerate and Sinister strike are getting a 10% buff which is good too.

But looking at the circumstances, the roll of the 'Rogue' is changing, and Assassination is looking sexier than ever, consistent damage is much more effective in this bracket for now.

And it's also good to know that your build doesn't 100% rely on your burst damage, considering that once you get decloaked as Subtlety/Combat spec its over, not as bad with Assassination, you can mount if you have to etc.

i'd say burst damage is definitely still a thing if you can frequently manage to get restealths - agreed on vers enchants for sub/combat but I haven't had the chance to try haste enchants on assassin yet.
 

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