Combat Rogue DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.2)
In this article, we list your Combat Rogue (WoW MoP 5.2) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing a Combat Rogue will face you with.
The other articles of our Combat Rogue guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Dryaan, one of the best Rogues in the world, who raids in Envy.
1. Single Target Rotation↑top
- Combo Point builders (by order of priority)
- Cast
Ambush when you are in Stealth. - Cast
Revealing Strike only to keep its debuff up. - Cast
Sinister Strike.
- Cast
- Finishing Moves (by order of priority)
- Apply and maintain
Slice and Dice, with 5 Combo Points preferably. - Apply and maintain
Rupture with 5 Combo Points.- There are cases when you should not maintain Rupture (see our Rupture section).
- Use
Eviscerate with 5 Combo Points.
- Apply and maintain
Dropping
Rupture from the rotation simplifies it, but it sacrifices
about 1 or 2% of your DPS.
2. Multiple Target Rotation↑top
If there are 7 or more enemies in a small area, you should abandon your single-target
rotation and spam
Fan of Knives instead. When you reach 5 Combo Points on your target,
use
Crimson Tempest to spend them.
Otherwise, turn on
Blade Flurry (even if there are only 2 enemies) and proceed with your single
target rotation on one of the enemies. Note that
Rupture is not transferred
by Blade Flurry, so dropping it will affect your DPS even less than against a
single target.
If your main target will die in less than 1 minute and you have chosen
Marked for Death as your Tier 6 talent, then use it on cooldown.
3. Poisons↑top
Your Lethal Poison should always be
Deadly Poison.
Your Non-Lethal Poison should be
Leeching Poison. If you chose
a different Tier 3 talent, then use
Mind-numbing Poison.
Refer to our Poisons section for detailed explanations about poisons.
4. Cooldowns↑top
You have four main DPS cooldowns. As one of our readers once put it, a rule of thumb for cooldown management as Combat Rogue is to use them often and early.
Adrenaline Rush greatly increases your Energy regeneration for
15 seconds. It should be used on cooldown. Do not hesitate to
stack it with
Bloodlust,
Heroism, or
Time Warp,
as you will still benefit from the increased attack (but the increased
Energy regeneration will, for the most part, be wasted).
Killing Spree performs a series of attacks against nearby
enemies. Use this ability on cooldown and make sure that you are low
on Energy before casting it, as you will not be able to spend any
Energy while Killing Spree is active.
Shadow Blades increases your Combo Point regeneration for 12 seconds,
on a 3-minute cooldown. Use this ability whenever you can. Do not hesitate
to use a macro to
combine it with
Adrenaline Rush (their cooldowns have the same duration),
this will enable you to make numerous casts of 5 Combo Point
Eviscerates.
Vanish makes you enter Stealth. Use this ability on cooldown, immediately followed
by 1 or 2 casts of
Ambush (depending on whether
Subterfuge is your tier 1 talent).
Also, you can use
Preparation to reset the cooldown of Vanish.
Because of your
Restless Blades passive ability, the cooldowns of
Adrenaline Rush,
Killing Spree, and
Shadow Blades is
reduced by 2 seconds every time a damaging Finishing Move consumes a Combo Point
(i.e., 10-second reduction for each 5 Combo Point
Rupture and
Eviscerate).
In addition, you can use
Redirect in fights where you have to fight different enemies
is a DPS gain. See our Redirect section for more details.
Also,
Sprint can give you more uptime on the boss, which translates
into a direct DPS increase. So, you can use Sprint as a DPS cooldown in some
fights (in addition to its obvious survival role).
Finally, you have a number of survival cooldown, such as
Feint,
Cloak of Shadows,
Preparation,
Evasion, etc. Do not
hesitate to make regular use of them.
5. Mastering Your Combat Rogue↑top
The guidelines above should enable you to play your Combat Rogue with
near perfection. That said, if you want to excel at playing your character,
you need to understand, among other things, how your Combo Points and your
Energy are generated, and what
Bandit's Guile does and how you can
benefit from it.
5.1. Combo Points and Energy
As a rogue, most of your abilities need Energy to be used. Your Energy bar has a capacity of 100 Energy and refills at a rate of 10 Energy per second. Your energy regeneration is increased by:
- your melee haste (Haste Rating + haste-enhancing buffs);
- your
Vitality passive ability, which increases Energy regeneration by 30%; - your
Combat Potency passive ability, which grants your off-hand melee attacks
and
Mastery: Main Gauche attacks a chance to generate 15 Energy; - your
Relentless Strikes passive ability, which grants your Finishing Moves a
20% chance per Combo Point to restore 25 Energy; - your
Adrenaline Rush cooldown, which temporarily increases your Energy
regeneration by 100%.
The faster you regenerate Energy, the more casts of
Eviscerate you can fit
between your refreshes of
Slice and Dice and
Rupture.
Note that, whenever you are in
Blade Flurry, your Energy regeneration is reduced
by 20%.
Some abilities add one or several Combo Points on your target, up to a maximum
of 5 Combo Points (10 with
Anticipation). Other abilities, called Finishing
Moves, consume up to 5 Combo Points on your target. The more Combo Points a Finishing
Move consumes, the more powerful
its effect is.
Your Combo Point generation is increased by the debuff that
Revealing Strike applies on your targets
This buff lasts 18 seconds and causes, among other things,
Sinister Strike
to have a 20% chance to generate an additional Combo Point.
5.2. Poisons
As a Rogue, you have Poison spells that you can use to give your weapon strikes a chance to deal more damage and/or apply a debuff/effect. This chance is fixed, which means that slower weapons will have a smaller chance of applying your Poison effects than faster weapons.
Poisons are either Lethal or Non-Lethal. Lethal Poisons are your damaging Poisons while Non-Lethal Poisons provide crowd control and utility. You can have one Lethal Poison and one Non-Lethal Poison active at the same time.
Deadly Poison and
Wound Poison are your Lethal Poisons.
Deadly Poison will be your Poison of choice. Wound Poison will only be used
when you need the healing reduction that it provides.
Your Non-Lethal Poisons are listed below. Using
Shiv will
apply on your target a concentrated version (i.e., a more potent effect)
of your Non-Lethal Poison.
Crippling Poison reduces your enemy's movement speed.
Mind-numbing Poison reduces your enemy's casting speed.
Leeching Poison (Tier 3 talent) heals you for 10% of the damage dealt.
Paralytic Poison (Tier 5 talent) stuns your enemy.
Note that
Fan of Knives has a chance to apply your poisons on every
target that it hits.
5.3. Bandit's Guile
Bandit's Guile is an important mechanic for Combat Rogues. It causes your
character to cycle through different buffs of increased damage dealt to your current target:
- no buff: 0% increased damage;
Shallow Insight: +10% increased damage;
Moderate Insight: +20% increased damage;
Deep Insight: +30% increased damage.
Attacking your current target 4 times with any combination of
Sinister Strike and
Revealing Strike will cause the cycle to progress
to the next buff. For
Shallow Insight and
Moderate Insight, you need
to make one attack every 15 seconds at least, otherwise the buff will drop
and the cycle will restarts from 0% increased damage.
Deep Insight
cannot be refreshed and at the end of the 15 seconds, the buff drops and
the cycle restarts from 0% increased damage.
Switching to a new target does not reset your cycle of
Bandit's Guile.
Bandit's Guile is largely out of your control and the cycle will repeat
itself as the encounter progresses. That said, you can try and time your cooldowns
so that they are used during one of the buffs, possibly the highest one. Also,
thanks to
Anticipation, you can save Combo Points and use them for
Bandit's Guile. We detail this in the next sections.
5.3.1. Delaying Cooldowns for Bandit's Guile
It can be viable to delay
Killing Spree slightly so that it benefits
from a higher
Bandit's Guile buff. We believe that
Adrenaline Rush should not be delayed for
Bandit's Guile.
Because of
Restless Blades, the real cooldown on
Killing Spree
and
Adrenaline Rush is much lower than what the tooltip indicates.
Depending on your Energy regeneration, it should be between 40 seconds
and 1 minute for Killing Spree and between 1 minute and 1 minute 30 for
Adrenaline Rush.
These abilities will therefore often be available and delaying using them can be a DPS loss.
- For
Killing Spree, we advise you to delay using it, if you will gain a
higher buff of
Bandit's Guile in the next 3 or 4 seconds. Otherwise,
use it immediately. - For
Adrenaline Rush, we advise you to use it as soon as it is
off cooldown, in order to benefit from the increased Energy regeneration
as often as possible.
5.3.2. Anticipation and Bandit's Guile
Thanks to
Anticipation, you can save Combo Points for
Deep Insight. To do so, use your finishing moves when you
reach 4 or 5 stacks of Anticipation. Once you enter Deep Insight,
use the extra stacks of Anticipation to cast
Eviscerate more
times while Deep Insight is active.
5.4. Revealing Strike
Revealing Strike afflicts your target with a 18-second debuff
that you will need to strive to keep up. This debuff is important because,
while active, it increases the effectiveness of your offensive Finishing
Moves against the target by 35% and it causes your
Sinister Strike
to have a 20% chance to generate 2 Combo Points.
5.5. Rupture
Rupture should only be refreshed at 5 Combo Points and after it has dropped, as
otherwise it is not a DPS gain over
Eviscerate.
In this case, Rupture is better than Eviscerate, but only because it costs.
less Energy to cast. In periods of high Energy regeneration (i.e., when
Energy is no longer the limiting factor), so during
Bloodlust /
Heroism
/
Time Warp, Rupture should not be refreshed.
5.6. Tricks of the Trade
Tricks of the Trade was originally designed to be cast on tanks in order to help
them keep aggro. With the changes that threat generation has undergone in WOTLK and Cataclysm,
it is now more beneficial to your raid if you use Tricks of the Trade on one of the best
DPS players in order to increase their damage done.
Note that you can (and most often should) cast
Tricks of the Trade on the tank at
the pull, before switching to a different target when refreshing it.
Tricks of the Trade costs you a global cooldown to cast and costs
15 Energy. The damage bonus that it grants to your target is so
beneficial, that it is well worth the sacrifice of a global cooldown and
15 Energy.
Please refer to our Macros and
Addons page for a
Tricks of the Trade macro.
5.7. Using Redirect
Redirect is a very convenient ability for Rogues.
This ability transfers your existing Combo Points to your current target. Note that
when you kill an enemy, your unused Combo Points remain on it, which means that they
can be transferred through
Redirect. Moreover, your Combo Points on a dead enemy
are removed when another enemy dies with unused Combo Points.
Redirect is very useful in two situations:
- when you switch target and want to start on your new target with the Combo Points you had on your previous target;
- when you engage a boss and you want to start with as many Combo Points as possible (by transferring the Combo Points of the last trash mob that died).
6. Changelog↑top
- 19 Mar. 2013: Removed paragraph that recommended pooling Energy for
Revealing Strike. - 19 Mar. 2013: Added advice for saving up Combo Points with
Anticipation
for
Deep Insight. - 19 Mar. 2013: Added a
Rupture section to give more information regarding
when and how to refresh Rupture. - 11 Mar. 2013: Patch 5.2 update.
- Updated mention of
Preparation being a Tier 4 talent (it is now baseline). - Added a mention of
Marked for Death in the multiple-target rotation section. - Updated description of
Vitality, which now increases Energy regeneration by 30% (was 25%).
- Updated mention of
