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Current State of Rogue

It has been a while since I last posted and rogues have gone through some iteration. I decided I want to post up a quick (is that even possible for me?) blog regarding my thoughts on some current issues with the rogue and suggest possible fixes to them. I understand that some of these are big mechanical changes and it’s probably too late to for them to be added to the game. Read More…

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Combat Off Hand In Warlords And the Problem With Main Gauche

I wanted to use this blog as a forum to address a problem I have with the current state of tuning for combat rogues in Warlods of Draenor. As I have suggested in previous posts, the changes to Main Gauche and Killing Spree have very serious implications in how we gear our combat rogues in the future. Because Main Gauche now strikes with the off hand weapon and because Killing Spree has had the damage buff removed (and its damage reflected in the direct weapon strikes), this puts more emphasis on the off hand weapon’s damage in Warlords. Before moving forward, I’d like to offer my speculation on the reason for these changes. Read More…

Marked for Death vs Anticipation for Combat

I decided I want to go into detail about the choice between these two talents. I understand that anticipation feels pretty mandatory for most rogues, and I felt that way too until late into Siege of Orgrimmar. I have since switched to Marked for Death due to a variety of reasons. I think one compelling (and perfectly valid) reason for choosing anticipation is that it simply frees up a keybind. I do not, however, think that makes it simpler to use than Marked for Death. Marked for Death is pretty simple to use, too. With this post I am going to go into detail on exactly how these two abilities impact your dps and your damage breakdown.

Just this morning I decided to run 7 simulations with simulationcraft-548-8 build. Note that this is the most recent live MoP build, not a WoD beta build. That said neither Anticipation nor Marked for Death has changed in Warlords, so the conclusions on these two talents SHOULD be equally valid for the upcoming expansion. You can, however, put this information into practice now. Read More…

Combat Profile Improvements for Warlords SimulationCraft

Given that I don’t have beta access to Warlords of Draenor, all of my rotation testing has to be done in a theorycrafting tool and not in-game. I also have to trust those theorycrafting tools are modeling things correctly as I can not log into the beta to verify them myself.

That preamble aside, last night I decided to build the WoD version of Simulationcraft to see if I could tweak the combat action priority list for an improvement, and to get some more insight into some mechanics. Read More…

Itemization Budgets and Upgrades in WoW.

I wanted to get a little bit away from rogue talk and give some detailed explanation on how itemization works in WoW and how you can use this knowledge to determine which pieces to upgrade first. This is going to be technical so if you are not comfortable with differential equations, you may want to skip over the mathy parts. Read More…

Rogue AoE in Warlords of Draenor

I wanted to take a couple minutes to share my thoughts on the AoE-related Draenor perks. It’s easy to see they’re still iterating on the design, so these thoughts may be invalid next week but I’m going to go ahead and put them out there anyway. As a preamble, I am going to warn you that I won’t be talking much about the changes to Fan of Knives and Crimson Tempest for Assassination rogues. The reason is that I don’t believe much needs to be said. I haven’t thought about them much because they work perfectly well with the spec’s theme and toolkit. Nor are they all that strong or weak. I think they nailed the design on the AoE perks for Assassination. Read More…

Bandit’s Guile Mechanic in Warlords of Draenor

In my previous posts I was taking a qualitative look at the Mists of Pandaria iteration of the rogue talent tree. With this post I am going to go into a more mathematical analysis of one specific Draenor Perk for Combat rogues: Empowered Bandit’s Guile. Before I get into the nitty gritty, however, I should explain what exactly bandit’s guile is and how it does (or does not) fit into the combat rogue playstyle.

Bandit’s Guile is a specialization passive for Combat rogues that leads to a cyclical damage profile. As the rogue performs combo builders the mechanic gains a hidden stack, increasing damage at every 4th attack. At the start of combat the rogue does base damage, after 4 Sinister Strike or Revealing Strike casts, this advances to a 10% damage increase (shallow insight) for 15 seconds with the duration refreshing with each cast. After 4 more casts, the damage bonus is extended to 20% (moderate insight), then after 4 more it is extended to a 30% damage increase (this is deep insight). The 30% damage increase persists for 15 seconds without refreshing. Once it expires, the cycle starts over. Read More…