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Mutilate - Rotation/Priority List
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Post by
Rensje
Hey everyone.
I just transferred my 78 combat maces rogue over from the Horde, a character I haven't played in well over a year. I decided to get back to playing with her and respecced her to a 51/18/2 assassination build, bought her a pair of daggers and went out to do some killing. I'm having trouble doing more than 600-700 DPS though and I thought that's weird, considering my main is a Feral DPS druid I pump out up to 7k with.
Bottom line, I need your help with a good rotation or priority list for this build, because I'm positive that my low DPS has something to do with the way I queue my attacks. What I do right now is the following..
Cheap Shot
Mutilate
Slice 'n Dice
Sinister Strike x2
Rupture
Sinister Strike/Mutilate
Envenom
It doesn't come to using Envenom most of the time, but still my DPS is worrying at least. Some pointers would be greatly appreciated. Thank you in advance for your help!
- Rensje
Post by
261020
This post was from a user who has deleted their account.
Post by
Hashshashins
http://elitistjerks.com/f78/t37183-pocket_guide_wotlk_updated_3_3_a/
should help with some of your questions but I'll give you a quick and dirty answer here.
Stop using sinister strike, mutilate is the button you mash. Also only use rupture on mobs once a minute, and thats only if you want to get HfB up and if you choose to do so, make it a 1 point rupture since it doesn't matter in terms of HfB and rupture generally doesn't last long enough on mobs anyway.
SnD should have a large uptime anyway if you're quick on your feet moving between mobs since envenom will (should) refresh it to its 5 point maximum.
Last point.
Mutilate is very reliant on expertise since missing a finisher can be a massive dps loss and from looking at your toon I saw you have none whatsoever, its not an issue but its something to keep in mind. You're still 78 so I wouldn't worry about your dps until you hit 80.
Ok, this is really the last point. Just thought I'd give ya a couple of my own ideas from looking at your toon.
Glyph of Mutilate
+
Glyph of Hunger for Blood
will help you too, you only have one major and thats for eviscerate, an ability you shouldn't use. If it is cheap for you grab a
Glyph of Tricks of the Trade
too for use when you hit 80. It is handy for when your gear gets better since you can give more damage to the tank for causing threat (and also give yourself a longer threat redirection and in the end, more comfort). Also a lovely glyph for raiding, especially if you have another rogue to trade it with (very much recommended).
My own opinion but I would've recommended taking
Fleet Footed
over Quick recovery but I can understand why you took it.
Thats about all I can think of.
Post by
Rensje
Wow, quick replies, thanks a lot!
The thing with
Cheap Shot
is, I wasn't particularly talking about my rotation in instances, but about a more general rotation I use while I'm questing etc. However, now that I'm using
Garrote
instead and
Hunger for Blood
immediately after, I'm already noticing a slight increase in DPS.
Also, about the glyphs. I already changed those but my character's profile on the Armory wasn't updated yet, it seems. At any rate, I'm now rocking
Glyph of Mutilate
and
Glyph of Slice 'n Dice
and I will add the one for
Hunger for Blood
as soon as I hit level 80, replacing
Slice 'n Dice
with
Tricks of the Trade
.
I'm aware of all the caps for expertise, hit, ArP etc and those seem to be roughly the same as the numbers I need on my feral druid. I'll start worrying about all that when I hit 80 and start gearing up. The gear my character is wearing now is a joke, but it's the only thing I could craft for her myself and it beats quest rewards, at least.
Anyway, thanks a bunch for the links and the good advice. It's helping out already and even more so as time progresses, I'm sure! ^^
Post by
261020
This post was from a user who has deleted their account.
Post by
Vlet
I would assume Haelbright meant to say to use Fan of Knives
after
Tricks of the Trade not
over.
Post by
546077
This post was from a user who has deleted their account.
Post by
Vlet
gah! That'll teach me to post first thing in the morning.
Post by
Polatrite
Everything you need to know about mutilate rogue rotation.
To open on a mob:
Garrote -> SnD
first
-> HfB -> Mutilate 1x (2x if you have enough time before SnD wears off) -> Envenom -> Mutilate
Then repeat this cycle:
Trinkets/engineering -> Mutilate to 4-5 combo points -> Envenom
For added DPS:
* Cold Blood only on 5pt Envenoms as soon as possible in every fight.
* Vanish as soon as Overkill wears off to reapply it, spam click/mash Mutilate to get back on the mob immediately.
* Don't use Envenom when the Envenom buff is already up, save energy until it falls off
* Use your trinkets with your Cold Blood and Overkill to deal maximum damage
* Use other damagers (engineering) every time you can
* Keep Hunger for Blood up, either using bleeds from others, or using the minimum Ruptures you can (usually 2pt or 1pt with Ruthlessness proc)
* Don't reactivate Hunger for Blood until it has 1~ second or less on the duration
* Use Fan of Knives if it is glyphed and you have 3+ mobs, otherwise 4+ mobs
Post by
207044
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Post by
156207
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Post by
560447
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Post by
Polatrite
Rupture isn't good for a mutilate rotation, and it won't be good after the patch either (mutilate does not have rupture talents). Envenom is almost always more damage, and instantly.
Post by
447005
This post was from a user who has deleted their account.
Post by
nossy
You use envenom as the finisher mainly because it gives you an increased chance to apply instant poision and deadly by 1+X seconds after the finisher, where X is the combo point you used for Envenom. Therefore, rupture finisher is not an option, even if it crits.
What the rupture crit brings along with some changes in the way Hemo works (more dmg % if dagger is equipped), a Sub build may become a "viable" spec. I'm curious to see what kind of dps this can do.
Post by
Varaconn
(mutilate does not have rupture talents).
Really? Strange... where'd
this thing
come from? Either way, you're right. As far as anyone can tell, Mutilate won't be using rupture, even talented and glyphed.
If you're implying that Blood Spatter is in the Assassination tree, you're correct, but the fact is, Mutilate specs no longer take Blood Spatter, nor do they glyph for Rupture, simply because it's a waste. So Polatrite was quite correct in saying Mutilate specs do not take Rupture talents.
Post by
333196
This post was from a user who has deleted their account.
Post by
Polatrite
Everything you need to know about mutilate rogue rotation.
To open on a mob:
Garrote ->
SnD
first
-> HfB -> Mutilate 1x (2x if you have enough time before SnD wears off) -> Envenom -> MutilateWrong. Hfb goes up first. It's an "across the board" damage increase. You'll want it up asap.
No, this is incorrect. You're executing the "other" move on the following GCD. So what is better, having your white hit timer start executing 40% faster as soon as possible, or receiving 8% extra damage on 1 or 2 white hits that go off before the next GCD? The answer is clearly 40% attack speed.
Post by
KidB
No, this is incorrect. You're executing the "other" move on the following GCD. So what is better, having your white hit timer start executing 40% faster as soon as possible, or receiving 8% extra damage on 1 or 2 white hits that go off before the next GCD? The answer is clearly 40% attack speed.
In all fairness, your argument is flawed. Which ever skill you pop first, it will benefit to an equal number of attacks during the gcd until you activate the second skill. The gcd is the same for both abilities. Not saying you're right or wrong on the matter at hand.
Post by
220648
This post was from a user who has deleted their account.
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