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Assassination Rogue 7.3

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Hey Carrn,

I would love to know how to use properly vanish/vendetta/exsanguinate. Vendetta has double CD than Exsanguinate so u can use vendetta each 2 exsanguinate ok, but what about vanish? 

At the end of the day what really gives us the huge burst is the use of those 3 skills together no? :)

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1 hour ago, Falx said:

Hey Carrn,

I would love to know how to use properly vanish/vendetta/exsanguinate. Vendetta has double CD than Exsanguinate so u can use vendetta each 2 exsanguinate ok, but what about vanish? 

At the end of the day what really gives us the huge burst is the use of those 3 skills together no? :)

Yeah. Vanish and Vendetta should be used together for the time being, since they share a 2 minute cooldown

Once you unlock the trait to reduce the cd on Vendetta, you'll be able to use it with every second use of Exanguinate, and Vanish can be used when possible. 

At the start of a fight you can get all 3 together, as well as 6 minutes in if the fight goes that long and you're using things as soon as they come up.

Always keep in mind though, that if you need to save cooldowns for a specific add on an encounter or a specific phase on a boss fight that you should plan your cooldown use around that. Always think about what your job is in the fight, and figure out what works best for you in that regard. This guide is just that - a guideline. It helps to give you an idea and instruction how to play, but it can't account for every possible situation

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So I just spent a bunch of time messing around with different talents and hitting the raider's dummy, and I'm fairly sure this guide is outdated. It might've been made before the nerf to Exsanguinate that made it from 400% faster to 100%, and the buff to Agonizing poison.

 

At ilvl 842 with 20 points in my artifact (using the recommended artifact build) I was doing ~210K with Hemo+Exsang build. Tried switching to Master poisoner + Agonizing Poison and immediately jumped to ~230K.

Dps'd for about 6-7 min multiple times on each build, came back with same results. I encourage other people to try it out themselves and post results because I'm interested.

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47 minutes ago, Uni said:

So I just spent a bunch of time messing around with different talents and hitting the raider's dummy, and I'm fairly sure this guide is outdated. It might've been made before the nerf to Exsanguinate that made it from 400% faster to 100%, and the buff to Agonizing poison.

 

At ilvl 842 with 20 points in my artifact (using the recommended artifact build) I was doing ~210K with Hemo+Exsang build. Tried switching to Master poisoner + Agonizing Poison and immediately jumped to ~230K.

Dps'd for about 6-7 min multiple times on each build, came back with same results. I encourage other people to try it out themselves and post results because I'm interested.

An interesting suggestion - I'm not a Rogue player, but I will see if we can have a further review of the information to ensure that it is up-to-date. Everything is fairly busy currently due to the release of raid guides, but we'll do our best!

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1 hour ago, Uni said:

So I just spent a bunch of time messing around with different talents and hitting the raider's dummy, and I'm fairly sure this guide is outdated. It might've been made before the nerf to Exsanguinate that made it from 400% faster to 100%, and the buff to Agonizing poison.

 

At ilvl 842 with 20 points in my artifact (using the recommended artifact build) I was doing ~210K with Hemo+Exsang build. Tried switching to Master poisoner + Agonizing Poison and immediately jumped to ~230K.

Dps'd for about 6-7 min multiple times on each build, came back with same results. I encourage other people to try it out themselves and post results because I'm interested.

 

24 minutes ago, Blainie said:

An interesting suggestion - I'm not a Rogue player, but I will see if we can have a further review of the information to ensure that it is up-to-date. Everything is fairly busy currently due to the release of raid guides, but we'll do our best!

The two builds are close. There was a post on MMO-Champ last week which said that Agonizing was a viable alternative, but I think it has more to do with how much Mastery you have; Mastery heavy gear seems to favour Agonizing Poison, while Vers heavy gear seems to favour Exsanguinate. 

I don't have my computer up and running right now (2 days until my SSD gets in, but who's counting)  to test it myself right now so I'm pretty reliant on the Sims other people are running and results that they're getting.

This will be one of the first things I look in to once I do have a working computer again though, so hopefully I'll have some meaningful results soon.

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Quote

The two builds are close. There was a post on MMO-Champ last week which said that Agonizing was a viable alternative, but I think it has more to do with how much Mastery you have; Mastery heavy gear seems to favour Agonizing Poison, while Vers heavy gear seems to favour Exsanguinate. 

Sitting at 6.8K mastery and only 2K vers. atm, so that definitely sounds accurate. Thanks for reply.

Edited by Uni

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3 minutes ago, Uni said:

Sitting at 6.8K mastery and only 2K vers. atm, so that definitely sounds accurate. Thanks for reply.

Yeah it doesn't surprise me that a difference that dramatic is showing that Agonizing is better for you.

If your stats balance out a little more you should revisit a dummy and see how well Exsanguinate performs for you

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Does the bleed caused from the T19 2 pieces set bonus work with Venomous Wounds? cos if it does it'd be a game changing I guess.

The energy regeneration would get crazy with 13 more energy regained.

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44 minutes ago, Falx said:

Does the bleed caused from the T19 2 pieces set bonus work with Venomous Wounds? cos if it does it'd be a game changing I guess.

The energy regeneration would get crazy with 13 more energy regained.

I can't confirm this since I don't have the 2 piece, but I don't see a reason why it wouldn't

That said, Energy (or a lack thereof) isn't really central to Assassination's playstyle. Because so much of the damage comes from Rupture and Garrote, what you spam in between the refreshes (such as Envenom) doesn't matter all that much

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5 hours ago, Carrn said:

I can't confirm this since I don't have the 2 piece, but I don't see a reason why it wouldn't

That said, Energy (or a lack thereof) isn't really central to Assassination's playstyle. Because so much of the damage comes from Rupture and Garrote, what you spam in between the refreshes (such as Envenom) doesn't matter all that much

That's very true but consider that, for example, the T19 4 pieces set bonus increases the envenom dmg by 8% per bleed applied on the target (24% considering rupture, garrote and the new bleed). I think it's gonna make a huge difference (more envenoms that make more dmg).

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Just now, Falx said:

That's very true but consider that, for example, the T19 4 pieces set bonus increases the envenom dmg by 8% per bleed applied on the target (24% considering rupture, garrote and the new bleed). I think it's gonna make a huge difference (more envenoms that make more dmg).

Not really, no. Rupture is approximately 40% of Sin's damage, while Envenom sits around 8%

I'm sure the value of Envenom will go up, I just doubt it will go up by enough to make up that crazy of a gap

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On 9/20/2016 at 8:14 PM, Carrn said:

Not really, no. Rupture is approximately 40% of Sin's damage, while Envenom sits around 8%

I'm sure the value of Envenom will go up, I just doubt it will go up by enough to make up that crazy of a gap

Well it's not just the envenom, more energy means also more mutilates.

Sims show that one of the main problems with assa rogues is the 40% waiting time compared, for example, to the 4% from outlaw. If u could reduce that 40% to 10%, I am sure, the damage increase would be very big.

Edited by Falx

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25 minutes ago, Falx said:

Well it's not just the envenom, more energy means also more mutilates.

Sims show that one of the main problems with assa rogues is the 40% waiting time compared, for example, to the 4% from outlaw. If u could reduce that 40% to 10%, I am sure, the damage increase would be very big.

Obviously it's a dps gain, I'm just saying that it won't make that huge a difference

That waiting time is due almost entirely to the high energy cost of Mutilate. It costs 55 Energy, which means that your energy is effectively depleted if you use 2 in a row, even if you were full before.

Consider a situation like this:

  • You have 6CP and 40 Energy (not unlikely, if you just cast Mut)
  • Rupture has 12 seconds left, so you can't refresh it without losing damage

You gain a large amount of damage by not casting Envenom for a few seconds until you can refresh Rupture perfectly - you won't cap on energy, so you stand there and wait.

That's just the playstyle. Because of the high Energy cost on Mut and the frankly absurd damage from Rupture, you don't spend a lot of time spamming buttons. You watch your bleeds, you avoid capping on Energy, you plan when and where you can use Exsang and how you can line your bleeds all up perfectly by refreshing them right beforehand, etc

Adding a little more damage to a skill that doesn't do much in the first place is pretty underwhelming, although it will help a little. If Agonizing Poison ends up being the stronger spec, the set bonuses will be nicer, but I think Rupture is just too strong at the moment

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1 hour ago, Carrn said:

Obviously it's a dps gain, I'm just saying that it won't make that huge a difference

That waiting time is due almost entirely to the high energy cost of Mutilate. It costs 55 Energy, which means that your energy is effectively depleted if you use 2 in a row, even if you were full before.

Consider a situation like this:

  • You have 6CP and 40 Energy (not unlikely, if you just cast Mut)
  • Rupture has 12 seconds left, so you can't refresh it without losing damage

Adding a little more damage to a skill that doesn't do much in the first place is pretty underwhelming, although it will help a little. If Agonizing Poison ends up being the stronger spec, the set bonuses will be nicer, but I think Rupture is just too strong at the moment

It makes sense to wait for few seconds to reapply rupture only if you don't end up capping energy.

In your situation with a proper energy reg (hopefully good enough thanks to the t19 2piece-set bonus) you can cast an envenom and still have time for 2 more mutilate to regain 5-6 CPs before rupture expires.

I do agree about what you said about Agonizing Poison and frankly I do hope it'll happen even though I highly doubt it.

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Guest Needs Updated

Needs updated

"Assassination is currently slightly weaker than Outlaw at single target damage. While it is still a strong spec for single target, there is little reason from an efficiency perspective to play this specialization outside of pure enjoyment, as it is outclassed in every respect by Outlaw."

http://imgur.com/PfD7btp

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18 minutes ago, Guest Needs Updated said:

Needs updated

"Assassination is currently slightly weaker than Outlaw at single target damage. While it is still a strong spec for single target, there is little reason from an efficiency perspective to play this specialization outside of pure enjoyment, as it is outclassed in every respect by Outlaw."

http://imgur.com/PfD7btp

I don't see much point in posting the same thing twice normally as you already said this in the Outlaw guide, but it seems like this will come up often.

ORmwJXB.png

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Guest Needs Updated

I dunno man, day one shows outlaw losing. It doesn't effect me much though I'm a silly sub rogue XD,

Sorry for posting to both threads.

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Just now, Guest Needs Updated said:

I dunno man, day one shows outlaw losing. It doesn't effect me much though I'm a silly sub rogue XD,

Sorry for posting to both threads.

Outlaw is not losing. That graph you posted is skewed completely by the minute number of people playing Assassination. Look at how many Outlaw Rogues are in that top 10 for each boss...

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2 hours ago, Guest Needs Updated said:

I dunno man, day one shows outlaw losing. It doesn't effect me much though I'm a silly sub rogue XD,

Sorry for posting to both threads.

Yeah Outlaw isn't losing by any means.

The guide is correct; Outlaw performs better than both other specs right now, since on average it does about the same on Single Target and significantly higher on multiple ones. That said, 24 hours of results are hardly enough to actually base a solid conclusion on

I'm a Sub Rogue at heart too, don't you worry. Mained the spec for the last 11 years, not about to stop now haha. 

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Guest Needs Updated

I'll trust you guys since you seem to be the pros, but man wouldn't it be funny if they did end up losing in the long run? Not saying it will but that would be way entertaining because either way my spec is gonna be behind.

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Guest IHavedream

Guys. Hello there. Help me pls with one thing.

Should i wait for Blood of the Assassinated procs to overlap it with Exsang? As i see, i cant waste so much time  from the very begining of fight, but mb it is usefull to overlap both after ?? 

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10 hours ago, Guest Needs Updated said:

I'll trust you guys since you seem to be the pros, but man wouldn't it be funny if they did end up losing in the long run? Not saying it will but that would be way entertaining because either way my spec is gonna be behind.

Not quite pro! We do lots of nerdy research though!

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1 hour ago, Guest IHavedream said:

Guys. Hello there. Help me pls with one thing.

Should i wait for Blood of the Assassinated procs to overlap it with Exsang? As i see, i cant waste so much time  from the very begining of fight, but mb it is usefull to overlap both after ?? 

Not sure on this one unfortunately, going to tag @Carrn since he might be able to help more. 

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4 hours ago, Guest IHavedream said:

Guys. Hello there. Help me pls with one thing.

Should i wait for Blood of the Assassinated procs to overlap it with Exsang? As i see, i cant waste so much time  from the very begining of fight, but mb it is usefull to overlap both after ?? 

In short, no. 

If you're able to line it up, that's amazing, but using Exsang on a newly applied Rupture / Garrote combo is really the only thing you need to watch out for

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Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
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