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  #1  
Old 02-11-2009
brynz0rz's Avatar
brynz0rz is offline.
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Wow Guides [Rogue] Proper 3.0.9 Mutilate/Prep PvP guide.

Alright so I see nothing but idiots with no clue how to play the rogue class so I thought i'd post a couple I use to help people with whatever aspect of the game they play.

Not only will this guide show you the right specs, but unlike most other guides I will actually tell you -why- you should be taking these talents over the others, instead of just expecting you to know, this is what makes this thread better than the rest (I hope). I will also include a few things probably posted elsewhere to help you.

Changes to mutilate/prep worth noting.
# Mind Numbing Poison now reduces cast time by 30%, down from 60%.
# Mutilate damage will now do 20% increased damage against poisoned targets, down from 50%.


[Only registered and activated users can see links. ]

You can swap 3/3 in [Only registered and activated users can see links. ] and just put 2/3 in, putting the spare point in [Only registered and activated users can see links. ]. I take Focused Attacks because I play disc/rogue, and my games tend to last longer, hence taking 3/3, so I get more energy to help keep pressure up on their team.

Questions a bad rogue is going to ask about this spec.


Question: Why take [Only registered and activated users can see links. ] It's shit compared to [Only registered and activated users can see links. ]? You barely ever dodge and CLOS is on a one minute cooldown?

Answer: Assuming you've taken my spec correctly and not changed anything, when you open you should be using two mutilates after your opener, which will take you to 5 combo points, if you take Initiative you should -still- be using two mutilates after your opener, because [Only registered and activated users can see links. ] doesn't proc if you don't crit, so you might be left up with 4 combo points after the first mutilate, meaning you will need to mutilate again after to get 5 combo points.

Another reason is that when opening, [Only registered and activated users can see links. ] is up, meaning that this is the time to use your highest energy abilities (Mutilate), plus if you open with cheap shot, you get enough time to get two mutilates down, plus regenerate some energy for when you put Kidney shot up (Assuming you're attacking a target that is going to be stunlocked.)

The last reason I'm going to include is what's so beneficial about Setup, and why people never think about taking it. Setup is great, it really is, you wouldn't believe how useful it is in arena, duels, group PvP, battlegrounds and just plain ganking.

Let me give you a situation.

You're fighting a mage, he has just frost nova'd you, you have no combo points on him and if you don't use cloak of shadows, you're going to either eat a deep freeze or an ice lance or two. So you pop cloak of shadows as soon as you do he casts an icelance, expecting it to hit you, fortunately you have recieved a combo point from setup. He now blinks, he has no poisons on him, no crippling, no wound, no nothing. You have no sprint or vanish and he can just keep kiting you endlessly from now on, but thanks to Setup you can deadly throw! A chance to catch up before cloak of shadows goes and you eat a cone of cold. You work the rest out.

Another great thing about Setup is that it works with evasion, which is awesome, pop it and just watch your combo points begin to fly up, helping you easily achieve 5 combo points from scratch without having to use 2 or even 3 mutilates, meaning you can kidney and still have the energy to burst him in kidney, especially useful if you play double dps. (Rogue/Ret, Rogue/Mage etc)

Question: What poisons should I be using in my main hand and offhand?

Answer: I'm assuming most people think they already know this and will be yelling at their monitor ''WOUND OFFHAND, MIND NUMBING MAINHAND!'' And my answer to this is. ''WRONG.'' They should be switched, wound should be in your main hand and mind numbing in your offhand. Why you ask? Because since you now have [Only registered and activated users can see links. ] you no longer need to have crippling in your offhand, yes I know you already know this, but I'm about to explain why you should use Wound in your main.

Wound causes damage right? And Mind Numbing doesn't, assuming you're using 1.8 speed daggers. (Which you should be if possible, there's plenty around.) Then each dagger will be hitting at the same speed even with haste in your gear, the only thing that makes Wound in your main hand beneficial is that it procs from abilities like, Eviscerate, Exp armor etc, meaning that you have a better chance to apply it than before. (In 3.0.8, mutilate was bugged so that your offhand had a chance to proc the poison twice when you use it, this is why it isn't worth using wound in your offhand anymore, you use mutilate more than any other ability and that's why it was popular in the first few patches, many of you didn't know this.)

Question: So alright, how come I ain't picking up [Only registered and activated users can see links. ]? Isn't it a massive dps increase?

Answer: It is a decent increase, but at the end of the day, if you choose 3/3 in it then you're going to miss out on something vital, which will cost you tons of games and fights. Not alot of rogue armor has armor ignore on it unlike the season 3/4 arena gear, and armor ignore usually works best when you have quite a bit of it stacked, which is next to impossible with the current gear out.

tl;dr : It isn't worth taking.

Rogue Glyphs.

I honestly haven't really decided on the best glyphs to take, I feel they are just based on your playstyle (Which at the moment doesn't really vary due to the insane nuke). This is what I use at the moment.

[Only registered and activated users can see links. ] - The Vigor Glyph is definately needed, 20 extra energy on opening is absolutely insane combined with the 10 energy from the 4/5 pieces of Rogue PvP armor. If you open you can manage to pull off 3 mutilates one after the other without really having to wait for energy to tick.

[Only registered and activated users can see links. ] - Having 10 less energy on gouge is pretty awesome, although I wouldn't say it's neccasery but it's nice to have if you miss a kick and need to interupt the next spellcast, by the time they come out of gouge you will probably have kick back up, or kidney shot.

[Only registered and activated users can see links. ] - The Evasion Glyph against another rogue can be game breaking, if you have the glyph and they don't it means you'll get to have 5 extra seconds than him, meaning you start dps'ing them before they do you, but if they have it and you don't then he'll probably get the advantage.

[Only registered and activated users can see links. ] - This is a glyph I would probably take next season when I have more crit, due to the fact that it's pretty RNG based, useful but in all honestly the others are going to win more games I reckon.

That's all I can think of posting for now, any questions just ask.

Last edited by brynz0rz; 02-12-2009 at 05:44 AM.
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  #2  
Old 04-04-2009
Monoman is offline.
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This guide is ****ing terrible. First of all your spec is missing Vile Poisons which is perhaps the largest dps increase talent save for Find Weakness. Setup is absolute shit compared to Serrated Blades. Never mutilate when you have 4 cp's, it's a huge waste of energy. Just ks with 4 cp's and mutilate again after the ks. Wasting your cloak on an ice lance to get 1 cp is even more retarded. For poisons - don't use mind numbing in every match, if you're targetting the rogue in a mage rogue, you want two wounds for more burst. Have a third dagger in your bags with mind numbing on that you can swap in when you need it. As for glyphs you're right for the most part, but you forgot Glyph of Preparation, the most essential rogue pvp glyph. A second dismantle is awesome.
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  #3  
Old 04-06-2009
rar21 is offline.
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Terrible guide, sorry.
I prefer: Cheap, mut (5cp here), wait... Kidney, mut, mut, glg + rocket gloves, cold blood, evis.
That burst is insane with improved kidney.
During this time my mage partner shatters.
If they trinket he silence either them or the healer.

Glyphs should be: Vigor, Evis, Back stabb
Spec is fawked up.
Dual wound most of the time.

You should either take seratted blades or Ini, I prefer ini as I reguallary open with garrote etc and against high res target you can't garantee a crit. Relying on rng is never a good idea.
Anyways thanks for trying!
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  #4  
Old 04-28-2009
anotherpvper is offline.
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Quote:
You're fighting a mage, he has just frost nova'd you, you have no combo points on him and if you don't use cloak of shadows, you're going to either eat a deep freeze or an ice lance or two. So you pop cloak of shadows as soon as you do he casts an icelance, expecting it to hit you, fortunately you have recieved a combo point from setup. He now blinks, he has no poisons on him, no crippling, no wound, no nothing. You have no sprint or vanish and he can just keep kiting you endlessly from now on, but thanks to Setup you can deadly throw! A chance to catch up before cloak of shadows goes and you eat a cone of cold. You work the rest out.
I think this has been fixed also, they now miss you, which is not counted as resist,so you donīt get a cp.

correct me if im wrong
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  #5  
Old 05-20-2009
[Z]em's Avatar
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yea another you are right. it has been fixed.
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