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Stabby Sunday:Combat rogues

Stabby Sunday:Combat rogues

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Overview of Rogue Combat Talent Tree

Apologies for my missing article last week, I have been extreamly busy getting into my university, applying for loans and still need to apply for a place in halls, so I'll be making this post short and sweet.

wow_undead_rogue_skeeve-01


"Rotation"
Right basicly combat is a lot easier than mutilate but a lot more "feely" I'll explain what I mean by that in a second, basicly you keep slice and dice up and eviscerate with the points, 3 combo points makes your rotation less "clunky", then evis at 5 points, your combo point generation will be unpredictable (untill the crit cap) as you get an extra point if you crit with sinister strike (from the glyph). The reason it's "feely" is because you have to get a feeling when you will get your combat potency procs and pool your energy without capping it out while trying to have 3 points up for your slice and dice, not as hard as mutilate's watching everything but still chalenging when you're learning the spec.

Gear
Basicly you want one ArP trinket, DBW (death bringer's will) is good for combat rogues (not so much for mutilate, in fact it's a downgrade from my war token/deaths choice  but I'll discuss that when I'm not rushing to find a place to live in 5 weeks.
You want as much ArP as you can getting to the softcap, haste and hit are still good (especialy if you find yourself low on energy) but spreadsheet it to be sure

Gems
You want to go for ArP untill the soft cap, this is 1399 rating MINUS your trinkets and gear (work in rating for this not %)

Enchants
See my mutilate thread, same enchants but agility on cloak not haste.

Notes
ArP cap is 1399 rating which is 100%, sunder and fairy fire are calculated then ArP is calculated after them (say 1000 armor with sunder and 50% ArP brings you to 1000/100*(100-20)=8000 THEN ArP 8000/100*(100-50)

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