Hello. This is a nice advice mini-guide I found on the official WoW forums.
I haven't made this, i just want to share this with you.
The Specs:
Significant buffs to the Mutilate tree. Mutilate already scaled better than combat on single-target, murderable mobs. Now it will scale better regardless. Mutilate was beating combat on the PTR by anywhere from 10-20%.
Mutilate will follow some variation of 51/18/2. If you're using Rupture you'll keep 2 points in Blood Spatter, and if you're not you can move those to Fleet Footed. The latter looks something like this:
Talent Calculator - World of Warcraft
Combat will now be following a form of 20/51/0. Depending on your weapons used, you'll shift points in the various weapon specializations, but generally it will be the same. The 5 points in Relentless Strikes will be moved to Improved Poisons and Vile Poisons. The following build is for a Ruptureless Hack and Slash spec:
Talent Calculator - World of Warcraft
The Gems:
Gemming will be similar for both classes. In general:
Red slots: Attack Power
Yellow Slots: Attack Power + Haste
Blue Slots: Attack Power (with one Nightmare Tear in the piece with the highest bonus)
I repeat, that is general advice and you should still consult a spreadsheet before spending lots of gold on gems:
Combat and Mutilate Spreadsheets (Updated for 3.3) - Elitist Jerks
The Poisons:
Again, if you're using Vile poisons and Improved Poisons similar to the above specs, your only options for poisons (regardless of the talent spec) are:
MH: Instant Poison
OH: Deadly Poison
In recap: Mutilate/Poisons are getting a significant buff (remember Blizzard saying they wanted Rogues using daggers). So significant that even in fights with multiple mobs and burn phases, it's performing ahead of combat. If the trends continue, I'd expect either a slight nerf or another buff to Combat.
I'd put my money on the former, as Mutilate rogues were outperforming every pure DPS class on the PTR. However, I could see a buff to Savage Combat to continue to give Combat Rogues utility in raids (4/8% up from 2/4% or something).
My Rotation
1. Garrote(Sometimes it can be wiser to skip this)
2. Hunger for blood
3. Slice and dice (1-4 combo points, doesnt matter since you got the refresh)
4. Muti til' 4 combo points
5. Envenom
6. Repeat from 4 (Dont use envenom again before the buff goes out, this will lower your dps (Called envenom clipping) (Thanks Toddy123) .
Envenom addon : http://wow.curse.com/downloads/wow-a...nvenomous.aspxOriginally Posted by Wolv
Great info, just a little from my experience to add to this.
Party/Raid makeup will dictate the opener often. Since there are multiple classes that apply bleeds as openers you can usually start with HfB. Even with no one else applying the bleeds I've found it more effective to not even bother stealthing and doing this sequence...
1- Mut
2- Rupture (if none to apply bleed)
3- HfB
4- SnD x 1
5- Envenom
Then settle into a cycle of Mut *3 or 4 - Envenom... Keep HfB up, use a bonus point you will often get from the Envenoms to add an rupture as needed unless another class is adding a bleed.
Generally speaking I usually never have to add a combo point from 2-5 as they keep adding themselves via the spec, toss in a Mut as needed. I used to Garrote but found I lost DPS since its a 50 energy skill. I like to get going on melee as fast as possible.
As far as gems there seems to be the never ending war of those that still favor Agi > AP. The trick isn't always to gem for what you are wearing right this second but rather what you 'will be' wearing in a short time to reduce having to swap gems out.
Remember theory crafting only goes so far. Ultimately your play style and latency can greatly effect what the best way to do this is for you. There are a ton of rogue information sites out there, shadowpanthers is a good one for those starting off as well.
Good luck.
This guide helped me alot on what to do as a rogue. Tell me what you think.