I know mut/prep, and to a lesser extent, ShD, are currently touted as the best PvP specs. I haven't seen much discussion, however, about the effectiveness of a deep combat spec. Honestly, I don't see why this is:
-Throwing specialization is huge. When you see people speculating about using the level 70 blue rep PvP gloves in level 80 arena solely for the interrupt, it's a sign something is lolbroken. An interrupting Fan of Knives has some serious potential as well. Can anyone provide some insight into the wording of the tooltip? It currently states: "...and gives your Deadly Throw and Fan of Knives abilities a 100% chance to interrupt the target for 3 sec." Does this mean only your current target will be interrupted by your FoK? Or everything that it hits?
-Endurance/Imp Sprint. The expansion did nothing to address mut's mobility problems. The damage is great, but worthless if you can't stay on target, which becomes the case more and more often as a match wears on and you start running out of cooldowns. And with Shadowstep unusable while snared, the mobility of a subtlety spec has been greatly compromised. Got a snare breaker on a two minute cooldown (not to mention all the other nice bonuses that come with filling out these two talents...4% increased stam, 2-min evasion)? Yes, but in the combat tree, which is supposedly *not for PvP*.
-Blade Twisting. Ignoring the damage increase to SS, which is already AWESOME for two points, this talent makes losing vile poisons a lot easier to swallow. Crippling getting dispelled becomes less of an issue when you've got an equivalent physical effect (granted, you're unable to apply it on demand, but it's still a nice bonus.) In before people start screaming about wound poison being what vile poisons is really supposed to protect: I know, keeping the healing debuff on your burn target is the most valuable aspect of vile poisons, but with wound nerfed to a 1-stack, you're gonna lose your debuff quite a bit anyways, even with vile.
-Mace Spec. This one is debatable, and I'd appreciate some input on this front. Which weapon spec do you see being most valuable for PvP? I see it as a tossup between mace and sword, since resilience negates some of the benefits you'd reap from CQC. 15% armor ignore is a really attractive damage boost, but I'm not sure if it outdoes sword spec. Thoughts?
-Vitality/Adrenaline Rush. The attraction here goes without saying. Does anyone know if these two talents synergize to give an effective 187.5 (as opposed to 150) energy over AR's duration? I assume they would, but Blizzard has done stranger things in the past.
-Nerves of Steel. The rest of the combat tree could be absolute trash (improved bandanges, anyone?) and this talent could probably make up for it. I can't say enough about how valuable this is. Especially taking into consideration how burst-oriented the first season of level 80 PvP will be, this talent makes rogues a much more unattractive burn target; something combat rogues of seasons past have not been able to enjoy.
A question about this talent: How does the damage reduction interact with fear break mechanics? Fear is supposedly programmed to automatically end after you've taken a certain amount of damage...anyone else see the issue here?
-Unfair Advantage. Put the hurt on melee cleave teams trying to gib you. More reasons to think twice about training the combat rogue.
-Killing Spree. Using this after AR extends your burst sequence, adding that much more pressure to anyone trying to keep your target alive. Combine with Blade Flurry when the opportunity arises for some extra fun.
Am I totally missing something here? Combat seems like a damn fine PvP tree to me. Granted, it probably doesn't have enough burst to outshine mut/prep in 2s, but the (quite obscene, really) sustained damage you can maintain in a drawn-out match when running with a healer in 3's and 5's certainly warrants some consideration.
I'm thinking something like this: http://www.wowhead.com/?talent=fZMghd0bEorurgRze0ddI