I've been scanning these forums quasi-religiously for the past few days for advice on leveling my newbie rogue. I am completely unsure of if I should go combat swords or mutilate (at higher levels, only 26 right now). I'll be using either two BoA swords or daggers; right now I have one of each and I'm trying to figure out what would be best to get next, another sword or dagger.
That said, I see a few things that even I, as a newbie, can probably answer.
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I tried the rotation of CS > Mut > Evis > Mut
Pretty sure instead of Evis you should be using KS if you want to avoid damage, right?
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Something I have never understood about eviscerate is mine ALWAYS does 100 damage less then the minimum unless it crits. I mean right now it says 5 points should do 1213 to 1600. Every time it does around 1100 unless I get a critical strike.
That's damage before armor reduction, right? So it makes sense it would do less. Envenom, on the other hand, will do the damage is purports to do, unless partially resisted. The trade-off is that it eats your poison stacks. I'm assuming instant/deadly as a poison combo.
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- Do NPC's snare you alot? No? Then why have fleet footed? Wasted points.
My guess would be the 15% movement speed increase. That looks like an awesome talent for leveling, and makes me think an assassination build might be worth it.
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Try building around this (http://www.wowhead.com/?talent=fh...oiboIuZ0xZx ) for mut leveling ... these are the minimum talents you should have.
A couple issues with this build:
1. Mutilate build, but no Opportunity? 20% more damage to mutilate seems awesome.
2. You have Imp Evis (for Evis as a finisher) AND Vile Poisons (for Envenom as a finisher). I think he needs either one or the other. Not sure which work best, but I am ALMOST leaning toward "neither"; I would focus on KS as a finisher if he's taking a lot of damage. SnD would be used if you have extra points near the end and don't feel like wasting them on an evis/envenom. Edit: I just saw the 20% poison damage boost on vile poisons. I would definitely lean toward this over eviscerate.
3. If you take out points in both of those finishers, you could grab some in precision (yay hit!).
4. Quick Recovery looks ok, but if you have enough hit (say, from Precision or +hit) you will never miss a finisher. Edit: I realize that dodge and parry will be an issue too, but at 70+ you start getting some major expertise, if I remember correctly. Should make this talent even less useful. The healing, while nice, shouldn't be needed if he never loses 10% health in a single fight.
5. No idea how good they are, but both Imp KS and Improved Poisons look ok. Imp Poisons maybe not so much, especially once the 3.1 nerf comes into play with poisons going to a flat ppm (unless it ups the ppm, in which case, sweet!).
I came up with this for the same level (65) http://www.wowhead.com/?talent=fMxcoxgsVboIzZ0xMZxb
No idea if it's any good, but I leave off all the frills for finishers assuming you'll be using KS as a finisher. Next points would go in either Precision or Master Poisoner, then finishing the Assassination tree.
Again, I'm just a newbie rogue, but I saw two types of advice here:
1. Finishing moves rock!
2. KS to avoid damage.
If you're getting down to 50% health after every fight, you should be using KS instead of heavy finishers, and the talents should reflect that. My two copper.
Edit: Seeing the damage poisons do, Vile Poisons looks much better. I would probably edit my build to place points in that, or place some points in there quite soon after my other suggestions.
Edit 2: Looking back, I would probably take 3 points out of Imp Poisons and place them into Vile Poisons. Gives you a decent alternative if you want a finisher, and increases your poisons by quite a bit. I didn't do the math crunch to figure out which talent would be best, but 20% seems > a 6% additional chance to apply them. Once you go past level 65, of course you can add more points into Imp Poisons.
Edited, Mar 19th 2009 2:36pm by LockeColeMA Edited, Mar 19th 2009 2:57pm by LockeColeMA