Rogue Builds

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Contents

Builds

There are currently only two accepted trees for rogues. Combat and Mutilate. While both are strong, Mutilate will pull ahead of Combat on spank and tank fights, while Combat has a slight edge on target-switching and multiple-mob fights.

Hack and Slash Combat - Rupture for Swords/Axes
Hack and Slash Combat - Ruptureless for Swords/Axes
Close Quarters Combat - Rupture for Fist Weapons/Daggers
Close Quarters Combat - Ruptureless for Fist Weapons/Daggers

Mutilate - use if someone else is bleeding the target
Mutilate - use if you have to rupture (no one else is providing a bleed)

For a more complete breakdown of builds, visit Elitist Jerks

Cycles

Combat

  • Eviscerate Only

The Eviscerate Only cycle indicates that with the gear and spec you have entered, the optimal cycle uses only Slice and Dice and Eviscerate – no Ruptures. In general, this cycle consists of 5pt Eviscerates alternating with Slice and Dice as needed. Slice and Dice is refreshed with 5 combo points if you can pool within n seconds of SnD dropping; otherwise, it is refreshed with whatever combo points you have as the previous Slice and Dice is dropping. Please refer to a spreadsheet for n.

  • Low-Rupture

Low Rupture is a 3 finisher cycle – SnD, Evis, and Rupture – which prioritizes efficient combo point usage. In practice, this is functionally identical to Eviscerate Only, except that instead of Eviscerating whenever you have 5 CP and don't need to refresh SnD, you Rupture if it's down and Eviscerate otherwise. All timings in terms of Slice and Dice are identical.

  • High Rupture

High Rupture is a 3 finisher in cycle, though in practice you will very seldom use Eviscerate. The priority of this cycle is 100% SnD uptime and maximal rupture uptime, Eviscerating only as much as is possible without compromising these goals. This is generally done by performing a small (usually 3-4 point) SnD, then building combo points until there are m seconds left on the previous Rupture, performing an Eviscerate if one has at least 2 combo points, and then building 5 combo points for the next Rupture. In conventional cycle notation, this would be something like 3s[2+e]5r. Note that the Slice and Dice will frequently be refreshed with a number of seconds remaining; it is absolutely essential that the SnD be large enough to last until the next one can be performed, with a rupture in between. Thus, one must err on the side of having it be a bit too big, rather than exactly the right length to avoid wasting uptime. Please refer to a spreadsheet for m.

Mutilate

The idea behind the mutilate rotation is to keep up your Envenom buff near 100% while not ending it early. So it's really just get SnD going after one mutilate, then [4+e]. Mutilate until you have 4 or more combo points, then envenom.

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