1
Rogue tips, Mutilate.
Postat av bLausmurf den 15 Februari 2009, 13:30
9 kommentarer · 351 träffar
Surfade runt lite på WoW forumet, och hittade det här. Det står allt man behöver veta.
Mutilate Raiding 3.0.8
Hello there, I decided to throw this up here to hopefully reduce all the question based threads
here in the rogue section regarding mutilate, If I have time I'll expand this to reflect Combat aswell.
Specs:
Mutilate
51/13/7
This is the standard Mutilate build, but things vary based on your current stats and raid-group setup.
If you do not have a Retribution Paladin in your raid group supplying Heart of the crusader or an Elemental Shaman with Totem of Wrath, substitute Turn the Tables with Master Poisoner.
Murder vs Quick Recovery vs Fleet Footed
these are the three talents you can choose between, currently in naxxramas, everything is undead except for Faerlina and Maexxna.
which makes Murder pretty much obsolete as a talent choice unless you and your raid-group qualify for these 2 setups;
You are expertise capped (26) which makes Quick Recovery obsolete, unless you truly need the extra healing.
You have an Unholy Death Knight in your group with Unholy Aura which makes Fleet Footed obsolete.
If you need to choose between Fleet Footed and Quick Recovery, Quick Recovery is always superior.
Poison choices:
You will want to run with Instant Poison IX on your mainhand.
and Deadly Poison IX on your offhand.
Mutilate procs both the main-hand and offhand poisons equally now, but Finishers have a chance at proccing mainhand poisons.
An important note:
Your Mutilate poison requirements can be fulfilled by other rogues, which is why you do not need to wait for a DP application before using another mutilate.
Rotation:
There is no static rotation for mutilate, its very dynamic and requires you to actively watch for timers on your debuffs, and buffs alike. Get a tracking addon, its a lot more efficient than constantly looking for your timers in between tons of other buffs and debuffs.
Make sure you have Hunger for Blood stacked to 3 before you enter combat.
generally you'll start off Slice and Dice however you like, but make sure you have it running as a 5 pointer before you go for the list below, using a one point Slice and Dice and following it with a one point Envenom does in fact refresh Slice and Dice to its 5 point potential.
A couple of tracking addons:
Need to know on WowInterface
Rogue Power Bars on Curse
Priority list;
Mutilate up to 4+ combo points
If Hunger for Blood is dropping below 5 seconds, refresh it.
If Rupture is still up, use Envenom, if deadly poison is not stacked to the same amount as your combo
points, pool your energy and use it at the last possible moment, preferably right after a
Deadly Poison tick to maximize its effect.
Always give Hunger for Blood priority on being refreshed over slice n dice.
Always give Slice and Dice priority on being refreshed over rupture.
if you have the chance, pool your energy before letting that ability off to let Slice and Dice or Hunger for Blood maximize its potential and to fit in
two mutilates during the envenom buff to increase poison procs.
Important note: All special attacks including Finishers can be dodged if you
are not expertise capped, this can seriously mess up rotations if unlucky, if
for an example you decide to pool energy before using envenom, and using it
with 2-3 seconds remaining on Slice n dice, this can get dodged,
and you might not notice until its too late, and server lag prevents you from re'using it again,
making your slice n dice drop, and resetting your rotation.
Personally I've had 3 envenom's dodged in a row, truly shows the value of expertise.
Stats:
First for a quick explanation of this system:
EP is short for Equivalence Point, this means that the power of one stat, is used to
determine how valuable the others are in comparison, like in this table for instance,
agilty is the base, and weighed as 2.
Lets compare Icewalker and Superior Agility on boots, assuming you are under the poison hit cap,
but above the special hit cap.
Icewalker
12 hit rating = 12*2.2 = 26,4 EP
12 crit rating = 12*1.6 = 19,2 EP
26,4 + 19,2 = 45,6 EP
Even above the poison hit cap, Icewalker lands as 36 EP.
Superior Agility
16 agility = 16*2.0 = 32 EP
Icewalker is obviously superior to Superior Agility.
These EP stats vary based on your current gear, but this is a rather reliable quick-list.
Note that these values assume the paladins Blessing of Kings.
Str: 1.1
Agi: 2.0
Crit: 1.6
Exp: 2.0
Haste: 1.6
ArPen: 1.1
Below the specials hit cap hit is worth 2.9
Below the poisons hit cap hit is worth 2.2
above both caps hit is worth 1.4
If you want to determine accurate EP values for your gear,
you can do it with the following spreadsheets:
The RogueCraft Spreadsheet
RogueCraft AEP
Important note: on the subject of 2 ap vs 1 agility, 2 ap is slightly better, but its very close.
Hit Table
This all assumes 5/5 Precision.
With no added buffs or debuffs:
Specials: 99
Poisons: 315
White: 722
With either Imp FF or Misery:
Specials: 99
Poisons: 237
White: 722
With either Imp FF or Misery and Heroic Presence:
Specials: 66
Poisons: 210
White: 689
Expertise:
The value of expertise seems to elude some people, to make it simple;
in pve, raidbosses have a chance to dodge your attacks even though you stand behind them, with expertise, you can negate this.
Bosses have a 6.25% - 6.50% chance to dodge your attacks, this goes for all main attacks (mutilate I.E,) all finishers and white damage.
Each point of expertise gives you a 0.25% reduction on being dodged.
with no racials,
you will need 214 expertise rating from gear, or 26 expertise points.
with no racials, but 2/2 Weapon Expertise:
you will need 132 expertise rating from gear, or 16 expertise points.
With the human racial wielding either swords or fists, and specced into Weapon Expertise:
you will need 107 expertise rating from gear, or 13 expertise points.
simply put, no matter what racials or talents you are using, if you read 26/26 expertise in your character tab, you are capped.
The attack table, hit vs crit vs expertise vs glancing blows
Two roll system vs single roll system
first for a few simple facts:
All bosses reduce your crit by 4.8%, this is 3% from the difference in your weapon skill vs bosses defense level, and 0.6% per level difference, boss level mobs are always counted as 3 levels above you.
Yellow attacks and white auto-attacks do not work the same when it comes to the attack table. Yellow attacks use a so called two-roll system and white auto attacks however use a one-roll system. Simply put: the crit cap for specials is not affected by avoidances like dodge, parry, miss, glancing blows, etc Therefore:
the crit cap for specials is 104.8% at its highest.
Since white auto-attacks are single roll, the crit cap for them would be affected by avoidances. Therefore, you could calculate the crit cap by subtracting your combined avoidance chance (miss + dodge + parry + glance + block) from 104.8%. As long as you are behind the mob, parry and block are 0%. Glance is always 24%. Therefore:
the crit cap on white attacks is 80.08% at its highest.
Enchants:
Weapon:
Enchant Weapon - Berserking
Helm:
Arcanum of Torment
Shoulders:
Greater Inscription of the Axe
Master's Inscription of the Axe - Inscription only -
Chest:
Enchant Chest - Powerful Stats
Cloak:
Enchant Cloak - Major Agility
Swordguard Embroidery - Tailoring only -
Bracers:
Enchant Bracers - Greater Assault
Fur Lining - Attack Power - Leatherworking only -
Gloves:
Enchant Gloves - Crusher
Legs:
Icescale Leg Armor
Boots:
Enchant Boots - Icewalker
Belt:
Eternal Belt Buckle
Rings:
Enchant Ring - Assault - Enchanting only -
Gemming:
Metagem: Relentless Earthsiege Diamond
Now looking at the EP values of Hit and Expertise,
If you have a socketbonus, and are wondering whether to gem to get it or not,
you can use your EP values to determine if its worth placing a purple/orange/green gem or not.
If you are lucky enough to be a Jewelcrafter you can use the epic gems to fit any color to attain its socketbonus,
and to fill out your metagem requirement without sacrificing stats by using lesser gems.
Below the special and poison hit cap, you'll want to gem one of the following:
Rigid Autumn's Glow +16 Hit Rating (Yellow)
Pristine Monarch Topaz +16 Attack Power and +8 Hit Rating (Orange)
Glinting Monarch Topaz +8 Agility and +8 Hit Rating (Orange)
Accurate Monarch Topaz +8 Expertise Rating and +8 Hit Rating (Orange)
Vivid Forest Emerald +8 Hit Rating and +12 Stamina (Green)
Above the special hit cap, you'll want to gem one of the following:
Delicate Scarlet Ruby +16 Agility (Red)
Bright Scarlet Ruby +32 Attack Power (Red)
Glinting Monarch Topaz +8 Agility and +8 Hit Rating (Orange)
Pristine Monarch Topaz +16 Attack Power and +8 Hit Rating (Orange)
Accurate Monarch Topaz +8 Expertise Rating and +8 Hit Rating (Orange)
Balanced Twilight Opal +16 Attack Power and +12 Stamina (Purple)
Gurdian's Twilight Opal +8 Expertise Rating and +12 Stamina (Purple)
Shifting Twilight Opal +8 Agility and +12 Stamina (Purple)
Above the special and poison hit cap, you'll want to gem one of the following:
Delicate Scarlet Ruby +16 Agility (Red)
Bright Scarlet Ruby +32 Attack Power (Red)
Deadly Monarch Topaz +8 Agility and +8 Critical Strike Rating (Orange)
Wicked Monarch Topaz +16 Attack Power and +8 Critical Strike Rating (Orange)
Balanced Twilight Opal +16 Attack Power and +12 Stamina (Purple)
Gurdian's Twilight Opal +8 Expertise Rating and +12 Stamina (Purple)
Shifting Twilight Opal +8 Agility and +12 Stamina (Purple)
Now when it comes to deciding whether to gem the expertise, agility or attack power versions of each gem,
you'll need to spreadsheet your gear to get an exact result, they are all very close on dps.
Glyphs:
This is fairly simple, there are only two mandatory glyphs for Mutilate raiding.
Glyph of Slice n Dice
Glyph of Rupture
optional ones are the following:
Glyph of Ambush - Makes you slightly quicker to position yourself to open with ambush in raids, if you chose to.
Glyph of Evasion - Never know when your tank dies with a boss on 3% health, might save you from a wipe.
Glyph of Expose Armor - Not a bad idea if you rarely raid with a warrior tank.
Glyph of Feint - With the recent changes to Feint, this might be viable to cut down on the energy cost.
Glyph of Garrote - Increases the damage dealt, but its debatable if its worth the downtime lost to just running in and opening with mutilate.
Glyph of Sprint - Might give you an edge on higly mobile fights.
On Minor Glyphs, its completely up to you.
-to be continued-
incoming:
spreadsheets and how to use them, Raid setups (whom do we want to raid with).
Thanks:
Elitist Jerks
WowWiki
The Pocketguide
RogueRogue
And all the people that put time into working these things out.
Mutilate Raiding 3.0.8
Hello there, I decided to throw this up here to hopefully reduce all the question based threads
here in the rogue section regarding mutilate, If I have time I'll expand this to reflect Combat aswell.
Specs:
Mutilate
51/13/7
This is the standard Mutilate build, but things vary based on your current stats and raid-group setup.
If you do not have a Retribution Paladin in your raid group supplying Heart of the crusader or an Elemental Shaman with Totem of Wrath, substitute Turn the Tables with Master Poisoner.
Murder vs Quick Recovery vs Fleet Footed
these are the three talents you can choose between, currently in naxxramas, everything is undead except for Faerlina and Maexxna.
which makes Murder pretty much obsolete as a talent choice unless you and your raid-group qualify for these 2 setups;
You are expertise capped (26) which makes Quick Recovery obsolete, unless you truly need the extra healing.
You have an Unholy Death Knight in your group with Unholy Aura which makes Fleet Footed obsolete.
If you need to choose between Fleet Footed and Quick Recovery, Quick Recovery is always superior.
Poison choices:
You will want to run with Instant Poison IX on your mainhand.
and Deadly Poison IX on your offhand.
Mutilate procs both the main-hand and offhand poisons equally now, but Finishers have a chance at proccing mainhand poisons.
An important note:
Your Mutilate poison requirements can be fulfilled by other rogues, which is why you do not need to wait for a DP application before using another mutilate.
Rotation:
There is no static rotation for mutilate, its very dynamic and requires you to actively watch for timers on your debuffs, and buffs alike. Get a tracking addon, its a lot more efficient than constantly looking for your timers in between tons of other buffs and debuffs.
Make sure you have Hunger for Blood stacked to 3 before you enter combat.
generally you'll start off Slice and Dice however you like, but make sure you have it running as a 5 pointer before you go for the list below, using a one point Slice and Dice and following it with a one point Envenom does in fact refresh Slice and Dice to its 5 point potential.
A couple of tracking addons:
Need to know on WowInterface
Rogue Power Bars on Curse
Priority list;
Mutilate up to 4+ combo points
If Hunger for Blood is dropping below 5 seconds, refresh it.
If Rupture is still up, use Envenom, if deadly poison is not stacked to the same amount as your combo
points, pool your energy and use it at the last possible moment, preferably right after a
Deadly Poison tick to maximize its effect.
Always give Hunger for Blood priority on being refreshed over slice n dice.
Always give Slice and Dice priority on being refreshed over rupture.
if you have the chance, pool your energy before letting that ability off to let Slice and Dice or Hunger for Blood maximize its potential and to fit in
two mutilates during the envenom buff to increase poison procs.
Important note: All special attacks including Finishers can be dodged if you
are not expertise capped, this can seriously mess up rotations if unlucky, if
for an example you decide to pool energy before using envenom, and using it
with 2-3 seconds remaining on Slice n dice, this can get dodged,
and you might not notice until its too late, and server lag prevents you from re'using it again,
making your slice n dice drop, and resetting your rotation.
Personally I've had 3 envenom's dodged in a row, truly shows the value of expertise.
Stats:
First for a quick explanation of this system:
EP is short for Equivalence Point, this means that the power of one stat, is used to
determine how valuable the others are in comparison, like in this table for instance,
agilty is the base, and weighed as 2.
Lets compare Icewalker and Superior Agility on boots, assuming you are under the poison hit cap,
but above the special hit cap.
Icewalker
12 hit rating = 12*2.2 = 26,4 EP
12 crit rating = 12*1.6 = 19,2 EP
26,4 + 19,2 = 45,6 EP
Even above the poison hit cap, Icewalker lands as 36 EP.
Superior Agility
16 agility = 16*2.0 = 32 EP
Icewalker is obviously superior to Superior Agility.
These EP stats vary based on your current gear, but this is a rather reliable quick-list.
Note that these values assume the paladins Blessing of Kings.
Str: 1.1
Agi: 2.0
Crit: 1.6
Exp: 2.0
Haste: 1.6
ArPen: 1.1
Below the specials hit cap hit is worth 2.9
Below the poisons hit cap hit is worth 2.2
above both caps hit is worth 1.4
If you want to determine accurate EP values for your gear,
you can do it with the following spreadsheets:
The RogueCraft Spreadsheet
RogueCraft AEP
Important note: on the subject of 2 ap vs 1 agility, 2 ap is slightly better, but its very close.
Hit Table
This all assumes 5/5 Precision.
With no added buffs or debuffs:
Specials: 99
Poisons: 315
White: 722
With either Imp FF or Misery:
Specials: 99
Poisons: 237
White: 722
With either Imp FF or Misery and Heroic Presence:
Specials: 66
Poisons: 210
White: 689
Expertise:
The value of expertise seems to elude some people, to make it simple;
in pve, raidbosses have a chance to dodge your attacks even though you stand behind them, with expertise, you can negate this.
Bosses have a 6.25% - 6.50% chance to dodge your attacks, this goes for all main attacks (mutilate I.E,) all finishers and white damage.
Each point of expertise gives you a 0.25% reduction on being dodged.
with no racials,
you will need 214 expertise rating from gear, or 26 expertise points.
with no racials, but 2/2 Weapon Expertise:
you will need 132 expertise rating from gear, or 16 expertise points.
With the human racial wielding either swords or fists, and specced into Weapon Expertise:
you will need 107 expertise rating from gear, or 13 expertise points.
simply put, no matter what racials or talents you are using, if you read 26/26 expertise in your character tab, you are capped.
The attack table, hit vs crit vs expertise vs glancing blows
Two roll system vs single roll system
first for a few simple facts:
All bosses reduce your crit by 4.8%, this is 3% from the difference in your weapon skill vs bosses defense level, and 0.6% per level difference, boss level mobs are always counted as 3 levels above you.
Yellow attacks and white auto-attacks do not work the same when it comes to the attack table. Yellow attacks use a so called two-roll system and white auto attacks however use a one-roll system. Simply put: the crit cap for specials is not affected by avoidances like dodge, parry, miss, glancing blows, etc Therefore:
the crit cap for specials is 104.8% at its highest.
Since white auto-attacks are single roll, the crit cap for them would be affected by avoidances. Therefore, you could calculate the crit cap by subtracting your combined avoidance chance (miss + dodge + parry + glance + block) from 104.8%. As long as you are behind the mob, parry and block are 0%. Glance is always 24%. Therefore:
the crit cap on white attacks is 80.08% at its highest.
Enchants:
Weapon:
Enchant Weapon - Berserking
Helm:
Arcanum of Torment
Shoulders:
Greater Inscription of the Axe
Master's Inscription of the Axe - Inscription only -
Chest:
Enchant Chest - Powerful Stats
Cloak:
Enchant Cloak - Major Agility
Swordguard Embroidery - Tailoring only -
Bracers:
Enchant Bracers - Greater Assault
Fur Lining - Attack Power - Leatherworking only -
Gloves:
Enchant Gloves - Crusher
Legs:
Icescale Leg Armor
Boots:
Enchant Boots - Icewalker
Belt:
Eternal Belt Buckle
Rings:
Enchant Ring - Assault - Enchanting only -
Gemming:
Metagem: Relentless Earthsiege Diamond
Now looking at the EP values of Hit and Expertise,
If you have a socketbonus, and are wondering whether to gem to get it or not,
you can use your EP values to determine if its worth placing a purple/orange/green gem or not.
If you are lucky enough to be a Jewelcrafter you can use the epic gems to fit any color to attain its socketbonus,
and to fill out your metagem requirement without sacrificing stats by using lesser gems.
Below the special and poison hit cap, you'll want to gem one of the following:
Rigid Autumn's Glow +16 Hit Rating (Yellow)
Pristine Monarch Topaz +16 Attack Power and +8 Hit Rating (Orange)
Glinting Monarch Topaz +8 Agility and +8 Hit Rating (Orange)
Accurate Monarch Topaz +8 Expertise Rating and +8 Hit Rating (Orange)
Vivid Forest Emerald +8 Hit Rating and +12 Stamina (Green)
Above the special hit cap, you'll want to gem one of the following:
Delicate Scarlet Ruby +16 Agility (Red)
Bright Scarlet Ruby +32 Attack Power (Red)
Glinting Monarch Topaz +8 Agility and +8 Hit Rating (Orange)
Pristine Monarch Topaz +16 Attack Power and +8 Hit Rating (Orange)
Accurate Monarch Topaz +8 Expertise Rating and +8 Hit Rating (Orange)
Balanced Twilight Opal +16 Attack Power and +12 Stamina (Purple)
Gurdian's Twilight Opal +8 Expertise Rating and +12 Stamina (Purple)
Shifting Twilight Opal +8 Agility and +12 Stamina (Purple)
Above the special and poison hit cap, you'll want to gem one of the following:
Delicate Scarlet Ruby +16 Agility (Red)
Bright Scarlet Ruby +32 Attack Power (Red)
Deadly Monarch Topaz +8 Agility and +8 Critical Strike Rating (Orange)
Wicked Monarch Topaz +16 Attack Power and +8 Critical Strike Rating (Orange)
Balanced Twilight Opal +16 Attack Power and +12 Stamina (Purple)
Gurdian's Twilight Opal +8 Expertise Rating and +12 Stamina (Purple)
Shifting Twilight Opal +8 Agility and +12 Stamina (Purple)
Now when it comes to deciding whether to gem the expertise, agility or attack power versions of each gem,
you'll need to spreadsheet your gear to get an exact result, they are all very close on dps.
Glyphs:
This is fairly simple, there are only two mandatory glyphs for Mutilate raiding.
Glyph of Slice n Dice
Glyph of Rupture
optional ones are the following:
Glyph of Ambush - Makes you slightly quicker to position yourself to open with ambush in raids, if you chose to.
Glyph of Evasion - Never know when your tank dies with a boss on 3% health, might save you from a wipe.
Glyph of Expose Armor - Not a bad idea if you rarely raid with a warrior tank.
Glyph of Feint - With the recent changes to Feint, this might be viable to cut down on the energy cost.
Glyph of Garrote - Increases the damage dealt, but its debatable if its worth the downtime lost to just running in and opening with mutilate.
Glyph of Sprint - Might give you an edge on higly mobile fights.
On Minor Glyphs, its completely up to you.
-to be continued-
incoming:
spreadsheets and how to use them, Raid setups (whom do we want to raid with).
Thanks:
Elitist Jerks
WowWiki
The Pocketguide
RogueRogue
And all the people that put time into working these things out.






