Expertise in PVP (Or: Why 95% Doesn’t Cut It)

Rogues entering PVP for the first time have to worry about gearing up. Part of gearing up is hitting the right stat caps. Last time we tackled the PVP hit cap (and how to calculate it). This time we’re going to look at expertise.

When you think of expertise, you probably think of PVE. You’re in raids to PUMP DAT DPS SON, and if you don’t cap the stats that make your weapons hit flesh you’re doing your raid a disservice. You’ll occasionally find yourself in front of a monster out of necessity, and you’ll be cursing the entire time as most of your special (and not-so-special) attacks get dodged and parried.

But PVP isn’t about DPS optimization. It’s about enemy control (with DPS bursts here and there). Hit plays a big role since it ensures stuff connects. But many people just leave it at that. And doing so leaves you open to having your stuns miss your target. Read the rest of this entry »


Rogues & Dat PVP Hit Cap

Image Credit: lastrogue.com

One of my gripes with PVP is trying to remember (and source) the proper combat caps for Rogues. Sadly, it’s the most important stat when fighting. You owe it to your team to make sure your abilities hit- especially your snares and stuns.

Being under hit cap effectively makes using crowd control a lottery. When you’re talking PVP, it’s all about control (especially for Rogues). So without further adieu, below are the hit caps you need to meet: Read the rest of this entry »


Jewelcrafting Now the Worst DPS Profession?

Thought Jewelcrafting was the best DPS profession for your class in 4.3? If you’re sporting epic-quality gems, think again.

PVERogues tweeted an article yesterday announcing that Jewelcrafting shifted from one of the best DPS professions to the worst. I later heard from a few sources that a similar nerf befell Jewelcrafting last expansion. Being a progression raider, I understand the gravity of this change this time around. Read the rest of this entry »


Doing It from Behind

I love playing a Rogue for many reasons, but there’s one thing I hate with every fiber of my being: abilities with positional requirements. For Rogues, that means attacking from behind. “Behind” covers 180 degrees and should only be a minor annoyance. Oh, if only that were true.

I touched a bit on positional requirements when I wrote about 4.1’s Stealth, but after a rough week of PvP and raiding, my inner rage has been reignited. When only 3 specs (of the 30 in the game) need to deal with this issue, it’s hard to find a sympathetic ear. But if you can imagine running after your target madly spamming keys to no avail while your opponent free-casts on you, you might feel our rage too.

Rogues get a small consolation: our Combat spec sidesteps positional issues. But for the other 66.6% of our specs, we’re stuck dealing with headaches that are entirely out of our control. Which headaches, you ask? Read the rest of this entry »


Insta-Stealth, Ahoy!

Blizzard just released updated 4.1 PTR patch notes! The latest notes show Rogues are indeed getting their Stealth buffed in 4.1 (contrary to prior datamines that showed them reverting the change). Here’s the juicy stuff:

Rogues:

Stealth base cooldown has been reduced to 4 seconds, down from 10, and the movement penalty from being in Stealth has been removed.

Subtlety:

Nightstalker now reduces the cooldown of Stealth by 2/4 seconds, and instead of negating the movement penalty from Stealth, it adds a 5/10% movement speed bonus (stacking with other effects) while Stealthed.

This constitutes a major shift in Rogue playstyle. It’s much more than just a quality of life improvement.

Read the rest of this entry »