I will do my best to always have this reflect current cookie cutter mutilate spec.
Mutilate Raiding 3.2
51/13/7 (Includes Glyphs)
This is the standard Mutilate build.
51/7/13 is apparantly not the way to go anymore according to This post.
Things vary based on your current stats and current raid instance.
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 useless as a talent there.
If you are expertise capped, Fleet Footed should be your choice for naxxramas, if you arent Quick Recovery is
a good choice.
Now when you enter any raid instance other than Naxxramas, Murder will be your choice regardless to your current stats.
Which makes 51/13/7 (Includes glyphs) The ideal choice.
If you are interested in how the new Poison mechanics work post 3.1 check Voij's excellent thread on the subject Here.
You will want to run with Instant Poison IX on your mainhand. and Deadly Poison IX on your offhand.
The reason you keep Instant Poison on your mainhand, is because you have a chance at proccing poisons when using mutilate and finishers.
An important note: Your Mutilate poison requirements can be fulfilled by other rogues and hunters Serpent Sting, which is why you do not need to wait for a DP application before using another mutilate.
Cut to the Chase is the biggest change to Mutilate's rotation considering how it worked in TBC.
Now you can refresh Slice and Dice with Eviscerate or Envenom.
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.
Generally you'll start off Slice and Dice and Hunger for Blood however you like, but make sure you have SnD 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.
Generally in a 25 man raid you can rely on dps warriors or feral druids on keeping the bleeds up
for Hunger for Blood, if you however dont have this luxury you can open on the boss with a garrote or go for a really quick rupture,
just make sure you start combat from stealth.
A few tracking addons:
Need to know on WowInterface
Rogue Power Bars on Curse
Ice-Hud on Curse
Event Horizon on WowInterface
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.
Pre 3.1 Hunger for Blood had a 60 energy penalty if it dropped, this is no longer the case, makes it alot easier to "recover" from a faulty rotation.
This most likely gives Slice and Dice a priority
on being refreshed over HfB but it is debatable.
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.
For stat weights , EP values and further info, seek The Pocked Guide.
This all assumes 5/5 Precision.
With no added buffs or debuffs:
With either Imp FF or Misery:
With either Imp FF or Misery and Heroic Presence:
with only Heroic Presence:
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.
Enchant Weapon - Berserking
Arcanum of Torment
Greater Inscription of the Axe
Master's Inscription of the Axe - Inscription only -
Enchant Chest - Powerful Stats
Enchant Cloak - Major Agility
Swordguard Embroidery - Tailoring only -
Flexweave Underlay - Engineering only -
Enchant Bracers - Greater Assault
Fur Lining - Attack Power - Leatherworking only -
Enchant Gloves - Crusher
Hyperspeed Accelerators - Engineering only -
Icescale Leg Armor
Enchant Boots - Icewalker
Nitro Boosts - Engineering only -
Eternal Belt Buckle
Enchant Ring - Assault - Enchanting only -
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.
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.
For more detailed information on gems, consult the The Pocked Guide.
This is fairly simple, there are three mandatory glyphs for Mutilate raiding.
Glyph of Hunger for Blood
Glyph of Mutilate
Glyph of Rupture
There is another additional one, but it requires additional testing before its value can be determined.
Glyph of Tricks of the Trade
On Minor Glyphs, its completely up to you.
Spreadsheets and how to use them:
Aldriana's Combat and Mutilate Spreadsheets
Mavanas' Rogue DPS Simulation Spreadsheet
How to Use a Spreadsheet: Maximizing DPS - Credits go to CeeKay
Buffs Beneficial to the Rogue:
Lets get a nice overview of what others can buff us with in a raid setting.
Note that if two or more abilities provide the same buff they do not stack.
I'm skipping Hunter Pet buffs and debuffs for this and the next part.
Also note that the spellpower percantage to crit and damage do infact buff the rogues poison damage,
Envenom however does not take the benefit from the spellcrit buff and debuff.
Elemental Oath - Elemental Shaman
Moonkin Aura - Balance Druid
Agility & Strength
Horn of Winter - any Death Knight
Strength of Earth Totem - any Shaman - improved by ET
Raw Attack Power
Battle Shout - any Warrior - improved by CP
Blessing of Might - any Paladin - improved by IM
10% Attack Power
Abomination's Might - Blood Death Knight
Trueshot Aura - Markmanship Hunter
Unleashed Rage - Enhancement Shaman
30% haste for 40 seconds
Bloodlust(H) & Heroism(A) - Any Shaman
3% Damage Increase
Sanctified Retribution - Retribution Paladin
Ferocious Inspiration - Beast Mastery Hunter
Swift Retribution - Retribution Paladin
Improved Moonkin Form - Balance Druid
Leader of the Pack - Feral Druid
Rampage - Fury Warrior
Windfury Totem - any Shaman improved by IWT
Improved Icy Talons - Frost Death Knight
Mark of the Wild - any Druid improved by IMotW
Blessing of Kings - any Paladin
DeBuffs Beneficial to the Rogue:
Here we have debuffs others can apply to our enemies that are beneficial to us.
Curse of Elements - any Warlock - improved by Malediction
Earth and Moon - Balance Druid
Ebon Plaguebringer - Unholy Death Knight
Winters Chill - Frost Mage
Improved Scorch - Fire Mage
Major Armor Reduction
Expose Armor - any Rogue
Sunder Armor - any Warrior
Minor Armor Reduction
Curse of Recklessness - any Warlock
Faerie Fire - any Druid
Added Bleed Damage
Mangle - Feral Druid
Trauma - Arms Warrior
3% Critical Hit
Heart of the Crusader - Retribution Paladin
Master Poisoner - Assassination Rogue
Totem of Wrath - Elemental Shaman
4% Physical Damage
Blood Frenzy - Arms Warrior
Savage Combat - Combat Rogue
3% Spell Hit
Improved Faerie Fire - Balance Druid
Misery - Shadow Priest
Thanks & Informative links:
The Raid Comp
Big thanks go to all the people that put time into finding this out.