NOTE: The links are currently broken, sorry for the mess of iurls and anchors. The admins are working on re-integrating those functions into the forum, and until that time this guide will look messy! Thanks for not hating me =P
Mutilate Raiding 3.3.3 and beyond.
The Attack Table
Thanks and Credits
Standard Raid Mutilate:
51/18/2 (Includes Glyphs)
This is the standard and the only currently viable Assassination build.
Some suggest 51/13/7 is viable or even optimal in some cases. It's not. The reasoning behind which is very complex and math heavy. The short answer is: The conclusions gained by many respected members of the rogue theorycrafting community support the statement that 51/18/2 is the only viable spec. It sims lower in both spreadsheets. The reasoning is that increasing rupture uptime decreases envenom uptime. The loss of dps from the decrease in envenom uptime outweighs the gains of rupturing.
Quick Recovery vs Fleet Footed vs Blood Spatter
These are the three talents you can choose to spend 2 total points between. if you are expertise capped, or very close, Fleet Footed should be your general choice for pretty much everything (run speed is invaluable for non-tank'n'spank fights), if you aren't Quick Recovery is usable, however, expertise is highly worth capping, but we'll discuss that later.
Blood Spatter is for if (somehow) rupture is in your optimal rotation (which it shouldn't ever be), or if no other bleeds are available and you're using Garrote to provide the bleed for Hunger for Blood. Even then, blood spatter is likely behind the other two on any fight short of a completely stand still tank n' spank.
Important Talents and Abilities:
(Acronyms used later in this guide are in parentheses before the ability's link)
- (SnD) - Slice and Dice - The staple of rogue DPS since... forever. Provides a flat 40% increase to our melee attack speed.
- (Mut) - Mutilate - Our primary combo point builder in the assassination tree. Provides 2 combo points and does 20% extra damage to poisoned targets.
- (TotT) - Tricks of the Trade - Donates all your threat to the target of your choosing as well as increasing their damage by 15% for 6 seconds.
- (Env) - Envenom - Our primary finisher. Ignores armor, and does damage based on how many stacks of Deadly Poison our target has. Generally consumes a dose of Deadly Poison for every combo point, unless you have...
- (MP) - Master Poisoner - This wonderfully multi-faceted talent provides us with both a 3% raidwide crit increase on poisoned targets and the ability to Envenom without consuming Deadly Poison.
- (HfB) - Hunger for Blood - This is our 51 point beast in assassination. In it's hay-day, when glyphed, HfB Provided a whopping 18% flat damage boost to every ounce of damage you put out. It currently only gives 8%.
- (CttC) - Cut to the Chase - Our 46 point selection in the Assassination tree allows us to refresh the duration of SnD to it's full 5 point maximum. Very handy, and rather important to DPSing as mutilate.
- (OK) - Overkill - This talent gives us a 30% increase in energy regeneration for 20 seconds after leaving stealth.
- (CB) - Cold Blood - Our 21 point Assassination tree choice. Provides you with a free critical on next special attacks. This ability isn't on the GCD, so you can pop it safely whenever you're ready to use it.
- (IP) - Instant Poison IX - The first of our 2 primary DPS poisons. Instant poison is a chance on hit (based on PPM, discussed later) to do nature damage based on your attack power
- (DP) - Deadly Poison IX - The second of the primary DPS poisons. Deadly applies a DOT to your target that deals damage based on attack power. When DP reaches a 5 stack, all applications after that will cause the poison in your other hand to proc.
When raiding as Mutilate, there is virtually no situation where you'll want to run 2 slow weapons. You'll always want at least one of your daggers to be 1.5 speed or faster. Having two fast weapons is completely usable, and in some cases, optimal. When choosing which weapon goes in which hand, always put the higher dps dagger in your main hand. Your offhand is subject to a 50% damage penalty (25% with 5/5 Dual Wield Specialization talented), and thus having more dps in your mainhand will always increase your overall damage done.
Have two slow weapons and want to raid? Click here to find a suitable fast dagger!
You will always want to run with Instant Poison IX on your slower weapon and Deadly Poison IX on your faster weapon because Deadly Poison's proc is a chance on hit proc rather than PPM (Procs Per Minute). All instant strikes (Combo builders and finishers) proc mainhand poisons, and a full stack of Deadly Poison also procs your other hand's poison when refreshing it's stack. With equal speed weapons, Deadly Poison on the higher DPS weapon in your main hand is a slight DPS increase.
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 Deadly Poison application before opening with or using another mutilate.
There isn't really a set rotation for mutilate, however, it's very straightforward, and is what some would call a "spamfest" after getting your important buffs running. Using a tracking addon to manage cooldowns for when to pool energy will help make the rotation more dynamic as well as increasing your dps.
A few tracking addons:
Need to know on WowInterface
Rogue Power Bars on Curse
Ice-Hud on Curse
Event Horizon Continued on WowInterface - Thanks Diosx
This is by no means a complete list of addons, just a few that have been recommended numerous times by posters on this forum.
Before the Pull and Opening on a boss:
Always begin every fight in stealth to ensure you get Overkill for the first 20 seconds of the fight, and always use Mutilate as your opener, unless no other bleeds are available for Hunger for Blood. Garrote will do equivalent damage/energy, but requires you to stay stealthed all the way to your target and for you to get behind your target, wasting valuable auto-attack and poison application time. Garrote also only awards you with 1 combo point, whereas mutilate rewards 2-3.
Generally you'll start off Slice and Dice and Hunger for Blood in whatever order you like, but make sure Slice and Dice doesn't fall off if you start it with a low amount of combo points. 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, but using a 2 point or greater Slice and Dice will leave you with more room to get off a better Envenom and get your Hunger for Blood up without fear of dropping Slice and Dice.
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 don't have this luxury you can open on the boss with a Garrote or if you're unlucky or a boss pulls you out of stealth go for a really quick, low combo point rupture, just make sure you start combat from stealth, regardless of if you get pulled out when the boss engages. Overkill is highly worth being stealthed for.
Using Envenom as your only finisher is optimal in nearly all gear sets.
Cut to the Chase refreshes Slice and Dice with Eviscerate or Envenom, so after the initial application of Slice and Dice, you'll only be using Envenom to refresh it's duration.
All Envenoms (with certain exceptions) are used with 4+ combo points.
If Hunger for Blood is dropping, refresh it as late as possible without letting it drop.
If at any time Slice and Dice is falling, use an Envenom to keep it up, regardless of combo points.
When envenoming, Pool your energy and use it at the last possible moment (60-80 energy). This allows for you to get more mutilates in during Envenom's buff duration, and gives you an overall higher uptime on Envenom's buff. Don't envenom with an envenom buff up unless you're going to cap on energy real soon. This is called "clipping" and is essentially wasting part of the envenom buff. At high levels of haste (ICC25 hard mode and beyond), you may find it impossible to pool energy and not clip envenoms. In this case, only pool when trinkets are about to proc, or you know something big like heroism or a bite on BQL is coming very soon.
Hunger for Blood is easily refreshable in a raid setting, and is now only worth 8% damage post-nerf.
This means Slice and Dice has priority on being refreshed over Hunger for Blood.
Important note: All special attacks including Finishers can be dodged if you are not expertise capped, this can seriously mess up rotations, and destroy your white hits for proccing poisons. If you're not capped on expertise, give yourself at least 2 global cooldown's worth of time to refresh Slice and Dice.
Expertise currently holds an extremely high value, and should be capped or very nearly capped at all times.
Unlike Combat, Assassination has relatively few cooldowns. Vanish, Cold Blood, and Tricks of the Trade are all we have to work with. Vanish?!? Yes, vanish. Vanishing puts you back into stealth, rebuffing you with Overkill, netting you a 3min cooldown worth 20s of enhanced energy regen. Cold Blood should be used with large Envenoms, preferably 5 points, but don't wait too long if the fight's expected to last more than 3min. Tricks of the Trade can be used on cooldown to either ensure a tank is able to hold threat on fights where damage scaling is an issue (Hodir, Twin Valks, etc..), or as a DPS cooldown for a friend (preferably the highest dps in range). Generally speaking, so long as your TotT target is doing similar damage to you, using it is worth the energy so long as you don't mess up your rotation. After obtaining 2 pieces of tier 10, you'll definitely want to use TotT on cooldown to net yourself a free 15 energy (and net the raid quite a bit of dps) every 30s.
The following macro, if mashed, will use vanish and immediately begin auto-attacking your current target, losing only minimal auto-attacks and gaining Overkill.
Stats:Code:#showtooltip /cast Vanish /startattack
For stat weights, EP values and further info, seek The Pocket Guide @ EJ.
Hit Rating Caps:
This all assumes 5/5 Precision, which is mandatory in all current raid builds.
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:
Maintaining hit rating above the poison hit-cap is extremely recommended, and is worth gemming +hit for.
Raid bosses have a chance to dodge your attacks even when you stand behind them. With expertise, you can negate this.
Bosses have around a 6.50% chance to dodge your attacks, this goes for all main attacks (mutilate, etc) all finishers and white damage.
Each point of expertise gives you a 0.25% reduction on being dodged.
you will need 214 expertise rating from gear, or 26 expertise points.
Simply put, if you don't read 26/26 expertise in your character tab, you aren't capped, and should consider gemming expertise to fix this.
The attack table, hit vs crit vs expertise vs glancing blows
Two roll system vs single roll system
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.
More in-depth information about the attack table can be found at WoWWiki's Attack Table page.
More information on how to calculate your own crit cap can be found here.
Here's a simple layout of EP values, and in certain cases, explanation of enhanced value from particular professions.
68 average-case haste from Hyperspeed Accelerators instead of Enchant Gloves - Crusher
*Based on this post, Bombs on cooldown can be estimated to add up to 30EP if used on cooldown. Nitro Boosts provide a decent boot enchant with vastly increased movement speed on a 3min cooldown, useful for heavy movement fights. If the value of haste gets pushed > 2EP, the value of this profession is pushed even higher. This profession is highly dependent on using bombs/gloves on cooldown when opportune.
+84 AP from 3 Bright Dragon's Eyes replacing standard Bright Cardinal Rubies
*If/when haste or another stat breaks an EP of 2.0, the value of this profession increases.
128 average-case AP from Swordguard Embroidery vs 22agi/23haste.
*If/when haste breaks an EP of 2.0, the value of this profession *decreases* as the value of Enchant Cloak - Greater Speed increases. However, due to the 45s internal cooldown, this proc lines up well with trinkets which may or may not slightly increase this profession's value.
+80 AP from 2 extra sockets created by: Socket Bracer and Socket Gloves
*Like JC, if/when haste or another stat breaks an EP of 2.0, the value of this profession increases.
+80 AP on a Flask of Endless Rage from Mixology.
*Double flask duration, decent choice for the thrifty rogue.
+80 AP on Fur Lining - Attack Power
+80 AP on Master's Inscription of the Axe
2x +40 AP Enchant Ring - Assault
Master of Anatomy - Passive 40 crit rating.
*Due to crit capping, not very practical for DPS increase, especially in higher-end gear.
Lifeblood - 3600HP recovered of 5s.
*Slight survival gain, not practical.
Toughness - Passive 60stam bonus.
*Slight survival gain, not practical.
Some notes on Engineering: ElitistJerks
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 - Greater Speed
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
Enchant Boots - Cat's Swiftness - Doesn't stack with Fleet Footed -
Nitro Boosts - Engineering only -
Eternal Belt Buckle
Enchant Ring - Assault - Enchanting only -
A few notes: A spreadsheets]spreadsheet is *highly* recommended for determining your optimal gem layout. These gemming choices could completely change based on your own personal gear! This is just a general guideline to the average gemming a mut rogue will encounter. I'm going to list 2 options, and you should *always* consult a spreadsheet about gemming! What's not here: Hit gems. Hit gems are useful if you're having issues with the crit cap or are under the poison hit-cap. At the crit cap, white hit's EP should jump higher than haste's, and depending on if it jumps higher than AP, it may be worth it to look into Hit or AP/Hit gems. Expertise gems are included in both, due to the value of capping expertise.
ANY helm with a meta socket (literally) is better than not having one.
- Only 1 Nightmare Tear in your best blue socket bonus
Option 1: (When Haste is worth under 2EP)
Option 2: (When Haste is worth more than 2EP)
Many will find that their gear puts them somewhere between option one and two. Mixing pure haste gems and pure AP gems is entirely possible, and for gearsets with haste's EP floating almost exactly at 2.0, you'll see that what's optimal for your gear is a balance of AP vs haste gemming. My current mutilate gear (as of writing this) has ~2/3 slots filled with option 2 and ~1/3 filled with option 1 to maximize DPS.
The bottom line is: You have to spend some time with the spreadsheets]spreadsheets to really figure out what gems are optimal. I usually fill every red socket with 40AP, and every yellow socket with 20ap/10haste. I then plug in the recommended gems one at a time starting from my helm all the way down to my weapons. If I don't see an estimated DPS increase, I revert the gem back to it's previous and skip it. After repeating this a few times, you'll eventually come out with what should be your optimal gems - or very close to what should be your optimal gems. Trial and error is king, and paying attention to your estimated DPS as you change gems is the only sure-fire way of knowing you're doing it right.
This is fairly simple, there are two mandatory glyphs for Mutilate raiding.
Glyph of Hunger for Blood
Glyph of Mutilate
The third can be a few choices, but most will find the highest DPS out of Glyph of Tricks of the Trade, especially if you have 2 pieces of Tier 10, and especially if you've got anyone doing somewhere close to the same amount of damage as you.
On Minor Glyphs, it's really completely up to you.
***** This is based on estimated average EP of a mutilate rogue. These values may not be correct for your character, use a spreadsheet to find your values! *****
[Whispering Fanged Skull] (Heroic)667
[Tiny Abomination in a Jar] (Heroic)658
[Herkuml War Token]647
[Death's Verdict] (Heroic)608
[Deathbringer's Will] (Heroic)604
[Tiny Abomination in a Jar]593
[Whispering Fanged Skull]589
[Blood of the Old God]426
[Mark of Supremacy]400
[Shard of the Crystal Heart]400
***** This is based on estimated average EP of a mutilate rogue. These values may not be correct for your character, use a spreadsheet to find your values! *****
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
I'm not going to field any spreadsheet questions here. The official site for the spreadsheets is ElitistJerks, and any help needed beyond the wowhead guide can be found by reading the official EJ thread (yes, it's gigantic), or posting questions there.Originally Posted by Kelticfox
The Assassination FAQ has a tiny tidbit of help for those looking to add their own gear, but beyond that, the amount of help I'm willing to offer for something I didn't make is limited. That being said, go get the spreadsheet. It's invaluable for determining optimal gearing and gemming for your current gear sets. Everyone's outcomes will be different, and trying to guess or get a reliable answer as to what's right will be tough without first running through the sheets.
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
Arcane Empowerment - Arcane Mage
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
Improved Shadowbolt - Most Warlocks
Major Armor Reduction
Expose Armor - any Rogue
Sunder Armor - any Warrior
Minor Armor Reduction
Curse of Weakness - 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 - That's us! Yay!
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
The old Mutilate Compendium
Super Huge thanks to all the people that posted in the old Compendium. Bigger thanks to our lovely mod Positif for keeping it running so long and for letting me take it over.
This is still a work in progress, some things might be broken or wrong. Don't hate me.
Last Edit: April 25, 2010, 05:51:22 pm MST.