How to Disco – Spec (The Holy Tree)

The first thing you need to do is decide how to spec your priest. What are you goals? Will you PvP or PvE? Both? Heroics? Raids? Both? This won’t be as important in 3.1 with the introduction of Dual Specs – but you still need to know which talents are best for which type of game play.

First let’s look at the holy tree. There are anywhere from 13 to 19 points to consider spending in this tree.

PvE Holy Talents:

Holy Specialization – This talent increases your crit %. Critical heals proc Divine Aegis and Inspiration; they also increase your overall throughput. As a discipline priest (well any healy-type priest IMO) you should reach 20 – 25% unbuffed crit %. (more on why that is in a later post)

Inspiration – This talent procs and armor buff on any target you critically heal. We aim for as close to 100% uptime of this as possible (when considering single target – MT – healing).

In order to get to Inspiration you need to spend five more points to get to there. There are two schools of thought here – 1) Divine Fury and 2) Healing Focus + Improved Renew. Of course some people take partial talents, but I don’t like to think about that (partial talents EEWWW!) so you can decide that for yourself.

Your choice should be based upon your personal healing style. You may end up changing your mind several times while you are learning the ins and outs of your new spec. If you cast Gheal a lot, then Divine Fury is probably the way to go. If you get a lot of pushback (more likely in Heroics than in raid zones), then Healing Focus and Improved Renew might work out better for you.

Personally, I cannot decide. Originally I took Divine Fury, then I stopped casting Gheal, but I was doing a lot of PvP (dropping renews like crazy) and Heroics (pushback love fest) so I spec’d into Healing Focus and Improved Renew. Now, I haven’t PvP’d in a couple of weeks and I haven’t had time for heroics. Plus, I’m casting Gheal a lot more in raids (normally after I shield so it falls under the Borrowed Time haste benefit). So, another respec is pending soon. I’ll probably yo-yo back and forth until dual spec ability is released!

The last talent in the Holy Tree to consider is Desperate Prayer. As a dwarf priest I’ve always had this ability, so not having it would be like not having my beard beer! (OK I don’t really drink but I had to think of something) This is an instant cast self heal that packs a pretty good wallop! I highly recommend it for those “Doh! Forgot to heal myself” moments.

Improved Healing – also in the holy tree and reduces the mana cost of Penance and Gheal. You can spend points on it if you like, but you really need to get out of your “holy healing” mind state. Mana efficiency is important for a discipline build, but it is an entirely different method of efficiency. Traditional mana reduction talents are not neccessary. Yes, they make you more mana efficient but you’re not going to go OOM without them if you play the discipline spec properly. You’ll see why later.

PvE Holy Talent View:

Option 1 for PvE  

Option 2 for PvE  

Obviously there aren’t ONLY two options, but these are the two main (best) ones IMO.

PvP Holy Talents:

Holy Specialization – This talent is probably not as important for BG healing, but it could still be valuable. For arenas I would definitely take this talent. PoM will proc your Divine Aegis anytime it crits. Any of your critical heals will proc Divine Aegis. Damage absorption is your friend in Arenas where you can’t just rez and come back with full health and mana to help overcome the other team.

Let’s thing about rogues for a minute, Rogue ambushes one of your teammates, your PoM goes off and crit heals for 5k at that same moment it applies a DA that absorbs another 1500 damage. This might buy you enough time to outlast that pesky rogue’s burst damage – or enough time for someone else to deal with the rogue all together.

Spell Warding – reduces spell damage by 10%. This is pretty self-explanatory. Any talents you can take to reduce incoming damage is a + for PvP – especially in arenas.

Blessed Recovery – This gem heals you anytime you get critically hit. Over six seconds, it heals for 15% of the critical attack (or spell) damage. If you get crit again while this is active it “stacks”.

Desperate Prayer – A lifesaver in PvP. Period.

Healing Focus – Your shield will not always save you from pushback in PvP. This talent is the best help you have to fight pushback. It could be the difference between saving your 2v2 partner and losing the match.

Improved Renew – meh. Renews are useful for on the move healing… but disc is pretty good at that already. Plus, the extra 100 healing per tick probably isn’t going to make much of a difference when compared to the other talents you can get. I’ve included this talent because a lot of people view it as an important talent to have in PvP. Skip it IMO, it’s three points without much return.

PvP Holy Talent View:

Option 1 for PvP  

Option 2 for PvP

Again, there aren’t ONLY two options, but these are the two main (best) ones IMO.

Tomorrow I’ll try to post a review of the discipline talents. I may break it up into two posts – one for PvE and one for PvP.

I Like Knives

I’d like to semi-retract what I’ve said about FoKs (for those of you that don’t speak rogue… FoK = Fan of Knives) in the past. It sucks less than I previously thought. It’s very handy on pulls of 3+ mobs – provided there aren’t casters straggling outside of the 8-yard range. The damage from FoKs is nice and the regen ability of the combat tree makes using the skill very appealing. IOW you can’t spam it… but you can use it more than once every six seconds after your initial two or three uses.

It still costs WAY too much energy IMO and it’s a very short range…

The range is less troublesome as its possible to use it and still not break any CCs that may be bleating about. I know… who uses CC anymore??! Well, if you do a lot of unsteady PUG heroics – YOU MIGHT.

The energy cost is what I’d really like to see reduced. I’m only thinking of my Subtlety friends out there without the regen abilities of combat rogue of course… srsly though… 50e abilities suck.

Anyhow… it’s a good little AoE ability for a class that really hasn’t had one since they nerfed BF. Don’t believe me? Head to a heroic CoS and try it out for yourself!


p.s. AR + FoK = 15 secs of pure death… when’s that patch coming out? O THAT’S SOMETHING… imagine the decreased CD on AR + FoKs for clearing trash in raids (or heroics)… combat = moooovin’ on up (again). OFC boss DPS is still where it’s at in raids… so we’ll see how our sneaky friends fare in 3.10 (my priest will be praying for y’all).

Rogue 3.1

* Hunger for Blood – instead of a self-buff; this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.   

The old HfB increased damage by 3% and stacked 3 times (at 30e a pop). (plus a bleed effect remover thingy)

OK HFB probably costs too much energy for three stacks and stacking on skills like this is just plain annoying (read – stupid). So, taking away stacks is good. But do mut rogues really NEED another 6% damage on top of the 9% already granted by three stacks?!? I don’t think so. Though I speak not from experience – only from combat jealousy. BUFF US PLZ?

p.s. please note it doesn’t specify (yet) that the bleed effect has to be the rogue’s to use this…

* Adrenaline Rush – the cooldown on this ability has been lowered.    

Speaking of combat buffs… /yay! /dance

Now I wonder, is the AR glyph being modified?

* Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.    

This is good… except now I have to figure out how to fit it into my spec >< /sigh I had it all worked out w/no partial talents! *grumble* /emo

* Killing Spree – while this ability is active, the rogue does 20% additional damage.    




* Savage Combat – now causes 2/4% physical damage done.    

OK so is this replacing the current increase to physical damage on poisoned mobs? Do they still need to be poisoned? Or is this also replacing the AP buff (sad panda)?

* Mace Specialization – this talent now grants haste in addition to armor penetration.

Well they are trying to get us 4 viable weapon class options… (p.s. rogue really shouldn’t be using maces anyway if you want to get all RP about it…)

All and all it looks like we are getting some love… but will it be enough to keep combat competitive in the end game? It doesn’t seem like it TBH (at least not yet), but at least we’re on the path now.

Tiny Priest Takes the Plunge!

Oh no! Not that plunge… We could also call this post “Discipline, How Sweet Thou Art” (and believe you me – it is oh so sweet). After weeks of making excuses as to why I couldn’t respec just yet, I finally “just did it”. Nike would be proud – (possibly both of them). Don’t get the reference? Read up on pop culture in the 90s and Greek Mythology.

I might have mentioned that I spent some time healing as disc in BC. So, why should it be so difficult for me to make the switch now? In BC disc healing was still a lot like Holy healing (IMO to the best of my recollection) In today’s game – it is an entire shift of healing style.

Proactive v. Reactive

Penance is quite possible the best healing talent/spell in the game – EVER – Yes, it is THAT good. At first read it doesn’t “seem” that great TBH. I was meh about it when I first saw it. You really have to “see” this talent in action to fully appreciate it. It’s like a greater heal that takes less time to cast and if you get interrupted… it still heals for 33-66% of it’s total healing ability. Plus YOU GET MANA RETURNS! What happens if you stop your Gheal midcast? Nothing. Nil. Zip. Nada. Zilch. (except your tank might get too low and die… we all know what follows the tank dying)

Fheal? Barely touched it last night. Though I would imagine healing in heroics may require a bit more Fhealing than raids… I’ve only done one heroic as Discipline so I’ll get back to you on this one.

Shield… I loathed shield and scoffed at priests who spent three talents improving such a mana sink.

Every time you are able to shield, cast penance and PoM – you do (even when you don’t “need to” – this lets you keep grace x 3 on your tank). Penance and PoM are the highest HPM single target spells we priests have. Don’t get me started on the wonders of Penance again. Please.


I can’t decide whether to replace my fheal or HN glyph with the shield glyph (keeping my PoH glyph TYVM). Glyphed HN is really nice for fights like Loken (heroic HoL) and Loetheb (naxx). Fheal I don’t really use and OOM isn’t really an issue (so far)… so /shrug. I guess my best course of action is to try replacing the Fheal glyph with the shield glyph and see how it goes. I can always change it later.

Anyhow… that’s it for today.

Tiny Priest Hits 80!

Well, I hit level 80 over the extended weekend. /yay I also earned the Northrend Dungeon Master title (apparently I had yet to do the CoT instance on my priest).

Priest report as follows:

Holy Respec (batman)

I figured with two resto shamans there was a good chance my IDS buff would be useless in raids. Now I could have just moved the two points (and that was the original plan), but from Meditation to DS there are six talents points that need spending… all for a whopping 20 SP (for just DS). That’s seven talents total for 20 SP. 20 SP is hardly worth seven talent points IMO. I was also was a bit unhappy with my performance in my first Heroic (HoS) as a healer. So, I went with a pretty standard 14/57 build (from 23/48 build).


What I didn’t take into account when looking at dropping DS was mp5. I think I lost a huge chunk of mana regen… and I detest mp5 as a stat on gear (probably the #1 reason I was a Hpriest in the first place). Mana regen was a bit of a problem for me in a couple of heroics over the weekend, but it wasn’t an issue in Naxx at all. Of course by the time I got to Naxx on Tuesday night I managed to FINALLY shed my PMC and WM BC tailoring sets…

Anyhow… I suck at remembering (or using properly) Guardian Spirit. I’m sure I just need to get used to it, so I’m not giving up just yet. I am going to respec again tonight and move around a few points… I find that I don’t use Gheal that much now that I’m out of normal dungeons it’s back to Fheal most of the time. I’ve also started using PoH like a madwoman! I ❤ PoH (maybe it’s the new glyph? /shrug). I have also ran into some issues with pushback in heroics…

So, my solution is to drop Improved Healing and Test of Faith in favor of Healing Focus, Holy Reach and Healing Prayers. I mainly took Holy Reach to avoid partial talents – I’m not all that excited about it. I am excited about Healing Prayers though… CoH –> PoH –> HN x 2 rinse and repeat as needed works out pretty well for party healing. PoH really zaps my mana though… so I’m hoping increasing its HPM will help. I am a little sad to drop Test of Faith… but I just keep telling myself that I’ll reach the point of diminishing returns on crit soon enough…
Glyphs Finalized

So the SoR and DM glyphs took a bit of a hit with this patch… *sad panda* The only major glyph I have that’s still the same is my Fheal glyph. I’ve replaced SoR and DM with the PoH and HN glyphs. The shield glyph was in the running as well… but the only person I really ever cast shield on is myself and I have DP for dire emergencies… so it remains a disc spec glyph for me.

Overall, I’m fairly pleased with the results so far.

Next post I’ll gab about my Heroic experiences and Naxx.

Addendum to Original HAT Cycle Post

I just wanted to revisit my HAT cycle post and HAT in general.

First thing with the HAT cycle, you’ll notice as your group builds gear and/or as you move into 25 mans that your CP generation will increase drastically. This is a GOOD THING… it will also require some adjustment in your finishers. You may find that you aren’t able to Hemo or BS or w/e every cycle or maybe one cycle you get two in and the next you only get one. Maybe you think vanishing and getting a garrote off every chance is a waste of time, OK so don’t do it! I find the extra 30 or so DPS nice… but it’s only thirty-ish /shrug.

The key to this build is flexibility! Split second assessment of SnD and Rupture timers along with Vanish, ShS (if you took that) and other key cooldowns is key – you need to assess where you are at and where you will most likely be when the next finisher comes up. Are you 3 seconds left with SnD and 4 with rupture? What do you do? How will you maximize the uptime of those?? In that situation your answer could be to refresh SnD with w/e CPs you have right then… then pop vanish > premed > garrote and a quick rupture. What if vanish is on CD? Hmm??

My mission each boss fight is to keep Rupture and SnD at an uptime of 100% without overwriting a rupture tick or more than 4 seconds of an SnD timer. At the same time I wanna take advantage of my ShS cooldown every thirty seconds and get a 5 pt ShS evis off. I want to vanish and garrote every time I can. Pop my trinkets at every cooldown. I monitor all that and my CPs. I could go from 1 to 5 in four or five seconds… maybe I’ll have as long as 8 “this time.”

I scoff at people who think that unbugged HAT is a mindless spec that ruins everything that rogues are about. NAY I SAY! Rogues are about DPS and quick reactions IMO. This build delivers on both fronts. This is the ONLY rogue build I’ve played in which you are never sure what your cycle is going to look like from 100 > 0 on a boss. I LOVE THAT. It makes me think. It’s a lot easier to maximize your DPS when your cycle is set in stone… you already know what cycle maximizes it (and if you’ve been playing a rogue for as long as I have – you’ve known for a VERY long time). Are you bored yet? I was.

When your CP generation is sketchy… all that you’ve taken for granted is GONE. It’s almost like being in a BG and not knowing how many horde, and what classes, are going to roll into try and yoink your flag… who’s with you right then? What’s your best course of action to stop or seriously impeded that flag carrier? Maybe I like this build because I enjoy PvP a lot. I’m not the most uber leet rogue in BGs… but I’ve earned my dues and some respect along the way. I’ve also made a newb out of myself on occasion. This build will do the same to ya… Don’t believe me? Try running it and spamming your CP generator and you’ll see what I mean.

I wanted to add a quick note on group composure. We all know that BM hunters are “like ZOMG must have in my group”. Well, what if ya don’t have any? Hmm? Like those of us still raiding 10 mans and such… Run some WWS reports and analyze them. Find out who your heavy crit’rs are. Something you may not have thought of… AoE crits count! It’s a special attack… it counts. I love being in a group with DKs… Pally healers… RET PALLIES… even a disc priest… you get the picture… don’t rely on other people to tell you who should be in your group. Run the WWS (or even a recount review is better than nothing) find out who’s critting the most and persuade your raid leaders to swap groups around for your benefit… it can only benefit the raid in the end yanno?

In closing, for those wondering about how HAT DPS will work out after the bug gets fixed, I can only offer my experience as solo HAT… It’s very viable DPSwise, at least at my current gear and PvE progression level. It’s especially viable IMO for undergeared rogues; but it does seem to scale well too… I’ve picked up at least 500 DPS over all since my first raid as HAT (and i’ve been playing the priest more and more), some of that is probably experience but I’ve got some good upgrades along the way too. Until we move up in the world I won’t comment too much on the scaling of HAT. If you’re trying out solo (or later unbugged) HAT, I urge you not to give up after a raid or two if it seems lackluster… this build takes some getting used to. Expecially if you’ve been combat as long as I was and used to that energy regen. Or maybe you just like the assurance of a set cycle… that’s OK too – just not as fun IMO.

Rogue (partial) Talent Review (part 3 of 3)

Subtlety Talents

(Please remember that this review is rogue chick style… not your pre-processed, straight from the DPS factory opinion – IOW if you don’t like them… shove off! – don’t find them useful… read someone else’s review! – Think my intelligence is inferior… whatever helps you sleep better at night. You get the idea – I hope you enjoy them either way)

Tier 1

Relentless Strikes – 5 points – your finishing moves have a 4/8/12/16/20% chance per combo point to restore 25 energy.

If I had to think of one word to describe this talent it would be yummy. Every rogue under the sun needs energy and this talent brings it. At 5 talent points you are guaranteed 25 energy back for every five point finishing move you execute – that’s FREE rupture folks. I dare you to come up with a sane reason not to take this talent.

Master of Deception – 3 points – Reduces the chance for enemies to detect you in stealth.

Each rank buffs your stealth a little more. In the old days five points of MoD + nightelf passive stealth bonus could make you stealth like a level 64… got stealth enchants? Will travel – ANYWHERE! I was a sad panda when they put invisible eyeballs in the game. Anyway I don’t know the specific numbers on MoD these days, I mostly use this talent as a filler to get other talents in the sub tree. It’s PvP usage is a good bonus to me and makes it more appealing than other fillers.

Opportunity – 2 points – Increases the damage done with your Backstab, Mutilate, Garrote and Ambush abilities by 10/20%.

This is pretty much a must have talent for dagger rogues IMO and a worthwhile two points for other rogues. I use garrote a lot though… if you never do then it probably wouldn’t benefit you.

Tier 2

Slight of Hand – 2 points – Reduces the chance you are critically attacked by 1/2% and increases the effectiveness of your feint ability by 10/20%.

The changes to feint in the next patch will make this talent slightly less useless… After the patch rank 8 feint will also reduce the damage you take from AoE effects by 50% for six seconds. At two talent points it would reduce AoE damage taken by 60% (assuming I’m applying the bonus correctly). It’s still meh IMO, but may be a good option for arenas.

Dirty Tricks – 2 points – Increases the range of your Blind and Sap abilities by 2/5 yards and reduces the energy cost of the same by 25/50%

This is a decent filler option if you arena or PvP as sub spec. It’s PvE use is severely limited though (read: non-existant).

Camouflage – 3 points – increases your speed while stealthed by 5/10/15% and reduces the cool down of your stealth by 2/4/6 seconds.

Stealth is annoyingly slow and I am not a patient person. This makes my life a little easier and as a bonus has some PvP usage… You need a lot of points in Sub to get to HAT and many of them will be put in talents that are not really in the realm of PvE, this happens to be one of mine.

Tier 3

Elusiveness – 2 points – Reduces the cooldown of your vanish and blind abilities by 30/60 seconds and of your CloS by 15/30 seconds.

Cloak of Shadows is very useful in PvE as well as PvP… so is vanish. This is a well-rounded talent and a solid filler for any sub rogue.

Ghostly Strike – 1 point – A strike that deals 125% weapon damage and increases your dodge by 15% for 7 seconds. Costs 40e, gives 1 CP

This attack does a nice bit of damage, but it costs a lot of energy. I wouldn’t recommend it in a PvE attack rotation, but it could get you out of a jam in PvP. Low cost filler if you need one.

Serrated Blades – 3 points – Causes your attacks to ignore ?/?/8 armor per level of your target’s armor and increases the damage done by your Rupture by 10/20/30%

I haven’t done much theorycrafting in the way of ArPen as a PvE stat, but the Rupture increase is a solid benefit. If you’re going down into the sub tree, I really can’t think of a good reason not to take this talent.

Tier 4

Setup – 3 points – gives a 33/66/100% chance to add a CP to your target after dodging or fully resisting one of its attacks or spells. Can’t happen more than once a second.

This talent smells like a girl’s locker room. In PvE you’ll never need it (unless all heck breaks loose) and In PvP it will just tick you off. Why? It has to be YOUR target that you dodge/resist, murphy’s law has proven that you’ll dodge/resist everyone else’s attacks/spells – but not your target’s; nope uh uh not going to happen… until you switch targets of course! The talent is absolutely as useless as a bump on a pickle (IMHO) for PvE and BGs. It may be viable in the arena… but things happen so fast it’s likely to come up short in there as well.

Initiative – 3 points – Gives you a 33/66/100% chance to add an extra CP to your target when using Ambush, Cheap Shot or Garrote.

I have this talent; mostly because I consider it to be the least useless of a few highly unappealing talents. Three points is a lot to invest considering it only procs on your opener out of stealth (plus once every lousy two minutes if you’re a dancer). In terms of CP generation it’s very disappointing when compared with other talents. However, there aren’t many options to get you deeper into the sub tree.

Improved Ambush – 2 points – Increases the critical strike chance of your ambush by 25/50%

I think this is a decent investment for dagger rogues that are already headed down the sub tree.

Tier 5

Heightened Senses – 2 points – Increases your stealth detection and decreases the chance you are hit by spells and ranged attacks by 2/4%. Rank two stealth detection is more effective than rank one.

The damage reduction can be of use in certain raid encounters… The stealth detection is nice in PvP situations… particularly arenas. I take this talent mainly because I am slightly neurotic and I can’t take 2/3 Master of Subtlety – which is a much better talent option IMO.

Preparation – 1 point – When activated, this immediately finishes the cooldown of your Evasion, Sprint, Vanish, Cold Blood and Shadow Step abilities.

Its one point, it can be very useful; so if you’re already here – take it. Besides you need it for Sinister Calling.

Dirty Deeds – 2 points – Reduces the energy cost of your Cheap Shot and Garrote abilities by 10/20 and increases the damage of your special attacks by 10/20% on mobs below 35% health.

I use garrote a lot and cheap shot is a very expensive opener. The damage bonus to lower health targets makes this talent a very strong choice to get down deeper into the sub tree.

Hemorrhage – 1 point – An instant strike that deals 110% weapon damage and causes the target to hemorrhage for 15 seconds or 10 charges. Hemorrhage increases the physical damage taken by X (increases with trainable ranks).

Hemo would be a lot better if they would quit nerfing it… and if it didn’t have charges. I don’t know why they didn’t take the stupid charges away when they took away the stupid poison charges, but they didn’t – and we’re stuck with it. It’s a decent attack in terms of DPE, but those of us who remember how good it was have a hard time liking it in current form. Or maybe that’s just me.

Tier 6

Master of Subtlety – 3 points – Attacks made while stealthed, and for 6 seconds after stealth do 7/14/20% more damage.

This is a very nice talent, especially if you make use of your vanish cooldown during boss fights every time it is up. (Side note, I need to model this in my HAT spreadsheet). In PvP this can help you wreck havoc on a clothie that much more… That’s our mission in WoW right? To put a hurting on clothies? (I hope my priest didn’t hear that…)

Deadliness – 5 points – Increases your Attack Power by 2/4/6/8/10%

This is my second favorite talent in this tree (it’s technically third since I have two tied at first). Any rogue can benefit from more AP. If you’re deep sub and you don’t have this talent… you. Are. A. newb.

Tier 7

Enveloping Shadows – 3 points – Reduces the damage taken by AoE 10/20/30%

If this stacks with the new feint rank (I haven’t read up on that yet), a rogue can reduce the damage of AoE by 90% (80% w/out 2/2 slight of hand). That’s a lot of damage reduction. I haven’t done arenas in LK… but I don’t recall taking a lot of AoE damage in BC arenas… or BGs. There are some raid encounters that this would come in handy for though… then again with healers behind you a quick rank 8 feint is even more effective. I see where this would be useful if you take a lot of AoE damage, if you don’t… just use feint for that rare occasion IMO.

Premeditation – 1 point – requires stealth, adds 2 CPs to your target for 20 seconds timer stops when you get another CP on your target.

I think a HAT proc will stop the 20-second timer for this ability, but I haven’t paid enough attention to know for certain. I just know that I’ve yet to lose my two CPs.  Either way the cooldown resets after 20 seconds so you can always reactivate it. Coupled with Initiative it makes for a very nice combo – opener followed by immediate SnD or almost immediate other finisher. You need this talent for Sinister Calling. Take it if you’re going deep sub.

Cheat Death – 3 points – You have a 100% chance that an attack, which would have killed you, will only reduce you to 10% health. Additionally, you take up to 90% reduced damage – modified by resilience – for 3 seconds. Can only happen once per minute.

This is my I.W.I.N. button against the frogger slimes… or against any “oppsie” moment I have – and I have a lot of them! Pretty helpful for the Loatheb fight as well… or anytime a healer needs a split second longer to get to you and your self heal tricks are on CD. (Old WoW adage – a dead rogue does 0 DPS) I like this talent, plus it really annoys the other classes. I mean REALLY. The comedic value alone (from hearing all the griping about this talent) makes it worth having…

Tier 8

Sinister Calling – 5 points – Increases total Agility by 3/6/9/12/15% and increases the damage bonus of backstab and hemorrhage by 1/2/3/4/5%.

I assume this makes Hemo do 115% weapon damage… but I’m not certain if I am reading the tooltip correctly as it pertains to damage calculations. Either way the agility increase on this talent is scrum-deli-ump-tious. It’s tied with HAT for my favorite sub talent. I think you’d be a fool not to take it if you’re deep sub.

Waylay – 2 points – your ambush criticals have a 50/100% chance to reduce the target’s melee and ranged attack speed by 20% and movement speed by 70% for 8 seconds.

No more blinky-blinky escape mages! Mwuahahaha. This is a sweet PvP talent (not just against mages) and I wish it applied to garrote as well.

Tier 9

Honor Among Thieves – 3 points – When anyone in your group critically hits with a damaging or healing spell or ability you have a 33/66/100% chance to gain a CP to your target.

Better known as HAT. This talent tackles the weaknesses of the sub tree – crap damage due to poor regen and poor CP generation. I’m unclear whether group refers to party only or general group be it raid or party. I’m leaning towards group myself. I’ve been told/read it both ways, I haven’t bothered to find “the” answer yet. What I do know is that my CP generation went through the roof in a 25 man (vs a 10 man) when no other HAT rogues were present. If it was just party… why didn’t blizzard say party? Anyway… I guess it’s high time to hunt down an answer tonight (or tomorrow night). That aside, this talent makes raiding as sub a viable option. That hasn’t been a viable option since they normalized Hemo. (Remember the 2.1 days before BC release??? I dunno about you, but I was in rogue heaven) This talent is the only way a PvE rogue can justify a sub spec.

Shadow Step – 1 point – teleports you to your target (25 yard range) and increases movement speed by 70% for 3 seconds. Your next ability (with in 10 seconds) will do 20% more damage and cause 50% less threat.

I use this talent to do a ShS evis every thirty seconds… some people don’t like it. /shrug I’m already there… its one teensy weensy point that does about 30 DPS when used every cooldown on a five point evis. There isn’t that many talents that do 30 DPS for one talent point; so I figure why not?

Filthy Tricks – 2 points – Reduces the cooldown of your Tricks of the trade and distract abilities by 2/5 seconds and of preparation by 2.5/5 minutes.

How many times can we use Dirty, Filthy, Tricks and or Deeds in rogue talents???!!! Nice imagination blizzard… it’s like they ran out of steam in the naming department by the time they got to the end of the last rogue talent tree. LOL Anyway… if you’re going down to Shadow Dance this filler can be a good option. I would probably go another way, but YMMV.

Tier 10

Slaughter from the Shadows – 5 points – Decreases the energy cost of backstab and ambush by 3/6/9/12/15 and hemorrhage by 1/2/3/4/5.

Tackles the energy problem of the sub tree a bit more, probably one of the better talents for a rogue going Shadow Dance. Energy saved, is energy earned and we all need energy yanno?

Tier 11

Shadow Dance – 1 point – Enter the Shadow Dance allowing the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pick Pocket and Disarm Trap regardless of stealth.

This has a two minute cooldown. Ho-hum IMO. Maybe it has a cool animation… I don’t know I really haven’t spent much time thinking about this lackluster talent. If you like it, more power to ya.

***side note… you may notice that I sometimes talk about talents as they relate to the arena and other times i’ll say “might be good in the arena.” I know it seems like I can’t make up my mind if I know anything at all about the arena… that’s because I don’t. At least not right now in LK because I haven’t done any arenas since xpac. Basically I’m just tossing out the idea that a particular talent might be found useful in the arena but I can’t say from current experience. Arenas are fun, but I never got too deep into them what with running a guild, playing three toons, raising two kids, driving 80 miles one way to work and taking 6-9 hours worth of college classes a semester. Yeah, I know. imma slacker eh?

~rogue chick signing off to get my three hours of sleep for the week. >.>

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