Fourth time with Subtlety Rogue!
First of all, video of that kill:
For me, this may be the most painful Xylem fight ever, with Kruul fights one of the most annoying spec-fight combos even...
With lack of utilities, aoe cc and super annoying mechanics, this totally is NOT a spec made for this fight, but I had to first learn the spec and then adapt to the fight with it...
And after a long struggle, And eventually, after many many tries it happened!
I managed to play the flawless try with almost zero errors, because that's what this fight wants:
And I made that at 85th try in total and got the kill! :b
Here are some useful links first:
A very very useful forum post by Redeemed:
*Special thanks to my Challenge Angel Makayla Butler for sending this!
Some tricks from this really helped me a lot for the kill ^^
- Video Guide by Infexious:
- DBM for Mage Tower Challenges:
- Weak Auras for All Xylem Fights:
Sub needs a small talent analysis, so here are my reasonings:
I'm a nub that does not know if Master of Subtlety also works with Shadow Dance, so I tried that, didn't see any difference and got this instead to increase the overall dps and it worked, so I guess it doesn't :b
%50 more damage in Shadow Dance or Stealth, I mean, come on! Why Subterfuge in the first place? This is the deal, without question.
50 more energy and %10 more energy regen beats %5 increased damage of Deeper Strategem, but I had the class ring anyways so I picked both :b
- Soothing Darkness:
Awesome for self heal, %3 hp per second during Shadow Dance. It's a must!
- Tangled Shadow:
I actually tried with Strike from the Shadows at first to also stun Xylem too, but with adds this one is a must to slow them down.
- Dark Shadow:
When Shadow Dance is active you deal %30 more damage, combined with Nightstalker this thing becomes the superboost for damage.
- Master of Shadows:
25 energy over 3 sec when you enter Shadow Dance or Stealth.
To effectively use that Nightstalker + Dark Shadow damage bonus, you need more energy!
Marked for Death is mostly chosen on this tier on most guides, but it's just useful on adds and generally was not very useful for me.
I had 935 ilvl gear overall, with 935 ilvl weapons at 72 Artifact Level.
I was super unlucky about trinket procs with Argus gems so I had to keep using my solid stat giving 880 Agi+Vers trinket.
[Soul of the Shadowblade] for the extra talent this was super useful by giving Vigor, I could get Deeper Stratagem as I have said in Talents, %5 more damage with finishers.
[Insignia of Ravenholdt] small frontal aoe damage, actually this was the only other proper legendary I could use, so I went on with it. I also had
[The Dreadlord's Deceit] aoe cloak but it was 970 and with overall stats, Insignia played better :b
But, if I had the option, I would choose:
[Will of Valeera] self heal legs, Feint heals you %20 of your max hp in 5 seconds. It literally makes you immortal for this fight.
Also of course:
[Prydaz, Xavaric's Magnum Opus] bubble neck with sick stats, helps survival mostly.
[Sephuz's Secret] haste ring, since we can interrupt all the time, it can be procced to its full power and run speed helps sometimes.
- Koi-Scented Stormray: 300 versatility.
- Flask of the Seventh Demon: 1300 Agility for 1 hour.
- Potion of Prolonged Power: 2500 to all stats for 1 min, can use 2 with pre-pot as usual.
- Defiled Augment Rune: 325 to Intellect, Strength and Agility.
- Drums of Fury: %25 haste Bloodlust thingy.
Start by focusing Xylem for DBM and Weak Auras. Go to his front and stay close to him, Rogue preparation has one more click to do with Stealth, so:
- Prepot around 6-7 seconds left to combat
- Then use Stealth and activate Symbols of Death rightaway!
- When he's targetable, go full burst, using Shadow Blades too, but without Drums of course.
- Keep interrupting his Frostbolt cast when the castbar is in the middle so you'll avoid some extra damage
- And keep unleashing until the first frost phase but avoid using your aoe attacks and save them for frost phase.
When Razor Ices come on you, you have two options:
1) Shadow Dance + Shuriken Storm probably 2-3 times, they will break.
2) If Xylem's in range, Shadowstep to him.
But... Let me warn you here though!
DO NOT TOUCH THE RAZOR ICE!
Do not walk into it, don't try to run out of it until your way is perfectly clear.
*As an extra note, if you get used to the fight, you can pre-cast Feint and Crimson Vial to avoid damage from the frost phase, helps a lot if you can time it.
So, just clear the Razor Ices or avoid them and then Shadowstep to the boss, keep interrupting the boss to avoid extra damage.
After 3 Razor Ice, you'll encounter the super annoying Arcane Phase, trick with Rogue is to Kick him before the Arcane Phase and kite Xylem near the center before you enter the phase, so you can reach where he is easier, the distance will be much shorter.
Now, at Arcane Phase, Xylem will create clones of himself and will "disappear" yet you can see him on the minimap, be calm, turn to that direction and you'll see the glitter he's hiding in, you'll have to get to that spot to end this phase.
Again, you have 2 options, but first:
(hehe you won't, but you'll get used to it ;b)
Start by killing the closest clone to you rightaway and stand in its bubble. Look around and be sure where Xylem is, then, either:
1) Sprint and start running to Xylem and use Cloak of Shadows during that, don't use Cloak of Shadows too early or you'll waste it. Trick is to avoid going through clones here, just go between the bubbles and you'll be alright. Otherwise you may be hit with a knockback and things may go south rightaway when your Cloak ends.
2) Go from clone to clone, by killing them one by one. This is the harder but more safer method with Sub Rog, because when you kill a clone they'll leave a bubble that will diminish slowly but heal you and avoids tha aoe damage going on outside. Trick is to wait for clones to do their casting, Shadowstep at them right at that point and kill them fast, interrupt and stun also works, use if necessary. I strongly suggest you to use this method and get used to it like the forum post guide suggests. Use the first method of Sprint+Cloak as a backup, you can reach him with 2 Shadowsteps anyways if you have arranged your position before the Arcane Phase.
After you reach Xylem, clones will disappear and you'll face him. Keep damaging him but be super mindful, also don't interrupt him, because Shadow Phase is coming and right after that you'll need your interrupts. Also, always keep spamming your Crimson Vial for self heals.
Now, Xylem will cast Shadow Barrage and there will be shadow orbs appearing and slowly (actually not that slowly :b) coming at your direction. Arrange your camera angle so you can face to the direction of the orbs coming, otherwise it's much harder to avoid them. Now, again there are two ways to deal with this:
1) Ninja the orbs and keep hitting boss when you can.
2) Run out and stay out of harm's way safely. This may sound like the clever method, but overall you'll lose the damage you're doing and probably get into an extra Arcane Phase by doing that, so I don't recommend it.
Learn to dance and be a ninja, avoid those orbs and keep hitting boss, you can do it! ^^
When Xylem finishes Shadow Barrage cast, be super ready, because he'll cast Draw Power and you MUST interrupt this rightaway or it's a wipe because his attacks will greatly increase in damage. So, 1-2 stacks, you can manage but beyond that, it's a no. Ideally, no stacks is the safe way.
After you interrupt his Draw Power, Xylem will teleport to the other side of the room. Calmly run to him, avoid the beams of Focusing iris (those pink laser stuff coming out at the center) and then get to Xylem.
*Don't use your Shadowsteps here, save them for the second Arcane Phase!
Be ready again, because he'll cast another Draw Power, interrupt again rightaway and then keep doing damage.
*Kidneyshot, Cheap Shot and if you couldn't reach melee distance: Blind are your backup interrupts here, just to be safe, keep those in mind and use if necessary.
After the second Draw Power interrupt, now you'll face another Shadow Phase, again either be a ninja and keep hitting the boss or jump out of harm's way (Be a ninja! ;b)
And/or if you get Xylem below %30, you'll go into the second Arcane Phase. Again, be super calm, first, kill a clone and sit in its bubble, just look at your minimap and see where Xylem is, turn to that direction, use your Shadowstep to the closest clone and do the same thing, don't panic if you mess up, just use your Cloak of Shadows if you're knocked back and Sprint to Xylem, or if you're far, kill a clone when their cast is complete and get healed and again jump from clone to clone by checking their casting, only attack them when they end their casting and reach boss.
Now you either been at the Shadow Phase or after 2nd Arcane Phase Xylem will do it again, don't worry, keep being a good ninja and dps the boss, if you can't make it and get him below %20 you'll face another Frost Phase, again, no need to panic, just use Shadow Dance first and Shuriken Storm your way out and go to boss, now you can use Shadowstep to get to Xylem fast.
*But if you mess up like me as you can see in the video and get hit by a Shadow Orb, don't forget to use your Crimson Vial and be safe ;b
*Also keep interrupting Xylem when he casts Frostbolt and kite him to center so you may close the distance to him faster when he teleports away.
After 2 Frosts, if you can't get him below %10 he'll cast Shadow Barrage again, so be ready for that.
At %10, Xylem stops attacking and now for a brief phase you can switch talents, eat and prepot again. DBM's plugin shows the Combat Start warning, check that out. The out of combat thing starts when Xylem starts saying: "The shadow will not control me!"
So, keep that in mind.
Also as a Sub Rog you'll get healed when in Stealth, so if you're low on health, first Stealth when you're out of combat, then do your eating.
Now, phase 3 starts, Xylem channels back the energy he got back to the Focusing Iris, but a second boss named Corrupting Shadows comes out.
Now, again prepot and use Symbols of Death and wait right behind the boss for him to be attackable and when he is, while dps'ing kite him at the edge of the zone.
Trick is to kite the boss safely and at the edge all the time, because there will appear a Creeping Void Zone under him all the time and it will not go away until killed. So, place him safe and keep kiting him while avoiding standing in it.
Keep damaging boss, now you can use your Drums and big cooldowns to do as much damage on him as you can.
Now, after a while he'll channel Seed of Darkness to you, now be calm, Sprint and run away, as far as you can, avoiding the beams at the center of course.
When the channel ends, the extra tricky part for Sub Rogues starts, 3 adds will appear. You HAVE TO kill these! So, save your cooldowns, especially at least one Shadow Dance for this part.
For Sub Rog I did:
- Shadow Dance (if available)
- Shuriken Storm
- Nightblade to the closest Darkness Within to the boss.
- Shuriken Storm
- Nightblade to 2nd Darkness Within.
- Shuriken Storm
- Nightblade to the 3rd Darkness Within.
- Shadow Dance again (if available)
- Shuriken Storm
- If dotted, use Eviscerate and finish, if not Nightblade again.
- Do this twice and Darkness Within trio will be dead.
*If you mess up and they almost die but get over the void on the ground, don't hesitate to use your Cloak of Shadows to finish them off, be careful though, it's just for 5 seconds, hit your last dots or hits and get out, don't run in too far. Also Shuriken Toss does considerable damage, you can use it to finish them off as a last resort.
So, when adds die, wait at the edge of the void on the ground and let the boss come to you. While waiting don't forget to use your Crimson Vial to heal yourself.
When boss comes to you, position him on the edge again and keep doing your damage rotation, don't hesitate to use your 2nd pot, Shadow Blades and Goremaw's Bite on boss, it will also slow him and make kiting easier, keep Nightblade up all times and keep kiting him avoiding the ground thingy.
Soon later boss will channel you again, calmly run away with Sprint again to the other side as far as you can, again use the rotation on adds to kill them and then calmly wait the boss to come to you.
Keep going and after 3rd adds you'll see, you'll have much less place to run away and now you have to kill adds a bit faster and safer, just be calm and do your rotation, no worries, it will happen.
If you kept dot on him, boss should be below %20 hp, so again, go to the edge of void on ground, be calm but do the perfect rotation, pop whatever cooldown you have on him while being mindful of the void on the ground, keep kiting and hitting and you'll finish him!
...And that's it!
Gratz on our new appearances! :b
Thanks a lot and best of luck and patience with your tries! ^^
~ Aernath, The Subtle Noobmaster :v
Originally Posted by Blizzard Entertainment
Elite PvP Gear and Transmog
Are the elite PvP sets from past seasons/xpacs going account wide like the CM sets are? I've heard yes, and no, But I've never seen Blizzard comment on the topic.
Yes. You still need to meet the equip requirements on the item you're transmogging to, so it is functionally unlocked only the class (or classes if you are super pro) you earned the items on.
The old tabards do not have any equip requirements, so they will be available for any character to use.
inb4BUTMYGLADMOUNTS: Like many systems that are added in during the game's lifespan, this is a case where the items and rating system that delivered them are very legacy, and we don't have a good way to know what your rating was in a given season this many years later. Transmog handling isn't indicative of a philosophy shift in how we handle prestigious PVP rewards, and we may change how this works for tabards & cloaks going forward.
Will the xmog system be bnet wide or account wide? Also will you need to login to the character for said items to pop like heirlooms when they first came out?
Yes, population of the transmog collection will be very similar to the addition of toy and heirloom collections. Each character will contribute to your account-wide (battle.net) collection as you log them in.
One last question though, you said meet the requirements, In my case that would just mean a priest that is at level x (x being whatever level the gear was at the time) so for cata elite gear the alt priest in question would need to be 85 and so on correct?
Not just priests I had that were also 2200+ in that particular season?
Yes, if you have a set of elite gear in your priest's bank, once that is added to your transmog collection any other Priests on your account only need to meet the level requirement to gain access to that transmog. Your Mages wouldn't be able to use it, because the gear is restricted to the Priest class. Again, this may not be how it works in future seasons, just for legacy seasons. (Blue Tracker / Official Forums)
Vanilla PvP Sets and Transmog
Any character that is able to purchase the Replica pieces right now, will still be able to use them for transmogrification in Legion. However, the appearances won't be made available account wide. The same rule also applies to the Replica weapons.
However, you can still unlock these items, on a per character basis, by obtaining 1800 Battleground Rating in Rated Battlegrounds. (Blue Tracker / Official Forums)
Can't the honor talent just activate when entering PvP combat?
Honor talents activate whenever you engage in PvP including out in the world. (Blue Tracker / Official Forums)
PvP and Ability Pruning
daily reminder: this thread is already 5 days old and still not a single response.
Generally when you see a major point of discussion on the forums that is being met with what seems like complete silence, it's not because we're stonewalling and assuming the concerns will just go away if we ignore them for long enough. We're usually discussing the same issues internally with just as much enthusiasm (though generally with fewer memes and hashtags), but don't have anything to share just yet.
It'd be most helpful if this type of discussion could focus on specific examples of abilities that you miss, and why you feel they're important to deep and enjoyable gameplay.
I'd like to describe one category of abilities that is the least likely to return: tools added in recent expansions that ultimately contributed to homogenization. BC is generally well-regarded historically when in comes to WoW PvP (and raiding). But then we gave everyone 4 new abilities in Wrath; then 3 more on top of that in Cata. And then reworking the talent system in Mists and Warlords actually introduced a ton of new active abilities and procs (since the old talent "trees" actually were mostly passive modifiers with only a handful of active gameplay drivers).
Along the way, we made what I'll freely admit were design mistakes. The underlying one was probably just committing to adding X new abilities each expansion even when many classes genuinely were complete and functional packages without any need for that many new abilities. But then more specifically, coming up with fun and desirable new abilities is hard, and a bit too often we turned to the easy path of looking for a class's weaknesses and offering solutions to those weaknesses. Paladins lack mobility when Freedom isn't up? Let's give them them an array of passive and active sprints to choose among. Shamans don't really have CC? Let's give them Hex, a stun, and a root. And so forth.
Subjectively, removing those things now feels like a nerf, and objectively, it essentially is one. But in the context of broader CC and cooldown disarmament, it's not coming at the expense of balance. And offering new tools, especially through the PvP talent system, that can accentuate strengths, seems like a better path than continually shoring up weaknesses at the expense of diversity.
Finally, I'd like to respond to the idea that this is all about increasing accessibility for new players at the expense of veterans. It is not. The new player experience has always been fairly streamlined, with only a handful of abilities available, and new ones meted out over the course of many levels. We don't think that the existence or absence of a cooldown or CC tool at level 75 has any impact on a new player's ability to approach and enjoy the game. But it does have impact on the clarity of gameplay at max level, spec homogeneity, and how impactful each individual ability can be in a world full of analogues and counters.
Thanks for the replies so far. A couple of specific responses, though I am by no means discounting the other examples so far that aren't getting direct replies:
For Warlocks - No baseline Demonic Portal - Remove gate way and give us Portal Back. No Shadowfury
Though it still exists as a talent, Demonic Portal is actually an example of removing weaknesses in a way that harms class differentiation. Going back to BC, one of the core differences between the two pure offensive casters, warlock and mage, was that warlocks were far more durable and "tanky," while mages were frail but had more mobility and escape tools (Nova+Blink being central to that). Giving an instant teleport/escape ability like Demonic Portal to warlocks did a great deal to blur that distinction, and the class's design might have gone in a quite different direction without it.
Shadowfury falls more under the general CC disarmament pass. It's an ability that used to be available solely to Destruction warlocks, deep in their talent tree. An AoE stun like that is incredibly strong, and was only balanced as a tool exclusive to a spec that faced significant challenges in PvP at the time, due to their reliance on cast-time spells and other factors. When it became available to the class as a whole alongside their other CC, as part of the Mists talent system conversion, that simply proved to be too much, and so it was a prime candidate when we started looking to dial back the overall amount of crowd control being thrown around.
For me, abilities like Dark Simulacrum added a great level of depth. A friend of mine loves the ability and the freedom it offers: do I need a heal? Let me put it on a healer. That mage is probably going to Mirror Image, let me steal that. That sort of stuff.
Dark Simulacrum is a talent available through the Honor system, so that exact gameplay, which we agree is awesome, should still be present. Like Grounding Totem, these types of abilities really shine in PvP, and were subject to so many restrictions in raid/dungeon usage that many players often gave up even trying to use them. And then occasionally we'd miss a spell flag, and you'd be able to entirely negate a major boss mechanic like Xhul'horac's Void Surge (not intended, but left in due to how many groups had come to rely on it by the time we realized the problem). Those are fun and cool abilities, but they simply fit better in the PvP space, and the dedicated Honor system allows us to make that distinction now. (Blue Tracker / Official Forums)
We understand your concern here and the enthusiasm people have to test class balance with everything unlocked. The reality here is that there our primary focus is not currently on class balance but on leveling through the honor system. In the not to distant future, we will want to focus solely on class balance and we'll set everyone to honor level 50. Once we've done that, there will be no turning back. But there are still some stages of the Alpha where more people will be invited to test and they'll get their first experience leveling up through the system. We've recently made changes to the amount of honor required to get to level 10 that will be seen in our next build. We'd like to test those changes in a live environment.
My question is, idk if there's a way to be specific enough about it but: what is the overall goal here for length of time to level up?
For instance, in relation to time it takes to get a full conquest set of gear? Are you aiming for the time it takes to get to honor level 50 to be relatively the same as getting a full set of conquest gear? A bit more? A bit less? A lot more?
It should take longer than it currently takes to get a full set of honor gear (bearing in mind that the new honor system has a "rest" system similar to XP). In Legion, the rate at which you earn honor is similar to Warlords.
We'll take a look at the rate at which you earn honor in Skirmishes.
Also, if you really want to check out Honor Level 50 matches, you can coordinate War Games with "Tournament Rules" checked in the UI. Players are all Honor Level 50 and set to the same "item level" when Tournament Rules are enabled.
Prestige is 100% voluntary and offers no power advantage. We are fine if players who care solely about their rating do not Prestige. Rating is serving them fine as a progression mechanic. (Blue Tracker / Official Forums)
- Friends of equestria collection
- Wholesale groceries suppliers
- Reba greatest hits
- Used refrigerator york pa
- Trekles sgp 2021
Table of Contents
The aim of this guide is two-fold. First, we want to show you the item sets created for Rogues: tier sets, PvP sets, BoE items meant to be worn together, craftable sets, etc.. Second, we want to show you the models of all the items that a Rogue can wear so that you can design your own sets or complete sets found on our site or elsewhere.
This page tackles our first objective (item sets). For our second objective (item models), please refer to our Transmogrification Rogue Item Models Guide.
Below, you will find many sets that are still available in the game and that can be used for Transmogrification. We first present thumbnails of all the sets so that you can have a visual overview of what is coming. For each set, we then list the items and explain how to obtain them.
The guide ends with a More Sets section that redirects to The Visual Roleplay Gear List, which is a great resource where you will find many more sets.
To take the screenshots of the item sets, we used the model viewer from Wowhead.
Susan's Exclusive Sets
Sets on Icy Veins
More Leather Sets From The Visual Roleplay Gear List
The Visual Roleplay Gear List is a great reference if you want to take your Transmogrification experiences further, as they have many original sets that we do not cover here. Below, you will find a list of thumbnails for their Leather Armor sets; clicking an image will get you to the corresponding set guide on their website.
Legion Mage Tower challenges are coming back in patch 9.1.5 with unique new rewards
Players have wanted the Mage Tower from Legion back ever since it went away at the end of that selfsame expansion, and now Blizzard has confirmed that Mage Tower challenges are returning patch 9.1.5. We already suspected this would be the case from early 9.1.5 datamining, which included teleport spells that sent players to Mage Tower locations suggested this beloved piece of solo content mode was returning, and that it would be retuned for current player power levels. Now we know it for fact.
The Mage Tower will be available during Legion Timewalking weeks, with the same seven spec-specific challenges from the original:
- “Closing the Eye” for Frost Death Knight, Havoc Demon Hunter, Survival Hunter, Subtlety Rogue, and Arms Warrior.
- “An Impossible Foe” for Unholy Death Knight, Feral Druid, Fire Mage, Outlaw Rogue, Elemental Shaman, and Fury Warrior.
- “The God-Queen’s Fury” for Arcane Mage, Retribution Paladin, Assassination Rogue, Enhancement Shaman, and Demonology Warlock.
- “Feltotem’s Fall” for Beast Mastery Hunter, Windwalker Monk, Discipline Priest, and Destruction Warlock.
- “The Highlord’s Return” for Blood Death Knight, Vengeance Demon Hunter, Guardian Druid, Brewmaster Monk, Protection Paladin, and Protection Warrior.
- “End of the Risen Threat” for Restoration Druid, Mistweaver Monk, Holy Paladin, Holy Priest, and Restoration Shaman.
- “Thwarting the Twins” for Balance Druid, Marksmanship Hunter, Frost Mage Shadow Priest, and Affliction Warlock.
During Legion Timewalking, you’ll be able to run these challenges as much as you’d like — no word on whether it will require a currency like the original — and won’t require you to have acquired an Artifact weapon or any other Legion prerequisites. The original challenges could be quite difficult, and Blizzard is tuning these encounters “with the intention of providing a meaningful level of difficulty to current players.”
However, this new iteration of the Mage Tower won’t give new players the same rewards, so you don’t have a second chance at collecting Mage Tower Artifact appearances. Instead, the Timewalking Mage Tower offers recolored Tier 20 sets, giving players who already did the content a reason to do it again. Guardian Druids, who don’t benefit from transmog, will get a new fel variant of the werebear form. (No word on rewards for Feral Druids, however.) And there’s one more reward for industrious players who complete all seven challenges across their characters: the Soaring Spelltome mount.
Now, I admit, as someone who didn’t know that the various Mage Tower appearances would eventually be transmoggable outside of spec, I’m a little disappointed I never bothered with the original MT looks, and I wouldn’t have minded the chance to go for them again. But I understand why Blizzard would rather have all new rewards, and recolored Tier 20 Mythic looks aren’t a bad way to go about it… even if that Warrior set never really did much for me and does less in the recolor.
Originally published 9/9/2021, updated 9/15/2021
Blizzard Watch is made possible by people like you.
Please consider supporting our Patreon!
Filed Under: Legion Timewalking, Mage Tower, Mythic Tier 20 Recolors, Retuning, Teleport Spells
Rogue challenge appearance sub
Encrypted Text: Rogue tips and tricks for Firelands, part 4
In order to challenge Ragnaros in the Sulfuron Keep, we have to defeat his fire-loving cadre that blocks our way. Baleroc acts as the Spire's gatekeeper, preventing us from crossing the chasm between us and Ragnaros. After dispatching the first fours bosses in Firelands, we knock out Baleroc to make our way across a fiery bridge to dethrone Ragnaros himself. Unfortunately for us, Rag's newest Majordomo, the former archdruid Fandral Staghelm, is guardian the entrance to the Spire. Luckily for us, we just picked up a Gatecrasher from Baleroc's smoldering corpse, and we're ready to cleave our way through whatever Staghelm throws our way.
The Staghelm fight is fairly simple for rogues. We're focusing on nuking the boss for nearly the entire fight, and that's exactly the type of encounter we shine in. Staghelm does have a few adds he spawns, though, and they need to be taken down quickly. Combat rogues are uniquely suited for burning these unwelcome guests down, due to Blade Flurry. Blade Flurry can boost your DPS on this encounter by nearly 20%, and combat's extra expertise helps us attack Majordomo from the front.
Staghelm the scorpion
During the first of Staghelm's rotating phases, he transforms himself into a scorpion. While we normally don't care about the appearance what we're plunging our daggers into, this druid's Scorpion Form comes with a few special abilities. Actually, there's only one ability to watch out for -- Staghelm will use his pincers to cleave the raid with a powerful Flame Scythe. I'm not sure why he transforms into a scorpion and decides not to utilize his giant stinger. If rogues had Scorpion Form, we would totally make use of a powerful, venomous tail. In fact, turning into a scorpion and dealing massive poison damage would be an awesome new rogue cooldown; I'd better forward this idea to Blizzard HQ.
Even though the Majordomo isn't smart enough to use all of his tools against us, his Flame Scythe is deadly enough. It deals a massive amount of AOE damage to anyone in front of him, split evenly between each player. In order to minimize the effect of the attack, your raid will likely have everyone stacked up in front of the boss, soaking up each Flame Scythe. I'll tell you to spam Feint here to halve your AOE damage taken, but you already know that. Feint has become one of our defining moves in the raid environment, and it's by far our most-used non-damaging ability. If you're worried about dying to a late Flame Scythe when you're low on health, you can use Cloak of Shadows to negate the damage completely.
Staghelm will be able to parry our attacks since we're standing in front of him, which will in turn lower your overall DPS. Combat rogues are obviously less affected since they're likely to have a ton of expertise rating already, but everyone's damage will go down nonetheless. I've heard rumors of a sweet spot where we're still included in the Flame Scythe spread while our attacks are exempt from parries, but I've never been able to find it myself.
Once your healers are tired of holding their breath every time Flame Scythe goes off, everyone will split up, and Staghelm will morph into a fiery cat. Once the transformation is complete, you get to go back to what you do best -- standing behind an enemy and hitting him with your weapons. Staghelm's primary special cat move is leaping at ranged targets, leaving a pool of fire behind.
His second ability lets him spawn Spirits of the Flame for you to deal with, and that's where Blade Flurry gets its chance to shine. You simply turn on Blade Flurry whenever there's a Spirit of the Flame active; you get to attack both the boss and the adds at once. Make sure to position yourself so that you're in melee range of both targets, and watch as your DPS soars.
While combat rogues will easily take first place, assassination rogues will be struggling with the frequent target swaps. Assassination's burst is weak, and without any poisons active on the Spirits, our damage potential is much lower than most other classes. Obviously, assassination rogues can make up some of the difference by dealing more damage to Staghelm himself, but not enough to tip the scale in their favor.
Ignore the orbs, eat the seeds
During Staghelm's second scorpion phase, he'll stun everyone and implant a Searing Seed into each raider. Each Searing Seed will explode when the debuff timer expires. The catch is that everyone's debuff timer starts out with a different amount of time, meaning that you'll have people running in and out of the group for a while. When your own debuff is about to expire, wait for 4 to 5 seconds remaining, use Feint, and then run out from the group. The seed's explosion is considered to be AOE damage, and so it can be mitigated by Feint. You can also try to use your Cloak of Shadows to become immune to the explosion, although Cloak itself won't remove the debuff.
When the Burning Orbs are released during the third cat phase, just ignore them. Your ranged DPS and healers will be rotating themselves in and out of the orbs, almost exactly how melee classes were stuck rotating for Baleroc's crystal shards. You get to focus on eliminating Staghelm while they play the world's most dangerous version of musical chairs.
Sneak in every Wednesday for our Molten Front ganking guide, a deep-dive into the world of playing a subtlety rogue -- and of course, all the basics in our guide to the latest rogue gear.
WoW Best Rogue Spec for BFA
What's The Best Rogue Spec for BFA?
For a pure damage class such as rogue, there’s always one question at the back of their players minds: which spec is the most powerful right now?
While certain specs vary in strength depending on what type of gameplay the players is doing, there are roles that they stand out in.
Knowing that, we’ll look into which rogue spec is the beset for Battle for Azeroth.For a pure damage class such as rogue, there’s always one question at the back of their players minds: which spec is the most powerful right now? While certain specs vary in strength depending on what type of gameplay the players is doing, there are roles that they stand out in.
Knowing that, we’ll look into which rogue spec is the beset for Battle for Azeroth.
1. Assassination: Best for Single Target Damage
There isn’t a lot of grey area in which of the three rogue specs is best in 8.1.5: it’s Assassination. For players interested in raiding, World of Warcrafts flagship PvE mode, Assassination rogue is one of the best choices. Ranking as the 6th highest in damage for single target damage according to WoW-DPS and number one among melee DPS specs, Assassination is doing very well. And for good reason.
- Assassination is the highest single damage melee class in the game right now
- Poisons and bleeds allow damage to tick away even when the player must move for mechanics such as Grong’s Reverberating Slam
- As it is with all rogue specs, Assassination has access to great sustain and survivability options such as Crimson Vial to restore health, Evasion to dodge melee strikes, and the ever-powerful Cloak of Shadows to both avoid taking magical damage and drop harmful effects such as King Rastakan’s Deathly Withering.
While Assassinations rotation may have suffered from the removal of Artifact Ability Kingslayers and relegating several of the Legion-era Artifact Traits into talents, it still stands as one of the best damage specs in the game. If you are looking for both high damage and consistency, Assassination excels in nearly all aspects.
Assassination is also excelling in PvP. Rogues in general make up around 8 percent of high level PvP as of 8.1.5 according to World of Wargraphs, with the highest number being Assassination. Assassination in PvP shares many of the benefits as they do in raiding, but also bring unique utility for dealing with other players.
Rogues have access to stealth, allowing unique opportunities in how a player strikes.
Assassination has access to Shadowstep and Sprint, two abilities that allow Assassination rogues great mobility. Shadowstep allows a player teleport behind an opponent and Sprint let’s them escape should the fight turn south.
Assassination has unparalleled crowd control, with over three options to stun enemies and interrupt spell casting.
Again, Assassination has both high and consistent damage.
For a look into what gear you may want for your rogue, here are some high level players:
Spatulahands, a Mythic Raider Level Assassination Rogue: https://worldofwarcraft.com/en-us/character/us/area-52/spatulahands
Snutzr, a highly ranked PvP Assassination Rogue: https://worldofwarcraft.com/en-us/character/us/illidan/snutzr
2. Outlaw: Best for AoE Damage
In the advent of Legion a new game mode exploded in popularity. Mythic Plus presents timed dungeons instead of sprawling raids. With trash being just as much of a threat as bosses, Mythic Plus added the need to get though dungeons in a limited time. Because of this different skill are needed than traditional raiding and this let’s Outlaw break Assassination’s total dominance for the best rogue spec.
- Outlaw has one of the best areas of effect (AoE) skills in the game, Blade Flurry. This allows them to excel in dealing damage to multiple enemies, which Mythic Plus is chock full of.
- Roll the Bones might be random, but all the effects are highly beneficial. One that reduces cooldowns, one that increases attack speed, and one that increases critical strike. Or, if you’re lucky, all at the same time.
- Rogues have access to Shroud of Concealment, allowing the entire Mythic Plus group to skip partially challenging or excessive trash.
Outlaw has more draw backs than Assassination. While Assassination is smooth and consistent, Outlaw is random and awkward. At times the gameplay flow can be smooth but at others you feel energy starved. The utility that you can bring to mythic plus makes up for all these issues. And who knows, you might just get lucky with a perfect 5/5 Roll the Bones.
Below is an example of a high level Outlaw Rogue for those interested in the spec:
Notflawless, a high level mythic plus Outlaw Rogue: https://raider.io/characters/us/zuljin/Notflawless
3. Subtlety: Jack of all Trades, Master of None
Unfortunately, once again subtlety has fallen to the wayside. It has neither the AoE that makes Outlaw dominant in mythic plus or the consistent damage that lets Assassination be so strong in PvP and Raiding. Pair that with a clunky and difficult rotation, Subtlety should only be considered if you really enjoy the spec. It isn’t winning any awards for anything else as of 8.1.5.
- Despite an odd and somewhat clunky rotation, subtlety offers a unique playstyle for those willing to master it.
- Subtlety offers both options for AoE and single target damage, though fails to excel in either.
For those looking for a high level subtlety rogue:
Related articles you may be interested in:
- 2010 tsx oil type
- Modern warfare 1
- Ok google samsung s5
- Cricut shadow boxes
- Menagerie recipes
- Install sentry cli
- Dump truck clipart
- Vijay and surya movies
- Aurora r7 motherboard manual
- Danger zone yugioh
- December 4th zodiac
- Vampire succubus hybrid
First Look – 2018 Callaway Rogue and Rogue Sub Zero Drivers
It appears Callaway is getting closer to launching its next round of drivers. The 2018 Rogue and Rogue Sub Zero drivers have made an appearance on the USGA conforming list.
Notable, I suppose, is that the standard model appears to lack the track weighting system of the Epic, while the Sub Zero variant retains the front/back weighting that has become the signature of the Sub Zero franchise.
The rest of the story, we assume, will be boilerplate Callaway; regular Rogue for the masses, Sub Zero for the faster swinger with a steeper angle of attack.
What We’re hearing
Sources who have seen the new clubs are telling us that Rogue will not be a replacement for the current Epic. This part of the story certainly aligns with the current Callaway strategy. For all the talk of too many releases, the reality is that Callaway has shifted most (and if Epic holds, we can argue ALL) of its lineup to minimum 18-month lifecycles. Consider the Apex iron, which is now over 2-years on the market.
The timing is right for a new XR, but we’re hearing Rogue isn’t that. While Callaway marketing will offer the definitive word, our sources have told us that Rogue is (supposedly/allegedly) better in every way than Epic.
If that makes it Epic-IER, sign me up.
As I’ve heard it, Rogue features a number of enhancements that didn’t make it into the original Epic. As the story always goes, another year of R&D gets you a better driver.
How Callaway reconciles the notion of better (assuming that’s the play) with a 2017 Epic that remains on the shelves should prove interesting. It could be as simple as dropping the price on the 2017 model and sliding Rogue in its place at $500. It could keep Epic at $500 and offer Rogue at $700 (an odd play for a mass market driver), or Callaway could take an entirely different approach.
I’d wager on the first but would love to be surprised by option 3.
On a related note, multiple sources have told us that the Rogue fairways and hybrids are nothing less than exceptional. Both will have glued hosels, and while that can be a cost-cutting decision, for many brands, it saves weight and lowers the center of mass compared to an equivalent adjustable version. This is potentially significant for Callaway as it has among the heaviest adapters in the industry.
The Retail Challenge
The challenge for Callaway will come in trying to retain (and grow) its market share in the 2nd year of the Epic franchise. TaylorMade has M3 and M4 in the pipeline and an apparently healthy Tiger Woods playing its clubs (though getting the notoriously difficult Tiger to switch to a new model could prove challenging). PING’s G400 is strong, and Cobra will be looking to regain a bit of what it lost this season. Owning the driver market won’t be quite as easy in 2018.
Expect the fairways and hybrids to be a larger part of the story (and a key part of the strategy to maintain a leadership position in the metalwoods category), but don’t discount Callaway’s ability to generate fresh buzz for an Epic-IER driver either.
More details to follow, likely soon.
Tony is the Editor of MyGolfSpy where his job is to bring fresh and innovative content to the site. In addition to his editorial responsibilities, he was instrumental in developing MyGolfSpy's data-driven testing methodologies and continues to sift through our data to find the insights that can help improve your game. Tony believes that golfers deserve to know what's real and what's not, and that means MyGolfSpy's equipment coverage must extend beyond the so-called facts as dictated by the same companies that created them. Most of all Tony believes in performance over hype and #PowerToThePlayer.
Share on FacebookShare on TwitterShare on Reddit Share via EmailSours: https://mygolfspy.com/first-look-2018-callaway-rogue-and-rogue-sub-zero-drivers/