Guide to Assassin

Author Disclaimer: As of 2/3/2017 I'll now be releasing the current results I have found with my testings after the big rebalances! Please note that due to such large changes happening so suddenly things are subject to still be altered. Most of the testing (With the current Top builds, weaker builds are less supported) is done with an 895 40 Trait Assassin with no legendaries for testing.

Disclaimer: Also note that all of my testings results from Live Dummy testing/raid testing and a bit of theorycrafting from both me and a few select rogues I trust in. This is a 100% Simulation Free guide (I'm not saying simming is bad, in fact it's great. I just don't do it.) so please take a grain of salt with all of the things that we as a group have come up with.

Spec Overview:

Assassin Assassin is a fantastic single target raider and performs well in high mobility fights

  • Extremely Strong Single Target dps
  • Quick cooldowns for bursting down high priority adds
  • Minimal loss of dps when performing mechanics due to the nature of bleeds and poisons
  • Very good cleave dps
  • Strong multi-target dps
  • Good Target Mobility
  • DO WE EVEN HAVE A WEAKNESS TEAM?
Key Elements To Assassin:
  • Extreme management of CP, Energy, and cooldowns
  • Considerable white damage time in between bursts
  • More about strategizing than getting a perfect 65 APM rotation (Outlaw)

Tier How good is it, and what do we want?

For rogues tier is pretty strong for us besides the fact that it's so poorly optimized.

2 Set - A bowl of bananas A flat 4-5.5% of our dps and is fairly easy to maintain as it's simply an additional bleed off of our CP Generator, Mutilate.

4 Set - A bowl of bananas Offers a bit more of a dps bump, it offers 10% Extra envenom damage per bleed on the target (Rupture and Garrote for a 20% Envenom damage buff), Currently unsure if 4 Set synergizes with 2 set off of additional bleed (Heard rumors it does not, needs confirmation)

So, What pieces of tier do we want to use?

A bowl of bananas I'll list them in order of BIS piece to worst:

  1. Helmet
    A bowl of bananas
  2. Chest ( = to Legs/Back if Alacrity Build)
    A bowl of bananas
  3. Legs (Tied with Back and chest if Alacrity Build)
    A bowl of bananas
  4. Back (Bis/Second BIS if Alacrity Build)
    A bowl of bananas
  5. Shoulders
    A bowl of bananas
  6. Hands
    A bowl of bananas

Talents

A bowl of bananas I'll be hitting up on all of the viable/or past viable talent setups to explain how each one compares to each other and themselves after the rebalancing (So many... Rebalances..)

Tier 1: MP, or EP?

Master Poisoner:

A bowl of bananas is a strong talent to take especially with the recent buffs to poison damage. Often it is the strongest talent to choose for cleave and multi-target fights and offers neck-to-neck ST dps compared to the other talents. Master Poisoner also has latent scaling, as you get more mastery it becomes more effective increasing how awesome it is.

Elaborate Planning:

A bowl of bananas is slightly behind MP in all cases with AP and Alacrity in the mix. EP Can be used as a substitute for MP If you find yourself very low on mastery (IE 100% or less)

Tier 2:

A bowl of bananas

or

A bowl of bananas?

Nightstalker probably outweighs Subterfuge in most ST cases. However I have seen very comparable numbers to NS with Subterfuge getting buffed and the fact that we no longer use Deeper Stratagem as our main talent. Note: If you have the Mantle (Shoulder legendary) Subterfuge becomes the stronger talent as it allows you to weave in very long crit durations from your vanish and stealth.

Tier 3:

A bowl of bananas

or

A bowl of bananas

After the DS nerf and Re-work on our rupture scaling, Vigor in almost all situations outscales/beats both Anticipation and DS (I personally see better numbers with Exsang builds as well). So For T3 Vigor is practically a must in my eyes.

Tier 6: Agonizing Poison, Alacrity, or Exsanguinate (lol not anymore fam.)

A bowl of bananas is a talent that gives you a flat damage scaling based on a flat bonus and a mastery scaled bonus. Now with the rebalance granting a 10% higher application rate, it's effectiveness in add-switching and a myriad of other situations other than just ST is far higher than it's previous iteration. It is definitely our strongest for ST setups, or fights where you switch to one add for longer durations of time (Star Augur, Elisand, Gul'dan, etc.)

A bowl of bananas has proven to be an extremely strong talent for us in both cleave and ST as we've progressed through NH. While it is weaker to it's counterpart AP in the ST department, it is unrivaled in cleave for Assassins. Any fights that you have to do multi-target cleave or damage this is the talent you want to use (Aka Botanist, Scorp, etc.)

A bowl of bananas Exsanguinate had receieved a 20% bleed nerf when I was in the midst of my testings. After they had reverted that nerf I did not have the chance to go back and do extensive testings again to compare the two specs. My first inclination is to say that AP will still be better in almost all situations, but for anyone who wants to offer valuable input either supporting or refuting my claim is welcome to do so. (No one uses this o_o, rip Pure bleed builds 7.1.5)

Tier 7: Venom Rush, or Maybe DFA??

A bowl of bananas has been our strongest T7 since the start of the expansion, and honestly it still seems to be the case. Our Energy returns from it only compliment the new playstyle with Vigor and provides a fast, fun, and fluid rotation that allows for active target switching or consistent sustained damage on ST.

A bowl of bananas in 95% of cases this talent is no good. However with 4 set it's actually comparable in ST to VR and add burst phases like skorp. I wouldn't recommend this talent as it makes the build clunky and I feel like you lose a lot of dps comparably speaking if you mess up your rotation compared to other talents, but it's actually not that bad otherwise, I'm only seeing a slight dps loss in ST compared to VR. Aka, take for style points.


Stat Priorities and talent combinations:

So before I really shoot off any numbers I'd like to preface this with I'm still in the midst of testing for the most effective combination, but as of 1/17/2017 these are the results of what I've seen over the course of 120-150mil raid training dummy sessions.

MP/Vigor/AP:

As of 1/25/2017 This is the currently one of the strongest talent setups for Assassin. It offers high versatility, decent cleave dps, Top ST dps, as well as giving us a very fluid rotation due to our high energy return. Right now this setup is mostly for ST, as MP/AL is superior for add/cleave fights.

Stat Allotment: Currently in the process of refining but testings from multiple people appear to garnish the best results with these stat spreads:

Crit: You want to hover anywhere from 25-35%, the reason we have a lower crit threshold than before is two things; Firstly we have a harder time generating the old levels of crit due to the double crit nerf we received, and secondly with the rework of the talents and not choosing DS, mastery starts outscaling Crit. The reasons for this occuring could be many, one possibly being with only 5 CP, we would often lose cp when either of our Mutilate procs crits, resulting in a loss of cp generation thus resulting in a loss of dps. Instead we opt to simply go for less CP generation by default (not necessarily hindering our dps due to the gated mechanic of 5 CP with vigor), and go for a flat damage increase, which happens to be mastery for this talent setup.

Mastery: Pump everything else into this badboy. It really starts to shine at around 140-150% mastery, and only gets better as it gets higher.

Versatility: I haven't done the math to find out the appropriate vers scaling for our now very high mastery stacking. I'm sure some small amount of vers will provide a better stat spread than simply dumping the rest into mastery, but those numbers currently elude me. So If you have small amounts of vers fret not, you are probably going about this in the right direction, I just don't have the numbers for the perfect setup yet. Any information on this with testing behind it is welcomed.

Pro's to this build:

  • Strong build, lots of buttons to press
  • Fun build, lots to do especially as an Assassin
  • Low-ish Ramp up time

Con's to this build:

  • Weaker on Cleave than Other setups -Slightly harder to manage than before due to a higher overall APM. (That's a good thing for me though, I like difficult specs)

DPS Estimates for an 900 Ilvl Rogue w/ 46 Traits:

100-150Mil tests resulted in 650-750k DPS. With so many more finishers in this rotation than in previous iterations of Assassin, we are seeing a large increase in both BoTA and BoT procs, thus effectively offering a much wider swing in dps variation. We've become a stronger spec no doubt, but we also obtained a higher rng component than before.

MP/Vigor/Alacrity:

As of 1/25/2017 This is the currently one of the most popular talent setups for Assassin. It offers high versatility, top cleave dps, top aoe burst dps, and great ST dps just barely falling short of AP. It also sports an even more fluid and faster rotation than it's AP counterpart.

Stat Allotment/Priority: Currently in the process of refining but testings from multiple people appear to garnish the best results with these stat spreads:

Crit (All situations) => Mastery (Mastery for ST and adds) => Vers (Vers for cleave) > Haste (Yuck. You already get a ton of it from Alacrity.)

Pro's to this build:

  • Very strong in all situations
  • Most Fluid of the talent setups

Con's to this build:

  • Meh in ST, anything with mechanics that stop you from getting a finisher off every 20 seconds makes this build a lot less effective (Is there even a mechanic in NH like that though? :P)
  • Slightly harder to manage than before due to a higher overall APM. (That's a good thing for me though, I like difficult specs)

DPS Estimates for an 900 Ilvl Rogue w/ 46 Traits:

100-150Mil tests resulted in 600k-670k DPS (ST). Very fun build, and is a breath of fresh air as we get to use Alacrity which was so useless in EN.

EP/Vigor/AP:

For those of you who have found yourself in a situation where you have absolutely no mastery to speak of, this build can act as a temp substitute until you stack mastery.

Stat Allotment: Currently in the process of refining but testings from multiple people appear to garnish the best results with these stat spreads:

Crit: You want to hover anywhere from 35-43%, the reason we have a lower crit threshold than before is two things; Firstly we have a harder time generating the old levels of crit due to the double crit nerf we received, and secondly with the rework of the talents and not choosing DS, mastery starts outscaling Crit. The reasons for this occuring could be many, one possibly being with only 5 CP, we would often lose cp when either of our Mutilate procs crits, resulting in a loss of cp generation thus resulting in a loss of dps. Instead we opt to simply go for less CP generation by default (not necessarily hindering our dps due to the gated mechanic of 5 CP with vigor), and go for a flat damgae increase, which happens to be mastery for this talent setup.

Mastery: Pump everything else into this badboy. Mostly because this build should just be a short lived solution until you go to the stronger talent, MP.

Versatility: I haven't done the math to find out the appropriate vers scaling for our now very high mastery stacking. I'm sure some small amount of vers will provide a better stat spread than simply dumping the rest into mastery, but those numbers currently elude me. So If you have small amounts of vers fret not, you are probably going about this in the right direction, I just don't have the numbers for the perfect setup yet. Any information on this with testing behind it is welcomed.

Pro's to this build:

Strong build, lots of buttons to press
Fun build, lots to do especially as an Assassin
Low-ish Ramp up time

Con's to this build:

For an Assassin, not really a lot of weaknesses. This setup covers the base in almost every situation, albeit from all testing slightly weaker than the MP variant.
Slightly harder to manage than before due to a higher overall APM. (That's a good thing for me though, I like difficult specs)

DPS Estimates for an 900 Ilvl Rogue w/ 46 Traits: Results may be skewed due to me already having good mastery D:

100-150Mil tests resulted in 620k-700k DPS.

EP(Or MP)/DS/AP: Dps Results are Post 1/17/2017 AP Nerf :

For those of you who used this setup(Pretty much all of us) I regret to inform you that with nerfs to both EP, DS, and the rework of rupture this setup has for the most part been put out of comission. I would strongly recommend looking at changing talent setups. The results with this setup after the rebalance were very grim. DS for AP is just not a very viable option. Please look into another option.

Pro's to this build:

  • Soz fam, I haven't seen any.

Con's to this build:

  • Much weaker after the many nerfs it received.

DPS Estimates for an 900 Ilvl Rogue w/ 46 Traits:

100-150Mil tests resulted in 550-650k

MP/Vigor/AP/DfA:

This one surprised me a bit. Please note that this build is only even slightly viable with 4 set from NH. The rotation is really clunky and you have to do a lot of energy conservation but I've seen some interesting results.

Stat Allotment: Exact same as MP/Vigor/AP/VR

Pro's to this build:

  • WE GET TO USE DFA, WOOOOOO.
  • Fairly strong in ST
  • Probably stronger in Cleave/AoE than MP/Vigor/AP/VR

Con's to this build:

  • Clunky
  • Dps falls off a lot if you are not literally perfect with your rotation during mechanics

DPS Estimates for an 900 Ilvl Rogue w/ 46 Traits:

100-150Mil tests resulted in 630k-740k DPS. (Variance is high, lots of testing to do still.)


Order of Strongest to Weakest Sin builds For ST:

  1. MP/Vigor/AP/VR
  2. MP/Vigor/AP/DfA (Viability unknown, live testing on bosses needed)
  3. EP/Vigor/AP/VR
  4. MP/Vigor/Alacrity/VR

Order of Strongest to Weakest for Aoe fights: (Short duration adds)

  1. MP/Vigor/Alacrity/VR
  2. MP/Vigor/AP/DfA (Viability unknown, live testing on bosses needed)
  3. MP/Vigor/AP/VR
  4. EP/Vigor/AP/VR

Order of Strongest to Weakest for Cleave Fights (High health adds):

  1. MP/Vigor/Alacrity/VR
  2. MP/Vigor/AP/VR
  3. MP/Vigor/AP/DfA (Viability unknown, live testing on bosses needed)
  4. EP/Vigor/AP/VR

Relics:



ALACRITY BUILDS:

Alright now that i've done a bit more extensive testing I've been able to figure out a bit more of what's worth it to run with this build. I'll discuss what's best for a few different situations.


IF YOU ONLY USE ALACRITY:

Master Alchemist is our bis relic as our DP does => to rupture in a lot of cases, after that it's a toss up between things like GW, PK, etc.


If you have Boots w/ Alacrity:

Double Master Assassin, some people are running one MA since alacrity generates more ER, so it reduces the need for a second MA as much.

If you plan on swapping between Alacrity and AP:

GW = Master Alchemist, depending on which spec you want to take priority. GW if AP is your main, Master alch if Alacrity is your main.

Note: With 4 Set Toxic blades relics become viable and about = to GW

FOR AP BUILDS:

Sigh. I don't think I complain a lot, but let me tell you. This MA nerf really hit my soul. I loved it. But let's not digress into negativity.

If you don't have legendary boots:

Gushing Wound (Toxic Blades as well IF you have 4 Set) > Master Alchemist > Serrated Edge > Poison Knives > Toxic Blades > Master Assassin triple relic

Yeah. MA got hit that hard.

If you do have legendary boots:

Master Assassin (Double relic only, 1 MA is also viable if you have cof) > Gushing Wounds (Toxic Blades as well IF you have 4 Set) > Master Alchemist > Serrated Edge > etc.

Right now as of 1/17/2017 I am seeing about a three a minute proc rate for Convergence, this would equalize MA to be about a min cooldown if we had 2-3MA. My early guess will be Double MA and GW if you have convergence. This is of course pure speculation as I STILL DONT HAVE THE BOOTS.


Trinkets:



Order of Trinket Value Assuming Same Ilvl in NH:

  • Convergence of Fate (Way more value if you have legendary boots.)
  • Draught of Souls (Very strong for ST 8-12% of your dps. Weak for cleave/Aoe. Swap trinkets if not ST focus. ).
  • Nightblooming Frond: It can be our #1 trinket if it double procs, otherwise it falls short below the other three
  • ArcanoGolem Digit (Wow, I never thought I'd end up saying this > frond. But the more I test it the more I see it's stability compared to frond. Averaging 3-4% dps. Frond ranges 1.5%-7%
  • Flat Stat Mastery trinkets such as Eye of Guarm w/ Mastery

Openers:



MP or EP/Vigor/AP:

1.Stealth
2.Garrote
3.Mutilate
4.Rupture
5.Mutilate (If 4 cp, kingsbane after, if 3 cp then another mutilate)
6.Mutilate Or Kingsbane depending on CP
7.If you are still at 4cp cuz your unlucky !@# didn't get a single Crit proc, Kingsbane here
8.Once you are at 5cp (not before) Vanish
9.Rupture (Give it half a sec so you don't blow your Vanish proc with the Bug atm (Dunno if it's fixed yet)
10. Kingsbane if you haven't. If you have then Vendetta.
11. Vendetta if you have not already.
12. Mutilate to 4CP+ and proc your envenom as SoT is about to fall off.
13. Conform to normal rotation after this

AP/Vigor/MP/DFA:

I'll explain the full idea of the rotation after the initial burst since it's a bit different

  1. Stealth
  2. Garrote
  3. Mutilate
  4. Rupture
  5. Mutilate (If 4 cp, kingsbane, if 3 cp then another mutilate)
  6. Mutilate Or Kingsbane depending on CP
  7. If you are still at 4cp cuz your unlucky -*! didn't get a single Crit proc, Kingsbane here.
  8. Once you are at 5cp (not before) Vanish
  9. Rupture (Give it half a sec so you don't blow your Vanish proc with the Bug atm (Dunno if it's fixed yet)
  10. Kingsbane if you haven't. Vendetta if you have.
  11. Vendetta if you haven't.
  12. Mutilate to 3CP+ and CONSERVE ENERGY
  13. Wait till you have enough Energy for TWO mutilates, then proc your envenom.
  14. Follow it up with two quick mutilates and An immediate DFA, your DFA should hit with a little less than one second of SoT to spare. This will become an integral part of your rotation.

The rest of your rotation is about keeping your rupture up while being able to micro burst for every DFA. The idea is that you make sure your rupture and garrote have enough time for you to be able to do three things:

  • Generate CP
  • Conserve Energy
  • Burn two mutilates and DFA

Each time you do this it gets a little harder to do without decent Crit RNG as Garrote takes a little too much energy to make this a smooth rotation. This got a real big nerf when triple MA got nerfed because 3 rotations of this was about what you could sustain comfortably without letting SoT drop off for too long, now you practically have to do 4-4 ½ rotations and the energy usage drain becomes very apparent resulting in dps losses. Nonetheless it's still fun to use and only a slight dps loss/maybe even a dps gain if you get lucky.


How to Properly Abuse Kingsbane and it's Damage

The idea behind Kingsbane is it's a dot that gets stronger as you continously reapply your poisons. The problem with this is Assassin isn't known for their endless supply of energy and fast applications of skills. To mitigate this you must properly prepare yourself. I'll explain a few situations and how to handle them to properly obtain maximum Kingsbane damage.

Kingsbane is 15 seconds out without Vendetta or Exsanguinate:

Make sure that your rupture has at least 30 seconds on it's timer, make sure your garrote has been refreshed recently. Once you hit the 10 second mark expend any CP you have or reapply garrote once more if you have no cp. Then Spam Mutilate to 5-6 CP and conserve energy till Kingsbane is off CD. Ideally you want near full durations of your bleeds, a full CP bar, and a full energy bar. Get as close to this as possible. Once Kingsbane is off CD, proc it followed by an immediate envenom followed by spamming mutilate to 5-6 CP on Envenom and then expend CP with Envenom again. Use Garrote once it falls off regardless of where you are in this rotation (Energy is too important to skip).

Kingsbane is 15 seconds out with Vendetta on a similar timer:

Make sure your bleeds are near full duration and expend any excess CP at 10 seconds. Conserve energy till 5 seconds off Kingsbane CD. Then Use Mutilate to stack to 5-6 CP. Ideally you want near full durations on your bleeds, a Full CP bar and an empty Energy bar when Kingsbane is up. Proc Kingsbane once it's off CD and immediately Vendetta to refill energy bar followed by an Envenom on the same gcd. Then simply follow the same rotation as mentioned above.

Kingsbane is 15 seconds out with Vendetta and Exsanguinate on a similar timer:

Make sure your rupture is around 20-25 seconds left at the 10 Second point. Refresh Garrote and spam mutilate until 5-6 CP. Conserve energy with whatever time you have left. Pop Rupture once Kingsbane is off GCD. Proc Kingsbane followed by an immediate Vendetta. Proc Mutilate once to ensure you don't overflow on energy followed by Exsanguinate. Cast Mutilate again and Proc envenom. Continue with normal rotation from here on out, reapply rupture and garrote when they fall off and try to get as many envenom's as possible.

Surge of Toxins and it's ridiculous scaling with Agonizing Poison.

So a forum poster Rinehilde (Idk his rogues name, he posted on his hunter. -5 Points :P) asked me a fairly good question. He was trying to decide what path to take on his artifact weapon and wanted to know if for AP Specific builds if he should pick up BoTA or SoT first. I quickly responded with BoTA as our gold traits are all very powerful. He came back with a reply being skeptical showing his confusion about how why BoTA would be better. I decided I didn't want to start throwing out wrong information so I went and did a little comparing the two. Between logs, live testing and a good chunk of math I was very surprised to find out that not only is Surge of Toxins more valuable than BoTA, it's significantly more valuable.


TLDR Comparison:

BoTA: For AP builds BoTA ends up being a 4-6% damage increase, generally hovering around 5%.

SoT: Surge of Toxins, taking the Low end of every factor it brings gives a whopping 6-9% damage increase.


The Maths:



BoTA seems to follow an average of a 15-33% uptime. Rupture does around 15-20% of our damage even on AP builds (without BoTA).

Surge of Toxins gives a Flat 1% AP Increase PER CP that you expend on your finishers. This means a 5CP finisher is a 5% flat AP increase, a 3CP Finisher is 3%.

Surge of Toxins also has a proc on finishers that buffs your poison damage by 10%. Generally you should have near 100% uptime of SoT during Kingsbane and Bag of Tricks procs. But ignoring that we'll just go with an average uptime of 80% (That's around what I maintain). Poisons including Bag of Tricks ranges around 25-35% of our damage as AP. So a 10% damage bonus equates to a 2.5-3.5%.

So if We take an average value of 4CP Per finisher for 4% Damage, and then add in an average of the additional 10% damage bonus, we see a total of a 7% Damage increase.

Surge of Toxins, Mastery, master poisoner, and how they compliment each other oh, oh so well.

Disclaimer: This next portion is very outdated, however it should all still function the same way. So disregard flat numbers and just take the actual synergies for what they are.

So. First let's hit up the basics. AP/MP stacks Mastery after getting 30-40% crit because you get a 20% bonus to your mastery from MP. That means as you get more mastery you get a higher bonus from MP. This means mastery already scales harder with more mastery. Now Let's add in SoT. What Does Surge of Toxins do and how does it compliment AP and mastery?

During the Surge of Toxins Proc, our Agonizing poison gets a direct buff that is further buffed by MP. Example:

I run 12.6k Mastery atm and I have a 40% damage bonus right now with my Agonizing Poison (Giving up Mastery for Crit for internal testing) without SoT proc. When My SoT procs I hit 50%. That's an ADDITIONAL 10% damage bonus with a 90% uptime (For 90% uptime you generally roll 3-4CP rotations, so the actual bonus is 6-8% averaging to 7%)

So! If we just take my stat values at 12.6k mastery and average out the % damage bonus to 7%, So Surge of Toxins gives around a 7-8% flat damage bonus compared to the very rng BoTA. Realistically SoT gives an 11-12% damage bonus when including all factors.


How to do Mythic+ (10 And higher):

Note: As a 902 Ilvl Rogue I average 650-700k Overall dps in mythic 10+. Obviously Variance exists (Mostly in the lower end, I can drop to 600k if we die a lot or pull like wimps.)

Okay, so due to popular demand I shall write how I handle myself in higher mythics. I won't bother to try and write a guide for lower mythics because as Assassin's we're just not suited to it. Mobs die too fast in good groups for us to really shine. You CAN use this setup for lower mythics if the group isn't a speed clear and it's just a normal run. Just note that the stronger your teammates are the worse you will do, so higher mythics give us a better safety net to look/do good. So Suck it up and use outlaw or Sub for low myth speed runs, or Accept your role as a ST role D:. Where we start to pull ahead is when mobs last long enough for us to get our ramp going.

Talent Setup that I use 10-12-2016:

T1: MP for sure nowadays
T2: Honestly, with the buff and us now using Vigor > DS, Subterfuge is probably better than Nightstalker for Overall dps. Nightstalker is still viable though, and especially handy for Tyrannical weeks.
T3: Vigor
T4: Cheat Death, Elusiveness costs too much nowadays
T5: Thuggee
T6: AP for Tyrannical. Alacrity for Fortified.
T7: Venom Rush.

How to Aoe:

-Stealth BEFORE EVERY PACK/PULL (if your tank is chain pulling stab him in the throat, or use vanish for big packs of mobs, it's worth it.) -Tab Garrote 3 Targets. -Rupture (Yes 3cp rupture, just do it) -Fok Do you feel it? Maybe you got unlucky.
-Fok By now you have to feel it, you can't be so unlucky you didn't get poison applications with TWO fok uses. So now you have 3 garrotes and a rupture generating energy for you, this alone is enough to sustain consistent fok spam. But that's not where we are stopping. Remember rupture is by far our strongest and hardest hitter. Energy capping is a non-issue, don't let people tell you otherwise.
-At this point you're hoping you've crit once, you should be capped on CP. -Tab Target rupture -Fok to 5-6CP again -Tab Target Rupture -Repeat this process till you have 4 ruptures rolling. By this time your garrotes will probably be off, and 3 ruptures is not enough to give you infinite energy when you start proccing your envenoms. You want 4 ruptures. If there are only three targets cast garrote on a target as a replacement. -Now you just have the most fun of your life as A Sin rogue with no energy problems! -Fok till 4-6CP and Envenom! You'll see your dps hitting much much higher numbers more consistently than before! And that's not even including the amazing BoT procs.

So You've Mastered how to AoE, your pugs are confused at how an Assassin is pulling awesome Aoe but you don't let it get to your head, yet. You still got to show them up on ST.


Conclusion:

I have successfully run many.. many mythic being 100% competitive with all specs. Even when going against fire mage padlords in Vault of wardens (Stupid imps) I've come out as top overall dps once the dungeon was done.

Right now Rogues, especially sin and sub have a VERY VERY bad rep when it comes to myth+. And Now that outlaw has been gutted people don't even like them. I get pm's every single day in regards to my rogue compatriots reporting being kicked from mythic+ runs just for being Sin, or being declined just for being rogues. This really shouldn't be happening, we're a very strong class who can perform well in Myth+, we are simply being mis-represented! Hopefully this helps some of you guys who were having trouble getting decent numbers in myth+ climb back up to the top! As of 2/6/2017 I'm fairly certain this is dispelled. Go forth my Fellow rogues! Queue up for everything!

Conclusion and Raid Effectiveness for bosses

Conclusion:

Raid Effectiveness:

Single Target: 9.5/10
Aoe Fights: 5.5/10
Cleave Fights: 9/10
Heavy Mechanic fights with lots of time off Boss: 8.5/10
Mechanics that make boss immune: 7.5/10
Overall Score: 40/50

Final Notes:

As stated in the Opener of this guide. This is a sim-Free guide dedicated to the rogue community gathering information and making conclusions on nothing but live results off of training dummies, raids, and other such activities. I Don't guarantee for certain anything in this guide as things change, people have different experiences and a better, smarter rogue out there might have a different viewpoint than I do. So take the guide with a grain of salt! The very best advice I can give for any rogue who wants to do better is simply this:

Do your research, study up on guides such as this one, and then test it yourself. See what works for you. Sim yourself, test what you've learned in raids. Experience is Priceless and only you can make yourself better!