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Forums : Rogue > Combat Guide for Cata **Elitist Jerks**
Fozz (SuperAdmin) 1/4/2011 10:28 AM EST : Combat Guide for Cata **Elitist Jerks**
GP User: spencefoz
Guild Master
Posts: 415

This guide is specifically written for raiding Combat rogues to provide answers to the most common questions regarding how to play the Combat spec, properly gear and spec yourself, and questions that come up when making a character.

I would like to thank Consider for letting me use his very well written DK guides as a guide to write this guide. I also thank everyone who put in the time and effort testing, calculating, and theorizing to provide the information that is present in this guide. I would also like to thank Aldriana again specifically for trudging through yet another guide for correctness and clarity.


Abbreviation   Meaning 
Agi Agility
AR Adrenaline Rush
AoE Area of Effect
AP Attack Power
BF Blade Flurry
BG Bandit's Guile
CC Crowd Control
CoS Cloak of Shadows
CR Combat Readiness
DoT Damage over Time
DP Deadly Poison
EP Equivalence Point
Evis Eviscerate
FoK Fan of Knives
GCD Global Cooldown
KS Killing Spree
MG Main Gauche
MH Main Hand/Main Hand Weapon
MS Mortal Strike Effect (referring to all 10% reduce healing debuffs)
ICD Internal Cooldown
IP Instant Poison
OH Off Hand/Off Hand Weapon
RB Restless Blades
RvS Revealing Strike
SnD Slice and Dice
TotT Tricks of the Trade
WP Wound Poison

Specs and Glyphs


The above link is a version of the recommended Combat spec, the 4 points in Blade Twisting and Improved Recuperate are filler points and can be moved to what suits you best.

Improved Recuperate
Healer mana is going to be much more tight in Cata then it was in WotLK. These two talent points double the healing of your Recuperate and reduces your damage intake by 6% while you have an active Recuperate. Despite possessing several abilities that allow you to avoid and/or reduce damage (CR, Feint, CoS, etc), this talent will help on healing intensive encounters and overall increase your survivability.

Improved Sprint
Encounters that included snares and/or roots are few and far between however; this talent in such an encounter would be quite useful given Sprint's short cooldown (even shorter when considering RB).

Blade Twisting
This is Combat's version of a slow, this is of course going to be useful on an encounter were one is needed and completely useless otherwise (bosses generally cannot be slowed). While the reduction in speed is equal to that of crippling poison, the duration and proc chance is lower though in most cases, Blade Twisting will be sufficient.

Reinforced Leather
Doubling your armor from leather gives roughly 8.5% more damage reduction to physical attacks. It is very rare for rogues to take direct physical attacks in encounters because one, rogues come with several threat management abilities (Vanish, TotT, and Feint) and two, have a high dodge rate and tend to rely on that during mishaps. Overall, this is a poor talent for a raiding Combat rogue to spec into.

Throwing Specialization
Another relatively weak talent, the increased range on your Throw and Deadly Throw will generally be useless since rogues deal nearly no damage outside of melee range. The extra interrupt can certainly be useful in some cases however, two melee classes picked up 10 second CD interrupts in Cata and a third can now provide it without sacrificing DPS. Further, Arcane mages and Fury warriors are able to deal increased damage after successful interrupts and rogues will likely find themselves as backup interrupters for encounters requiring them.

Improved Kick
For similar reasons as Throwing Specialization coupled with that most bosses cannot be silenced, Improved Kick is relatively useless in a raid environment.

Improved Gouge
Most bosses cannot be incapacitated by players which makes Gouge nearly useless. In the case of adds, without the glyph, rogues will have to deal with parries to successfully land a Gouge and several other classes provide much more reliable ways to handle adds (Hammer of Justice, Chains of Ice, Shadowfury, Frost Trap, Frost Nova, etc).


Prime Major Minor
  • [Individual's Choice]
  • [Individual's Choice]
  • [Individual's Choice]

The Adrenaline Rush and Sinister Strike glyphs are musts for Combat. The Slice and Dice glyph is next in line but [Glyph of Rupture] and [Glyph of Revealing Strike] are alternatives that could be considered.

The Tricks of the Trade glyph is a raid DPS increase regardless if you have another rogue to trade tricks with and it's recommended that you always have this. A glyphed TotT will provide your target with 2% more overall DPS (3% unglyphed at the cost of 30 energy per minute).

The BF glyph is recommended for any encounter were you are able to hit another target with BF (you will never use BF if you cannot hit another target).

Feint is a tremendously valuable ability for reducing damage taken from AoE abilities which increases your survivability and saves precious healer mana. For any encounter were you use Feint regularly, it is worth glyphing.

[Glyph of Fan of Knives] is not listed simply because as a Combat rogue, Fan of Knives does not do very much damage and a very large number of targets need to be in your vicinity for its use to be worth it. Though, it can be argued that you can hit more targets with glyph.

Glyph of Sprint allows you to move at ground mount speed (100%) with sprint up which can be helpful for target swaps were you need to move to get in range and for various boss mechanics. In short, carry [Dust of Disappearance] around and chose your major glyphs per encounter.

None of the minor glyphs directly impact your DPS and can be chosen to your preference.

Combat and Rotation


Currently, as a Combat rogue you should put IP on your MH and DP on your OH. For most fights where you need to use FoK, you will want WP on your throwing (you cannot poison other ranged weapons or use FoK with them) because it takes "roughly" 30+ seconds for DP to be worth using. If a slow is needed, consider specing into Blade Twisting (explained above) instead of actually putting Crippling Poison on your weapon. It is reasonable (about a 4% DPS loss) for a Combat rogue to provide MS with WP on their MH though, several specs can provide the same debuff at no sacrifice (Shadow Priests for example). Remember, Anesthetic Poison no longer exists and is baked into your Shiv.


Combat rogues do not gain any sort of buff from opening from stealth the way Subtlety or Assassination rogues do however, you are able to get closer to a boss before an encounter starts if you are in stealth and ultimately reduce the time it takes for you to get into melee range once an encounter begins. Once combat starts, you want to immediately get SnD up.

The priority of finishers is as follows.
SnD > Rupture > Eviscerate
The recommended cycle is to always keep SnD up and then always do 5 point finishers, Rupture if it's not up and Evis otherwise. SnD does not need to be done with 5 combo points only and should always last long enough for you to build up the combo points for another SnD with at least a one finisher in between. It is competitive (loss of 1% overall DPS) to not use rupture at all simplifying your rotation to 2 finishers.

Using RvS
RvS should only be used when you have 4 combo points and are about to do a Rupture or Evis (it has no effect on SnD). Currently, it is estimated that you will only suffer a 100 DPS lose for not using RvS at all.

Bandit's Guile
This talent gives Combat a four stage cycle to its DPS (0%, 10%, 20%, and 30%). To progress from one stage to another you must land any combination of four SS and/or RvS until you reach 30% which will last for 15 seconds regardless of how many SS and RvS you do. If you SS or RvS a different target at any point, you lose your BG buff and will return to 0% unless you use Redirect which will "transfer" your current BG state to a different target along with any unused combo points you previously had. All of your DoTs will update as your BG state changes, for example if you rupture while at 10%, your rupture will tick for 20% once you reach that stage. Without this ability, BG makes swapping targets difficult for a Combat rogue.

Simplfiying your Cycle
Currently, you lose an overall of ~2% DPS if you decide to only use SS, Evis, and SnD. It is reasonable to consider this route for complicated encounters.

Expose Armor
In the unlikely situation where you are the only source of the 12% armor reduction debuff (Expose Armor) it is a personal DPS gain depending on the encounter (mainly how much time you will spend on your Expose Armor target) and raid DPS gain depend on its composition for you to provide it. Again, this is an uncommon situation because any spec of druids and warriors can provide the same debuff for little or no sacrifice.


Despite having Ambidexterity, Combat is not an especially strong spec for AoE damage with FoK. It is not yet known how many targets need to be in your vicinity for FoK to be worth using but it's probably a relatively large number. Combat is however, very strong for cleaving with BF. While BF no longer has any affect on FoK, it has a 30 second cooldown and generally going to be up when you need it (you never want to use it when there isn't anything to cleave). While BF is active, you should not use Rupture since BF does not transfer its damage and instead only maintain your SnD and use Evis otherwise. You may consider using a macro to cancel BF (there's an example later) once your secondary target dies since BF only reduces your energy regen if you are not hitting anything with it.


Combat rogues have three DPS cooldowns.

Adrenaline Rush
AR "doubles" your energy regen (it's additive with Vitality and multiplicative with haste on your gear) and increases your attack speed by 20%. Its base cooldown is 3 minutes but is much lower in practice because of RB. AR is a powerful cooldown to use in combination with other DPS enhancing buffs (weapon and trinket procs, bloodlust, potions, etc). You do not want to use this at the same time as KS since you are unable to perform any actions during KS and will likely cap out. Keep in mind that as you get more haste in your gear, AR will have a greater effect on your energy regen and it may become more difficult to keep from capping out during AR. A few things you can do to alleviate this is, to hit AR when you are at nearly 0 energy and to consider what other haste buffs you have active before you hit AR. It is not yet known if it is best to hit AR the moment it is up or if you should wait till you are at a certain stage of BG to use it (late 10%/early 20% if you're using the glyph).

Killing Spree
KS provides Combat rogues excellent burst damage on a relatively short cooldown when considering RB. This is another cooldown you want to stack other cooldowns with. Currently, it is slightly better to use KS with 30% BG. As mentioned earlier, you cannot perform any actions while in KS except for FoK (using FoK during KS to prevent capping is a last resort) and should not use it at the same time as AR and should try to be at 0 energy just before you hit it. KS also places you "behind" your target which generally means inside your target and some bosses turn to target raid members for various abilities which can land you right on top of your tanks. In both cases, if you are not careful you can be hit by a boss' frontal attacks. Additionally, if you know a boss is about to do something you normally need to run away from, keep in mind that KS won't let you leave your target for 2.5 seconds. KS can still be used to your advantage, while you are in KS you are immune to CC and you can use it to keep up with a boss moving faster then run speed, and it can trivialize various boss mechanics.

Blade Flurry
As mentioned earlier, Blade Flurry is only a DPS cooldown if you can hit another target with it. You may want to consider using a macro to removed Blade Flurry when you are no longer hitting another target. Blade Flurry will only transfer melee attacks (white and yellow, including KS) and will not transfer or apply poisons or DoTs such as Rupture.

Stats and Gearing

Stat Weights

Below are the current estimated EP values for stats in heroic T11 gear.

Stat   EP 
Agility 2.7
Yellow Hit Rating 1.9
Expertise Rating 1.6
Haste Rating 1.5
Spell Hit Rating 1.4
White Hit Rating 1.1
Crit Rating 0.95
Mastery Rating 0.9
MH DPS 4.45
OH DPS 2.16

Agility is by far your strongest stat simply because each point provides 2 AP and some crit, because you get an extra 5% more Agility for wearing leather via the rogue version of Leather Specialization, and because of Vitality. Agility has such a lead on all other stats, it will likely be the main determinant as to what is an upgrade.

  Yellow   Spell   White 
3/3 Precision 241 (2%) 1127 (11%) 2523 (21%)

The above table gives the amount of hit rating required to reach yellow, spell, and white hit cap for the first tier of bosses. These caps will increase as we progress to higher tiers of content. Combat's damage brake down is prodominalty physical which is part of the reason spell hit cap is some what behind other secondary stats. It is quite likely you will not reach spell hit cap and instead focus on capping expertise and haste first.

  Expertise Cap  
Racial 691 (23)
No Racial 781 (26)

The table above gives the amount of expertise rating required to reach the expertise cap for dodge. When a combo point generating ability (Sinister Strike, Revealing Strike, etc.) or finisher is dodged, you are refunded 80% of the cost. Keep in mind what weapon types your racial applies to. If you reach the expertise cap with only one hand because of an expertise racial, the value of expertise drops to 0.8 EP (this is regardless of MH or OH) which is below all other stats meaning it will not be worth capping the other hand.

Mastery is one of combat's weakest stats but the value changes quite a bit depending on how much you have. Mastery acts on MG which baseline gives you an 18% chance for your MH attacks to cause you to do an extra OH attack, increased by 2% for every point of mastery you have (179.28 rating). MH attacks include both autoattacks and specials and the OH attack is considered a yellow attack that is normalized and can proc Combat Potency.

Haste in addition to reducing your weapon swing timers, increases the rate at which you regenerate energy (baseline as combat is 12.5 energy per second). At the moment, haste is a relatively strong secondary stat. Combat already has an increased baseline energy regen rate through Vitality, this in combination with AR and Combat Potency can potentially lead to some energy problems at higher gear levels.

Crit is one of Combat's weaker stats and will be the primary candidate to be forged out of.

Set Bonuses

This section is for covering the relative value of set bonuses and to discuss changes in play style if they produce any.
  • [T11 2P] Increases the critical strike chance of your Backstab Mutilate, and Sinister Strike abilities by 5%. (~200 EP)
  • [T11 4P] Each of your melee autoattacks has a 1% chance to activate Deadly Scheme for 15 sec, increasing the critical strike chance on your next Eviscerate or Envenom by 100%. (~200 EP)
Both of these set bonuses are quite passive in that you will play the same way you would without them. While you generally don’t have to think about it, there is a limited duration on the 4 piece bonus and you will want to get an Evis off before it expires. An additional note, while the 2 piece T10 bonus is very good, you will not want to sacrifice two pieces of current gear to retain this bonus in the same way we did with T6 during the first tier of WotLK.


A note about weapons, there are no fast 1-handed Agility weapons in Cata and you will almost always want a 1.4 speed dagger in your OH. You will want to use a slow MH, if the stats are equal the slower will generally be better.

Depending on how much work it takes, initially I will provide some gear set ups for heroics, normal raids, and hard-mode raids. Later, I will probably leave it at the current normal and hard-mode raiding tier and delete older ones.

Normal-Mode Raids

Hard-Mode Raids

T11 and Heroics Trinkets
Name   EP 
[Prestor's Talisman of Machination] 1587.47
[Fluid Death] 1482.22
[Prestor's Talisman of Machination] 1406.72
[Darkmoon Card: Hurricane] 1373.48
[Essence of the Cyclone] 1358.27
[Left Eye of Rajh] 1298.42
[Key to the Endless Chamber] 1295.71
[Tia's Grace] 1244.26
[Essence of the Cyclone] 1201.12
[Unheeded Warning] 1198.20
[Unsolvable Riddle] 1084.98

Reforging, Gemming, and Enchanting


Reforging is used to reduce a secondary stat by 40% (always round down) and add that amount as another stat that is not already on that piece of gear. This makes it possible to tune your gear to focus on your best stats and avoid "wasting" stats by exceeding caps.

As a general strategy, you'll want to reduce the weakest stat and add more of a better stat that isn't already present on that piece of gear. Using [Wind Dancer's Legguards] as an example, between crit and mastery, mastery is the weakest of the two. If you are below the expertise cap, you will want to add expertise and if you are above it, you will want to add haste rating instead.

Yellow hit cap should be quite easy to reach, the next most valuable and reforgable stat is expertise. You basically want to first go to your pieces of gear that have mastery (your least valuable stats) and do no have already have expertise on them and reforge mastery into expertise. Since expertise has a cap, you may want to reforge different pieces of gear until you get as close to the cap as possible without going too far over. Once at the expertise cap, you want to reforge weaker stats into haste rating (the next best stat).


Below are some of the gems an Combat rogue may consider for their gear (some are there for reference and are generally not recommended). The EP values are based on heroic T11 gear.

Red Sockets
Name   Stats   EP 
[Delicate Inferno Ruby] 40 Agility 108
[Precise Inferno Ruby] 40 Expertise Rating 64

Yellow Sockets
Name   Stats   EP 
[Deft Ember Topaz] 20 Agility/20 Haste Rating 84

Blue Sockets
Name   Stats   EP 
[Glinting Demonseye] 20 Agility/20 Hit Rating 82*
[Glinting Demonseye] 20 Agility/20 Hit Rating 76**
*below spell hit cap
**above spell hit cap

You generally will want to match all of your Agility bonuses ([Deft Ember Topaz] in yellow sockets and [Glinting Demonseye] in blue sockets) and put all [Delicate Inferno Ruby] into sockets for non-Agility bonuses. To be sure, you may want to calculate the EP value yourself. Using [Wind Dancer's Legguards] as an example, there is a yellow and blue socket for a 20 Agility bonus. Putting a [Deft Ember Topaz] and [Glinting Demonseye] in gives a total of 20+20+20=60 Agility, 20 Haste Rating, and 20 Hit Rating. Below the spell hit cap, the total EP value is calculated as follows.

Matching Sockets
60(2.7) + 20(1.5) + 20(1.4) = 220 EP

What if we decided to put in two [Delicate Inferno Ruby] instead? This gives a total of 40+40=80 Agility (no socket bonus).

Straight Agility
80(2.7) = 216 EP

So in this case below spell hit cap, it is slightly better to match the sockets. If we recalculate for a situation where you are above the spell hit cap, matching the socket bonuses would only give 214 EP, a little less then just putting all [Delicate Inferno Ruby] in. Again, you may want to just check to be sure.


Once the old requirements for [Chaotic Shadowspirit Diamond] and [Relentless Earthsiege Diamond] are fixed, these will be the only two viable meta-gems to use. [Relentless Earthsiege Diamond] will be the better of the two as long as you already have a yellow gem in your gear (not just putting in your gear to activate the meta when a different gem is better). If you don't already have a yellow gem in your gear, use [Chaotic Shadowspirit Diamond] instead.


Slot   Enchant   Comments 
Head 60 Agi/30 Haste [Arcanum of the Ramkahen] (Revered with Ramkahen)
Cape 65 Crit [Enchant Cloak - Greater Critical Strike] (Enchanting) With the current estimated EP values this crit enchant comes out just a hair better then [Scroll of Enchant Cloak - Major Agility] and which is better is likely to change as the EP estimates change.
Shoulder 50 Agility/25 Mastery [Greater Inscription of Shattered Crystal] (Exalted with Therazane)
Chest 20 Stats [Enchant Chest - Peerless Stats] (From Enchanting)
Bracers 65 Haste [Enchant Bracer - Greater Speed] (From Enchanting)
Gloves 50 Expertise or Haste [Enchant Gloves - Greater Expertise] or [Enchant Gloves - Haste] if you are over expertise cap (Both from Enchanting)
Legs 190 AP / 55 Crit [Dragonscale Leg Armor] (From Leatherworking)
Feet 35 Agility or 25 Agility + Run Speed [Enchant Boots - Major Agility] or [Enchant Boots - Assassin's Step] (From Enchanting) This depends on how much you value run speed, combat does have an especially short Sprint cooldown via RB.
Belt Extra Socket [Ebonsteel Belt Buckle] (From Blacksmithing), put a [Delicate Inferno Ruby] in the socket
MH 1000 AP proc [Formula: Enchant Weapon - Landslide] (From Enchanting)*
OH 1000 AP proc [Formula: Enchant Weapon - Landslide] (From Enchanting)*
*Since [Enchant Weapon - Landslide] is currently quite expensive; a reasonable alternative is to use double [Enchant Weapon - Hurricane]. Since haste is a relatively strong stat for Combat compared to Assassination, [Enchant Weapon - Avalanche] is not competitive for Combat the way it is for Assassination.


These are generally the consumables you will use in a raid.
Flask: [Flask of the Winds]
Potion: [Potion of the Tol'vir]
Food: [Skewered Eel] / [Fortune Cookie] / [Seafood Magnifique Feast]
The new feast now give you exactly the same benefit Agility food does (90 Agility) instead of general AP so, you can enjoy someone else’s hard work now.

One note about Potion of Tol’vir (and most current potions) is that they last 25 seconds instead of 15 seconds. You will want to consider if you have a 25 second window to DPS to use the full duration of the buff in addition to stacking it with procs and other various DPS enhancements.

For those that are not familiar, prepotting is using a potion just before you enter combat such that you are able to use two for an encounter. Keep in mind that you want to do this as close to when you enter combat as possible to maximize the buff of your first potion.

Races and Professions



The newest race to the alliance also has the strongest racial bonus for Alliance Combat rogues. Visciousness gives 1% crit (170.32 EP) which is overall the weakest stat for Combat but still is more EP than 3 expertise for both hands (144.13 EP) from Gnomes using a sword and dagger. Given that rogues are a melee class, Darkflight (40% speed sprint every 3 minutes) provides some utility though; rogues already come with a 70% (100% glyphed) speed boost every 1 minute base (less with RB).

Gnomes have Shortblade Specialization which gives you 3 expertise to your OH dagger and MH if you are using a sword. If you are using both, the racial gives about 144.13 EP. If you are not using a sword, the EP value of the racial drop to almost exactly half (71.45 EP). Gnomes also have Escape Artist which will remove any snares and/or roots every 1.75 minutes which can be useful for encounters involving those types of debuffs.

Humans have 3 expertise to swords and maces from Sword Specialization and Mace Specialization respectively which will apply to only your MH if you are using either weapon and will be worth less then expertise from gear since it only applies to your MH (72.69 EP). Every Man for Himself is a 3 min PvP trinket and it is conceivable that for certain boss encounters it will allow you to dish out more damage or trivialize a boss mechanic.

Dwarfs only have Mace Specilization which again is worth less then normal expertise because it will only apply to your MH given you are using a mace (72.69 EP). Stoneform removes poison, disease, and/or bleeds and boosts armor every two minutes which won't do more then increase your survivability trivialize some boss mechanics.

Night Elf
Apart from having the highest base Agility, night elves do not have much going for them in the way of racials for a Combat rogue. Shadowmeld will drop you off the threat table until you break stealth however, between TotT, Vanish, and even Feint, threat is very unlikely to be an issue. Quickness will of course give you some survivability though most of the time, nothing life threatening should be swinging at you.


Orcs, one of the strongest races for Combat rogues (strongest if you have an Axe or Fist because of Axe Specialization which will only apply to your MH (72.69 EP). Additionally, orcs have Blood Fury, a relatively strong DPS cooldown providing 1170 AP (at 85) every 2 minutes which can be used in conjunction with KS or AR. Unfortunately, the other racials that are relatively strong for other classes are completely useless for Combat rogues.

Goblins, the new Horde race, are also one of the stronger races for Horde. Passively, Goblins have a relatively ok 1% increased attack speed from Time is Money (not haste which would give you more energy regen). Additionally Goblins have a shared cooldown ability that will either deal some fire damage to a target (Rocket Barrage) or launch you forward (Rocket Jump) which can be quite useful as a melee class since some encounters require some movement to avoid boss mechanics or change targets.

Trolls also come with a decent DPS cooldown, Berserking, providing 20% attack speed (again not haste which would give you more energy regen) every 3 minutes. Trolls also have reduced snare/root duration from Da Voodoo Shuffle which could help if a boss had these mechanics. Of course, if there ever is a boss classified as a beast, Trolls would be the clear dominate race for DPS with Beast Slaying.

Blood Elf
Blood Elves have a DPS cooldown as well, Arcane Torrent, which generates 15 energy every 2 mins. and does an AoE silence (also interrupts non-player targets). Blood Elves’ small increase in survivability with Magic Resistance was changed to Arcane resistance only and is much less useful.

Forsaken racials do not have a direct impact on DPS and are overall the weakest Horde race for Combat rogues. Will of the Forsaken breaks fear, charm, and/or sleep effects every 2 minutes which similar to humans, could allow you to deal some extra damage or trivialize a mechanic for some bosses.


Currently the strongest profession for a Combat rogue, leatherworking replaces the 65 haste to bracers enchant with Draconic Embossment - Agility. The strength of this enchant is mostly because base stats (Agility) are much stronger then secondary stats (haste, crit, hit, mastery, etc). Leatherworkers can additionally use Dragonbone Leg Reinforcements on their legs instead of [Dragonscale Leg Armor] for exactly the same stats for much cheaper materials.

Allows you to replace three [Delicate Inferno Ruby] with three [Delicate Chimera's Eye] which nets you 81 Agility, 1 more Agility than the rest of the craft professions.

Blacksmithing gains you two additional sockets (Socket Bracers and Socket Gloves) which you should put [Delicate Inferno Ruby] in for 80 more Agility, right on par with the rest of the craft professions.

Alchemists have a passive Mixology buff which will increase the effect of [Flask of the Winds] by 80 Agility. Additionally, the buff will double the duration of flasks potentially saving you a good deal of gold. For content where you do not flask, alchemists are able to create a [Flask of Enhancement] which gives you 80 Agility and has an unlimited number of uses.

Enchanters are able to enchant their rings which are normally not enchanted with Enchant Ring – Agility which gives a total of 80 Agility.

Scribes are able to put Swiftsteel Inscription on their shoulders which is exactly 80 more Agility than [Greater Inscription of Shattered Crystal]. This also makes raising your reputation with Therazane to exalted not necessary but ultimately Scribes are on par with most craft professions.

Tailors are able to enchant their cloaks with Swordguard Embroidery which works similar to a typical trinket in that it procs a 15 second long buff (1000 AP) that has a tested 55 second ICD (26.3% uptime considering its 15% proc chance). Overall, this gives an average of 263 AP. This however does not stack with a typical cloak enchant (65 crit in our case) and comes out closer to 201 AP which is about the value of 74.5 Agility.

Does not have much in the way of a direct DPS boost for rogues. The [High-Powered Bolt Gun] which fires bolts similar to bombs every 2 minutes at a targeted area also resets your swing timer making it a DPS loss to use in melee range. If this does not share a cooldown with bombs, engineers can also throw a [Saronite Bomb] every minute for a very small amount of damage. Engineers are able to enchant their gloves with Tazik Shocker which does some nature damage every 2 minutes to a target, this does not overwrite your standard glove enchant. It is possible that the Hyperspeed Accelerators may be better to place on your gloves instead of the shocker. Engineers are also able choose a utility enchant for their belt, the two that stand out are Nitro Boosts which gives you increased movement speed every 3 minutes and Ground Plasma Shield, which absorbs a respectable amount of damage every 5 minutes. Both have a reasonable chance to fail in a raid now (nitro boosts can blast you into the air or cause Rocket Fuel Leak and the plasma shield can AoE taunt via Painful Shock); this should be considered for critical boss mechanics. Engineers are also able to make [Agile Bio-Optic Killshades] and place two cogwheel gems into them which puts the helm on par itemization-wise with any ilvl 359 helm and makes it obsolete when heroic gear becomes available us.

Herbalists have Lifeblood which in addition to a heal over time, will grant you 480 haste rating (increased attack speed and energy regen) which is about 80 haste rating on average. This is clearly the best gathering profession for Combat rogues.

Skinners gain Master of Anatomy which gives a passive 80 crit rating, again crit is the weakest stat for Combat rogues making skinning a very weak profession.

Miners have 120 stamina from Toughness which provides no DPS gain other then additional survivability.

Basic Combat Mechanics

  • Partial resists no longer occur against bosses.
  • Glancing blows happen when white attacking equal or higher level NPCs and deal 25% reduced damage. For bosses this has a 24% chance to happen for all of your white attacks.
  • When attacking a NPC target from behind you cannot be parried but can still be dodged.
  • All melee classes suffer a 4.8% crit suppression vs bosses when using melee attacks.
  • All spell attacks have a 2.1% crit suppression vs bosses.


You will want to macro /startattack to the melee abilities you use most which will ensure you are autoattacking your target even if you do not have the energy to perform an ability that would normally start your autoattack. A couple of examples.

/cast Sinister Strike

/cast Revealing Strike

Almost all rogues find it easier to use a TotT macro instead of targeting someone to use it such that you can keep attacking your target.

/cast [@focus] Tricks of the Trade
This lets you hit your focus target with TotT.

/cast [@targettarget] Tricks of the Trade
This lets you hit your target's target with TotT (hopefully a tank, though bosses often target other players for their abilities).

/cast [@<player's name>] Tricks of the Trade
This will let you hit a specific player with TotT.

FoK requires a throwing weapon to be equipped however rogues are still able to use other ranged weapons and may have a ranged weapon that is better for single target DPS then their throwing weapon. In this case, it may be convenient to make a macro to swap weapons depending on if you need to AoE or deal single-target DPS. Just as a warning, these macros invoke a GCD and can cause you to cap out and they reset your swing timer (delayed/lost auto attacks). FYI, you can Shift + Right Click on items in your bag to automatically enter the name of your weapon when making these macros.

#showtooltip Fan of Knives
/equip <name of your throwing weapon>
/cast Fan of Knives

#showtooltip Sinister Strike
/equip <name of your better ranged weapon>
/cast Sinister Strike

Blade Flurry is an excellent cleaving ability of Combat rogues but not something you will want active if you are not cleaving anything. You may consider a macro the cancel it once your secondary target dies but be very careful about spamming this macro as you can remove it right as you activate it if you double press it.

/cancelaura Blade Flurry
/cast Blade Flurry

You can make a slight modification and use the following to avoid accidently cancelling your Blade Flurry however, this will consume two keybinds.

/cancelaura [mod:shift] Blade Flurry
/cast Blade Flurry


This is a webapp work in progress being designed by several rogues and is using a simple interface created by Caffeine for the time being. Ultimately this tool will help rogues determine how to reforge and gem their gear for their spec.

Thread Change Log

[12/20/2010] Post created
[12/21/2010] Added comments regarding Expose Armor
[12/22/2010] Added info regarding 1-Handed Expertise
[12/30/2010] Alternative weapon enchants

**This is NOT a production of Final Redemption**

Dymer (Member) 2/25/2011 9:48 PM EST : RE: Combat Guide for Cata **Elitist Jerks**
GP User: pakka77
Posts: 20

Thanks Fozz
My Rogue now has some new info for growing up
Good Luck & Good Hunting
Dymer - 85 DK - Frost DW / Blood (New)
Dratmore - 85 Pali - Ret / Holy (untried)
MaoKitty - 68 Rogue int/cmb
Listright - 58 Warror Fury/Pro (New)  & Bank Toon for Household Guild
Household Guild - Morning Brew Distillery

Fozz (SuperAdmin) 2/26/2011 9:53 AM EST : RE: Combat Guide for Cata **Elitist Jerks**
GP User: spencefoz
Guild Master
Posts: 415

Yea no problem, One thing. make sure to check the original post and make sure this is "up to date" i will be fixing them later, however it's a lot of work and I have no time.

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