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TBC ANNIVERSARY - PHASE 3

RogueCombatDPS

Combat Rogue DPS Guide - Mount Hyjal & Black Temple

A Combat Swords guide built around Improved Expose Armor, fast-off-hand energy generation, cooldown overlap, poison rules and assignment-first raid execution.

GUIDE SCOPE

Built for repeatable Phase 3 raid execution

This searchable web edition is adapted from the original MCK Boost carrier handbook. It focuses on the included class, specialization and role only; it does not create placeholder coverage for missing specializations.

Build
20 / 41 / 0
Role
DPS
Raid tier
Phase 3
Source
22-page PDF

The raid-default allocation takes Improved Expose Armor. Move those points only when another Rogue is explicitly responsible for full armor-debuff coverage.

View chapter index

01 - Raid plan

The definitive Phase 3 Rogue

One raid role, one primary spec, and two clearly separated finishing systems.

PDF page 2
Alliance - Human

Best PvE race. Sword Specialization grants 5 expertise with the weapon family the definitive build wants. This lowers the remaining expertise-rating cap from about 64 to about 44.

Horde - Orc

Best reliable PvE race. Blood Fury lines up with Blade Flurry, Haste Potion and common two-minute burst windows. Troll can peak higher at low health, but Orc is the controlled min-max choice.

DecisionDefaultException
Raid spec
20/41/0 Combat Swords + IEANo-IEA only when another Rogue is explicitly assigned.
Weapons
Slow MH / fast sword OHWarglaive pair overrides every practical alternative.
Boss finisher
5 CP Expose + Slice and DiceNo-IEA uses 5 CP Rupture instead.
Profession route
LW or Engineering + EnchantingChoose LW only if your party still needs its drummer.

02 - Talents

20/41/0 Combat Swords + IEA

The allocation is built around extra main-hand swings, fast off-hand energy, and raid armor reduction.

PDF page 3
Assassination - 20RankPurpose
Malice / Ruthlessness / Murder
5 / 3 / 2Crit, finish-generated combo points, and 2% damage to eligible creature types.
Relentless Strikes
1/1Up to a guaranteed 25 energy back on a 5-point finisher.
2/2Raises a 5-point Expose from 2050 to 3075 armor.
Lethality
5/5Raises Sinister Strike critical-damage bonus.
Vile Poisons
2/5The remaining output points; use 4/5 if not assigned IEA.
Combat - 41RankPurpose
Improved Sinister Strike / Lightning Reflexes
2 / 340-energy builder and pathing utility.
Improved Slice and Dice / Precision
3 / 5Longer haste buff and 5% weapon hit.
Improved Sprint / Endurance
2 / 1Root-break default and cooldown pathing.
Dual Wield / Blade Flurry / Swords
5 / 1 / 5Off-hand damage, 20% haste/cleave, and extra main-hand attacks.
Weapon Expertise / Aggression / Vitality
2 / 3 / 210 expertise, builder damage and 2% Agility.
1 / 5 / 1Energy burst, fast-OH energy and undodgeable finishers.

03 - Talents

Why the sword build wins

Every important talent amplifies the next one; weapon speed is part of the spec.

PDF page 4
Blade Flurry

20% haste; copies attacks to one nearby target.

LinkWhat happensMin-max consequence
Fast OH -> Potency
More off-hand swings create more 20% chances to gain 15 energy.Use a 1.4-1.5 off-hand; weapon DPS alone is not the comparison.
Fast sword OH -> Sword spec
Off-hand sword hits can trigger an extra main-hand attack.A slow, heavy main hand makes each extra attack valuable.
SnD -> T6 2pc
Slayer 2pc adds another 5% haste to Slice and Dice.Dropping SnD becomes an even larger personal loss.
BF + AR
More attacks and more builders happen inside a duplicated-damage window.Stack cooldowns when the extra target is legal and stable.
IEA -> raid
3075 armor reduction beats five Sunders by 475.Physical raid damage rises roughly 3-4%; communicate with Warriors.
Improved Sprint default

Hyjal roots and raid movement can turn the root break into more uptime than a passive filler point. Keep it unless your encounter plan proves it has no value.

No-IEA swap

Move exactly the two IEA points into Vile Poisons. The Combat tree, weapons and core rotation remain the same; only the maintenance finisher changes.

04 - Gear & items

Your off-hand is an energy generator

Weapon family, speed, temporary enchant and poison assignment must agree.

PDF page 5
SlotPractical Phase 3 orderRule
Warglaive MH > Vengeful Gladiator's Slicer > Blade of Infamy ~ Talon of AzsharaSlow 2.6-2.8 sword; maximize Sinister Strike and extra-attack damage.
Warglaive OH > Blade of Savagery > Vengeful/Merciless QuickbladeFast 1.4-1.5 sword; maximize Potency and poison applications.
Ranged
Arcanite Steam-Pistol; Twisted Blades for Deadly Throw accessMostly a stat stick; thrown weapons enable ranged finisher utility.
Party stateMain handOff-handWhy
Windfury present
Leave unpoisonedDeadly Poison VIIA temporary weapon coating blocks Windfury on that hand; Shiv preserves Deadly.
No Windfury
Instant Poison VIIDeadly Poison VIIDirect MH procs plus fast-OH Deadly stacking.
Very short trash
Windfury or InstantInstant Poison VIIDeadly may not reach enough ticks; swap only when the pull plan warrants it.

Use it only on a hand where the raid's temporary-enchant plan allows it.

05 - Gear & items

Hit and expertise without folklore

Combat already supplies 5% hit and 10 expertise; every cap below includes those talents.

PDF page 6
TargetBoss level 73Level 72 / trashInterpretation
Special attacks
64 hit rating16 hit ratingMinimum only; white swings still miss heavily.
White swings
363 hit rating316 hit ratingWith 5/5 Precision; absolute no-miss cap before raid buffs.
White + Faerie Fire
316 hit rating269 hit ratingCommon 25-player boss target.
White + FF + Draenei
300 hit rating253 hit ratingAlliance party with Heroic Presence.
Expertise targetRating from gearWhy
Non-Human / Human with fists or daggers
About 64Boss has 6.5% dodge; Weapon Expertise supplies 10 of the 26 expertise required.
Human using swords or maces
About 44Human racial supplies another 5 expertise; only 11 remains from gear.
Boss-DPS gem plan

Itemize toward 316 hit with Faerie Fire, or 300 with FF + Draenei. Current Icy Veins Tier 6 weights still value Hit highly all the way to the white cap.

Total-raid plan

Level-72 targets cap 47 rating earlier. For Hyjal trash, stop near the level-72 cap and place the excess in Agility; the Wowhead guide estimates this improves non-boss damage materially.

Tier 6 EP snapshotExpertiseHitAgilityHasteCritArmor pen
AP-equivalent value
2.662.442.212.291.760.34

06 - Gear & items

Cap-aware, movement-aware, fully enchanted

Gems are the tuning layer; the meta and movement-speed rule come first.

PDF page 7
SlotBest Phase 3 enchant
Glyph of Ferocity
Shoulders
Greater Inscription of Vengeance (Aldor, slightly ahead)
Back / Chest
Greater Agility / Exceptional Stats
Wrists / Gloves
Assault / Superior Agility
Legs
Nethercobra Leg Armor
Boots
Cat's Swiftness; use Dexterity only if movement speed comes from another non-stacking source
Weapons
Mongoose on both hands
Rings
Stats on each ring if Enchanting
Socket logic

Activate Relentless with exactly the blue requirement in the best-bonus sockets. Use Glinting/Rigid until the chosen encounter cap, then Delicate. Ignore weak bonuses.

Movement is DPS

Cat's Swiftness usually beats a small stationary stat gain because a carrier loses more to late contact, ground effects and target swaps than a spreadsheet assumes.

Keep BOSS, TRASH and SHADOW sets separate and verify each cap in combat gear.

07 - Gear & items

The target sheet, not a mandatory costume

Four-piece Slayer is non-negotiable; Cursed Vision is the only superior non-tier primary-slot piece.

PDF page 8
SlotPhase 3 targetSource
Cursed Vision of SargerasIllidan, Black Temple
Neck
Choker of Endless NightmaresSupremus, Black Temple
Shoulders
Slayer's ShoulderpadsMother Shahraz token
Back
Shadowmoon Destroyer's DrapeTeron Gorefiend
Slayer's ChestguardIllidan token
Wrists
Insidious BandsTeron Gorefiend
Hands
Slayer's HandguardsAzgalor token
Waist
Belt of One-Hundred DeathsLady Vashj; Phase 2 carry-over
Legs
Slayer's LegguardsIllidari Council token
Feet
Shadowmaster's BootsMother Shahraz
Rings
Stormrage Signet + Band of the Eternal ChampionIllidan + Scale of the Sands Exalted
Trinkets
Dragonspine Trophy + Warp-Spring CoilGruul + Void Reaver
Slayer Shoulders

Tier and expansion-long value.

Slayer Gloves

Hyjal tier anchor.

Slayer Legs

Council tier anchor.

4pc. Wear four pieces; if Cursed Vision is unavailable, all five Slayer primary pieces are excellent.

08 - Gear & items

Boosted character to raid carrier

Prioritize systems that unlock uptime and rotation stability before chasing isolated item level.

PDF page 9
PriorityAcquireWhy
1
Two raid-quality swords: slow MH, fast sword OHThe spec does not function at ceiling without correct weapon speed/family.
2
64+ special hit, then build toward the chosen white capMissed builders and auto attacks lose damage, poison and energy opportunities.
3
Expertise pieces toward 44 Human / 64 othersDodged white hits and builders suppress every downstream system.
4
Relentless meta + Cat's SwiftnessCritical-damage and real encounter uptime.
5
Two-piece then four-piece SlayerPermanent Slice haste first, then 6% Sinister Strike damage.
6
DST / Warp-Spring, then Warglaive chaseOlder trinkets remain best; glaive pair is a transformational upgrade.
Reliable bridge

Badge gear, Phase 2 tier, Talon of Azshara, Belt of One-Hundred Deaths, Ring of Lethality/Ranger-General and Bloodlust Brooch can enter Phase 3 without waiting for perfect BT loot.

Arena bridge

Vengeful Slicer and Quickblade are competitive Phase 3 weapon solutions. Arena rating/time may be more predictable than raid drops, but do not delay progression for a side-grade to an existing Talon.

Slayer 4pc

Build around bonuses, not raw item level.

09 - Consumables

Consumables, professions and party buffs

Pre-pull preparation turns cooldowns into a repeatable system.

PDF page 10
Thistle Tea

40 energy at 70; shares the Healthstone-family cooldown.

LayerDefaultMin-max note
Long buff
Flask of Relentless AssaultMajor Agility + guardian elixir can edge it when deaths are unlikely.
Food
Spicy Hot Talbuk until target hit; then Warp Burger/Grilled MudfishDo not waste 20 hit above cap.
Haste PotionAlign with Blade Flurry, Bloodlust and procs; do not energy-cap.
Extra
Agility/Strength Scroll V, Flame Cap where rules permitConfirm stacking and raid policy.
Survival
Healthstone, Nightmare Seed, bandage, healing potionA living Rogue deals auto-attack damage; carry all.
Profession default

Enchanting gives ring enchants. Pair with Leatherworking if your party needs its Drums user; otherwise Engineering adds Sapper damage and utility.

Ideal melee group

Enhancement Shaman is mandatory-value: Windfury, Unleashed Rage and Bloodlust. Add Feral crit, Warrior Battle Shout and a physical-DPS flex according to roster.

10 - Abilities

Raid-default: Improved Expose Armor

The priority is 100% Slice and Dice plus 100% five-point IEA - in that order at the opening second.

PDF page 11
PriorityActionFailure prevented
1
Keep Slice and Dice active at all timesLoss of white damage, poison, Potency and Sword procs.
2
Refresh only 5 CP Expose Armor before it fallsLoss of 3075 armor reduction for every physical attacker.
3
Use Sinister Strike as the builderWeapon-family and talent engine stays coherent.
4
Use Shiv if five-stack Deadly is about to fallPreserves poison without waiting for the next random OH proc.
5
Fit 2-3 CP Rupture only with safe timersAdds personal damage without risking either maintenance effect.
Shiv

Guaranteed off-hand poison application.

Rupture

Small filler only after maintenance is safe.

Planning horizon

It takes roughly 16 seconds to build five points from zero in ordinary conditions. Begin the IEA cycle early enough that bad Ruthlessness/Potency luck cannot create a gap.

Target swap

Combo points are target-bound. If the boss will return soon, preserve its IEA/SnD plan and use direct damage on short adds; do not donate the boss's finisher cycle to a dying target.

CP -> Expose Armor. Wait for tank control, attack from behind, and do not spend so fast that the first energy tick or Relentless refund caps you.

11 - Abilities

No-IEA personal-DPS mode

Use this only when a second Rogue owns IEA; otherwise it is a raid-DPS loss.

PDF page 12
StepAction
Open
Sinister Strike x2 -> 2 CP Slice and Dice -> activate the planned cooldown stack.
Cycle
Maintain 2-3 CP Slice and Dice depending current gear/energy; spend 5 CP on Rupture.
Overflow
Use Eviscerate only when Rupture will not receive enough remaining ticks or timers leave excess points.
Two targets
During Blade Flurry prefer Eviscerate over Rupture because the instant finisher is copied and the bleed is not.
Execute
Envenom only on a target about to die; consuming five Deadly stacks is otherwise a loss.
Envenom

Only when Deadly stacks no longer matter.

Fight lengthCooldown rule
Under 2 minutes
One Blade Flurry and one Adrenaline Rush: overlap with Bloodlust, Haste Potion, Blood Fury and procs; start before Bloodlust has under 15 seconds left.
Over 2 minutes
Use Blade Flurry early enough to guarantee the next use. Save only the final use for the strongest proc/mechanic window.
Two legal targets
Stack every available offensive cooldown; duplicated attacks make each energy and haste effect more valuable.
Unstable targets
Hold Blade Flurry until both are in range and will live. A 15-second button used into one target cannot be recovered.

12 - Abilities

Energy, UI and macros

A Rogue who spends every point immediately loses more than a Rogue who pools with a plan.

PDF page 13
Energy stateRule
Normal pooling
Do not cross about 65 energy just before a 20-energy tick, or about 85 immediately after one.
Before finisher
Account for Relentless Strikes: a five-point finisher may return 25 energy.
Adrenaline Rush
Spend aggressively without clipping maintenance. Every cap during AR wastes doubled regeneration.
Timer ready, buff alive
Pool instead of refreshing early; spend at the last safe second and enter the next cycle with energy.
Track centrally

Slice and Dice, Expose Armor, Deadly stacks, energy tick, combo points, Blade Flurry/AR, Mongoose, Windfury range, threat and the assigned interrupt cast.

Do not macro

Do not castsequence finishers, attach Adrenaline Rush to Sinister Strike, or automate Expose refresh. Haste and random energy make the next correct action dynamic.

Focus Kick

#showtooltip Kick

/cast [@focus,harm,nodead][] Kick

Emergency stop + Vanish

#showtooltip Vanish

/stopattack

/cast Vanish

Cooldown stack - press once per GCD

#showtooltip Blade Flurry

/use 13

/use 14

/cast Blood Fury

/cast Blade Flurry

13 - Abilities

Survival is an offensive cooldown

Rogue defensives preserve melee uptime when used before the mechanic, not after the death.

PDF page 14
Kick

Off the global cooldown; lock the assigned school.

Vanish

Threat reset and emergency disengage.

Evasion

Physical survival if a loose mob turns.

Sprint

Contact time and ground-effect escape.

Gouge

Emergency trash control when legal.

Distract

Control patrol direction before combat.

SituationCorrect toolMistake
Threat climbs
Stop attacks or Vanish before the boss turnsFeinting repeatedly as a substitute for tank/threat planning.
Magic debuff
Cloak only if it is removable/resistible and not needed for the next lethal eventAssuming Cloak removes physical or encounter-flagged debuffs.
Loose melee add
Evasion + move to tank; Vanish if safeStanding still and turning the pack toward the raid.
Interrupt
Focus Kick exactly by assignmentOverlapping three Kicks and leaving the next cast uncovered.
Ranged downtime
Thrown attack/Deadly Throw if usefulChasing through lethal ground effects for one white swing.

14 - Encounter

Eight-wave carrier protocol

Hyjal rewards target discipline, interrupt ownership and arriving at the boss with cooldowns ready.

PDF page 15
Target typeRogue job
Necromancer / caster
Focus Kick the assigned cast; Kidney/Gouge/Blind only if the control plan permits.
Banshee
Respect anti-magic/curse mechanics and interrupt priority; avoid breaking assigned control.
Abomination
Stay behind; move from frontal danger; use Blade Flurry only when the second target is tanked beside it.
Ghoul pack
Let the tank establish control, then Blade Flurry and Sapper if assigned. Vanish/Evasion before a loose pack kills you.
Infernal / Fel Stalker
Follow kill order and resist positioning; do not chase out of Windfury/healing range.
Super Sapper

Tank control first; drums cooldown considered.

Focus Kick

Caster waves are your real raid value.

Sprint

Move to spawn/contact early.

Evasion

Loose physical add insurance.

Vanish

Reset new-wave threat safely.

Cooldown budget

Use Blade Flurry on waves only if it will return for the boss or the wave is the actual wipe point. Hold Adrenaline Rush for the boss unless the raid's speed plan assigns it.

Finisher budget

Short trash dies before 5-point IEA pays. Slice early, Eviscerate short targets and preserve boss consumables. IEA durable elites only when physical uptime justifies it.

15 - Encounter

Winterchill through Kaz'rogal

Melee uptime is free only after positioning, immunity and damage windows are understood.

PDF page 16
BossCombat Rogue execution
Rage Winterchill
Stay behind and leave Death and Decay immediately. His Frost Armor chills attackers: time the major stack after it ends when possible. Cloak can clear relevant magic effects, but do not rely on it as the only Icebolt survival plan.
Anetheron
Stay outside the Carrion Swarm cone. Maintain boss IEA/SnD; Blade Flurry an Infernal only if the raid intentionally tanks it in range. Do not chase adds through fire or out of melee-group buffs.
Kaz'rogal
You use no mana, so Mark is not your constraint. This is a clean behind-the-boss damage check: stack cooldowns, maintain IEA/SnD and avoid front-facing War Stomp/cleave positioning errors.
Cloak

Winterchill magic cleanup; mechanic-specific.

IEA

Full boss uptime after opener.

Winterchill

Do not spend a 15-second cooldown into Frost Armor if its melee-slow/retaliation window will suppress attacks. Use the encounter timer and your raid's strategy to place the stack.

Kaz'rogal

A mana-less class is ideal here, but survival still wins. Use Healthstone for burst, remain behind and do not let a simple stomp/front error waste the best Rogue target in Hyjal.

16 - Encounter

Azgalor and Archimonde

The correct parse begins by not dying to Rain, Doom, Fear, Doomfire or the landing.

PDF page 17
BossBeforeDuringNever
Azgalor
Doom spot and Rain path known; health consumables ready.Maintain IEA/SnD from behind, leave Rain instantly, and move to the assigned Doom location before expiry. Silence does not stop melee attacks.Cloak as a substitute for handling Doom, or remain in Rain for finishers.
Archimonde
Tears of the Goddess, spread position and fear plan ready.Maintain boss effects when contact is safe. Sprint around Doomfire, use Tears for Air Burst, and Cloak can remove Doomfire's burn after leaving the fire.Stand in Doomfire, use Cloak before leaving it, land without Tears, or risk a death that triggers Soul Charge.
Sprint

Reposition without losing the next contact window.

Cloak

Archimonde Doomfire burn removal after escape.

Vanish

Threat only; never transfer a mechanic.

Azgalor

Doom is scripted death at expiry; move to the assigned location. Keep damage rolling until the safe movement point, but no parse survives ignoring placement.

Archimonde

The enrage is not the usual problem. Movement and survival decide the kill. Cancel the finisher, run early, land correctly, then rebuild the cycle from the correct side.

Before During

17 - Encounter

Naj'entus through Teron Gorefiend

Immunity, movement, add lifespan and personal mechanics change the correct finisher.

PDF page 18
EncounterCombat Rogue execution
High Warlord Naj'entus
Full IEA/SnD outside Tidal Shield. Stop wasting damage into immunity, pool for the break, and use Healthstone/Seed for the raid burst. Cloak does not remove the physical Impaling Spine; handle extraction by assignment.
Supremus
P1 is full behind-the-boss damage. P2 is survival and contact: Sprint to safe melee only when volcano/charge paths permit; otherwise throw and preserve life.
Shade of Akama
Use Blade Flurry on stable paired targets, Kick priority casters and Eviscerate short adds. Vanish as new waves activate if threat is unstable. Rebuild SnD before the boss burn.
Teron Gorefiend
Near-perfect turret uptime until Shadow of Death. If selected, stop the normal rotation and execute the ghost-control script exactly; practice the construct kit before raid.
Kick

Akama caster control.

Naj'entus

Use the shield to pool energy, verify IEA/SnD timers and queue the first post-break action. The damage burst lands on the raid; survival consumes override offensive potion greed on progression.

Teron

A perfect Rogue cycle cannot compensate for failed constructs. Mechanical practice is the largest DPS upgrade on the encounter because success prevents a wipe.

18 - Encounter

Gurtogg and Reliquary

Threat resets, reflection and interrupts make utility part of the damage rotation.

PDF page 19
Reliquary phaseRogue plan
P1 - Essence of Suffering
Healing is suppressed. Maintain SnD/IEA, use health tools before the phase, and do not expect ordinary recovery. Armor behavior makes raid debuffs valuable; obey tank positioning.
P2 - Essence of Desire
Damage reflection punishes every hit. Use the raid's stop/start thresholds, interrupt Spirit Shock exactly, and avoid stacking AR/BF into an unsafe reflect window. Cloak is not permission to ignore reflection.
P3 - Essence of Anger
Threat accelerates sharply. Vanish early enough to matter, keep Kick rotation, and spend remaining cooldowns only after tank control. A turned boss or missed cast ends the burn.
Evasion

Fel Rage/physical emergency.

Vanish

Gurtogg transition and Reliquary P3 threat.

Kick

Spirit Shock assignment.

Cloak

Mechanic-specific only; reflection remains.

P2 reflection

A larger personal burst can become a larger self-damage spike. Follow the raid's DPS throttle and use cooldowns in the approved window, not simply when ready.

P3 threat

Vanish wipes accumulated threat; use it before the boss turns. Resume behind the boss only after the new tank lead is visible.

Rage, use Evasion/Cloak only for effects they actually answer, Healthstone/Seed early, and prioritize survival. Vanish on a threat reset only when the raid's current tank handoff is secure.

19 - Encounter

Mother Shahraz and Illidari Council

Resistance, spacing and interrupt ownership decide whether melee uptime is legal.

PDF page 20
EncounterCombat Rogue execution
Mother Shahraz
Equip the required Shadow Resistance set, then recheck caps. Stay behind and outside tank Saber Lash geometry. On Fatal Attraction, run away from linked players immediately. Cloak can help resist subsequent spell damage, but it does not replace separation and the mechanic is not a normal dispel.
Illidari Council
Focus the assigned target and maintain IEA only where the raid's shared-health plan benefits. Kick Lady Malande casts by rotation. Move instantly from Blizzard, Flamestrike, Consecration and other ground effects; Blade Flurry only when two legal targets are safely stacked.
CheckMotherCouncil
Set
Raid-leader SR target + viable hit/expertiseBoss set; interrupt focus visible
Primary failure
Slow Fatal Attraction separationMissed heal/reflect interrupt or ground damage
Resistance help after immediate movementClear/resist approved magic while moving
Single targetOnly on legal stacked targets
Vanish
Threat reset if requiredUse around transition/threat, never to dodge assignment
Sprint

Fatal Attraction separation.

Kick

Lady Malande rotation.

Mother

Shadow Resistance is an encounter requirement, not a parse concession. Cap-aware gems and four-piece planning recover output after the survival target is met.

Council

A Rogue's highest-value global may be Kick. Never trade an assigned interrupt for one Sinister Strike, and never cleave a target the strategy keeps separated.

20 - Raid plan

Five phases, five uptime rules

Rebuild target, threat, poisons and maintenance effects at every transition.

PDF page 21
PhaseCombat Rogue plan
P1
Wait for tank control, establish SnD then five-point IEA. Stay behind; move parasites away by assignment and do not Cloak/vanish scripted responsibilities without a call.
P2 - Flames
Melee the assigned Flame from safe geometry, avoid Eye Beam/Blaze, and use Blade Flurry only if both Flames are legally in range. During forced downtime, use thrown attacks rather than crossing fire.
P3
Rebuild boss IEA/SnD after landing, respect parasite placement and save Cloak for the raid's agreed Agonizing Flames/transition use.
P4 - Demon
Respect Warlock-tank threat and Shadow Blast spacing. Usually remain at assigned range; use thrown attacks and preserve melee cooldowns for the next legal contact.
P5
Execute trap and frenzy plan, rebuild after every transition, then spend remaining Haste Potion/BF/AR/Blood Fury in the final stable melee window.
IEA rebuild

Every ground phase and target reset.

Cloak

Agreed magic window; not scripted immunity.

Vanish

Ground/Demon threat transition.

Flame phase

A two-target Blade Flurry is exceptional only if both targets, Blaze and Eye Beam geometry are safe. Target assignment and survival override the cleave opportunity.

Demon phase

Do not race the Warlock tank. Combo points and IEA do not justify moving into Shadow Blast or pulling Illidan; prepare the next ground-phase opener instead.

FailureNext-pull correction
IEA gap
Start five-point rebuild earlier; track target-bound combo points and resist/transition time.
SnD gap
Prioritize it above every damage finisher; pool and refresh at last safe second.
Energy cap
Watch tick and Relentless refund; spend faster in AR.
Low active time
Pre-position, Cat's Swiftness, Sprint, safe thrown uptime and faster mechanic exits.
Death / missed Kick
Move earlier, reserve energy, and treat utility as the damage check.

Tears/Healthstone/Seed - phase cooldown map.

21 - Raid plan

Research trail and scope

Current class guides anchor mechanics and gear; encounter guidance is cross-checked against Phase 3 raid references.

PDF page 22
TopicSourceUsed for
Wowhead - Rogue talentsUpdated 13 May 2026; Combat Swords, IEA and weapon variants.
Wowhead - Rotation & abilitiesSnD/IEA priority, Rupture/Eviscerate and cooldown stacking.
Wowhead - Rogue statsHit/expertise conversions and boss/trash cap choice.
Icy Veins - Tier 6 stats2026 cap table and Tier 6 EP weights.
Wowhead - Phase 3 BiSUpdated 14 Feb 2026; every slot and weapon order.
Wowhead - Gems & enchantsRelentless meta, Agility/Hit gems, Cat's Swiftness and Mongoose.
Wowhead - Buffs & consumablesUpdated 10 Feb 2026; Windfury group, flask, potion, drums and Sapper.
Wowhead - Rogue overviewRace and profession foundation.
Wowhead - Slayer armor2-piece and 4-piece set-bonus verification.
Wowhead - Hyjal overviewPhase 3 raid/wave context and boss sequence.
Icy Veins - Black TempleBoss sequence and Mother resistance context.
Wowhead - ArchimondeDoomfire, Tears and Cloak-removable burn verification.
Rogue

Single definitive raid-role volume.

Cloak

Mechanic knowledge becomes uptime.

Used for Build

2026. Live hotfixes, raid-leader assignments, kill times and combat logs override generic advice. All Wowhead icon labels are clickable.

Prepared for the MCK Boost Raid Performance Series.

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