So, I decide to fire up my superdupergeneric 60 NE rogue the other day, and just for shits and giggles I respec'd to put more in subtlety and then bleed things to death.
Premed -> Garotte -> Hemo -> SS -> Rupture (scratch the SS if I get 2 pts for Garotte) with cripple being applied, followed by running around the mob and watching it bleed to death = WHOLE NEW CAN OF FUN! I skipped putting points in improved garotte since that's not really all that great a talent if I'm reading it right, but I sunk 3 in to improved rupture and got premed.
Having never used it, It seems like Rupture isn't affected by armor. So my question is, is this not a viable end game build? If I'm chopping off the burst damage, won't it help keep the focus on the MT and off my puny ass. I think I've got it where I can still get off the occassional crit 1800 pt evis, so if it's needed I could vanish -> prep -> premed -> hemo/ss -> hemo/ss -> evis quickly if the situation needs it.
I'm going to take it on a baron run tonight, could be fun. I may lose some pts on the damage meter but I really don't give two shits because if I can switch from minimal healing to none whatsoever, it should be beneficial - no? Will the lack of burst force more healing on the MT, draining mana faster? Or will the lack of wasting rage to taunt give offset even that allowing the tank to throw in the extra heroic strike here and there offsetting my large bursts?
Thought's? Opinons? Anyone want to mock me for not being OMG No Cold Blood You SUCK? Anyone else ever try this?
Basically I look like this.....
I had to sacrifice improved gouge and backstab too in order to get premed. They lose out though I could always
Assassination Talents (18 points)
# Improved Eviscerate - 3/3 points
Increases the damage done by your Eviscerate ability by 15%.
(I left these here simplu because it's still good to be able to execute the timely high damage evis)
# Malice - 5/5 points
Increases your critical strike chance by 5%.
# Ruthlessness - 3/3 points
Gives your finishing moves a 60% chance to add a combo point to your target.
# Murder - 1/2 point
Increases your chance to hit while using your Sap, Ambush, Garrote, or Cheap Shot abilities by 3%.
# Relentless Strikes - 1/1 point
Your finishing moves have a 20% chance per combo point to restore 25 energy.
I don't know how anyone plays without Relentless strikes.
# Lethality - 5/5 points
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ghostly Strike, and Hemorrhage abilities by 30%.
Combat Talents (2 points)
# Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.
I was tooling around with the idea of trying to get maybe 3 in lightening reflexes and 3 back in backstab, but I don't think its possible without losing premed - which despite being fairly lame helps get the 5 pt rupture going as soon as possible.
Subtlety Talents (31 points)
# Master of Deception - 5/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4)
# Camouflage - 2/5 points
Increases your speed while stealthed by 6%.
# Opportunity - 5/5 points
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.
# Elusiveness - 2/5 points
Reduces the cooldown of your Evasion, Vanish, and Blind abilities by 30 seconds.
# Initiative - 5/5 points
Gives you a 75% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
# Ghostly Strike - 1/1 point
A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 seconds. Awards 1 combo point.
# Improved Sap - 3/3 points
Gives you a 90% chance to return to stealth mode after using your Sap ability.
# Improved Rupture - 3/3 points
Increases the damage of dealt by your Rupture ability by 30%.
# Improved Cheap Shot - 2/2 points
Reduces the Energy cost of your Cheap Shot ability by 20.
# Preparation - 1/1 point
When activated, this ability immediately finishes the cooldown on your other Rogue abilities.
# Hemorrhage - 1/1 point
An instant strike that damages the opponent and causes the target to hermorrhage, increasing any Physical damage dealt to the target by up to 3. Lasts 30 charges or 15 seconds. Awards 1 combo point.
Level 46: 5 damage increase
Level 58: 7 damage increase
# Premeditation - 1/1 point
When used, adds 2 combo points to your target. You must add to or use those combo points within 10 seconds or the combo points are lost.
Anyway, bored in my office. Any input or mocking's appreciated.