On this page
- ASSA ROGUE PLAYSTYLE
- ASSA ROGUE GOALS
- ASSA ROGUE DAMAGE PRIORITY
- ASSA HERO TALENTS: DEATHSTALKER
- ASSA ROGUE OPENER: DEATHSTALKER
- ASSA ROGUE MID GAME: DEATHSTALKER
- ASSA ROGUE BURST SEQUENCE: DEATHSTALKER
- ASSA HERO TALENTS: FATEBOUND
- ASSA ROGUE OPENER: FATEBOUND
- ASSA ROGUE BURST SEQUENCE: FATEBOUND
- ASSA ROGUE WIN CONDITION
ASSA ROGUE FUNDAMENTALS COURSE
ASSA ROGUE PLAYSTYLE
Welcome to our Assassination Rogue damage course for The War Within, which is custom designed to equip you with all of the essential knowledge that's needed to absolutely excel in PvP.
Now, in this introductory video, we're going to be exploring what to expect from the Assarogue playstyle and also what's changed going into The War Within. If you've enjoyed previous iterations of Assassination Rogue, well, then you're in luck.
The War Within has kept the playstyle largely the same, with a few key improvements that we're going to go over. Assassination Rogue is the most straightforward of the three specs, which makes it an excellent entry point into the Rogue class.
It touches on all the same elements as the other Rogue specs, but without fully embracing the complex setup aspect of it. This offers the best of both worlds here.
While you can still execute setups... and play to a Rogue's strengths, your entire playstyle doesn't really hinge on you doing so. In fact, the best way to describe Assassination is as a mixture of a Warrior, Affliction Warlock, and Subtlety Rogue, kind of all rolled into one.
This spec is known for its consistent high damage and excels at multi-dotting enemies to gain more resources and in order to apply maximum rot pressure. But then you've still got the high, single-target burst coming from powerful cooldowns.
Like Kingsbane, Deathmark, and Shiv. Ultimately, Assassination Rogue retains the best aspects of the Rogue class while allowing for a more traditional melee playstyle.
So, whether you enjoy setups, high single-target burst, or just spreading rot damage through multi-dotting, Assassination Rogue definitely got you covered. For those already familiar with the Assassination Rogue playstyle, The War Within introduces some notable changes beyond just hero talents.
Which we'll explore shortly. The most significant of which being the removal of Shadow Dance, which slightly reduces our burst potential here.
However, this has been replaced with Without a Trace, granting two charges of vanish instead. When combined with the buffs to Subterfuge, this provides more opportunities to apply empowered garrotes or lockdown targets with Cheap Shot.
Additionally, Serrated Bone Spike has been completely redesigned. Rather than being an ability you actively use, it's a great way to get rid of your opponent's attacks.
It's now baked into Rupture and applies automatically. As for hero talents, the first tree we're going to be touching on is Fatebound.
This tree synergizes exceptionally well with the Assassination playstyle. Instead of introducing major new abilities or passives, Fatebound focuses on adding significant flat damage through various nodes.
Now, with the core mechanic of this tree being a passive ability called Hand of Fate. Hand of Fate works by flipping a coin every time you use it.
Hand of Fate works by flipping a coin every time you use it. Hand of Fate works by flipping a coin every time you use it.
It now works like this. Hand of Fate works by flipping a coin every time you use it.
Depending on the outcome, you're either going to deal immediate burst damage, or receive a buff that enhances all falling damage for 15 seconds. Each consecutive time the coin lands on the same side, the bonuses ramp up.
Making this mechanic really heavily reliant on RNG. Making this mechanic really heavily reliant on RNG.
Not even really heavily reliant on it. Not even really heavily reliant on it.
It flat up is RNG. Despite the added randomness, Fatebound doesn't fundamentally change how you play Assassination, though.
Despite the added randomness, Fatebound doesn't fundamentally change how you play Assassination, though. though. It enhances your output, but it keeps the core playstyle completely intact.
And then there's Deathstalker. Deathstalker is centered around the Deathstalker's mark ability.
This is going to apply a mark with three stacks to whichever target you first use Ambush on. Any finishers used on that target will then consume these stacks for some added damage.
Once you consume all three, you'll then gain access to the capstone Darkest Night, providing you with some energy and greatly enhancing your next Invenom. Don't worry though, we're really going to delve a lot deeper into the hero talents in a future video.
For now though, let's shift our focus to your goals inside of Arena.
ASSA ROGUE GOALS
Welcome back! In this video we're going to be outlining some key goals for assassination rogue that you should aim to follow throughout your games.
These are the objectives that top players strive to achieve in every match they play. So, pay close attention as we're going to be delving into the mind of one of Europe's best rogues, Akrolulz.
The first and most important goal in Arena as an assassination rogue is to create absolutely as much pressure as possible. The key to achieving this starts with one thing though, buff maintenance.
We have two primary bleeds to manage here, Garot and Rupture.
These bleeds not only contribute to the majority of your overall damage, but they also grant crucial benefits such as increased energy regeneration through passives like Venomous Wounds, as it's their sustained effects which enable you to keep your pressure up throughout the game.
Your next goal is to look for opportunities to pressure multiple targets. Even if your game plan is to focus on one single player, spreading your bleeds to as many enemies as possible increases overall pressure.
It generates more energy and it creates more opportunities to exploit throughout the match. Thanks to talents like Scent of Blood combined with the increased energy regeneration from Venomous Wounds, multi-dotting doesn't just add to your overall pressure though, it also boosts your single target damage.
Therefore, whenever you have an opportunity to spread improved Garot and Rupture across multiple targets. Goal number three is also damage oriented, maximize your burst windows.
Although, like we've mentioned, assassination mainly focuses on high overall pressure, it doesn't mean that burst windows are not equally as important. Vanish, Shiv, Deathmark, Kingsbane.
These are your main four offensive cooldowns and when you use them is extremely important. We're going to be exploring each of these abilities in depth later in this course.
But for now, Vanish should be used primarily as a tool to get your empowered Garots on as many targets as possible, making use of the Iron Wire and improved Garot talent. Shiv is your mini burst button where due to improved Shiv, it's going to increase your nature damage done to the target.
And we're going to want to generally be using this during our kidney shots, especially combined with our next cooldown. Kingsbane, if talented, is another very hard hitting, dot dealing, high damage over 14 seconds.
As it's nature damage, we want to ideally use this in conjunction with Shiv and at a time where we can unload as many envenoms into the target as possible.
Then there's Deathmark, the most complicated cooldown to manage due to the presence of various bleed removal abilities like cauterizing flame from evokers, mending bandage from hunters, and dwarf racials.
So to maximize Deathmark's effectiveness, it's crucial to commit to bursting during moments when these removals are on cooldown or they can't be used, making not only being aware, but also tracking them increasingly important. Patience here is 100% key.
Last but definitely not least is your final goal of proactively using your defensives. Rogues are among the absolute squishiest specs in the game, meaning you're often going to be the primary target in every arena game you play.
Now up to this point, every goal we've covered so far is designed to help you maintain pressure and keep momentum, but pressure and momentum really go hand in hand, and the quickest way to lose momentum is, um, well, dying.
Even if you don't die though, falling behind and being forced to play defensively can be just as devastating.
Abilities like vanish, cloak of shadows, and evasion should no longer be thought of as emergency buttons for when you're low on health, but instead, they need to be used proactively in response to any of these effects. So, if you're a pro, you should be able to use these abilities to your advantage.
If you're not, you should be able to use them to your advantage. If you're not, you should be able to use them to your advantage.
If you're not, you should be able to use them to your advantage. This approach not only keeps you safe, but it also allows you to stay in combat and maintain pressure for longer, and learning how to do this is going to play a huge role in our Phase 2 of this course.
But don't worry, while this might seem overwhelming at first, we're going to gradually work toward achieving these goals throughout this course. For now, let's start with the basics by going over your sustained damage priority.
ASSA ROGUE DAMAGE PRIORITY
Welcome back! Now that you have a broader understanding of both the playstyle and the goals of an assassination rogue in arena, the next step is learning how to deal damage effectively.
Now for this, we're going to start with a clear-cut damage priority, not including any of your cooldowns, which is going to serve as the cornerstone of this course. Now to be crystal clear here, this isn't a rotation, but rather a priority list for you to follow.
ASA, at its core, is a classic builder-spinner spec. We build combo points with our generators, and then we spin them on finishers.
Highest on your priority is Garoat. When used from stealth, and for 6 seconds after, Garoat has no cooldown and deals an extra 50% damage thanks to the improved Garoat passive.
You want to apply this to not only your kill target, but as many targets as possible during any stealth or subterfuge attack. You want to be sure to keep your target safe, and you want to be sure to keep your target safe, and you want to be sure to keep your target safe.
Even outside of that though, the priority doesn't really change. So above all else, make sure you're maintaining Garoat.
Our next priority is, you guessed it, Rupture. Again, we want to maintain this at all times on our primary target, while also looking for opportunities to apply it on any nearby targets throughout your game.
Now much like with Garoat, not only is doing this important just for the damage it deals, but also due to passives like Venomous Wounds and Scent of Blood. It's absolutely crucial for your energy regeneration and your overall pressure.
Now in the War Within, Rupture will also apply Serrated Bone Spikes to the target as well, giving you some additional damage on your main target. Now while we generally want to be applying Rupture with 6 or even 7 combo points, it's only the duration that really gets affected.
So in some cases, in a pinch, you can still look to use it with anywhere as low as 3 combo points. Right below this is Crimson Tempest, Wind Talented.
Crimson Tempest should only be used when there are 2 or more targets stacked together, as it's not really worth the global cooldown for single target situations.
Now depending on your opponent's positioning though, you may even prioritize Crimson Tempest over Rupture if the opportunity to apply it to multiple targets arises, as this is going to maximize your AoE pressure and also your resource generation.
With all our bleeds active, the next priority is then going to be to spend combo points on Invenom. Ideally using this whenever you're at or above 5 or 7 combo points.
Now in the War Within, Rupture will also apply combo points. Now due to the newly reworked Cut to the Chase, Invenom will also grant you 3 seconds of Slice and Dice per combo point spin.
Now as a result of this, there's no longer a need to manually use Slice and Dice. Consider it instead just a passive benefit of using Invenom.
Now finally, we have our non-Gara generators. Highest priority of which being Fan of Knives, but only when there's 2 or more targets in close proximity, and this includes Pets.
Otherwise, you want to build combo points with Mutilate. Also, if you're in a subterfuge, Ambush takes priority over both of these.
ASSA HERO TALENTS: DEATHSTALKER
Hey everyone and welcome to the next video in our Assassination Rogue damage course. While Fatebound was the go-to early on in the season, more and more Assassination Rogues are now favoring Deathstalker, making it now the clear-cut winner out of the two.
The Deathstalker tree is primarily built around the passive of Deathstalker's Mark. This is a three-stack debuff applied to your target after using Ambush.
Every time you use a finisher on that target, you're going to consume one of these stacks, in turn dealing damage to the target and increasing the damage of your next mutilate or ambush.
Then, thanks to the end cap, Darkest Night, once you consume your third stack of this, you're going to then gain some energy and cause your next Invenom to deal some extra damage.
This same Invenom will in turn also cause you to apply Deathstalker's Mark to the target, granting you a way to apply marks without the need to re-stealth or use Vanish. So, that's a lot there, but a couple of things to note though.
First, you can only have one mark active at a time. Second, it's good to know that Deathstalker's Mark stacks are only consumed via damaging finishers.
And what we mean by this is that Slice and Dice and Kidney Shot will not consume a stack on the target. However, hitting a marked target with Crimson Tempest will consume the stacks, even if you're not targeting the marked player.
Alright, now that we understand the difference between Deathstalker and Invenom, let's take a look at the impact of Deathstalker on our gameplay. The biggest change is in how we open, as our first Deathmark always needs to come from an ambush.
Above all else, we still want to prioritize our improved Garot on any targets we're looking to pressure, nothing changes here. If you have to pick between getting improved Garot on three targets or applying a Deathstalker's Mark, you're always going to want to pick the Garot.
But as we have six seconds of subterfuge, you now ideally want to be weaving in one ambush just to get your Mark rolling. And in most cases, this should be done on your main kill target, but if you're prioritizing Garot and this isn't possible, it doesn't really matter who it goes on.
When it comes to actually consuming the marks on a target, it's not something you need to or should overly focus on. Just because a Mark is active on a target, it doesn't necessarily mean your priority shifts really in any way.
In most games, your primary focus should still be spreading your dots to multiple targets, but after all, all we're getting from this is a damage buff to mutilate and envenom, two buttons that are very low on our priority unless we're focusing on single target bursts.
Now with that in mind, if you're looking to focus more on single target bursts though, either ensuring you have a Mark already active on the target, applying one during your subterfuge, or even starting a burst sequence with the Darkest Night proc available is definitely going to be advantageous, but we'll provide you with burst sequences for how to do this a little bit later on in the course.
Anyway, enough about Deathstalker, Darkest Night, and Darkest Mark. Let's quickly go over the rest of the talents in the tree.
Starting on the left here, we have Clear the Witness. If you have this active, it actually makes Phantom Knives worthwhile even on single target.
Fatal Intent provides some extra finishing power, but there's really not much to play around here. Bait and Switch is definitely significant, as both Cloak and Evasion become valuable defensives, regardless of what you're facing, so don't forget about this one.
Now in the center of the tree, we have Hunt them, which is going to simply give you extra damage against your marked target. There's not much else to say about this node, but it does provide a nice boost when focusing on a marked enemy.
Now on the other hand, Corrupt the Blood is the primary reason for choosing this tree, and it's where things get pretty interesting. This talent does two crucial things.
First, it passively increases the duration of rupture by three seconds, which is incredibly helpful, since maintaining rupture on as many targets as possible is key to Assassination Rogue gameplay. Second of all, and most importantly here, it also applies an extra bleed to the target that's tied to your rupture.
As long as rupture remains on the target, this bleed debuff will begin to stack, with each stack increasing its damage up to a maximum of 10 stacks. One critical detail to remember here is that if rupture falls off the target, all your stacks from Corrupt the Blood will reset as well.
So, as you can imagine, it's absolutely essential to keep active on any target you're looking to pressure. Never let it drop.
Moving over to the right side now, Singular Focus adds some nice extra damage to whichever target you've marked, which is why we suggest aiming to always have your mark on the main target you're looking to pressure, whereas Lingering Darkness grants additional damage after Death Mark expires, making Invenom slightly more impactful.
This doesn't have any real effect on your gameplay though. Finally, we have Shade Walker.
Shade Walker is a very powerful skill that can be used to deal with the most dangerous enemies, and it's a very powerful skill that can be used to deal with the most dangerous enemies, and it's a very powerful skill that can be used to deal with the most dangerous enemies, and it's a very powerful Willね кр binary attack that can use this skill again.
If you consume a stack of Deathstalker's mark, you're going to gain 3 seconds off your Shadowstep cooldown. Again, nothing you'll want to play around, but it equates to some additional mobility throughout the game as well.
Alright, it's time to shift our focus from Hero Talents, though, to what you've all been waiting for. Burst Sequences.
ASSA ROGUE OPENER: DEATHSTALKER
Let's move past the theory and get to the practical. In this next part of our assassination damage course, we're going to be guiding you through the best strategies for how to approach openers.
Now, as you probably know, every opener should start in stealth, as we see right here. For an assassination rogue, stealth is absolutely crucial since your empowered garrots from stealth make up a huge part of your damage and even your crowd control because of iron wire.
If you get knocked out of stealth, you should expect every CC to be thrown your way to run down the subterfuge timer. The rogue moves to try to get a sap, but the druid already has combat.
In these situations, positioning is key to still getting a strong opener. With indiscriminate carnage providing AoE, garrot, and rupture, the goal is to minimize the number of globals spent on setup.
The faster you apply your bleeds, the quicker you can start ramping up pressure on the enemy team. With the druid and priest ramping up, you can still get a strong opener.
If you're not sure what to do, the rogue takes advantage of their positioning and lands a gouge on the priest, setting up for a go on the boomy. With Deathstalker's mark now on the boomy, the rogue is able to use a single garrot to silence both the priest and the druid.
However, the priest manages to move slightly out of range, which means we only get rupture on the druid. Once full bleeds are up on the druid, the rogue immediately steps to the monk, applying garrot.
Our other goal in the opener is to put garrots on his bow, but we don't have enough garrots to do that. So, we're going to apply garrot to the monk, and then we're going to use the monk to kill the monk.
The rogue then chases down the monk to kidney shot them to peel their cooldowns. Assassination can be a bit more flexible with how they use kidney shot, given that your win condition relies heavily on rotting down the enemy team, rather than one-shotting them in a go.
You'll notice the rogue never used deathmark on the opener, and that's intentional. Deathmark is rarely, if ever, used in the opener.
Instead, it's best saved for a kidney bomb when the target is low without a trinket. That said, you can realistically go an entire game without using deathmark and still win.
Assassination's win condition is about setting up big burst windows. It's about relentlessly rotting down the enemy until they crumble under the pressure.
ASSA ROGUE MID GAME: DEATHSTALKER
Okay, so to build on our previous sequence, in this next video, we're going to be looking at how to best optimize your burst for when you're mid-game. The main difference here is that you're going to want to ensure you already have Slice and Dice and Rupture already on the target.
And as a bonus here, if you already have Deathstalker's Mark on the target, this will increase your burst a little bit further. On top of this, and even more crucial, is to also have Improved Garoad active.
This can already be up prior, but for this example here, we're going to want to commit our Vanish. Now, with a 40-second Duration Rupture and 24-second Improved Garoad on the target, we'll want to build up our combo points to 5 or more so we can lock the target down with a Kidney Shot.
Follow that with a Shiv to buff our damage, and then pop Deathmark, Thistlete, and your unused Trinket. Then, exactly as before, build combo points using Mutilate, and then spend every time you hit 5 or more.
Notice here how Raz only lands on 4 combo points after his 2 Mutilates, so he does a third before using Invenom, which now that he has Darkest Night, will deal increased damage and reapply his Mark.
We're then going to want to reapply Shiv before it falls off if you have it available, and the same goes for Thistlete to gain the Mastery buff. And that right there is how you burst mid-game.
ASSA ROGUE BURST SEQUENCE: DEATHSTALKER
Hello and welcome to our guide on how to burst as a Deathstalker assassination rogue. Now before we start our sequence, we want to have some maintenance out of the way.
This means having at least Rupture and Crimson Tempest up if we're playing it, and then ideally a Slice and Dice already rolling, but Slice is definitely the least important one here. Then we'll Vanish or Re-Stealth for an improved Garot, followed by an Ambush to apply Deathstalker's Mark.
Following this, we'll Kidney Shot, and then Shiv. Now we'll then Deathmark, and next the order doesn't necessarily matter too much, but we'll Garot again to extend its duration, and we'll make sure to Mutilate at least one time to apply Doomblade and to add to our lethal dose.
Then we'll dump our combo points with Invenom, and we'll continue alternating between building to 5 combo points and pressing Invenom to consume our Deathstalker's Marks.
Finally, the moment we get our Darkest Night proc, we'll want to build back up to maximum combo points, which could involve Shiv here in order to do the biggest damage with Invenom.
ASSA HERO TALENTS: FATEBOUND
Hey everyone, welcome to the next video in our Assassination Rogue damage course. Now as you probably know, while talents have mostly remained consistent in The War Within, a major new addition is the introduction of Hero Talents.
Starting off with Fatebound, which is the more passive of the two Hero Talent trees. The main hook of this tree is the Hand of Fate passive, which causes you to flip a coin every time you cast a finisher.
Now flipping heads will increase the damage of your attacks by 10% for 15 seconds, whereas flipping tails will deal immediate damage to your target. Then for each time you land on the same side of the coin, the damage or damage amp will increase.
The main goal here is to flip the same side of the coin 7 times in a row, which in turn will activate the capstone, Fateful Ending, granting you a 7% agility buff until you leave combat.
Now ultimately, due to the RNG nature of this tree, the best way to play around this tree and these mechanics is to use the hand of fate. So if you're a fan of the hand of fate, you can use the hand of fate to activate the hand of fate, which is the best way to do so.
The best way to use the hand of fate is to use the hand of fate to activate the hand of fate, which is the best way to do so. But the best way to use the hand of fate is to use the hand of fate for the most part is to, uh, not.
Instead, we suggest playing as normal and letting this tree work in the background, passively adding to your damage. Now that being said though, you do still want a way to track your hand of fate stacks, which can be done very easily via a weak aura.
This way, if you do happen to find yourself at 5 or more stacks, there are a couple of ways to provide you with an increased chance or even guaranteed chance to reach the same 7 required to proc fateful ending. This is due to two nodes, double jeopardy and edge case.
Double jeopardy makes it so that after re-stealthing, using shadow meld, or vanishing, your next finisher will instead roll two of the same coin. Now do note though, this doesn't mean you'll land on the same coin you already had.
Whereas edge case makes it so that after using death mark, your next finisher will always count towards whichever side of the coin you have stacks for already. See where I'm going with this?
Yeah. So, if you happen to land on 5 stacks, you can death mark into vanish and then your next spender will immediately get you to 7, in turn, proccing your fateful ending.
However, I want to make it abundantly clear here, just because this is possible doesn't mean it's always the best choice. Consider this, a well-timed and properly set up death mark can potentially win you the game immediately.
Now on the other hand, a 7% agility boost? Especially in a short game, is going to have far less immediate impact.
So, if you can execute a good death mark while also still proccing fateful ending, that's definitely going to be ideal. However, the value of a 7% agility boost does become more significant in longer, drawn out 3v3 matches where the sustained increase in agility really starts to climb in value over time.
Oh, and while we're discussing fateful ending gear, it should go without saying, if you're lucky enough to proc it, make sure you never drop combat, for more than 10 seconds, otherwise you're going to lose the buff.
Now, as for the rest of the hero talent tree, there's Tempted Fate, which provides you with a nice chunk of passive survivability that's based off your critical strike rating. Deliver Doom, boosting your single target damage on isolated targets whenever you land on tails.
Inexorable March, offering some added mobility by reducing slows whenever you flip a coin and already have two or more of the same coin active. Fate Intertwine, just providing you some extra cleave to your team.
And finally, the most important thing to remember is that you can use this talent tree to get a lot of damage on Invenom if targets are stacked up and you're lucky enough to critically strike.
Mean Streak, if you're flipping coins by using Invenom as your finisher multiple times in a row, you'll have a 33% higher chance at landing on the same coin. And finally, Destiny Define, giving you a 5% increased poison application rate, as well as 5% extra chance at landing on the same coin you previously rolled.
Again, most of these talents are passive and they work in the background, providing benefits with minimal direct gameplay interaction. Now the only slight exception to this is Mean Streak.
If you're at 5 or more stacks and have just used Invenom, you can opt to use Vanish to significantly increase your chances of proccing Fateful Ending. However, only do this if you were already planning to use Vanish anyway.
It's not really worth committing the cooldown solely for this purpose. To be honest with you, that's really going to be all the interactions Fatebound has with your gameplay, which compared to some of the other games I've played, I've only gotten a little bit of a boost.
But compared to some of the new options other classes are getting, it's incredibly disappointing.
ASSA ROGUE OPENER: FATEBOUND
Let's move past the theory and get to the practical. In this next part of our assassination rogue damage course, we're going to be guiding you through the best strategies for how to approach openers.
We're going to cover the goals, the thought processes, and decision making, drawing insights from rank 1 rogue acrylulz. Sometimes we will need to adapt our opener to the situation, but generally there's going to be two things that we're trying to accomplish here.
First of which being to land a sap. Who we sap depends on our game plan.
If you're going on a dps it's always going to be more beneficial to sap the enemy healer, however if you can't, sapping a dps and then either opening onto the healer or other dps is still going to be advantageous for creating momentum and generally making your opener more controlled.
Bottom line here, if you can sap something, sap something. Then just play off of that. goal is the most important though.
Apply as many improved garrotes as possible. Now as we know, during subterfuge, our garrote not only does improved damage, but also silences the target, while also not incurring a cooldown.
We want to get this active on as many targets during this small window as humanly possible. Now depending on your talent choices and the enemy's positioning, this goal can vary in difficulty.
For instance, if targets are stacked up and you're playing indiscriminate carnage, you can apply both your improved garrote, rupture, and even crimson tempest to multiple targets with ease. Otherwise, if they're spread out, it's going to require you to use mobility like shadow step and sprint to make this happen.
Alright, now we know our goals, let's walk through an opener step by step. First of all, always double check you have your poisons active, and lasting ample time for the match.
Then if you can, go for a sap. In this case, acrylulz saps the heat.
Although he's aiming to maximize damage here and will eventually end up breaking the sap, it's still good to do, as this is going to remove the option of the priest to pre-use anything, or even potentially lifegrip the target away, making the opener cleaner altogether.
Take note, as we're limited on time here, acrylulz makes use of his sprint, which will help him traverse between the spread enemies. From here, he then opens onto his first target with a garrote, immediately into rupture.
Now, we're going to be on a timer, and we want to maximize as much of this subterfuge. So, seeing the shadow priest position, despite having sprint, acrylulz shadow steps over to him, again using garrote, straight into rupture.
Then, this is why we use sprint, as even despite all three enemies being about as spread out as they could be, acrylulz still has enough time to get to the enemy disc priest and secure his final improved garrote, which he again follows up with a rupture.
Now, do note that if you are playing a more setup composition, or if you're playing a more setup composition, you should always be or when alongside a more single target oriented partner, this would be a perfect time to instead just cheap shot the healer, follow it up potentially with a blind, while you pressure the two DPS.
As we're going for maximum damage here, acrylulz, with all his bleeds active, now works on building up combo points quickly, and right before the silence from iron wire drops off, chains the lockdown with a kidney shot, and goes instantaneously into the burst sequence we provided you with earlier, forcing the pain suppression out of the way.
But at this point, our opening goals are complete. We have dots and poisons ticking on every single one of our opponents.
Again, what's important to remember is that assassination is a spec that's built on ramping damage and attrition. You're generally not instantly winning in the opener, but instead, most of the time, you're simply spending the early stages of the game ramping your damage before you burst.
ASSA ROGUE BURST SEQUENCE: FATEBOUND
Welcome to our guide on how to burst with King's Bane as a fate-bound assassination rogue. Before we start our sequence, we want to have some maintenance out of the way here.
This means having at least Rupture and Crimson Tempest up if we're playing it, and then ideally a Slice and Dice already rolling, but Slice is the least important one here. Then we'll vanish or restell for an improved Garot.
Then we'll use either Ambush, Fan of Knives, or Mutilate in order to build to 5 combo points, which we'll then use on Kidney Shot. Now we'll Shiv and use Death Mark.
Next we'll King's Bane and Invenom immediately to get the buff stacking. At some point we'll then reapply improved Garot.
And finally we'll alternate between building to at least 5 combo points and then using Invenom to keep our Invenom buff rolling.
ASSA ROGUE WIN CONDITION
Alright, so far in this course we have outlined our goals in Arena, we've provided you with a straightforward damage priority, we've explored how to burst and even covered how to approach openers.
Now it's finally the time to bring it all together here and demonstrate precisely how you should use all of this knowledge to win you games. Winning games on Assassination largely boils down to one of two approaches.
The first approach being what we saw the start of in our last video, where you're going to want to focus on maximum overall damage and pressure, dotting all three targets and using your crowd control onto the healer to further leverage that pressure.
The alternative approach is to lean more into the crowd control side of things, and instead pressure two or sometimes even just one target while focusing on crowd controlling the enemy healer, which is perfect for when playing more setup based or more single target focused compositions.
Picking up where we left off last game though, Acrololl is a very good way to get your team to focus on the enemy healer, and that's by just finishing dotting both DPS before swapping over to the healer with a deathmark kidney shot, in turn forcing out the pain suppression.
But with dots rolling on all three here, and him dipping low, there's no point committing into the damage reduction.
So, with his initial set of empowered garrotes falling, Acrololl takes advantage of his shadow meld to gain subterfuge in order to refresh it onto the warlock, applying his bleeds and then following it up with a kidney shot into smoke bomb. Now this does two things here.
First, it allows Acrololl to recover defensively, but then despite him knowing there's absolutely no chance he kills in this, it will still create enough pressure to start causing the disc priest to fall behind.
After the warlock ports out, Acrololl then sends his first vanish of the game and uses it as a tool to refresh both his empowered garrotes and ruptures onto both the shadow priest and the discipline priest.
Remember, our goal here is to deal as much overall pressure as possible, so we want to juggle bleeds, on off targets while still pressuring our main kill target, which, in this case, is the warlock.
So, with bleeds on both, he goes straight back onto the lock to ensure they're refreshed as well, in turn forcing the gateway. Now though, with bleeds already active, Acrololl takes the opportunity to go for a re-stealth, with the goal of hopefully using this to extend his garrotes.
Unfortunately, he gets kept in combat though, but now with kidney shot back again, he jumps straight into the wall, and Acrololl is able to get his body back into the wall. He then goes straight back onto his main kill target and locks him down.
This would usually be an absolutely perfect time to use something like a blind or even gout onto the enemy healer, but with infernals active, there's a very high chance it would break. So instead, Acrololl's focus is on continuing the same game plan he's had all game, applying garrote and rupture to the shadow priest.
Note though, that he didn't use vanish here. As he doesn't have cloak of shadows, he needs to hold onto his vanish defensively just in case he's out of his way.
So, if he's out of his way, he can use the advantage of the shield to get the enemy to come back to him. Acrololl then uses his kidney shot to lock down the enemy, followed up with a blind, before then swapping back to the warlock, bursting with kingsbane.
And now, there's a great opportunity to vanish, as by using the shield, Acrololl can now get his body back into the wall, and he can use the shield to get the enemy to come back to him. So, that's the end of this video.
If you enjoyed it, please subscribe to the channel, and I'll see you in the next one. Thanks for watching.
Using kidney shot into blind, this opens up the opportunity for a sap. Unfortunately though, his warlock just so happened to coil.
So, Acrololls extends the CC chain with a garrote silence, and just like that, the warlock goes down.