Originally Posted by Tereskal
When taking the Subterfuge talent from the first tier, does being in stealth for 3 seconds after the initial strike allow you to use stealth based abilities? I ask because garrote>rupture>ambush>SnD followed by Killing Spree seems like an optimum Combat opener, especially if using two slow weapons. The energy issue here is resolved by reforging into haste to improve weapon speed, which gives the benefit of increased energy regeneration.
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Yes, Subterfuge does allow you to keep using abilities that you can only use in stealth.
This allows for a sub/assassin rogue to garrote -> ambush -> ambush assuming you have enough energy to do this. You can only get in max of 4 gcds before the Subterfuge buff (it appears when you go into combat and buff counter starts at 2 seconds) fades with 4 cheap shots in assassin spec.
I doubt it is effective for a combat rogue to spam ambush for their opener, "ambush the target, causing 245% weapon damage plus 902 to target (355% plus 1305 if dagger is equipped). Awards 2 combo points.". So costs 2 gcd and 120 energy to get 4 combo points. If you pop AR or timewarp at the beginning, you could get 6 cp in 3 gcds. On the downside, bandit's guile doesn't build up.
However, RvS + SS + SS + SS= 120 energy and 4 cp in 4 gcds and bandit's guile will ramp up by the time you eviscerate (assuming no cp procs) with shadow focus. Someone else who's better at probability will be able to model the average expected number of cp procs to see if it is worth it.
I think that with the predictable nature or bandit's guile plus allowing a total of 10 CP , the new opener will be RS+SnD+SS to 7 cp to get moderate insight, then your first eviscerate/KS to do 20% more damage. At least with combat. But depending on the player, they could do Ambush -> Ambush -> SnD -> KS -> normal rotation as well if they just want KS to be done asap.