TBC Combat Rogue Phase 3 BiS List
Phase 3 is a big step for Combat rogues: Slayer’s Armor tier 6 set, epic gems, and - if you’re lucky enough -
the legendary twin blades
Warglaives of Azzinoth,
the best rogue weapons in the game.
What’s new in Phase 3
- The Slayer’s tier set. Both the 2-piece and 4-piece
Slayer’s Armor bonuses are strong, so the set anchors the build - shoulders, chest, hands and legs, leaving the head open for
Cursed Vision of Sargeras. - Armor penetration everywhere. Many of the new items carry flat armor penetration, which is a damage multiplier for your melee attacks.
- Epic gems.
Delicate Crimson Spinel replaces the old
Delicate Living Ruby, so socketed items gain relative value. - The old kings survive.
Dragonspine Trophy and
Belt of One-Hundred Deaths are still best in slot - don’t discard all of your previous phase gear yet.
Best in slot
The first row in each slot is the BiS pick - the rest are ranked alternatives. Items from earlier phases only appear where they’re still competitive in Phase 3. Hit Equip on any item to view it in the character viewer and its impact on the stats.
- Strength
- 100
- Agility
- 683
- Stamina
- 637
- Intellect
- 43
- Spirit
- 69
- Health
- 9894
- Armor
- 4103
- Attack Power
- 2085
- Crit
- 708 / 32.06%
- Hit
- 320 / 20.28%
- Haste
- 0 / 0.00%
- Expertise
- 16 / 16
- Armor Pen
- 476
Click any gear slot above, or an Equip button in the list, to try items - the model and stats update instantly.
Head
Neck
Shoulder
Back
Chest
Wrist
EquippedInsidious Bands BiSTeron Gorefiend - Black Temple
Rage Winterchill - Mount Hyjal
High Astromancer Solarian - Tempest Keep
Hands
Waist
Legs
Feet
Ring 1
Ring 2
Trinket 1
Trinket 2
EquippedWarp-Spring Coil BiSVoid Reaver - Tempest Keep
Illidari Council - Black Temple
Pathaleon the Calculator - The Mechanar
Main hand
Off hand
Ranged
Enchants
| Slot | Enchant |
|---|---|
| Head | Glyph of Ferocity (+34 AP, +16 hit) |
| Shoulders | Greater Inscription of Vengeance (+30 AP, +10 crit) |
| Back | Enchant Cloak - Greater Agility (+12 agility) |
| Chest | Enchant Chest - Exceptional Stats (+6 all stats) |
| Wrists | Enchant Bracer - Assault (+24 AP) |
| Hands | Enchant Gloves - Superior Agility (+15 agility) |
| Legs | Nethercobra Leg Armor (+50 AP, +12 crit) |
| Feet | Enchant Boots - Dexterity (+12 agility) |
| Weapons | Enchant Weapon - Mongoose, both hands |
Gems
Meta:
Relentless Earthstorm Diamond.
Fill red sockets with
Delicate Crimson Spinel, and
use
Glinting Pyrestone (agility + hit) in yellow
sockets while you still need hit, and
Shifting Shadowsong Amethyst in blue. Try to maximize agility primarily and hit secondarily, while of course keeping the meta socket bonus active.
Talents
The raiding standard is 20/41/0 - deep Combat for
Adrenaline Rush,
Combat Potency and
Surprise Attacks,
with 20 in Assassination for
Relentless Strikes and
Lethality.
How much hit do you need?
9% (142 hit rating) caps your yellow attacks - Sinister Strike and other abilities -
against a level-73 boss, at 15.77 rating per 1%. However, you do want to go way beyond that. Hit is one of your most important stats apart from agility. 5/5 in
Precision in the talent build gives you an additional 5% hit, and if you group with a Draenei you gain an additional 1% from
Heroic Presence.
5/5 points in the talent
Combat Potency makes your successful off-hand melee swings have a 20% chance to regenerate 15 energy, which in turn allows you to dish out more Sinister Strikes and build combo-points faster. Your off-hand melee swings have about a 28% chance to miss, so that’s why hit is such a crucial stat.
Poisons matter here too:
Deadly Poison and
Instant Poison are a large share of your damage, and they land on a separate spell-hit roll - they can be resisted even when the weapon swing connects, and that miss window (17% against a level-73 boss) is bigger than the 9% cap on your yellow attacks. So hit keeps reducing poison misses long after your specials are capped.
What about expertise?
Expertise reduces the raid boss’s chance to dodge your attack from behind (0.25% per point; a raid boss
dodges 6.5% of attacks, so 26 expertise removes it entirely). Combat rogues get 10 expertise from 2/2
Weapon Expertise,
and a human adds another 5 when wielding a sword (
Sword Specialization) or mace (
Mace Specialization).
Belt of One-Hundred Deaths contributes 6 expertise (25 rating), which is why it’s still BiS in Phase 3.
