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Bitten's SpellFlash: Rogue

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  • World of Warcraft
  • 15,596 Monthly Downloads
  • Supports: 6.2.2
  • 2,759,240 Total Downloads
  • Updated 10/09/2015
  • Created 05/07/2012
  • 523 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File: 60200.201510100133

About Bitten's SpellFlash: Rogue

This module flashes suggested spells for all three Rogue specs. You can find *lots* more information on its website.

If you download using the Curse Client it will come with everything you need. If you download your addons manually, you must also get SpellFlash.

Please see the FAQ before posting a question. If that doesn't address your issue, or you have a suggestion to improve this addon, please either leave a comment or create a ticket.

Bitten's SpellFlash modules replace Blizzard's default proc highlighting to flash the button you should press next to achieve maximum dps on a boss fight. Or if you are a tank, to maximize your survivability. For healers, they are just slightly smarter proc highlighters. Dps modules follow or are similar to priority schemes found in SimulationCraft and/or Icy Veins. Sometimes you have to be smarter than SpellFlash, e.g. when saving a cooldown for a specific boss mechanic, but in general following the recommendations will improve most people's performance.

Some modules have AoE modes. Check the descriptions of each rotation to see if one is available for the spec(s) you use.

r119 | eshria | 2015-10-09 23:34:17 +0000 (Fri, 09 Oct 2015) | 1 line
Changed paths:
   A /tags/60200.201510100133 (from /trunk:118)

Create tag 60100.201503092107
r118 | eshria | 2015-10-09 23:31:18 +0000 (Fri, 09 Oct 2015) | 1 line
Changed paths:
   M /trunk/BittensSpellFlash_Rogue.toc
   M /trunk/version_history.txt

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First Previous Page 11 of 14 Next Last
  • #52

    yup it's fixed. thank you

  • #46

    As of update No sublety flashing at all. No Hemo, no poisons nada

  • #47

    Some things were messed up w/ the options that I fixed.  Make sure "Flash Subtlety" is still checked - it may have gotten turned off in the change.

    Author of Bitten's SpellFlash.

  • #49
    Quote from zion6 »

    You dont flash recuperate anymore?

    Correct.  It no longer gives you energy, so it is no longer a dps gain.  I could be convinced to add some stuff in for survivability when soloing, though ... like keeping up something for mitigation and hitting recuperate when below 60% health or something like that?  (Not that I would necessarily add that in right away.)

    Author of Bitten's SpellFlash.

  • #48

    Got it thanks


    You dont flash recuperate anymore?

  • #40
    Flashings missing?

    Heya-Sublety Rogue level 28. I noticed neither Slice and Dice not Recuperate ever flash at all. I simply have Hemo at all times flashing, along with Evicerate at 5 points and poisons when low. Your old Combat rotations had these always popping properly, and SnD is still pretty important  to always have on I believe.

    No big deasl-I simply have to play my class without props lol



  • #41

    It looks like Slice and Dice should be flashing for you.  Rupture only if you are in a group - it does not flash in solo mode (which you should be able to override by turning off "solo mode" in the options).  Are you noticing this behavior when in a group, or solo?

    Last edited by Xemnosyst on 10/14/2012 11:49:04 PM

    Author of Bitten's SpellFlash.

  • #45

    Ok I see what you mean-I tend to open with a 2 point and then hit SnD to kill fast and often-in solo leveling.

    I did find something easy to do-I made a Premeditaio/Ambush Macro that gives 4 points at git go-so 5 point finish (Eviscerate) comes often now-making Snd the choice for next mob as Premeditation is on a small cooldown.

    It's interesting that I remember your old Combat rotation had SnD flash even at 1 combo point-Sublety is no different as to need speed to kill once you have engaged a mob

    Anyway I still believe that waiting for Snd at 5 points is a waste of the skill except in boss fights. I like to get a speed boost on every mob. Just my opinion as a solo guy that seldom needs a lot of help for long boss fights.

    Just my opinion but I really appreciate your work!

  • #44
    Quote from zion6 »

    I just noticed SnD does flash but only at 5 combo points.

    Ah ok, good.  That's what it should be doing.  In a long-term fight (such as against a boss) that is exactly how it should behave.  You are right to say it "interferes" with other finishers, in that you have to choose which one to use.  It turns out that Slice and Dice is the best choice if it needs to be refreshed.  For combat rogues, at least in Cataclysm, it was more important to have SnD up than to wait for 5 combo points, so that's why you are seeing the difference.

    As for soloing, whether SnD is worth it even when you do get 5 combo points is questionable - it depends on how much of the duration it grants will be spent in combat.  That is why in solo mode it should be flashing yellow and then still continuing to flash another finisher for you.

    Rupture is pretty much always a dps loss when soloing.  Your target has to live too long to make it worthwhile.

    Author of Bitten's SpellFlash.

  • #43

    I just noticed SnD does flash but only at 5 combo points. That doesnt really help as I always use it right after opener to have up for length of fight. The length of time you get with 2-combo points vs 5 is negligible if you want to maximize killing. If it flashes at 5 combo points only and then it interferes with Eviscerate or another real finisher. Musch better IMO to just refresh it -usually the most would be 1 refresh of Snd for a longer fight as a rouge, and theat is a long fight if you are a rogue.

  • #42

    Ahh I have both "Flash Sublety" and "Solo" buttons checked. I am in solo almost always when I play. Still-SnD is just as imortant for solo leveling play as group as it is a speed enhancement right? Anyway-I remember when I used your old combat rotation I had the same box checked and it flashed in solo.

    At the level I'm at I don't have Rupture yet-but I will probably try it solo too.

    How do you like our state?


  • #35


    I not sure this is posted correctly or not.

    I am having an issue in regards to the "poison" master Icon. It does not seem to recognize "Wound Poison" as a primary.

    If I use Deadly Poison and Crippling for example it will not flash (Which is correct)
    But: Wound poison and Crippling it will flash as if buff is incorrect.

  • #36

    Is there a specific fight where healing reduction is actually usefull?  That is the only time you should use Wound Poison.  Deadly Poison should always be used when dps is your concern.  If there is level 90 content where healing reduction is usefull I'll add an exception, but otherwise it's flashing because it is the correct choice.

    Author of Bitten's SpellFlash.

  • #39

    No actually your very good in your calculations for PvP as well. Yes there are variations needed for player types, but your set up is not bad at all.


  • #38
    Quote from justbecawz»

    I have used the Wound/Crippling combo mainly for the Paladins and Shaman with great success, moderate success on Druids and Priests.

    Ahh - you're a PvPer.  I am not.  And frankly, I'm surprised you would find this module very helpful for PvP at all - in my very limited experience "rotations" are completely different, focusing on stuns and CC.  And there is where I run into a dillema - I could certainly make poisons stop flashing when you apply Wound, which is nice if you know the trade-off and have decided the reduced healing is what you want.  But for PvE (which my modules are designed for) it is better to continue flashing to let you know that you made the wrong choice.

    Author of Bitten's SpellFlash.

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