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(Verbiage change to Talent Improvment and Sinister Calling)
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* [[Seal Fate]] is wasted on a hemorrhage build, as +9% agility and a full +10% attack power is better, until a 30% or higher crit rate is achieved. If you play PvP consider that the average opponent will have around ~400 resilience, so ~10% critical hit chance reduction; you will need around 40% or higher crit rate to efficiently use Seal Fate with hemo. On pre-TBC this options was viable since resilience was not present in the game and was easy to reach 30% crit chance, but even then it was a poor choice in comparison to the standard hemo build as Seal Fate only performed well with daggers with Imp BS and Imp Ambush.
 
* [[Seal Fate]] is wasted on a hemorrhage build, as +9% agility and a full +10% attack power is better, until a 30% or higher crit rate is achieved. If you play PvP consider that the average opponent will have around ~400 resilience, so ~10% critical hit chance reduction; you will need around 40% or higher crit rate to efficiently use Seal Fate with hemo. On pre-TBC this options was viable since resilience was not present in the game and was easy to reach 30% crit chance, but even then it was a poor choice in comparison to the standard hemo build as Seal Fate only performed well with daggers with Imp BS and Imp Ambush.
 
* If you plan to use Hemorrhage always look for the weapon that has acceptable DPS with the highest average damage that you can obtain. If you are making a choice, choose the weapon with the best average damage.
 
* If you plan to use Hemorrhage always look for the weapon that has acceptable DPS with the highest average damage that you can obtain. If you are making a choice, choose the weapon with the best average damage.
  +
* For PvE, you do not spec Hemorrhage to top damagemeters, especially not when compared to "normal", i.e. Combat-Sword rogues. Expect your personal DPS on the meters to be lower. You are sacrificing personal DPS to improve overal raid DPS.
   
 
== Past changes ==
 
== Past changes ==

Revision as of 16:41, 23 January 2008

Hemorrhage
Inv misc questionmark
  • Hemorrhage (4 ranks)
  • Rogue ability
  • 5 . yd range
  • 35 Energy
  • gcd cooldown
  • Instant
  • An instant strike that deals 110% weapon damage and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to X. Lasts 10 charges or 15 sec. Awards 1 combo point.
Properties
Class Rogue
School Physical
Cooldown GCD
Talents
Talent tree Subtlety, Tier 5
Talent required Inv sword 17 [Serrated Blades]
Other information
Requirements Requires melee weapon
Improvements Ability criticalstrike [Lethality], Ability fiegndead [Remorseless Attacks]
Related debuff
Inv misc questionmark
  • Hemorrhage
  • Increases damage taken by X.
  • Duration: 10 charges or 15 sec.
You ought to have that looked at...

Hemorrhage is a talent in the Subtlety tree that is an instant strike, dealing 110% weapon damage as well as leaving a debuff that increases physical damage dealt to the target. Ranks 2, 3, & 4 are taught by Fahrad <Grand Master Rogue>, located at Ravenholdt Manor.

Rank Table

Rank Damage Level Cost
1 11 damage 30 Talent
2 18 damage 46 62s
3 25 damage 58 1g 17s
4 42 damage 70 4g 86s

Talent improvement

  • Ability fiegndead [Remorseless Attacks] will give your next Hemorrhage a 20% or 40% increased chance to crit after killing an opponent that yields honor or experience. The improved crit chance lasts for 20 seconds.
  • Ability criticalstrike [Lethality] increases the critical strike damage bonus of your Hemorrhage by 6%, 12%, 18%, 24%, or 30%.
  • Ability rogue sinistercalling [Sinister Calling] now increases the percentage damage bonus of Hemorrhage by 2/4/6/8/10%

Item improvement

  • The 4 piece bonus of the Bonescythe Armor Set gives you 5 Energy for every one of your Hemorrhage critical hits.
  • The 6 piece bonus of the Bonescythe Armor Set reduces the threat generated from your Hemorrhage by 8%.
  • The 4 piece bonus of the Slayer's Armor Set increases the damage done by Hemorrhage by 6%.

Damage calculation formula

The basic formula for calculating hemorrhage damage is:

Ability criticalstrike [Lethality] = (0.06 * Lethality Rank)
Critical Factor = 2 + Lethality

Normal Hemorrhage Damage = [(Attack Power/14 * 2.4) + Weapon Damage]*1.10 (no Sinister Calling)
or
Normal Hemorrhage Damage = [(Attack Power/14 * 2.4) + Weapon Damage]*1.20 (with Sinister Calling)
Critical Hemorrhage Damage = Normal Hemorrhage Damage * Critical Factor

Note that the bonus from Sinister Calling is additive!

Thinking of speccing Hemorrhage?

  • Hemorrhage does not stack with Ability rogue garrote [Garrote] nor Ability rogue rupture [Rupture] as it is not a bleed effect; the additional damage is not applied to the DPS of either ability.
  • Ability rogue stayofexecution [Seal Fate] is wasted on a hemorrhage build, as +9% agility and a full +10% attack power is better, until a 30% or higher crit rate is achieved. If you play PvP consider that the average opponent will have around ~400 resilience, so ~10% critical hit chance reduction; you will need around 40% or higher crit rate to efficiently use Seal Fate with hemo. On pre-TBC this options was viable since resilience was not present in the game and was easy to reach 30% crit chance, but even then it was a poor choice in comparison to the standard hemo build as Seal Fate only performed well with daggers with Imp BS and Imp Ambush.
  • If you plan to use Hemorrhage always look for the weapon that has acceptable DPS with the highest average damage that you can obtain. If you are making a choice, choose the weapon with the best average damage.
  • For PvE, you do not spec Hemorrhage to top damagemeters, especially not when compared to "normal", i.e. Combat-Sword rogues. Expect your personal DPS on the meters to be lower. You are sacrificing personal DPS to improve overal raid DPS.

Past changes

  • In Patch 2.3, initial damage was increased to 125% of weapon damage from 100%, but was normalized.
  • In Patch 2.3.2, 125% of weapon damage was changed to 110% and the damage done per physical strike in the debuff increased from 36 to 42.