Revealing Strike

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Revealing Strike
Inv sword 97.png
  • Revealing Strike
  • Level 20 Combat rogue ability
  • Melee range
  • 40 Energy
  • Instant
  • Requires Melee Weapon
  • Deals (120% of weapon damage) Physical damage, increasing the effect of your offensive finishing moves on that target by 35%, and giving your Sinister Strike a 25% chance to generate an extra combo point. Lasts 24 sec. Awards 1 combo points.
Usable by
Class
Properties
Type

Offensive

School
Cooldown

None/Global Cooldown

Other information
Level learned

20

Affects
Related debuff
Inv sword 97.png
  • Revealing Strike
  • Reveals weakness, increasing the effectiveness of the Rogue's offensive finishing moves by 35%, and giving the Rogue's Sinister Strikes a 25% chance to generate an extra combo point.
  • Duration: 24 seconds

Revealing Strike is a Combat rogue ability, available at level 20. It applies a debuff which enhances the effectiveness of other rogue abilities against the target.

Usage

Revealing Strike deals less damage per energy than [Sinister Strike], so its primary use is to apply its debuff, which increases the combo point generation of Sinister Strike; the damage of [Eviscerate], [Rupture], and [Crimson Tempest]; and the duration of [Kidney Shot]. In almost all cases, combat-specced rogues should make sure the Revealing Strike debuff is up on their target before using any of these abilities, and remember to reapply it on new targets.

Revealing Strike is irrelevant to [Slice and Dice], [Recuperate], [Fan of Knives], and a number of other abilities. Therefore, rogues should delay using Revealing Strike if they plan to use any of those next, since the debuff will be wasted while performing them. White damage is also unaffected by it, so rogues will gain some benefit by energy pooling before resuming a Revealing and Sinister Strike rotation, allowing the debuff to last through the highest possible number of Sinister Strikes and offensive finishers.

Note that the combo point generation aspect of Revealing Strike is based on random chance, so rogues may see strings of good or bad luck when using Sinister Strike on debuffed targets. In terms of combo point generation, having the debuff up on a Sinister Strike is only "worth" 1/5 of a Strike on average, or 10 energy - a significant amount in the long run, but not a disaster if missed a few times. Finishing moves, on the other hand, gain a much larger and reliable advantage, so rogues should never use a finisher on a target without the debuff, unless the finisher alone is enough to kill the target outright.

When using Sinister Strike to finish off a target that will die very quickly, it may not be worthwhile to use Revealing Strike, since most of the debuff's duration would go unused, and the chance that a single or even a couple strikes would have generated points is low. Revealing Strike may also be better ignored when using Crimson Tempest, depending on the number and priority of targets, since only the debuffed target would be affected.

Patch changes

  • Legion Patch 7.0.3 (2016-07-19): Removed.
  • Warlords of Draenor Patch 6.0.2 (2014-10-14): Now grants [Sinister Strike] a 25% chance to generate an extra Combo Point (up from 20%), but no longer advances [Bandit's Guile].
  • Mists of Pandaria Patch 5.4.0 (2013-09-10): Now deals 160% weapons damage (up from 125%).
  • Mists of Pandaria Patch 5.3.0 (2013-05-21): Now lasts 24 seconds, up from 18 seconds.
  • Mists of Pandaria Patch 5.0.4 (2012-08-28): Weapon damage increased from 125% to 135%. Now also gives Sinister Strikes a 20% chance to generate an extra combo point, for 18 sec.
  • Cataclysm Patch 4.0.6 (2011-02-08): Now increases finisher effectiveness by 35% (45% glyphed), up from 20% (30% glyphed).
  • Cataclysm Patch 4.0.1 (2010-10-12): Added.

External links