Sartura Stun macro - Rogues

Was told a decent amount of guilds are having issues getting a No-Knock Sartura :meaning No knockback from the 3 adds prior to killing the boss.

Sartura’s Royal Guards (Adds) at the earliest cast records I can find have a Knockback used at 6 seconds in from start of combat. In order to capitalize on DPS & Stun Uptime - The rogues would count 0 on pull to 5 seconds and on 5 - start the stun rotation. Effectively giving 15-17 seconds of dps time to kill 3 adds with 94,000hp each before a knockback is possible.

NOTE #1: A sequence macro has to follow the sequence. If any action is inaccessible - you break the macro’s “chain” upon reaching that inaccessible action and it won’t progress to the next action. Must have all requirements off Cooldown.
NOTE #2: Do not stand on top of the main boss tank as sundering cleave ‘can’ break your stealth.
NOTE #3: If the macro ‘fails’, refer to NOTE #1 or NOTE #2.
NOTE #4: If warriors intercept/charge the adds at the beginning of the fight - that will ruin the DR on stuns. Stop doing this.


  1. So here’s my goto - I call it the “Full tilt” macro

/castsequence reset=10 Cheap Shot, Blade Flurry, Thistle Tea, Sinister Strike, Vanish, Cheap Shot, Renataki’s Charm of Trickery, Kidney Shot

The reason for the name “Full tilt” is because you can spam the hell out of it, never be energy starved, and achieve 10 seconds (9.7 - 10.3, registry dependent) of continuous stun effect. You can also time the stuns if you so wish to get as close to 12seconds as possible.

Guild rogues and I have been testing it out for the past 3 weeks - it is consistent.

Equip needed: Renataki’s Charm of Trickery
Talents needed: (Combat) 2/2 Imp Sinister Strike. 1/1 Blade Flurry.
Cooldown requirements: Blade Flurry, Thistle Tea, Renataki’s Charm of Trickery, and Vanish.
Functional needs: Starting in Stealth - Having the macro on a bar or place you can use in both a Stealth and Non-Stealth state.


  1. For rogues without Renataki’s Charm of Trickery.
    The Timing macro.
    Requires timing stun durations. Don’t spamo this macro. Pleaseo.

/castsequence reset=10 Cheap Shot, Sinister Strike, Thistle Tea, Vanish, Cheap Shot, Kidney Shot

If timed appropriately, you can get 11 - 12 seconds of stuns duration with no gap. You’ll never be energy starved.

Talents needed: (Combat) 2/2 Imp Sinister Strike.
Cooldown requirements: Thistle Tea and Vanish.
Functional needs: Starting in Stealth - Having the macro on a bar or place you can use in both a Stealth and Non-Stealth state.


Credit where it’s due.
A friend of mine by the name of Nightwalka shared his macro through Shmev in our guild discord rogue channel. I’ve been rattling out equations of e-ticks, ability choice, gcd’s during stun duration, vanish transition timing, consumes, reg & the best possible means to streamline a no knock sartura - since each week atleast 1 occurred. I got to talking to him and the sequence macro was the goto - Walka reminded me of something that I have not used since the Burning Crusade on a Totem Twisting shaman - That lead into analyzing his macro and we discussed the potential that the e-ticks could misalign and allow for a moment of the add being free to cast for 1 second worse case scenario.

/castsequence reset=10 Cheap Shot, Blade Flurry, Thistle Tea, Sinister Strike, Vanish, Cheap Shot, Kidney Shot

So I did more math, modified it, tested modifications and here I am. Thank you walka, shmev, and all the guild rogues dealing with my… wordiness? - entertaining the idea of streamlining a no knock sartura.

My guild leader said I should post this somewhere that rogues could use it. Said that people would pay for this macro… not sure how to even address a way to receive $ if true - so here’s the freebees.

This is 1 of 2 parts to a No Knock. You can have perfect stuns and if the dps isn’t there, knocks can & likely will happen if the adds live till the stuns end. These macros aid rogues in doing their part.

Ty for reading, will post later to explain why adding more to the macro causes faults and for general back and forth.

lol.

Imagine making a macro for 6 buttons

I’m gonna answer you seriously, taking note of probably trolling to an extent.
The ‘would pay for this macro’ quote (I assume was a nod at how often a problem the knocks are) I had zero prospects on that outlook, for what that’s worth. Hence- posting.

https://classic.warcraftlogs.com/zone/reports?zone=1005&boss=711&difficulty=0&class=Any&spec=Any&keystone=0&kills=2&duration=0&server=5028

The server=5028 is skeram - change it to whatever server you want to view. I’ve seen herod, pagle, same story.
Click any of these logs at random>
Click “Battleguard Sartura Normal”>
paste -[ &type=casts&hostility=1&ability=26027 ]- at the end of the URL

You will find, consistently, knockbacks occurring 6-12 seconds into the encounter.
Rarely, will you find logs where this comes up with nothing listed on the graph. Those are logs of no knockbacks. Finding them is like wishing in one hand, crapping in the other. It wouldn’t be farfetched to believe if they made up less than 1% of the logs.

Knockbacks are a problem that can be handle by execution. And in the handful of the logs I’ve sampled, failure to counter this mechanic lies in:
Stuns coming too late (beyond 6 seconds from pull)
Gaps inbetween stuns where the mob can cast

If that mob is active long enough to queue an ability- everyone in range can and likely will go flying. From the point when a stun ends, it can cast anywhere between the moment it can move or 7 seconds inbetween. Completely up to whatever seemingly random algorithm the mob acts on.

Most rogue examples I’ve sampled:
-Don’t use thistle tea, rentaki’s, vanish, or these listed are on CD from a mob pack prior to the boss.
-Planned poorly and are energy starved from blowing a cheap shot (60e), into a SS (40e) waiting for e-ticks with the INTENT of stitching one stun to another not being able to at 20 energy

This leads into them being unprepared in the middle of a time sensitive responsibility which ends in:
-not able to act quick enough to compensate for a lack of energy
-not accounting for the vanish transition time if they manage to use consumes to garner energy
-popping a energy consume after vanishing, breaking stealth instantly, not being able to cheapshot
-panic blowing AR (gcd) hoping it’ll tick twice in time to save the situation

Plenty of cases where the 8-12 second knocks occur are because of rogues not anticipating how to execute a no gap stun rotation. Not knowing an order of operations before hand.
The player casts are in the logs. Energy starved - panic blowing AR - tea breaks stealth - knockback.

I posted the macros in hopes that it helps someone or some guild - I knows its late and Naxx is around the corner. But if benefits anyone who was also seeking this niche goal - I consider that a plus.

When we live tested the “Full Tilt” and confirmed it consistent, I tried adding onto the macro to fill the missing 2 seconds of stun.

I made the “Overclocking 12” Macro.
Use at own risk.

/castsequence reset=12 Cheap Shot, Blade Flurry, Thistle Tea, Sinister Strike, Adrenaline Rush, Vanish, Cheap Shot, Renataki’s Charm of Trickery, Feint, Kidney Shot

… the reset=12 is to meme

This ‘can’ achieve 12seconds of continuous stun duration by spamming the hell out of it. Again, never energy starved. It adds in the AR & Feint GCD upon the original to bridge the dead space between the 2nd cheap & the space between the kidney. This macro has a fault not due to its math but due to registry. It can either work OR be delayed for 0.1-0.25 seconds between the Vanish and Cheap & another 0.1-0.25 seconds between the Feint and Kidney - leaving enough room for an unlucky knockback to be cast… potentially twice.


The “Overclocking 11” Macro.

/castsequence reset=11 Cheap Shot, Blade Flurry, Thistle Tea, Sinister Strike, Vanish, Cheap Shot, Renataki’s Charm of Trickery, Adrenaline Rush, Kidney Shot

…reset=11 also to meme

This ‘can’ achieve 11seconds of continuous stun duration as it adds in the AR GCD. This macro has a fault not due to its math but due to registry. It can either work OR be delayed for 0.1-0.25 seconds between the Adrenaline Rush and Kidney - leaving enough room for an unlucky knockback to be cast.


I tested the OC11 tonight, my add didn’t knockback. But it had the potential to create a gap. I tested the OC12 multiple times on players and mobs last week. 1/3 of the time a gap occurred - 1/6 2 gaps occurred.

I don’t think I can refine this with a 100% success rate anymore than the fult-tilt. 10s is the best I can come up with full on spamming with no gap. I don’t know how to get it streamlined more than this without sacrificing consistency.