Cooldown reduction talents are useless for arena fights where cooldowns are automatically recycled. Not a bad for an open/BG PVP talent but useless everywhere else. Increased stealth speed makes it much easier to reach targets that are trying to AOE you out of stealth (arena fights). Shorter stealth cooldown is just icing on the cake about
WOW GOLD.
An extra combo point on every opener will certainly help you reach the first finisher faster. This does more damage than sinister strike with aggression and cost the same energy. The dodge bonus is just an extra that you can pretty much ignore, use it for superior damage per energy, and remember this is not normalized, just like hemo, a huge advantage when you reach extreme AP level with deep subtlety specs about
Wow gold.
With new garrote silencing for three seconds allowing you to do much more damage during the silence, ambush lost a lot of its value as the anti-mage opener. Still, against players with less than full health, its extremely high crit chance makes it devastating. With seal fate and initiative you can get 3 combo points easily. Premeditation and initiative you can ambush for 4CP and 10% bonus damage followed by CB evis right off the bat, it is still quite potent.
You only gain combo points if you dodge/resist attacks from your target. In other word if you are hitting a priest and a rogue is stabbing you, even if you turn on evasion you would not see any additional combo points on the priest. With the addition of cloak of shadows against casters and evasion against everyone else, this ability got a lot better, especially for AR Prep specs.