Unity Rotation

I’m running into a problem and I have no idea why it is happening, I’m hoping you guys can shed some light on this for me.

I’ve got an object and a point, and a want the object to rotate towards the point over 2 axis.
I’ve tried a lot of things, but with my current code I’m noticing something weird. For some reason this:

this.transform.Rotate (new Vector3 (xAngle, 0, zAngle));

Gives me the exact same rotation as this:

this.transform.Rotate (new Vector3 (xAngle, zAngle, 0));

Edit: Its not exactly the same, this gives -y the first one gives +y

Could anyone shed some light on this?
Thanks

It is probably converting to EulerAngles, try this instead:

transform.Rotate(Vector3.right * Time.deltaTime);