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Header design ©2006 Kenny Sharman (cali42guy yahoo com)
+--------------------------------------+ World of Warcraft Rogue FAQ Version 1.5 Handle: Zotmaster Copyright 2006 Dan "Zotmaster" Christler Contact: zotmaster(at)mindless(dot)com +--------------------------------------+
+---------------+ Table of Contents +---------------+
1. Version History 2. Reasons to Roll a Rogue 3. It's Roguenomics: Skills and Talent Builds 4. Poisons and You: An Excuse to Have More DPS 5. Questing and Loot 6. Professions 7. Picking Locks: No Shirt, No Key, No Problem 8. PvP Tactics 9. High Gear: Enchants and Boring Stuff 10. Closing and Thanks
+----------------+ 1. Version History +----------------+
1.5 - 11.16.06 - A whole bunch of updates, including me learning to spell "Subtlety" correctly. This guide now accomodates the most recent patch and features more...stuff. For those looking for the insanely nitty-gritty, you'll find that here too. There may or may not be more coming, depending on what I feel is needed. If not, it's been fun.
1.35 - 06.14.06 - An update? No wai! Fixed a few more ridiculously stupid mistakes, finally got around to adding Kenny's art in, and even included two new talent builds! I spoil you. Updated the sites that can carry this guide.
1.25 - 03.30.06 - Cleaned up a few more mistakes, including one ridiculously stupid one that, thankfully, only one person ever caught. Updated my character information since I changed servers (albeit over a month ago). Updated the sites that can carry this guide.
1.2 - 01.25.06 - Cleaned up a few typos or omissions, added Gem-Studded Leather Belt to the Loot section, and organized all the loot presented in a more logical manner. Also included a PvP section with tips on how to fight any class.
1.0 - 01.24.06 - Started this FAQ. There's lots to read. I'll get to posting a PvP guide at some point for those interested. Expect at least one more update.
+------------------------+ 2. Reasons to Roll a Rogue +------------------------+
You do know what I mean by "roll", don't you? This guide is going to assume you know such basic terminology as that. Anyway...
To Rogues, the best defense is not to be able to suck up hits, but rather to simply not be hit at all. At the risk of stating the obvious, this is the most important thing to remember when it comes to Rogues: you're not there to take hits!
Due to natural stealth abilities, Rogues are far better at getting to places and into things they shouldn't be able to than other classes. A chest tucked away behind an army of mobs? Slip past them, grab it, and get out! A lock with no key getting you down? Simply pick the lock! Real men don't use keys.
Rogues are all about hitting hard and often. Sure, each hit won't do that much damage, but their melee DPS is exceptionally high. Sure, you won't hit as hard as a Mage or souped-up Warlock, but you'll make up for it with the fact that you can handle a mob up close and personal.
Simply put, roll a Rogue if you want to hit hard, hit often, sneak around and pick locks. Not wanting to get hit is important, too.
As for the race, it honestly doesn't matter which one you choose. Each has its own advantages, which you can read when you go to create your character. It's your character: make it be what you want it to be.
+-------------------------------------------+ 3. It's Roguenomics: Skills and Talent Builds +-------------------------------------------+
Here I'm going to list each skill by what talent "tree" it comes from, describe briefly what it does - you can check any class trainer outside your starting area for exact numbers and the like - and describe when it is useful, if it is at all. After that, I'll show you ideal Rogue talent builds, which is also known as "why I'm right and you aren't".
------ Skills ------
ASSASSINATION:
Ambush: If you're not using daggers, then you don't even need to worry about this skill since, well, you can't use it without daggers. Since you have to be stealthed, it's an ideal way to start a fight. The big problem with the skill is that you can only use it with daggers, and you will probably only be using it once per fight. This means that although your first hit will hit awfully hard, you won't use it after that when you're raiding.
Cheap Shot: Fall in love with this skill, since you'll be using it often. You get a four-second stun, which rocks, and two combo points to boot, which rocks even more. Remember, Rogues do not like getting hit. This allows you to do just that for four full seconds, during which you can shell out a lot of damage, not to mention fire off your finishing moves more quickly since you already have two combo points. Under ideal circumstances, you can start off every fight with a Cheap Shot.
Cold Blood (Talent): This guarantees your next Sinister Strike, Backstab, Ambush, or Eviscerate will crit. In general, your Sinister Strikes and Backstabs will crit often enough, and there is a talent that you cannot get if you get this one, and that particular talent is much, much better than Cold Blood. Cold Blood is useful for PvP, but that's about it. As shocking as it sounds, do not get this talent.
Eviscerate: Your bread-and-butter finishing move. Unfortunately, critical hits notwithstanding, you'll never do as much damage as the tooltip will list, simply due to the fact that mobs and players have varying degrees of armor. That said, you should still use this finishing move more often than not due to the fact that it is normally your highest-damage attack, especially if it crits. Build up your combo points quickly and Eviscerate to finish your enemy off even more quickly.
Expose Armor: Quite possibly the most worthless skill any class has, but it definitely is the most worthless Rogue skill. It's a finishing move that, get this, lowers the armor class of the mob you hit with it. Unfortunately, high level mobs and players generally have so much armor that even a 2000 point armor loss is fairly trivial, not to mention a waste of your hard-earned combo points. This skill has somewhat of a use while soloing high-level elites, but you will very, very rarely need it.
Garrote: Sort of the poor-man's Ambush or Cheap Shot, this skill is used when in stealth to deliver damage over time, in addition to giving you one combo point. That said, Ambush hits a lot harder right away, and Cheap Shot gives you two combo points and a stun right away. The only time you'll use this skill is when you don't use daggers and the mob in question is immune to stuns. Take your time before purchasing this skill, but do make sure you get it. Garrote now scales with Attack Power, meaning it isn't quite as crappy as it used to be. Regardless, stick with Cheap Shot if the mob in question can be stunned.
Kidney Shot: Another essential finisher, this skill trades combo points for stun duration. Remember, time a mob spends stunned is time a mob spends not hitting you. A few decent uses for this skill are stopping mobs who run away - many Humanoids fall into this category - spell interruption on players and mobs alike, or to finish off a mob that has low health but has a high block/dodge rate, high damage output, or all of the above. You won't use this nearly as often as Eviscerate, but you'll be missing it if you don't buy it, so get it as soon as you can.
Relentless Strikes (Talent): This talent allows you to potentially gain back some Energy whenever you deliver a finishing move. Unfortunately, the game only checks once to see if you gain Energy or not, so this can't trigger more than once on a finishing move. That said, one way of looking at the ability is to say it essentially makes Eviscerate only cost 10 Energy to activate, and Kidney Shot and Slice and Dice effectively free. That sounds like a much better deal, and indeed, so is this talent.
Rupture: Instead of dealing immediate damage, Rupture deals damage over time. It's easier to power up Eviscerate damage than Rupture, plus Eviscerate can crit. Sure, Rupture won't miss, but again, it doesn't crit. About the only use for this skill is in PvP to keep players from stealthing/bandaging or what have you. You're much better off killing them quickly, though, so once you start getting talents that increase Eviscerate's damage output, you can stop using Rupture.
Slice and Dice: Instead of dealing damage at all, Slice and Dice simply increases your attack speed. At first glance, that sounds immensely worthless, and at lower levels, it is. Slice and Dice is mostly for when you need to take on more than one mob, especially if you're using Blade Flurry, since the attack speed bonuses stack. It lasts for a goodly duration, and as an added bonus, more attacks means more crits and more chances to poison. Though its use is even more limited than Kidney Shot, you'll miss not having this skill, so pick it up.
COMBAT:
Adrenaline Rush (Talent): Or "Why Non-Combat Builds Suck". (At least outside of PvP anyway) Read the ability carefully: "Increases your Energy regeneration rate by 100% for 15 seconds". What you need to keep in mind is that Energy regenerates fairly quickly, at least compared to Hit Points or Mana. What Adrenaline Rush essentially does is give you more or less
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