range, pull out your ranged weapon and start shooting. Mages have very little HP, and a 500 point crit with a ranged weapon goes a long way toward winning the fight for you. As soon as Frost Nova breaks, rush forward with Sprint, as it will outrace any snares the Mage places on you. As long as you can survive the instant nukes he'll throw in your face, you should be just fine, since you can easily get back into melee, using Kicks and Kidney Shots to interrupt any spells the Mage may cast. Surviving, of course, is easier said than done, and it comes down to your resist rates and whatever healing capabilities you possess.
-------------- Versus Paladin --------------
Unfortunately, no matter how you start the fight against a Paladin, you're going to be in for a long one. The longer you can keep a Paladin stunned, the better. Hammer of Justice can stun you for up to 6 seconds, but it's on a 1-minute cooldown timer. However, the fight may very well last that long, so don't forget about it. A Paladin is always a threat until he runs out of mana. If you can't stunlock him, you're probably better suited to running away, since Paladins have two invulnerability shields they can throw up to heal themselves, while you'll be stuck bandaging. The longer the fight goes, the more it swings in the Paladin's favor.
------------- Versus Priest -------------
Priests are relatively easy to take down. They have one Fear effect to send you running away, but it's on a 30-second cooldown. There are also various means to break Fear effects - including Will of the Forsaken or Insignia of the Alliance/Horde - so you should have a means to break the Fear and continue beating on them. Should you not have that available to you, you'll get stuck with Shadow Word: Pain - which can actually break the Fear effect - Devouring Plague - same deal - and Mind Flay all thrown on your at the same time. Chug a Free Action Potion before that happens if you're an Alchemist, or chug a healing potion and use Sprint to run back into his face, since you'll go at least as fast, if not faster, then normal even with Mind Flay on you. As soon as you get back in range, stunlock at your leisure and take the lightly armored Priest down. Don't be afraid to Kick them out of their Holy spells - look for their hands glowing yellow.
------------ Versus Rogue ------------
Ah, the mirror match. It mostly just comes down to who has the most skill, but there are a few guidelines you can follow. First, a stunned Rogue is a helpless Rogue. Second, a disarmed Rogue is nearly worthless in combat, so if you can Riposte the Rogue, do it. Keep the other Rogue engaged and snared at all times. If you manage to slip into Stealth via either Improved Gouge/Stealth or Vanish, come right back in with a Cheap Shot or else the other Rogue will simply do the same.
------------- Versus Shaman -------------
Definitely an opponent to be feared. No matter what you do, the odds are heavily against you. If the Shaman has a two-handed weapon - and in PvP they almost always will - a good Windfury proc can kill you instantly. It is not to your advantage to be playing the odds with that skill. If the Shaman ever escapes your stunlock, he can cure your poison, Frost Shock you for an instant direct damage snare, drop a totem, and run around you, DoTting you to death while you're snared. Worse yet, if they drop an Earthbind Totem, you pretty much have to change your target to the totem and crush it, and doing so causes you to lose any combo points you had on the Shaman. Run and come back with friends.
-------------- Versus Warlock --------------
Caution and patience are the keys to defeating a Warlock. Before you attack one, scout around and see if what kind of pet he has. If you don't see one, make sure he doesn't have a Stealthed Succubus with him. If you find the Succubus, Sap the Warlock while you crush the Succubus: they aren't very durable. If you find no pet, or any other pet, hit the Warlock as hard as you can. Stunlock them for as long as you can, hitting them with both of your poisons in the process. The Warlock's biggest threat is the ability to keep you Feared until you die. Don't break any of their spellcasting unless you see their hands glow black - this is their Shadow line which contains their Fear spell. If you can keep them from Fearing you away, you'll win.
-------------- Versus Warrior --------------
Much like a Shaman, the odds are against you unless you are in the absolute best Blackwing Lair gear. I'm assuming you aren't. Warriors have an ability called Overpower which can smack you over the head every time you dodge. A mere two talent points gives this ability an additional 50% critical strike chance, and it can be done every five seconds. Keep in mind Overpower can NOT be dodged, blocked, or parried (though it can miss). As if that wasn't bad enough, they of course wear extremely heavy armor. Worst of all, they can merely switch stances and Disarm you. If you get a lucky parry, you can Riposte the Warrior first, but you can't rely on that. You only have a few viable options and all of them come with an element of risk. First, you can try to stunlock the Warrior, which is difficult at best and especially so when you're fighting an Orc Warrior. The other option is a little bit crazy but can work as well. Warriors like to stay in melee with you as much as you like staying in melee with anyone else, so there's a unique way you can take advantage of that. If you have Adrenaline Rush, turn on Evasion. Sure, you'll be smacked every five seconds, but if you turn on Adrenaline Rush, you'll deal an insane amount of damage. If your weapons are good enough, you can actually beat the Warrior at his own game since Evasion should keep you from being hit by anything except Overpower.
+-------------------------------------+ 9. High Gear: Enchants and Boring Stuff +-------------------------------------+
The most common question I get as far as all things Rogue goes is this:
"What talent build should I use?"
When this guide was originally drafted and later submitted, no matter what anyone told you, swords were the best. The extra hit proc was 6%, not 5, no one had heard of the Attack Power Normalization - "Nerf" - and there weren't that many crazy daggers in the world. The Subtlety tree also sucked the big one. Well, in that time, the builds and Attack Power has been balanced somewhat. My heart wants to believe that swords are still the best, but differences between the builds are quite moot. The best answer to this question is "use what you're comfortable with". If you feel you're doing more damage with swords, stick with it. If you can't let go of your Backstabby ways, pick up some daggers. There are ups and downs for each spec. I'll try not to be too boring as I go down the line:
SWORDS (Mostly combat only): +More attacks (often a result of procs, explained later) +Adrenaline Rush + Blade Flurry = Huge front load of damage +Riposte = best skill, though a little less useful in raids +Get a large benefit from anything that increases speed (30% of 2.8 is a much bigger difference than 30% of 1.8) +Require less manuverability (though it's always best to strike from behind, you aren't shut out if you aren't behind your foe)
-Far fewer critical hits than dagger builds -Unconventional: against the spirit of the traditional Rogue -Weak attacks out of Stealth -Hemo can eventually outrace Sinister Strike (though you still give up a lot of things to get to this point) -Ancient Qiraji Ripper drops off the third boss in The Temple of Ahn'Qiraj. No more good main hand swords drop until Kel'Thuzad, the last boss in Naxxramas, also known as the ultimate boss as of this writing
DAGGERS (Combat or otherwise): +Traditional: who hasn't wanted to Backstab someone? +Lots and lots of critical hits +High damage potential out of Stealth +Fast attacks feel more responsive +More flexible (more than one build can work)
-Low non-special attack damage -Fewer procs = less potential (though you don't have to play Lady Luck) -More sensitive to positioning: harder to maintain high output in fights involving a lot of movement -In raiding, have to take some fairly useless talents to get to the juicy stuff (Improved Gouge sucks, and Improved Sinister Strike won't help you all that much either, for example) -No Thunderfury for you!
HEMO (Mostly swords and maces): +Setup + Evasion = Huge front load of damage +Makes the most of your Attack Power +Helps the raid deal more damage overall +Keeps you more active, as your attack only costs 35 Energy +Allows you to take Misplaced Servo Arms from Warriors, and feel good about doing it (not that you shouldn't anyway :P) +Highest Attack Power if you take Deadliness
-In raiding, have to take lots of useless talents to get to Hemo (neither Master of Deception or Opportunity help that much, and that's just in your first tier) -Setup + Evasion = not particularly useful in raiding (kind of an extension to the first negative point) -If you're using maces, there is not a lot to choose from early on -I still hate the Subtlety tree -Let me check. Yep, more skills that aren't always that helpful
As for enchanting your gear...do it! As far as enchanting your armor goes, it's simple: increase your Agility and Stamina above all else. This is fairly straightforward. As far as enchanting your weapon goes, however, different enchants may produce varying results as far as your build goes. Here's a quick look at each weapon enchant, including what you need to provide to get said enchant (note that for enchants with multiple grades, such as Striking, I will only be looking at the best version of it).
CRUSADER (4 Large Brilliant Shard, 2 Righteous Orb): Crusader is a 75-125 point heal that also increases your Strength (and, as a result, your Attack Power) by 100 for 15 seconds. The odds of this happening is rated at one proc per minute, so the actual percentage chance you have to get it to proc is 1/(60/X), where X is your weapon speed. It can proc in both hands, which results in two different buffs. Getting a Crusader proc while one is already up simply refreshes its duration. The low proc rate is a little bothersome, especially if it procs for you at the end of a fight. However, increased Attack Power will power up your main attack, whether that is Sinister Strike, Backstab, or Hemorrhage. As such, it is much more useful in PvE raiding than it is in soloing or in PvP. It's important to note that proc rates are generally lower in the off hand. VERDICT: Strongly consider using this for your main hand regardless of spec, although sword Rogues will definitely get more mileage out of this enchant. Possibly consider it for off hand use.
LIFESTEAL (6 Large Brilliant Shard, 6 Essence of Undeath, 6 Living Essence): Lifesteal deals 30 Shadow damage to your target and heals you for the same amount it deals. It's important to note that this proc is affected by resistance. It's also important to note that this proc can crit. For those who are worried about the resistance, fear not: in raiding, most mobs are lowered to zero (or close to zero) Shadow resistance with an application of Curse of Shadows. Resists are fairly rare. The proc rate is 6 procs per minute, or 6/(60/X), where X is your weapon speed. This enchant is fairly universal in its usage. VERDICT: Good no matter what you're doing, especially if you don't get healed much in a raid. Worth a look for either main hand or off hand, although the possibilities are less exciting than Crusader. That doesn't change the fact that, barring resistances, Fiery Weapon deals more damage. D'oh!
FIERY WEAPON (4 Small Radiant Shard, 1 Essence of Fire): Fiery weapon torches your target for 40 Fire damage. Like Lifesteal, this can crit and is also affected by resistances. Also like Lifesteal, Fiery procs at 6 procs per minute, or 6/(60/X), where X is your weapon speed. It's also a fairly cheap enchant to get. VERDICT: Awesome when you're leveling: put it on both weapons. Damage potential is arguably the highest. However, Molten Core and Blackwing Lair throw lots of Fire-resistant or immune enemies at you, so skip it once you start raiding.
+15 AGILITY (6 Large Brilliant Shard, 6 Greater Eternal Essence, 4 Illusion Dust, 2 Essence of Air): It, duh, adds 15 Agility. For those following along at home, it adds 15 Attack Power (1.07 DPS main hand, .54 DPS off hand, or .8 DPS off hand if you have Improved Dual Wield, you smart guy you), .52% chance to crit, and 1.03% chance to dodge. This enchant can get pricey. VERDICT: Though boring, constant additions are also nice. Though very expensive to get, it's extremely useful for anyone's off hand. Since daggers aren't quite as good for proc rates, constant effects such as this one are much better for dagger Rogues than they are for sword Rogues. Get a different main hand enchant if you use swords. Strongly consider this for your main hand if you use daggers.
+5 DAMAGE (2 Large Brilliant Shard, 10 Greater Eternal Essence): Ho hum. Adds 5 damage to each attack, so the added DPS is 5/X, where X is, as always, your weapon speed. It's not as expensive as most of the other enchants. VERDICT: You won't even notice the boost as a sword Rogue. If you're using
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