+6 Spirit Requires Level 50 Found: Random drops, mid-50s+ mobs Comment: If you didn't get a Duskbat Drape, this will suit you just fine until the endgame. At least for me, it came pretty cheaply on the Auction House, so get it if it's available.
Serpentine Sash Waist 92 Armor +9 Strength +14 Agility +14 Stamina Requires Level 52 Found: Random drops, mid-50s+ mobs Comment: An excellent belt to set you up for Raiding. Worth buying off the Auction House.
Dawn Treaders Feet 114 Armor +18 Stamina Equip: Increases your chance to dodge an attack by 1%. Requires Level 53 Found: Argent Quartermasters Hasana, Lightspark, Miranda Breechlock, 290 Skill, Honored with Argent Dawn, Leatherworking Comment: Very expensive to make for what it does, so don't expect a discount if you wanted to buy it off the Auction House, unfortunately.
Devilsaur Gauntlets Hands 103 Armor +9 Stamina Equip: +28 Attack Power. Equip: Improves your chance to get a critical strike by 1%. Set: Devilsaur Armor (1/2) Full set bonus (2/2): Improves your chance to hit by 2%. Requires Level 53 Found: Nergal, Un'Goro Crater, 290 Skill, Tribal Leatherworking Comment: Even without Agility bonuses, it has great stats all around. A fine set of gloves to wear before you start Raiding.
Devilsaur Leggings Legs 148 Armor +12 Stamina Equip: +46 Attack Power. Equip: Improves your chance to get a critical strike by 1%. Set: Devilsaur Armor (1/2) Full set bonus (2/2): Improves your chance to hit by 2%. Requires Level 55 Found: Pattern, various oozes, Un'Goro Crater, 300 Skill, Tribal Leatherworking Comment: Exact same deal as the Devilsaur Gauntlets. These are definitely good leggings to have.
Myrmidon's Signet (Unique) Finger +10 Strength +7 Agility +17 Stamina Requires Level 53 Found: Random drops, high-50s+ mobs Comment: Awesome, awesome, awesome. Rare, rare, rare. Expensive, expensive, expensive. Crap, crap, crap. Good luck getting one.
What are you waiting for? Go out and get some items!
+------------+ 6. Professions +------------+
There are a couple combinations that stand out for Rogues. I'll list a few highlights for each. In the end, choose what you like best. Use this as a guideline for what you might like.
Engineering Paired with: Mining Pros: Bombs for PvP, exploding sheep, jumper cables that (sometimes) can rez other party members Cons: Random mats are annoying to get at times, have to compete with farmers to hit mines, only Engineers can use your items, jumper cables often fail Pick this combination if: You plan on PvPing a lot (stuns from bombs help a LOT, and there are a few other random goodies), you like mayhem
Leatherworking Paired with: Skinning Pros: Make your own equipment, make armor kits, relatively profitable Cons: Can't rez with cables after a wipe, most good items have to be found, rather than bought, only Elemental Leatherworking is decent for Rogues Pick this combination if: You want to make items with little work, since you'll be skinning anyway, you'd rather make your own equipment
Alchemy Paired with: Herbalism Pros: Picking flowers, cheap as free healing potions, potion buffs, including the awesome Elixir of the Mongoose (+25 Agility, +2% critical strike chance) Cons: Farming herbs can be tedious or challenging, as some are hard to find, buying equipment isn't always cheap or easy Pick this combination if: You enjoy the versatility of buffing and healing yourself and don't mind having to pay for equipment
Enchanting Paired with: Skinning (mitigates cost of enchants somewhat) Pros: Enchant your own items, saving you some money, disenchanting unwanted BoPs you get from farming instances Cons: Extremely expensive, still need to get equipment Pick this combination if: You don't care about how much money you need to spend and want to enchant your equipment yourself (obviously)
As for Secondary skills, you will get TONS of mileage out of Cooking and First Aid. Rogues kill quickly but have little in the way of damage mitigation. Cooking and First Aid can greatly reduce your downtime, and some of the Well Fed buffs in Cooking are excellent. Fish if you want to, but I find it extremely boring.
+--------------------------------------------+ 7. Picking Locks: No Shirt, No Key, No Problem +--------------------------------------------+
One of the best parts about being a Rogue is picking locks. Carrying around keys is for sissies, not to mention you can get into all those locked treasure chests you find. Who knows what you will find?
For exact information about where to go to increase your skill, talk to any class trainer first, they'll point you in the right direction. Past that, I refer to this excellent FAQ already written for you, which also happens to be pretty much idiot-proof:
http://forums.worldofwarcraft.com/thread.html?topicId=11872172&sid=1
When it comes to picking lockboxes, never ask for a tip. While it's true that picking locks is something only Rogues can do, it's not very much of an inconvenience for a Rogue to pick a lock, and for that among other reasons, there will always be Rogues who pick locks for free. I happen to be one of them.
Many people will, however, tip you a varying amount of money for the service. I always leave it up to the player just how much of a tip I get. One thing I've found that seems to get people to want to tip is to advertise in funny and unique ways. I have the following macro, which hits the Trade channel when I'm in Ironforge:
"Acquire" someone's life savings but forget to take the key? Only person in town who knew the combination mysteriously die? The answer is as easy as Roguenomics! Opening all lockboxes, no questions asked, by the wagon in front of the bank!
Wordy? Perhaps. But if you can't read that much, you definitely aren't reading this guide. I'd go so far as to say as it's a pretty clever, eye-catching promotion, and others seem to agree too. On a good night I can AVERAGE 1g per box I open. Imagine getting 1 gold for every box you opened: you'd never leave town. While the exact cause for why I make so much money off lockpicking may never be known, I'd have to say the humor of how I present my service is a big part of it.
+------------+ 8. PvP Tactics +------------+
Sooner or later, you're going to have the itch to beat on other players. On a PvP server, of course, these same players are going to have the itch to beat on you, but at least on a PvE server, it's going to happen on your own terms, whether that be the Arena in Stranglethorn Vale, a random PvP-flagged player somewhere in the world, or a Battleground. There's one particularly important point you're going to want to keep in mind for any PvP encounter, so I'll take the time to list it here:
ALWAYS, ALWAYS, ALWAYS COME IN WITH POISONED WEAPONS! IF AT ALL POSSIBLE, MAKE THEM CRIPPLING POISON AND MIND-NUMBING POISON!
The reason? Simple. Although several classes can cure poison, all of them can be hit by it, and the snare effect from the poison is incredible. Also, everyone but Rogues and Warriors cast some sort of spell (although Hunters don't really have much that would count as a cast), so just about everyone can be hit by that, too.
At their best, Rogues are pretty boring to talk about in PvP. Done correctly, "stunlock" builds can keep an opponent standing around looking stupid until you finally get around to killing them. Describing such a fight is redundant: I already did. This writeup, as a general rule, assumes you aren't using a full stunlock build, but does assume you can lead with an attack from Stealth (more than likely a Cheap Shot).
------------ Versus Druid ------------
The Druid's path to victory against a Rogue in a PvP fight is to root the Rogue if at all possible, tank the Rogue in Bear form at melee range, then pop back to caster form, root, and heal, until he eventually wears you out. With Leather armor, Druids aren't quite a soft target, but they don't have the hit points to take a repeated pounding. Stunlocks work quite well if you can get it going in the beginning. Resign yourself to not getting a second opportunity at using Stealth since Druids can DoT you with Moonfire or cast Faerie Fire on you, completely eliminating your Stealth ability. Should the Druid manage to root you with Entangling Roots, they'll Moonfire you if they haven't already, back up, then either spam Wrath or use Starfire/Moonfire spams until the root breaks. While you're rooted, pull out your ranged weapon and start shooting. They can cure your poisons, but it still costs them mana to do it. The important thing is to keep combo points available so you can Kidney Shot the Druid at opportune times. If Kidney Shot is on a cooldown, wait until their hands glow green, then Kick them, which shuts out all their healing and Entangling Roots. The important thing is not to be afraid of fighting a Bear form Druid, since your DPS is higher and only stun/interrupt at the most opportune times.
------------- Versus Hunter -------------
If you can get the jump on a Hunter, take some time to survey the area around him while Stealthed. If he has a trap, move toward it and disarm it: it won't break your Stealth. Keep him stunned as long as possible while hitting him with Crippling Poison. Even if he manages to Wing Clip you and run away, he'll be snared: same as you. Riposte if your build allows for it, since it makes Hunters even less dangerous in melee.
If the Hunter gets the jump on you, you can be in serious trouble. Hunter's Mark keeps you from getting away from them with Stealth, and Aimed Shot can make your day miserable in a hurry. Evaluate whether or not you can get to the Hunter before his pet can get to you: if the pet will get to you first, snare it while you chase the Hunter. If he's trying to kite you and slips into Aspect of the Cheetah, stop: when he turns to run, hit him with a ranged attack, at which point he'll be snared as well. If he doesn't switch Aspects, use Sprint to chase him down. Once he's snared and in melee, the fight is just about over and you win.
----------- Versus Mage -----------
Unfortunately, Mages can Blink right out of stuns, which means stunlocks are pretty hard to use. However, Blink is on a 15-second cooldown, so if you can count how long it's been since the Mage last Blinked, you can determine whether or not to Kidney Shot them.
If you get the jump on the Mage, the fight will more or less always start out the same: you use Kidney Shot, he Blinks away. If you manage to hit the Mage with one or both of your poisons before this happens, it'll be pretty hard for you to lose. Also take careful note of when the Mage uses his Frost Nova: it has a 25-second cooldown, meaning he will probably only have one chance to use it. Once you're rooted, the Mage will back up and probably start throwing Frostbolts at you. As soon as he's out of melee
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