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Rod
  • Gorgonnash
  • 0. The Rogue Guide - *** Outdated ***   08/30/2006 09:10:51 AM PDT
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I have been casual for awhile and that includes my attention to the rogue boards. I am absolutely done updating the guide. I said it before but this time its cold turkey. I had previously tried to pass it to someone else and that never really came into fruition.

For an Updated Rogue Guide, please see Bisquick's Guide found at:
http://forums.worldofwarcraft.com/thread.html?topicId=6962957766&sid=1

Replies are broken.

if you would like to email me directly, you can at: rodtherogue AT yahoo DOT com

Hello my fellow rogues! This is an ever-changing guide to help us keep up with the facts about our class. With your help we can look over it all and update our facts, find broken links and even create more information to put in here. So "help me help you" and correct the errors, point out lapses and update anything you can. Thanks!


The Rogue Guide v2.0

Chapters:

    1.0 Rogue
    1.1 Rogues in WoW: Past, Present and Future
    1.2 Rogue Lore
    1.3 Abbreviations
    1.4 Rogue Basics

    2.0 Rogue Races
    2.1 Humans
    2.2 Dwarves
    2.3 Night Elves
    2.4 Gnomes
    2.5 Orcs
    2.6 Trolls
    2.7 The Undead
    2.8 Blood Elves

    3.0 Professions
    3.1 Fishing, Cooking and First Aid
    3.2 Herbalism
    3.3 Skinning
    3.4 Mining
    3.5 Alchemy
    3.6 Leatherworking
    3.7 Blacksmithing
    3.8 Engineering
    3.9 Enchanting
    3.10 Tailoring

    4.0 Rogue Skills
    4.1 Assassination Skills
    4.2 Combat Skills
    4.3 Sublety Skills
    4.4 Lockpicking
    4.5 Pickpocketing

    5.0 Rogue Talents
    5.1 Rogue Talent Builds - Current to Patch 2.1
    5.2 Talents Overview

    6.0 Gear
    6.1 Weapons
    6.2 Armor
    6.3 Notable Accessories
    6.4 Enchantments

    7.0 PvE
    7.1 Rogue Quests
    7.2 Combos and Techniques
    7.3 Grinding Guide
    7.4 Solo List
    7.5 Rogues roll in a group
    7.6 Guide to Maximizing Gear for Raid DPS by Zodar

    8.0 PvP
    8.1 Combos and Techniques
    8.2 Dueling Guide
    8.3 World PvP
    8.4 Battlegrounds

    9.0 Discussions
    9.1 To hit FAQ
    9.2 Hemorrhage vs. Sinister Strike FAQ

    10.0 Add-ons, Macros and UI

    11.0 All Links

    12.0 A brief history of the rogue forums

[ Post edited by Rod ]


Hey! I thought these new forum signatures were supposed to allow 200 characters?
200 characters my as
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Rod
  • Gorgonnash
  • 1. 1.0 Rogue    08/30/2006 09:11:37 AM PDT
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1.0 Rogue

http://www.wowwiki.com/Rogue

Class Role
The stealthy Rogue is an up-close damage dealer. Like the Mage, they can rip through mobs quickly and brutally using their wide range of combination moves. They are also worthy scouts, being able to sneak past monsters if they are skilled enough to see what lies beyond. And there's no one better than a Rogue at the end of a dungeon when a locked chest or door stands between you and hard-earned riches.


Strengths
  • Stealth abilities allow the Rogue to reach places more easily than most classes

  • Strong lock picking abilities/access compared to other classes

  • Sprint ability allows the Rogue to more easily escape battle and get a free short burst of speed in traveling



  • Weaknesses
  • More susceptible to damage than Paladins/Warriors because Rogues can only wear cloth or leather armor



  • Challenges
  • Mastering Stealth Usage

  • Managing monster hate/aggro so that tanks can take the majority of damage when possible

  • Learning and using effective combos
  • [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
    200 characters my as
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    • Gorgonnash
    • 2. 1.1 Rogues in WoW: Past, Present and Future   08/30/2006 09:12:08 AM PDT
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    1.1 Rogues in WoW: Past, Present and Future

    Past:(in progress) During Beta we were unstoppable, then we were slowly nerfed over the course of a year. Then BGs came out and we quickly discovered that once out of stealth we were easily the fastest class to die to focus fire and our role was slipping behind the front lines to kill half health eaters/drinkers or drop a clothie. The nerfing stopped at our class review. Then Cloak of Shadows came out and suddenly we had a way to kill that priest or warlock and actually live afterwards by wiping dots. It also helped survivability in BGs and Raids. Which brings us to today...

    Present: World of Warcraft Client Patch 2.1.0 (05/22/2007)

    The latest patch notes can always be found at http://worldofwarcraft.com/patchnotes/

    The patch notes highlights from a rogue perspective:


    General
  • The amount of parry rating needed to get 1% parry has been reduced by 25%.

  • Dodge Rating: Low level players now calculate dodge from dodge rating at the same rate as level 34 players.


  • Rogues

  • Added a new double-attack animation for Mutilate.

  • Added a visual, sound, and combat log message when the Cheat Death talent saves the rogue from death.

  • Blade Twisting: The delay on the daze effect has been reduced.

  • Cloak of Shadows: The tooltip has been adjusted to indicate this ability removes hostile effects, rather than dispels them. Cloak of Shadows does not count as a dispel, and will not interact with dispel resistance or effects triggered by dispelling. This ability no longer removes the Weakened Soul debuff.

  • Deadly Throw: This ability will now damage hunters and their pets when they are affected by The Beast Within or Bestial Wrath. Those targets will still be immune to the movement impairing portion of Deadly Throw.

  • Fixed a data error that caused Ghostly Strike and Riposte to generate more threat than intended.

  • Fixed a bug where the Silence effect on Garrote was getting resisted too often.

  • Gouge: This ability will no longer trigger poisons (and thus break itself).

  • Insignia of the Alliance/Horde and Medallion of the Alliance/Horde now remove Fear, Stun and Polymorph effects and no longer remove Charm effects.

  • Improved Sap (Subtlety) renamed Dirty Tricks: Increases the range of your Sap and Blind abilities by 2/4 yards and reduces the energy cost of your Sap and Blind abilities by 25/50%.

  • Increased the frequency and amount of Blinding Powder found in pickpocketed junk boxes.

  • Mutilate: This ability will now always consume the Cold Blood buff when it strikes an opponent.

  • Poisons: The difficulty of dispelling these is now based off the level of the player, not the level of the weapon the poison is applied to.

  • Reduced the reagents required to create most poisons.

  • Remorseless Attacks (Assassination): Hemorrhage added to the buff tooltip. This ability will no longer trigger from killing totems.

  • Rogue poisons no longer have charges.

  • Sap no longer removes you from stealth when used.

  • Shadowstep (Subtlety): The cooldown has been reduced to 15 seconds.

  • Stealth will now be broken correctly by damage shield such as Oil of Immolation.

  • Surprise Attacks (Combat): This talent now correctly prevents Envenom from being dodged.

  • Sword Specialization: This ability now grants extra yellow attacks instead of extra white attacks. This change will make Sword Specialization no longer reset the weapon swing timer when it triggers off special attacks, and results in a net increase in damage dealt.


  • Hunters

  • Frost Trap: This trap no longer breaks stealth from its slowing effect.

  • Flare cooldown increased to 20 seconds, and duration reduced to 20 seconds.


  • Priests
  • Power Infusion: This ability is now unuseable on Rogues or Warriors.


  • Warlocks
  • Insignia of the Alliance/Horde and Medallion of the Alliance/Horde now remove Fear, Stun and Slowing effects and no longer remove Charm and Polymorph effects.


  • Gnomes
  • In the Black Morass, gnomes are now able to run through the water like other races.

  • Male gnome /cheer animation is no longer incomplete.


  • Orcs
  • The negative effect of the orc racial ability Blood Fury no longer stacks with other effects that reduce healing (Mortal Strike, Wounding Poison, etc.)


  • Future: So bright...I got to wear shades.

    [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
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    • Gorgonnash
    • 3. 1.2 Rogue Lore & 1.3 Abbreviations   08/30/2006 09:12:39 AM PDT
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    1.2 Rogue Lore (More needed)

    For a good read on lore you can catch up on the rogue named Garona Halforcen:

    http://www.wowwiki.com/Garona

    1.3 Abbreviations

    The following are abbreviations you should become familiar with as you will see them used throughout this guide, WoW forums and even during game play:

    DPS=Damage per Second. For a weapon, this is the average damage of your weapon, divided by the speed. For a character talking about their overall DPS, this is how much damage they can deal. If someone is looking for DPS for a group like "LF1M for BRD DPS needed" then that means they are looking for you...a rogue.
    CP=Combo Point
    Crit =Critical Hit. These are attacks that do roughly 2x more damage than normal ones
    SS=Sinister Strike
    Spec=Specialization. Usually applies to what talent build you have.
    CS=Cheap Shot
    KS=Kidney Shot
    BS=Backstab
    SnD=Slice and Dice
    EA=Expose Armor
    CB=Cold Blood
    BF=Blade Flurry
    AR=Adrenaline Rush
    Hemo=Hemorrhage
    Prep=Preparation
    Premed=Premeditation
    CoS=Cloak of Shadows
    ShS or SStep=Shadowstep
    Mut=Mutilate
    DD= Dirty Deeds
    DT= Dirty Tricks
    FF= Fleet Footed
    DoT=Damage over Time. These are things like bleeds, which do their damage over a set duration.
    Rupt=Rupture -or- Garrote (please don't use this often)
    Imp. =refers to getting the improved version of the skill by use of talent points.
    Proc=Process. These are listed on weapons as a "Chance on Hit"
    AI=Artificial Intelligence, or the computer generated thinking of a creature
    Mob=Monster using artificial intelligence to fight.
    NPC=Non-Player Character
    PvP=Player verses Player
    PvE=Player versus Environment (against NPC Mobs only)
    PvM=Player versus Monster (against NPC Mobs only)

    [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
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    • Gorgonnash
    • 4. 1.4 Rogue Basics   08/30/2006 09:13:11 AM PDT
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    1.4 Rogue Basics

    Melee Attack Normalization: (affected moves: Ambush, Backstab and Sinister Strike)

    Since patch 1.8 Attack Speed is no longer multiplied by your weapons exact weapon speed, but is now multiplied by a fixed speed based on weapon type. For Daggers it is 1.7 and for Swords/Maces it is 2.4. In short, this is a slight nerf to slow weapons and a slight buff for fast weapons. When choosing what weapon to use in your main hand, weapon speed plays no part in your choice anymore, but generally speaking the weapon with the highest damage range will tend to be a slow weapon anyways.

    I'll start with a disclaimer. All the below comments are given without regard to stats, special attacks or procs. The reason being is that these seriously complicate the issue of which weapon is better than the next. Also, there is a lot of room for preference. Lets just keep it simple for now.

    Weapon basics:

    -MAIN HAND-

    Daggers are required for Backstab and Ambush and in order to get the most damage from these moves, you should use the highest median damage range possible.

    Swords/Maces are more effective if using a combat build. Since these weapons do not have an option to Backstab or Ambush your main attack will be Sinister Strike. The same rule applies for these weapons as for daggers. The best way to maximize you Sinister Strike is to Main hand the weapon with the highest median damage range possible. Since Attack power is multiplied by a static speed based on weapon type, choosing a sword/mace with a speed of 2.4 is better for instant attacks than a 1.7 dagger.

    Main Hand: (in order of priority)
    1) High Damage Range
    2) DPS

    -OFFHAND-

    Off-Hand, regardless of weapon choice, you will want the fastest weapon you can find but still with an acceptable DPS as it will excel mostly at using poisons for both PvE and PvP. In the Burning Crusade expansion it will be even more important to weild a fast off-hand as they will introduce an ability called "Shiv" which requires 40 energy but may require more energy if the weapon speed in that hand is slow. Your off-hand weapon will never do it's full DPS because it's damage is cut in half. (Even with talents its still reduced by 25%) Also, its important to know that your off-hand is not even considered in any of rogues special abilities. It basically just keeps swinging at a constant rate while fighting melee. The only special abilities that help an off-hand are ones that increase your attack rate, like Blade Flurry or Slice and Dice.

    Off-Hand:
    1) Weapon Speed - FAST (Especially after the expansion)
    2) DPS

    [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
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    • Gorgonnash
    • 5. 2.0 Rogue Races   08/30/2006 09:13:51 AM PDT
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    2.0 Rogue Races

    Rogue Race Guide by Lvlonealt
    Version 2.0


    rogue n.
    1. An unprincipled, deceitful, and unreliable person; a scoundrel or rascal.

    Update:
    I've gone through and revamped the entire guide, gone are the old rating systems that brought nothing but constant bickering. I have instead gone for an approach that highlights the strengths and weaknesses of each race and will hopefully let you decide which most fits your playstyle/mentality. I plan to update the Lore section, but I really havn't figured out what I want to do with it so for now it'll stand. Enjoy the guide, and just remember choose whichever race you'll have the most fun with.

    Gear:
    There are a ton of different looks out there for Rogues, from naked to full Bloodfang there is a large amount of gear out there to support every class, race and play style. Realistically though, the Look for end game Rogues is somewhere between Shadowcraft and Death Dealers. For these reasons, people general base their opinions on how a race appeals to them aesthetically off their appearance in one of these sets. Decide for yourself:

    http://wow.segamer.com/settier0.php?set=184&race=h&gender=m

    Size:
    While it shouldnt have a large impact on your decision, you should keep the size of your character in mind. Gnomes can have a rather large advantage in PvP situations since they are often less likely to be noticed, which is more or less the point of a Rogue fundamentally speaking. Its also important to note that Rogues are very often the Main Assist for Raids, and are always up front in the middle of the action. Will being a giant Orc make it more difficult for your Casters to see what is going on? Probably not but will you be an easier target in Alterac Valley when you come out of Stealth? You bet!

    Animations & Emotes:
    I personally think it is important to pick something with emotes that dont drive you crazy. As stupid as it seems, some people cant stand a character just because of how they say Not enough Energy (which happens a lot) so pick something that appeals to you and you will enjoy. Also, keep in mind you will be watching this character a lot so choose wisely I personally cant stand how Humans Sprint. Best way to find yourself though is to just go play with the different races. Lastly, all of the races have different animations for the Rogue abilities. Gnomes for example can do a full back flip when they Kick, and female Undead have a cool jump flip Eviscerate Animation. The most noticeable ones though are the Stealth Animations in my opinion which are quite different. Gnomes look like they are running at top speed where as Trolls look like a giant trying to sneak up on something. Night Elves appear to move very slow, and Undead have a cool zombie thing going on, so when you try to decide dont limit yourself to trying /Train and /Silly and deciding.

    [ Post edited by Rod ]


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    • Gorgonnash
    • 6. 2.1 Humans & 2.2 Dwarves   08/30/2006 09:14:26 AM PDT
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    2.1 Humans

    Starting Attributes
    Strength 21
    Agility 23
    Stamina 21
    Intelligence 20
    Spirit 21


    Perception - active
    Activate to dramatically increase stealth detection - Lasts 20 sec - 3 min cooldown
  • Perception is a reasonable ability for PvE and an amazing ability for PvP. First and foremost, it makes Human Rogues the best PvP scouts as they can move into an enemy area (like a flag room or node) and provide a more accurate assessment of the situation than anyone else. Like wise in PvE they are able to search for Stealth NPCs. The real beauty of this ability is simple, it allows you to get the opening on other Rogues and stealth Druids you know are around. A great PvP scouting utility and really gives them the one up on other Rogues.



  • The Human Spirit - passive
    Increase Spirit by 5%
  • Unfortunately Spirit doesnt do a whole lot for Rogues, as it doesnt effect anything but Health Regeneration. However it really doesnt hurt, and in the long run it does cut your down time.



  • Diplomacy - passive
    10% bonus to faction point gain
  • This on the other hand, is really quite amazing as it cuts down faction grinds considerably. At 60, this is one of the best things you can have for PvE. Not only for better gear but also for gaining schematics for your professions.



  • Sword Specialization - passive
    Humans get +5 to Sword skill
  • If you decide to use Swords, this is really nice as it gives you a higher chance to hit than the average 60 Rogue. Also nice for leveling since you can stay on top of your Sword skill easier. This helps with everything from Auto-Attack to Cold Blood. Another way to look at it:


  • +0.2 crit

  • +0.2 hit

  • -0.2 enemy dodge

  • -0.2 enemy parry

  • -0.2 enemy block



  • Mace Specialization - passive
    Humans get +5 to Mace skill
  • The same as Sword skill but uses a different weapon, definitely nice if you pick up Mace Specialization. Another way to look at it:


  • +0.2 crit

  • +0.2 hit

  • -0.2 enemy dodge

  • -0.2 enemy parry

  • -0.2 enemy block


  • Summary: Human Rogues are unparalleled in the role of PvP scout, and with a bit of luck youll always get the opener against other Stealth classes. Also, Diplomacy is probably the best PvE racial for end game since it can save you a lot of time. The Sword and Mace skill are just a bonus on top of it all.

    2.2 Dwarves

    Starting Attributes
    Strength 23
    Agility 19
    Stamina 24
    Intelligence 19
    Spirit 19


    Stoneform - active
    While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 10%. Lasts 8 sec. - 3 min cooldown
  • Probably the most underrated Rogue racial as it adds so much utility to the class. First off in PvE you have a free Cleanse from level 1, awesome for solo PvE and reduces downtime while increasing survivability. Second is the armor bonus, which can really make a difference in trying to hang on in those last few seconds of Evasion tanking. In PvP its an even more versatile ability:


  • Removes Undead Priests Devouring Plague

  • Removes Bleeds like Rend and Rupture which prevent Stealth and do damage over time

  • Removes Crippling Poison (other Rogues cant kite you)

  • Remove Blind (break any Rogues stun lock)

  • Prevents/Removes various other attacks

  • Extra armor in a pinch



  • Gun Specialization - passive
    Dwarves get +5 to Gun Skill
  • Not the most amazing ability but useful none the less. Chances are, if you are using your ranged weapon you want it to hit and this can give that extra bit of accuracy to help. Especially nice for pulling and boss fights where you cant get close.



  • Frost Resistance - passive
    All Dwarves get +10 Cold Resistance
  • You really cant complain about free resists, even better is the fact that its against the magic school frequently associated with movement effects.



  • Find Treasure - passive
    Activate to see treasure chests on mini map - lasts until canceled - no cooldown
  • Very annoying from the point of view that if this is up you cant be searching for Mining or Herbalism nodes if you choose those professions. Aside from that, it is nice for leveling your lock picking skill and if nothing else, its nice to be aware of Chests in Instances since we usually have to open them anyway.


  • Summary: Stoneform is an awesome utility for PvE and PvP that can apply to a multitude of situations. Because of it, Dwarf Rogues have a much better chance for survival in PvE, and some fun things to play around with in PvP and allow for easier restealthing. All the other little things, are nice overall bonuses that compliment that class well and give it a unique flavor.

    [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
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    • Gorgonnash
    • 8. 2.3 Night Elves & 2.4 Gnomes   08/30/2006 09:14:57 AM PDT
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    2.3 Night Elves

    Starting Attributes
    Strength 18
    Agility 28
    Stamina 20
    Intelligence 20
    Spirit 20


    Shadowmeld - active
    Activate while immobile and out of combat to enter stealth mode - lasts until canceled - 10 sec cooldown
  • Thanks to this ability, Night Elves are the only Rogues that can Stealth from level 1. Shadowmeld isnt the best ability but it can be useful. For starters its on a separate cooldown from Stealth so you can run off and Shadowmeld if you need to restealth quickly. It also can more or less save you the 5 points of Rapid Concealment since it mostly accomplishes the same thing. Mostly good for restealthing after an oops like restealthing after a long drop into a dangerous place before proceeding. More impressively though, it adds some extra Stealth just like Master of Deception. In fact a Night Elf Rogue will always have the potential to be the hardest race to detect. They say a picture is worth a thousand words so:


  • http://hghq.com/xgen/NEmod5b.gif


    Quickness - passive
    Dodge chance increased by 1%
  • This is quite literally a free Talent point, if you were going to put a Talent point into Lightning Reflexes. This is a solid damage reduction skill, and adds up in the end since its our main defense after stealth.



  • Wisp Spirit - passive
    Become a wisp when dead with movement speed increase of 50% (25% faster than normal ghost)
  • A nice ability for reducing PvE downtime. Depending on how much you die, your use will vary but realistically it does save you a lot of time in the end.



  • Nature Resistance - passive
    All Night Elves get +10 Nature Resistance
  • More free resists! With AQ and the world Dragons, this is a nice little boost for end game raiding these days. Especially since Alliance have less classes with Nature resists than the Horde. Add in that a lot of things are considered Nature including poisons and its not half bad.


  • Summary: Night Elves do a good job of really maximizing everything a Rogue should be good at. Want the best possible Dodge or Stealth? Night Elf is for you then, they even get the highest base Agility. The downside is that they dont add a lot of utility to the class so much as max out what they all ready do.

    2.4 Gnomes

    Starting Attributes
    Strength 16
    Agility 26
    Stamina 20
    Intelligence 24
    Spirit 20


    Escape Artist - active
    Activate to break out of a Root or Snare effect - 0.5 sec cast - 1 min cooldown
  • This is probably my personal favorite ability for a Rogue to have. Probably because on my first Rogue I spoiled myself on Free Action Potions but thats another story. Snares kill melee classes, why do you think Hunters are so hard to beat? Personally I think this ability adds a lot of good overall utility to the Rogue class, look at the effected abilities:


  • Frost Nova

  • Frost Shock and other Cold Effects

  • Nets

  • Entangling Roots

  • Wing Clip and Hamstring

  • Concussive Shot

  • Crippling Poison

  • Earthbind

  • Mind Flay

  • Piercing Howl

  • Traps

  • Curse of Exhaustion



  • Expansive Mind - passive
    Increase Intelligence by 5%
  • Intelligence does nothing for Rogues, and as such this is pretty close to useless.



  • Arcane Resistance - passive
    All Gnomes get +10 Arcane Resistance
  • There isnt a whole lot of Arcane damage out there, but a resist is a resist. Most notable Arcane spell would be Polymorph.



  • Engineering Specialization - passive
    15 skill bonus to Engineering
  • Unless they decide to give Gnomes some sort of Trinket that requires 315 skill this is pretty worthless once your Engineering is 300. Still nice to help you level it though.
  • Rod: Except that if you pick up engineering your pets will fight like they are 3 levels higher.

    Summary: Most of the Gnome traits are pretty close to useless, but Escape Artist really helps turn that around. It is applicable to a lot of effects in PvE and more importantly PvP. Makes Gnomes the best flag runners, will let you save your Vanish for when its vital and lastly makes them the best Rogues at not getting caught.

    [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
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    • Gorgonnash
    • 9. 2.6 Orcs & 2.7 Trolls   08/30/2006 09:15:28 AM PDT
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    2.6 Orcs

    Starting Attributes
    Strength 24
    Agility 20
    Stamina 23
    Intelligence 17
    Spirit 23


    Blood Fury - active
    Increases base melee attack power by 25% for 15 sec and reduces healing effects on you 50% for 25 sec. -2 min cooldown
  • Although the healing debuff can be dangerous (especially in Instances) this is an amazing ability. You have to realize that the flat Attack Power buff factors into every attack a Rogue has. Because of that, Orcs can get the highest possible damage out of each attack with this on. Save it for your Cold Blood or even Adrenaline Rush and you can bust out a lot of of DPS very fast. Just remember to be mindful of the debuff.



  • Hardiness - passive
    25% resistance to stun and knockout effects.
  • This is the best anti-Rogue racial available to the Horde. Dwarves can break Blind and Poison, Humans can see through Stealth but only the mighty Orc can resist 25% of a Rogues utility. This ability is also nice against other classes like Paladin, Hunter and Warrior. Stuns and knockouts are right up there with roots and snares as the reasons Rogue dies most. Nothing worse than sitting there helpless and getting wailed on. Amazing ability, the downside is its a % proc so you have no control over it. Sometimes youll get lucky and itll save the day. Sometimes youll be up the creek without a paddle. All in all a very versatile skill for PvE and PvP.



  • Command - passive
    Pet melee damage increased by 5%.
  • The only way I could see this even being applicable to your character is if it will buff Engineering pets and you happen to use them. Realistically, this does less for Rogue than an Intelligence boost.



  • Axe Specialization - passive
    Orcs get +5 to Axe skill.
  • This would be right up there with the Human weapon specialization if Rogues could use Axes.


  • Summary: The bigger they are the harder they fall, Orc Rogues are like locomotives, with Hardiness they are a pain to try to bring down, and with Blood Fury they hit harder than anybody. A solid race for Rogue across the board.



    2.7 Trolls

    Starting Attributes
    Strength 22
    Agility 25
    Stamina 22
    Intelligence 16
    Spirit 21


    Berserking - active
    Increases your attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec. 3 min cooldown Cost 10 Energy
  • Berserking has gone through a lot of changes, and to date is the only ability that requires rage/mana/energy. While the cost can be cumbersome, I think most will agree the current form of Berserk is better than its older forms. While its not the most amazing ability for PvP, it does give you awesome potential for Raid DPS. Believe it or not most of our PvE damage comes from auto-attack swings, so a speed boost to that actually does more than youd think. I think its also important to note that it can be combined with Slice and Dice to be a truly lethal ability.



  • Regeneration - passive
    10% health regen bonus, 10% active in combat
  • This is one of the better passive traits a Rogue can have since it cuts downtime but more importantly gives added survivability in combat. Troll Rogues are the only race that can gain health in combat without heals/potions.


  • Formula for the Rogue:
    1 spi = .5 hp / 2 seconds out of combat

    Formula for the Troll Rogue:
    1 spi = .55 hp / 2 seconds out of combat
    1 spi = .055 hp / 2 seconds during combat


    Beast Slaying - passive
    5% damage bonus to Beasts
  • Considering that more than 25% of the things you fight in your WoW career will be considered beast this is actually a nice damage bonus. Not very useful for PvP, but can really move you along through PvE grinding nicely.



  • Throwing Specialization - passive
    +5 to Bows and Throwing Weapon skills
  • Makes using a Bow or Thrown weapon a bit more reliable, especially nice for pulling or hitting runners. Provides a nice and consistent application to PvP and PvE.


  • Summary: The Troll race lends itself nicely to PvE with a damage boost to the most frequent mobs. Not to mention having the highest theoretical DPS in end game Raid Instances thanks to Berserking. Add Regeneration and throwing specialization on top of it, and Trolls are arguably the best Grinding/Raid race. [/quote]

    [ Post edited by Rod ]


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    • Gorgonnash
    • 10. 2.7 Undead & 2.8 Blood Elf   08/30/2006 09:16:00 AM PDT
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    2.7 Undead

    Starting Attributes
    Strength 20
    Agility 21
    Stamina 22
    Intelligence 18
    Spirit 25


    Will of the Forsaken - active
    Activate to become immune to Fear, Sleep, and Charm effects. Can also be used while already afflicted by Fear or Sleep - lasts 5 sec - 2 min cooldown
  • This is in many ways the definitive PvP Racial of the Rogue class. While it did lose some of its steam when PvP Trinkets came into the world it still remains one of the strongest Racials. It breaks Fear, it breaks Charm, it breaks Mind Control, it breaks Wyvern Sting, its an awesome ability. With this you really dont have to have the PvP Trinket, although its still nice for Polymorph. A couple important notes, this doesnt work against Death Coils Horrify effect, and it can break as well as make you immune to other effects for 5 seconds.



  • Cannibalize - active
    Activate to regenerate 7% of total health every 2 sec. by consuming Humanoid or Undead corpses within 5 yds - lasts 10 sec - 2 min cooldown
  • A very nice ability for reducing downtime since it essential works like a bandage on a different timer. Definitely a nice skill for any class that cant heal.



  • Underwater Breathing - passive
    Underwater breath lasts 300% longer than normal
  • This actually coincides with the Rogue class rather well. First off, it gives you more time to do stuff underwater kill, hide, gather, etc The real beauty of this ability though is that Stealth slows your movement speed underwater as well as on land. This means Undead Rogues have that much more time at their disposal for moving through dangerous water or getting an opening underwater.



  • Shadow Resistance - passive
    All Undead get +10 Shadow Resistance
  • The only Horde Rogue race with a free magic resist, and its a nice one at that. It goes well with Will of the Forsaken since only two classes do Shadow damage and is nice for BWL as well.


  • Summary: While their defenses arent as versatile as say the Orcs, they are hand down the best race for fighting Priests and Warlocks in the game. Which is actually a really good roll for a Rogue, as both of those classes cause devestaion on the battleground when played right, and Undead Rogues are really the strongest choice to take them down. Ever since their buff and the advent of Death Coil, Warlock have been very hard to fight and being able to break Fear is arguably the most useful group PvP skill. All of their racials apply to the Rogue well for PvE and PvP, a very solid choice.




    2.8 Blood Elf Raciels by Lidazlis

    Starting Attributes
    Strength 18
    Agility 25
    Stamina 19
    Intelligence 24
    Spirit 19

    Arcane Affinity - passive
    Enchanting skill increased by 15.
  • Since there aren't any 315 enchanting recipes (yet; I imagine this will change when the level cap increases), it has little utility in end-game. However, it does help should you take enchanting as one of your professions.


  • Magic Resistance - passive
    All resistances increased by 5.
  • As resists go, it's one of the better ones, in at it actually gives you 25 resist points as opposed to the usual 10. This will be more useful later on, given that MC is all about Fire, AQ nature, and Naxx will be Shadow/Frost.


  • Mana Tap - active
    30 yd range - 30 sec cooldown
    Drains 50 mana from your target and charges you with Arcane energy for 10 min. This effect stacks up to 3 times.

  • Potentially very helpful in PVE against caster mobs, and in PVP versus casters. It's currently unclear whether this scales with level. If it does, than it will probably drain 650 per charge.


  • Arcane Torrent - active
    Instant - 2 min cooldown
    Silence all enemies within 8 yards for 2 sec. In addition, you gain 5 Rage/12 Mana/20 Energy for each charge of Mana Tap currently affecting you.
    The above Mana value is indicative of a level 1 character as Mana values for this ability will scale with level. At level 70, this will return 161 for each mana tap, for potential total of
    483.

  • This is quite possibly one of the best rogue racials in the game, although it is highly situational, requiring 1.5 minutes to set up in full. However, the energy return is equivalent to an epic trinket.
  • [ Post edited by Rod ]


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    • Gorgonnash
    • 11. 3.0 Professions    08/30/2006 09:16:31 AM PDT
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    3.0 Professions

    First Aid, Cooking and Fishing should ALL be trained as rogues have no other way to heal.

    Gathering Skills: Mining, Herbalism, and Skinning

  • These are great for selling on the Auction House (AH) for money. You may take two but make sure one of them is Skinning because if you have Mining and Herbalism you cannot search for both on your mini-map at the same time. Herbalism is great for rogues especially for Swiftthistle for cooking Thistle Tea. Skinning is good when coupled with leatherworking to provide you own leather. Mining is good for both Blacksmithing and Engineering.


  • Trade Skills: Leatherworking, Alchemy, Engineering, Tailoring, Enchanting, Blacksmithing.

  • Out of these trade skills there is one you simply should not be choosing; tailoring. You can wear leather so there is no need for cloth and it uses up you cloth you need for bandages. Blacksmithing is a weak choice too for the opposite reason; you cannot use any armor greater than leather so you would only be using it for weapons. Leatherworking at endgame is pretty much useless but great up until then. Enchanting is great as you can farm for weapons as a rogue and disenchant all soulbound items you cannot use but keep in mind that it is a huge gold sink early on and requires AH sitting to profit at endgame.. Engineering is the most useful skill because it has all the cool toys that only engineers can use. My personal favorite is alchemy though because if you are buffed up with potions you are able to compete about 2-3 levels higher than not buffed. Alchemy is also great because you will already want to pick up Herbalism to supply yourself with Fadeleaf and Swiftthistle and then you can do something with all those other herbs as well.


  • Profession Combo choices:

    Money: Skinning & Herbalism, Skinning & Mining
    Self-Sustaining: Herbalism & Alchemy, Mining & Engineering, Mining & Blacksmithing, Skinning & Leatherworking
    Usefulness without regards to money or supply: Engineering & Enchanting

    Check Chalon's FAQ for more in depth coverage on professions. Found here:

    http://forums.worldofwarcraft.com/thread.html?topicId=11931383&sid=1

    [ Post edited by Rod ]


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    • Gorgonnash
    • 12. 3.1 Professions (cont)   08/30/2006 09:17:05 AM PDT
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    3.1 Professions

    Updating

    Just a damn fine thread that tells how to power level any profession.
    http://forums.worldofwarcraft.com/thread.html?topicId=14733438&sid=1

    3.1 Fishing, Cooking and First Aid
    3.2 Herbalism
    3.3 Skinning
    3.4 Mining
    3.5 Alchemy
    3.6 Leatherworking
    http://forums.worldofwarcraft.com/thread.html?topicId=11871188&sid=1
    3.7 Blacksmithing
    http://forums.worldofwarcraft.com/thread.html?topicId=11873312&sid=1
    3.8 Engineering
    http://forums.worldofwarcraft.com/thread.html?topicId=11872218&sid=1
    3.9 Enchanting
    3.10 Tailoring

    http://forums.worldofwarcraft.com/thread.html?topicId=11961338&sid=1

    [ Post edited by Rod ]


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    • Gorgonnash
    • 13. 4.0 - 4.3 Rogue Spells   08/30/2006 09:17:36 AM PDT
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    4.0 Rogue Spells

    For a detailed look at the abilities available with or without talent points spent, check out wowwiki page here:

    http://www.wowwiki.com/Detailed_Rogue_Abilities

    Also, for a list of the skills that will become available to you as you level I have found this page to be a great resource:

    http://wowvault.ign.com/View.php?view=Skills.List&category_select_id=5


    4.1 Assassination

    Eviscerate (Finishing Move) - Finishing move that causes additional damage per Combo Point. This is your instant damage SLAM ability that you should use to finish monsters off or take a chunk out of them. Manual of Eviscerate (Rank 9) drops off Blackhand Assassins in Black Rock Spire.
    Garrote (DOT)(Requires Stealth) - Garrote the enemy, causing X damage over Y seconds. Must be in Stealth mode behind the target. If you are going to fight the target for a long time it's a wise idea to sneak up and use this skill. The monster will be damaged over time as you fight them. Garrote increases in potency with greater attack power.

    Rupture (Finishing Move)(DOT) - Finishing move that causes damage over time. Lasts longer per Combo Point. This is another damage-over-time ability that is more useful when you fight the monster long enough so that it reaches the full effect; otherwise, you should use another finishing move. Rupture increases in potency with greater attack power.

    Ambush (Combo move)(Requires Stealth)(Requires Daggers) - Ambush the target, causing X% weapon damage plus Y to the target. Must be Stealthed and behind the target.

    Slice and Dice (Finishing Move) - Finishing move that increases melee attack speed by X%. Lasts longer per Combo Point. You only need to power up this ability enough such that you have the increased speed for the duration of the fight. If you are fighting multiple monsters you might find it useful to power-up on one monster, release, then use the speed on the second monster. This can trigger the Ruthlessness talent.

    Cheap Shot (Combo Move)(Requires Stealth) - Stuns the target for X seconds. This ability allows you to start off the fight with some cheap hits on the enemy that they can't respond to. A Rogue could also Stealth during a fight using Vanish (while in a party) and use a Cheap Shot at the end of the fight to prevent the monster from escaping.

    Kidney Shot (Finishing Move) - Finishing move that stuns the target. Lasts longer per Combo Point. This ability can also be used to stun a monster to prevent them from escaping or to prevent any further damage. This is subject to diminishing returns.



    4.2 Combat

    Backstab (Combo Move) (Requires Daggers) - Backstab the target, causing +X% weapon damage plus Y to the target. Must be behind the target. This ability uses a lot of energy. You can backstab fleeing monsters. Backstab will automatically target the nearest enemy if no target is selected.
    Feint - Perform a Feint, causing no damage but lowering your threat a small amount. The point of this ability is to reduce the amount of monster hate so a target will attack another party member that is better equipped to handle the attack such as a Paladin or Warrior.

    Sinister Strike (Combo Move) - A wicked strike that adds X damage to your normal weapon damage. This is typically the main skill used for generating Combo Points.

    Gouge (Combo Move) - Causes X damage and dazes the opponent for Y seconds. Target must be facing you. Any damage caused to the target will break Gouge. Cancels combat if successful. This ability can give you time to run, or can allow you to get behind the monster for a Backstab.

    Kick - A quick kick that injures a single foe for X damage and interrupts the spell being cast Y% of the time for Z seconds. This ability should be used against spell casters to interrupt them when they are in the process of casting. Watch for the casting animation, and then wait until you have enough energy to Kick. Good Rogue players are always on top of using Kick.



    4.3 Subtlety

    Sap (Requires Stealth) - Knocks the target out for X seconds. Must be Stealthed. Only works on humanoids. Any damage caused will revive the target. Only one target may be Sapped at a time. Sap will not work on a target that is in combat. Targets have a chance of waking up before the duration ends. Players have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds. Enemy rogues will always lose stealth when you Sap them.

    Distract - Throws a distraction, attracting the attention of all nearby monsters for X seconds. Does not break Stealth. Distract is effective against creatures that are already distracted.

    Blind - Blinds the target, causing it to wander at X% of move speed confused for up to Y seconds. This requires Blinding Powder. Any damage will cancel the Blind effect. Blind cancels combat when used.

    Vanish
    Allows the Rogue to vanish from sight, entering an improved Stealth mode, but reducing the speed to X% of normal for Y seconds. Spellcasting against a Rogue that successfully uses Vanish will now be interrupted. Vanish breaks root and snare effects. Vanish cancels spells in progress and missiles in flight if they are being cast at the vanished player. If a DoT is active when you use Vanish, unless it is a snare as well, it will remain and break Vanish the next time it does damage. Vanish removes effects that allow the caster to always remain aware of their target (currently Hunter's Mark and Mind Vision).

    Pick Pocket (Requires Stealth)
    Pick the target's pocket. You can use this ability to get some free loot off the monster. It does not take away loot that would be normally received when killing the monster. Pick Pocket is a special chance to loot the monster. Typically minor amounts of cash or items are found. You can find valuable gems at higher levels. Pickpocket can be used on targets that are in combat, as long as the rogue remains stealthed.


    [ Post edited by Rod ]


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    • Gorgonnash
    • 14. 4.4 Lockpicking & 4.5 Pickpocketing   08/30/2006 09:18:09 AM PDT
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    4.4 Lockpicking

    This skill allows the rogue to open locked doors, chests, and lockboxes. It is a gathering skill, like fishing or mining; the rogue must have it at or above a certain level to open certain types of locks. This skill typically doesn't advance quickly enough with casual use; rogues must occasionally go out on runs to improve their lockpicking. Fortunately, your rogue trainer can point you to areas which contain footlockers at your skill level.

    New Guide found here:

    http://forums.worldofwarcraft.com/thread.html?topicId=11872172&sid=1

    4.5 Pickpocketing

    Pick Pocket (Requires Stealth)

    This ability allows the rogue to get some extra loot from an enemy NPC. The rogue must be stealthed and within 5 yards of his target to use this skill. If it is successful, a loot box will pop up, allowing him to choose which items to take; typically, this is a handful of silver, with a chance for odd monster-specific items. If the skill is resisted, the monster immediately detects the rogue and aggros. Failure rates depend on relative levels, but the base failure rate seems to be around 5%.

    Many monsters have no pockets, and thus cannot be pickpocketed. Typically humanoid types will have pockets and beasts won't, but there are numerous exceptions. If a rogue attempts to pickpocket a monster who doesn't have pockets, the moster does not aggro. Enemy players never have pockets.
    The items recieved from picking pockets are not subject to group looting rules, so you always get all the items and 100% of the money. The money and items picked up with this ability are extras, in addition to the monster's normal loot when it is killed, so a rogue picking pockets is not depriving his companions of loot. Each monster has only a few items in his pockets when he spawns; if one rogue goes through an area, picking all the monsters' pockets but killing none of the monsters, then the next rogue through the area will find that all the monsters pockets are empty. For this reason, it is considered polite to kill every monster whose pockets you pick, unless you are in an instance; that way, the monsters will respawn and the next rogue through the area can pick their pockets as well. Pickpocket can be used on targets that are in combat, as long as the rogue remains stealthed. (since patch 1.12)


    Rod's take: Pickpocketing is a very lucrative ability. Coupled with grinding, It usually is cappable of giving you 50% more money than grinding alone. It is an a skill you must do from stealth but is non-positional. that means you CAN pickpocket from the front of a Mob so long as he is not a high enough level to detect you. Distract is you friend when wanting a mob that doesn't move. It will buy you the time necessary to pickpoket without being noticed. As of patch 1.12 you can find junkboxes with rogue reagents inside ( Flash Powder, Essence of Agony etc...). Also since patch 1.12 you can pickpocket from a mob in combat with someone else. Now you pickpocketing isn't ruined if a party member starts attacking someone a little early; now your party has to wait for you to finish pickpocketing to get your help on the mob. =P

    Interesting Facts about Pickpocketing:

  • Pickpocket can be used on targets that are in combat, as long as the rogue remains stealthed.

  • It is possible to sap a mob and then Pickpocket it while it is sapped as long as you remain stealthed.

  • All manner of rogue reagents can be found in locked junkboxes (obtained from pickpocketing).
  • [ Post edited by Rod ]


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    • Gorgonnash
    • 15. 5.0 Rogue Talents    08/30/2006 09:18:40 AM PDT
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    5.0 Rogue Talents

    First, get to know The Three Talent Trees and each talents. It might help to use a talent calculator.
    This is my new favorite: http://www.wowhead.com/talent/
    Or there is: http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=7
    Or Blizzards own: http://www.worldofwarcraft.com/info/classes/rogue/talents.html


  • Assassination - Burst or Frontloaded Damage, Critical Hit Increases, More potent Finishing moves and Poison Improvements.

  • Combat - Sustained Damage and Passive Bonuses and improvements to Open Melee Fighting.

  • Subtlety - Stealth Improvements, Opening Move Improvements, DoTs, Energy Conservation and Cooldown Control.


  • Most builds try to utilize two of the three major 21pt talents: Cold Blood, Blade Flurry and Preparation. Other builds try to incorporate a 31pt Talent: Vigor, Adrenaline Rush or Premeditation. With the 31pt talent, be sure to pick up the 21pt talent in that tree as well but be forewarned that grabbing a 31pt talent will limit your flexibility and customizability of choosing your talents as they we mostly be in one talent tree. The builds below are fairly common and keep in mind there are variants for all of them and as long as you keep the key talents, are fully customizable. The talent builds are simplified to a series of numbers separated with a "/" to read as Assassination/Combat/Subtlety. (eg 21/8/22, 31/8/12)

    No matter what build you use, get Improved Sinister Strike first. Let me also say that for grinding I think Remorseless Attacks 2/2 is the best talent as it gives you a 40% opportunity to Critical that next Ambush leaving your same level mob with around 60% of his health. Once fully specced with malice and Imp. Ambush that could bring its crit chance up to over 100%. Thats like a free CB for 20 sec after every kill from a green or higher mob.

    [ Post edited by Rod ]


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    • Gorgonnash
    • 16. 5.1 Rogue Talent Builds   08/30/2006 09:19:13 AM PDT
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    5.1 Rogue Talent Builds

    Rogue talents are pretty straight forward and there is a lot of room to customize them for your own needs. Even though I have provided a link to a specific build, they are there for a guideline only and should be adjusted to suit your needs. I have also included a rating system on the builds and where they excell. Rogues dominate in World PvP though so you won't see that rating plummit in any build.


    Mutilate Builds Overview:
    Mutilate is very dependent on circumstances. First, it requires your target to be poisoned to get the full damage from it. It's also positional requiring you to be behind your target to use it. These limitations make it unbearable to solo elementals since they cannot be poisoned or stunned. The pros to Mutiliate is that it is probably the most flexable out of all other specs for everything else. Mutilate benefits the most from Envenom because it is very easy to pick up the talent "Vile Poisons" for the increased damage and keeping Deadly Poison on your target helps the move Mutilate to it's full damage. Also, the cookie cutter builds are 41/20/0 and 41/0/20 but if you go 41/0/5 then you benefit entirely from Opportunity and have 15 discretionary points left over. My prefered Mutilate build is a PvP oriented 41/3/17.

    Mutilate/Combat - 41/20/0

    Example: http://www.worldofwarcraft.com/info/classes/rogue/talents.html?0053201055201325010513023052000050000000000000000000000000000000000

    Ratings:
    Arena 2vs.2: C
    Arena 3vs.3: C
    Arena 5vs.5: B
    BGs: B
    5-Mans: A
    10 Mans: A
    25 Mans: A
    5-Man Heroic: A
    World PvP: A+
    Duels: A
    Grinding: A



    Mutilate/Subtlety - 41/0/20

    Example:http://www.worldofwarcraft.com/info/classes/rogue/talents.html?3253201050021325010510000000000000000000000005520000302300000000000

    Ratings:
    Arena 2vs.2: A
    Arena 3vs.3: B
    Arena 5vs.5: C
    BGs: B
    5-Mans: B
    10 Mans: B
    25 Mans: B
    5-Man Heroic: A
    World PvP: A+
    Duels: A+
    Grinding: B



    Combat Builds Overview:
    Anyone who is serious about DPS in a raid setting should be speccing in a combat spec and spending at least 41 talent points. Other builds may come close to what combat can do but nothing will top it's sustained damage. It's also the best choice as the game progresses as it benefits the most from +hit, +haste and overall gear upgrades. In PvP, Combat builds excell at taking on our feared classes better than other specs. Bear Druids, Paladins and Warriors are still our banes but the combat spec makes them less effective with the extra Dodge and Parry, Extra +hit, DW spec, Riposte, BFand AR.

    Combat Daggers - 16/41/5 (-1 point from either Relentless Strikes, Lethality or Opportunity)

    Example:http://www.worldofwarcraft.com/info/classes/rogue/talents.html?0052031040000000000003203050022550100220210510500000000000000000000

    Ratings:
    Arena 2vs.2: C
    Arena 3vs.3: D
    Arena 5vs.5: D
    BGs: C
    5-Mans: B
    10 Mans: A+
    25 Mans: A+
    5-Man Heroic: A
    World PvP: B
    Duels: D
    Grinding: C




    Combat Swords/Maces/Fists - 16/41/0 (+4 points usable at your own discretion)

    Example:http://www.worldofwarcraft.com/info/classes/rogue/talents.html?3053001050000000000003203050022050150023210512000000000000000000000

    Ratings:
    Arena 2vs.2: B
    Arena 3vs.3: B
    Arena 5vs.5: C
    BGs: B
    5-Mans: A
    10 Mans: A
    25 Mans: B
    5-Man Heroic: A
    World PvP: A
    Duels: A
    Grinding: A+



    Shadowstep Builds Overview:
    No one hits out of stealth like a Shadowstep rogue. This build excells at getting the BIG crits early in the fight. It's very easy to Premed > Shadowstep > Ambush > 5 CP Evis and drop about any half health caster in PvP. That's 2-shotting. It's not really a practical spec for PvE in general as the sustained DPS just cannot compete. It's a flashy build but only really helps you kill classes you already could kill: Clothies and other Rogues.

    Shadowstep - 17/3/41

    Example:http://www.worldofwarcraft.com/info/classes/rogue/talents.html?3050031050000000000003000000000000000000000005500030302321203501051

    Ratings:
    Arena 2vs.2: A
    Arena 3vs.3: A
    Arena 5vs.5: A
    BGs: A
    5-Mans: B
    10 Mans: C
    25 Mans: D
    5-Man Heroic: C
    World PvP: A+
    Duels: A
    Grinding: C




    Arena Build - 30/0/31

    Example:http://www.worldofwarcraft.com/info/classes/rogue/talents.html?3053031050001225000000000000000000000000000005510031002321200501000

    Ratings:
    Arena 2vs.2: A+
    Arena 3vs.3: A+
    Arena 5vs.5: A
    BGs: A
    5-Mans: B
    10 Mans: C
    25 Mans: C
    5-Man Heroic: C
    World PvP: A+
    Duels: A+
    Grinding: C



    Endless Stunlock - 32/3/26 (You hit like you are dual-weilding pillows, but you can lock someone up for a long time)

    Example:http://www.worldofwarcraft.com/info/classes/rogue/talents.html?3053201050101325010003000000000000000000000005500331002301210000000

    Ratings:
    Arena 2vs.2: A
    Arena 3vs.3: A
    Arena 5vs.5: B
    BGs: B
    5-Mans: B
    10 Mans: C
    25 Mans: D
    5-Man Heroic: C
    World PvP: A+
    Duels: A+
    Grinding: D



    The True Man's Build for Manly Men - 0/0/0

    Example:http://www.worldofwarcraft.com/info/classes/rogue/talents.html?0000000000000000000000000000000000000000000000000000000000000000000

    Ratings:
    E-Peen: A+
    Bragging Rights: A+
    LOL in General: A+
    LOL in Forums: A+
    Respect from Rod: A+

    [ Post edited by Rod ]


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    • Gorgonnash
    • 17. 5.2 Rogue Builds AFTER the BC Expansion   08/30/2006 09:19:44 AM PDT
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    Talents Breakdown





    Assassination:


    Tier 1

  • Improved Eviscerate - Increases the damage caused by your Eviscerate ability by 5/10/15%.

  • Remorseless Attacks - After killing an opponent that yields experience or honor, gives you a 20/40%increased critical strike chance on your next Sinister Strike, Hemorrhage, Backstab, Mutilate, Ambush, or Ghostly Strike. Lasts 20 sec.

  • Malice - Increases Critical Strike chance by 1/2/3/4/5%.


  • Tier 2

  • Ruthlessness - Gives your finishing moves a 20/40/60% chance to add a combo point to your target.

  • Murder - Increases all damage caused against Humanoid, Giant, Beast, and Dragonkin by 1/2%.

  • Improved Backstab - Increases the critical strike chance of your Backstab ability by 10/20/30%
  • .

    Tier 3

  • Relentless Strikes - Your finishing moves have a 20% chance per combo point to restore 25 energy.

  • Improved Expose - Armor Increases the armor reduced by your Expose Armor ability by 25/50%.

  • Lethality - Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, Mutilate, Shiv, or Hemorrhage abilities by 6/12/18/24/30%.


  • Tier 4

  • Vile Poisons - Increases the damage dealt by your Poisons and Envenom ability by 4/8/12/16/20% and gives your poisons an additional 8/16/24/32/40% chance to resist Dispel effects. Note: As of the BC release, there is a bug with Vile Poisons making poisons 100% resistant to dispells. [1]

  • Improved Poisons - Increases the chance to apply poisons to your target by 2/4/6/8/10%.


  • Tier 5

  • Fleet Footed - Increases your chance to resist movement impairing effects by 5/10% and increases your movement speed by 4/8%. This does not stack with other movement speed increasing effects.

  • Cold Blood - (Active) When activated, increases the critical strike chance of your next offensive ability by 100%.

  • Improved Kidney Shot - While affected by your Kidney Shot ability, the target recieves an additional 3/6/9% damage from all sources.

  • Quick Recovery - All healing effects on you are increased by 10/20%. In addition, your finishing moves cost 40/80% less energy when they fail to hit.


  • Tier 6

  • Seal Fate - Your critical strikes from abilities that add combo points have a 20/40/60/80/100% chance to add an additional combo point.

  • Master Poisoner - Reduces the chance your poisons will be resisted by 2/4% and increases your chance to resist poison effects by an additional 15/30%.


  • Tier 7

  • Vigor - Increases your maximum Energy by 10.

  • Deadened Nerves - Decreases all physical damage taken by 1/2/3/4/5%.


  • Tier 8

  • Find Weakness - Your finishing moves increase the damage of all offensive abilities by 2/4/6/8/10% for 10 seconds.


  • Tier 9

  • Mutilate - (Active) Instantly attacks with both weapons for an additional 101 for each weapon. Damage is increased by 50% against poisoned targets. Must be behind the target. Awards 2 combo points.








  • Combat:


    Tier 1

  • Improved Gouge - Increases the effect duration of your Gouge ability by .5/1/1.5 seconds.

  • Improved Sinister Strike - Reduces the Energy cost of your Sinister Strike ability by 3/5.

  • Lightning Reflexes - Increases your Dodge chance by 1/2/3/4/5%.


  • Tier 2

  • Improved Slice and Dice - Increases the duration of your Slice and Dice ability by 15/30/45%.

  • Deflection - Increases your Parry chance by 1/2/3/4/5%.

  • Precision - Increases your chance to hit with melee weapons by 1/2/3/4/5%.


  • Tier 3

  • Endurance - Reduces the cooldown of your Sprint and Evasion abilities by 45/90 sec.

  • Riposte - (Active) A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 seconds.

  • Improved Sprint - Gives a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability.


  • Tier 4

  • Improved Kick - Gives your Kick ability a 50-100% chance to silence the target for 2 seconds.

  • Dagger Specialization - Increases your chance to get a critical strike with Daggers by 1/2/3/4/5%.

  • Dual Wield Spec. - Increases the damage done by your offhand weapon by 10/20/30/40/50%.


  • Tier 5

  • Mace Specialization - Increases your skill with Maces by 1/2/3/4/5, and gives you a 1/2/3/4/5% chance to stun your target for 3 seconds with a mace.

  • Blade Flurry - (Active) Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 seconds

  • Sword Specialization - Gives you a 1/2/3/4/5% chance to get an extra attack on the same target after dealing damage with your Sword.

  • Fist Weapon Spec. - Increases your chance to get a critical strike with Fist Weapons by 1/2/3/4/5%.


  • Tier 6

  • Blade Twisting - Gives your Sinister Strike, Backstab, Gouge and Shiv Abilities a 10/20% chance to Daze the target for 8 Seconda

  • Weapon Expertise - Increases your skill with Swords, Fist, and Dagger weapons by 5/10.

  • Aggression - Increases the damage of your Sinister Strike and Eviscerate abilities by 2/4/6%.


  • Tier 7

  • Adrenaline Rush - (Active) Increases your Energy regeneration rate by 100% for 15 seconds.

  • Vitality - Increases your total Stamina by 2/4%, and your total Agility by 1-2%.

  • Nerves of Steel[/b] - Increases your chance to resist Stun and Fear effects by an additional 5/10%.


  • Tier 8

  • Combat Potency - Gives your successful off-hand melee attacks a 20% chance to generate 3/6/9/12/15 Energy.


  • Tier 9

  • Surprise Attacks - Your finishing moves can no longer be dodged, and the damage dealt by your Sinister Strike, Backstab, Shiv, and Gouge abilities is increased by 10%..








  • Sublety:


    Tier 1
  • Master of Deception - Reduces the chance enemies have to detect you while in Stealth mode. Master of Deception (Rank 5) improves your Stealth to that of a character three levels higher.

  • Opportunity - Increases the damage dealt when striking from behind with your Backstab, Mutiliate, Garrote, and Ambush abilities by 4/8/12/16/20%.


  • Tier 2

  • Sleight of Hand - Reduces the chance you are critically hit by melee and ranged attacks by 1/2% and increases the threat reduced by your Feint ability by 10/20%.

  • Dirty Tricks - Increases the range of your Blind and Sap abilities by 5 yards and reduces the energy cost of your Blind and Sap abilities by 25/50%.

  • Camouflage - Increases your speed while stealthed by 3/6/9/12/15% and reduces the cooldown of your Stealth ability by 1/2/3/4/5 seconds.


  • Tier 3

  • Initiative - Gives you a 25/50/75% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability

  • Ghostly Strike - (Active) A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 seconds. Awards 1 combo point.

  • Improved Ambush - Increases the critical strike chance of your Ambush ability by 15/30/45%.


  • Tier 4

  • Setup - Gives you a 15/30/45% chance to add a combo point to your target after dodging their attack or fully resisting one of their spells

  • Elusiveness - Reduces the cooldown of your Vanish and Blind abilities by 45/90 seconds.

  • Serrated Blades - Causes your attacks to ignore 2.67X armor/level of your target's Armor and increases the damage dealt by your Rupture ability by 10/20/30%. The amount of Armor reduced increases with your level.


  • Tier 5

  • Heightened Senses - Increases your Stealth detection and reduces the chance you are hit by spells and ranged attacks by 2/4%.

  • Preparation - (Active) When activated, this ability immediately finishes the cooldown on your Evasion, Sprint, Vanish, Cold Blood, Adrenaline Rush, and Premeditation abilities.

  • Dirty Deeds - Reduces the Energy cost of your Cheap Shot and Garrote abilities by 10/20 Energy.

  • Hemorrhage - (Active) An instant strike that damages the opponent and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 3/5/7/10. Lasts 30 charges or 15 sec. Awards 1 combo point.


  • Tier 6

  • Master of Subtlety - Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 4/7/10% damage.

  • Deadliness - Increases your Attack Power by 2/4/6/8/10%.


  • Tier 7

  • Enveloping Shadows - Increases your chance to avoid area of effect attacks by an additional 5/10/15%.

  • Premeditation - (Active) When used, adds 2 combo points to your target. You muss add to or use those combo points within 10 seconds or the combo points are lost.

  • Cheat Death - You have a 10/20/30% chance to completely avoid any damaging attack that would otherwise kill you.


  • Tier 8

  • Sinister Calling - Increases your total Agility by 3/6/9/12/15%.


  • Tier 9

  • Shadowstep - (Active) Attempts to step through the shadows and reappear behind your enemy. The damage of your next Ambush, Backstab or Garrote ability is increased by 20%. Lasts 10 seconds.

  • [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
    200 characters my as
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    Rod
    • Gorgonnash
    • 18. 6.0 Gear   08/30/2006 09:20:18 AM PDT
    limit-reached limit-reached
    6.0 Gear

    The following link is a great site to find your rogue gear as you level and Gear up to 70. Give it a little time to load, it is well worth the wait.

    http://www.wow-loot.com/rogue.htm

    WoW Equip:

    http://wowequip.tehbox.org/


    6.1 Weapons

    Weapon Trainers by Chalon

    Rogues start out only knowing how to use daggers and throwing knives. However, you can train one-hand swords, one-hand maces, fist weapons, crossbows, bows, and guns. You can train these weapons with a weapon master trainer in a major city. The cost is 10s per weapon style you want to learn. Once you are in a major city, to find the weapon master, simply ask one of the guards. However, each trainer only has certain weapons they can train.

    Alliance:
    Darnassus - Bow, Fist
    Stormwind - Sword, Crossbow
    Ironforge - Gun, Mace, Fist

    Horde:
    Orgrimmar - Bow, Fist
    Undercity - Sword, Crossbow
    Thunderbluff - Gun, Mace

    Notable Weapons

    Most are borrowed from Wowwiki.com:

    http://www.wowwiki.com/Rogue#Abilities




    Swords 

    Cruel Barb - lvl 19 req - BoP superior sword from Edwin VanCleef in the Deadmines.
    Mirah's Song - Quest reward from Scholomance
    Sword of Omen - lvl 32 req - from quest Into the Scarlet Monastery from Varimathras in the Undercity.
    Thrash Blade - Quest reward from the Maraudon quest where you need to kill Princess
    Vanquisher's Sword - lvl 37 req - from quest Bring the End from Andrew Brownell in the Undercity.
    Krol Blade - lvl 51 req - BoE - epic sword. Random world drop.
    Dal'Rend's Sacred Charge - lvl 58 req - BoP -superior sword from Rend Blackhand of Blackrock Spire.
    Dal'Rend's Tribal Guardian - lvl 58 req - BoP - superior sword from Rend Blackhand of Blackrock Spire.
    Ravenholdt Slicer - Quest reward from Silithus
    Brutality Blade - lvl 60 req - BoP - epic sword from Garr in the Molten Core instance.
    Vis'Kang the Bloodletter - lvl 60 req - BoP - epic sword from Onyxia from Onyxia's Lair.
    Chromatically Tempered Sword - lvl 60 req - BoP - epic sword from Chromaggus in Blackwing Lair.
    Ancient Qiraji Ripper - lvl 60 req - BoP - epic sword from Fankriss the Unyielding in Temple of Ahn'Qiraj.

    Level 70 optimal gear:
    Thottbot Main-Hand Swords: http://www.thottbot.com/?f=w;skill=Sword;name=;loc=Main%20Hand;loc=One-Hand;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=2.0;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps

    Thottbot Off-Hand Swords: http://www.thottbot.com/?f=w;skill=Sword;name=;loc=Off%20Hand;loc=One-Hand;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps





    Daggers 

    Talon of Vultros - lvl 21 req - drops off Vultros, a rare monster in Westfall.
    Toxic Revenger - lvl 27 req - - BoP - drops off Viscous Fallout in Gnomeregan.
    Tigerbane - lvl 33 req - World Drop
    Julie's Dagger - lvl 50 req - World Drop
    Barman Shanker - lvl 50 req - BoP - drops off Plugger Spazzring in the Blackrock Depths instance.
    Fang of the Faceless - lvl 60 req - BoP - epic dagger from Hakkar the Soulflayer in the Zul'Gurub instance.
    Gutgore Ripper - lvl 60 req - BoP - epic dagger from Garr in the Molten Core instance.
    Perdition's Blade - lvl 60 req - BoP - epic dagger from Ragnaros in the Molten Core instance.
    Dragonfang Blade - lvl 60 req - BoP - epic dagger from Vaelastrasz the Corrupt in the Blackwing Lair instance.
    Core Hound Tooth - lvl 60 req - BoP - epic dagger from Majordomo Executus in the Molten Core instance.

    Level 70 optimal gear:
    Thottbot Main-Hand Daggers: http://www.thottbot.com/?f=w;skill=Dagger;name=;loc=Main%20Hand;loc=One-Hand;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=1.60;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps

    Thottbot Off-Hand Daggers: http://www.thottbot.com/?f=w&skill=Dagger&name=&loc=Off+Hand&loc=One-Hand&minrl=70&maxrl=70&minl=&maxl=&mind=&maxd=&mins=&maxs=&stat1=&c1=gt&v1=&stat2=&c2=gt&v2=&stat3=&c3=gt&v3=&e=




    Maces 

    Mass of McGowan - lvl 57 req - BoE - superior mace. Random world drop.
    Empyrean Demolisher - lvl 60 req - BoP - epic mace from Kazzak in Blasted Lands.
    Sand Polished Hammer - lvl 60 req - BoP - epic mace from Ossirian the Unscarred in Ruins of Ahn'Qiraj.
    Misplaced Servo Arm - lvl 60 req - BoP - epic mace. Has a small chance of dropping from the various trash mobs in Naxxramas.

    Level 70 optimal gear:
    Thottbot Main-Hand Maces: http://www.thottbot.com/?f=w;skill=Mace;name=;loc=Main%20Hand;loc=One-Hand;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=2.0;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps

    Thottbot Off-Hand Maces: http://www.thottbot.com/?f=w;skill=Mace;name=;loc=Off%20Hand;loc=One-Hand;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps





    Fist Weapons 

    Thekal's Grasp - lvl 60 req - BoP - epic fist weapon from High Priest Thekal in Zul'Gurub.
    Arlokk's Grasp - lvl 60 req - BoP - epic fist weapon from High Priestess Arlokk in Zul'Gurub.
    Claw of the Black Drake - lvl 60 req - BoP - epic fist weapon from Firemaw in Blackwing Lair.
    Claw of the Frost Wyrm - lvl 60 req - BoP - epic fist weapon from Sapphiron in Naxxramas.

    Level 70 optimal gear:
    Thottbot Main-Hand Fist: http://www.thottbot.com/?f=w;skill=Fist%20Weapon;name=;loc=Main%20Hand;loc=One-Hand;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=2.0;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps

    Thottbot Off-Hand Fist: http://www.thottbot.com/?f=w;skill=Mace;name=;loc=Off%20Hand;loc=One-Hand;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps





    Ranged

    Bows/Crossbows/Guns
    http://www.thottbot.com/?f=w;skill=Bow;skill=Crossbow;skill=Gun;name=;quality=2;quality=3;quality=4;minrl=70;maxrl=70;minl=;maxl=;mind=;maxd=;mins=;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps

    Thrown
    http://www.thottbot.com/?f=w;name=;loc=Thrown;minrl=61;maxrl=70;minl=;maxl=;mind=;maxd=;mins=;maxs=;stat1=;c1=gt;v1=;stat2=;c2=gt;v2=;stat3=;c3=gt;v3=;e=;sort=dps

    [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
    200 characters my as
    10
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    Rod
    • Gorgonnash
    • 19. 6.2 Armor   08/30/2006 09:20:50 AM PDT
    limit-reached limit-reached
    6.2 Armor


    Warcraft's official site on Armor sets:

    http://www.worldofwarcraft.com/info/items/armorsets/


    Rogue Armor Sets:

    http://www.wowwiki.com/Rogue_set


    Rogue Armor with resists:

    http://www.wowwiki.com/Leather_Resist_List


    Rogue Armor Spreadsheet:

    http://shadowpanther.home.comcast.net/armor-sets.htm


    Armor while leveling:

    http://www.wow-loot.com/rogue.htm

    [ Post edited by Rod ]


    Hey! I thought these new forum signatures were supposed to allow 200 characters?
    200 characters my as
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