Best In Slot Rogue Tbc?

Best In Slot Rogue Tbc
Phase 5 Sunwell Best in Slot Table

Slot Item
Wrists Slayer’s Bracers Insidious Bands
Hands Gloves of Immortal Dusk Slayer’s Handguards
Waist Slayer’s Belt Belt of One-Hundred Deaths Belt of the Silent Path
Legs Leggings of the Immortal Night Trousers of the Scryers’ Retainer Slayer’s Legguards

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What is the best rogue spec in TBC?

TBC Rogue DPS Guide – Best Races, Professions, Builds – Burning Crusade Classic 2.5.1 Welcome to Wowhead’s Rogue DPS TBC Class Guide, updated for of Burning Crusade Classic! This guide will help you to improve as a DPS Rogue in all aspects of the game, improving your knowledge to face the hardest Dungeons and Raids from The Burning Crusade Classic.Throughout this guide, we will cover many different aspects to increase your Rogue expertise, including concepts like Rogue talents and talents builds, Rogue BiS gear choices, Rogue stat priorities, Rogue consumables, Rogue gems, Rogue enchants, among many other aspects of your class and specialization.

Make sure to navigate to other pages of the guide to find more in-depth information, as each works as a knowledge hub for their subject. Our Rogue guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.

If you are interested in more in-depth Rogue guides for Phase 4, make sure to browse the Navigation Bar below, and our list of Guide Navigation just beneath the Table of Contents, OverviewLeveling (1-70)Starter GuideTalents & BuildsBiS GearRotation & AbilitiesStatsGems & EnchantsBuffs & ConsumablesAddonsMacrosPre-Patch BuildsPvPAbout the AuthorIf you wish to learn more about this class, including the PvE viability of other specializations, basic classic mechanics, strengths, weaknesses, tier sets, and class trainer locations, please read our Rogue Class Overview linked below:Rogue Class Overview Changes to existing abilities & talents

Sword Specialization —Sword Specialization no longer interferes with your main hand auto attack swing. In Classic it immediately finished your main hand auto attack to grant you an “extra” attack that wasted a portion of your current main hand swing time. It no longer does this and truly gives a full extra attack in Burning Crusade. This is a significant buff to Sword Specialization. Aggression —Aggression now includes Backstab among the abilities that it enhances. Blind —Blind is now a physical type debuff and is no longer a poison. It can no longer be removed by effects that remove poisons. Additionally, the cooldown is reduced from 5 minutes to 3 minutes. Weapon Expertise —Like most things that previously gave weapon skill, Weapon Expertise is changed to now give expertise which reduces the chance for your attacks to be dodged or parried by the enemy. Mace Specialization —Mace Specialization no longer gives skill with maces, but instead grants increased damage on all of your critical strikes with maces in addition to offering the same chance on hit to stun an enemy. Hemorrhage —Hemorrhage is now “normalized” which means 14 attack power will add 2.4 base damage to this ability, regardless of the speed of your weapon. In Classic slower weapons caused the same amount of attack power to add more damage to each cast of Hemorrhage.

These changes are pretty good for rogues. The change to Sword Specialization is especially important for PvE rogues as it accounts for a big improvement in their damage output. The reduction in cooldown for Blind and the removal of the poison type on the debuff makes this ability exceptionally powerful in PvP. New abilities & talents

Shiv —Very useful ability that allows you to guarantee application of your offhand poison to your target. In PvP players will switch between different offhand weapons with different poisons applied and use Shiv to apply many different poison debuffs to their target. Cloak of Shadows —Removes all existing magic, curse, poison, and disease debuffs from the rogue. This is exceptionally good in both PvP and PvE and has a very short cooldown of only 1 minute. Envenom —Finishing move that consumes combo points and Deadly Poison VII stacks to deal instant nature damage. Deadly Throw —Ranged finishing move that deals damage and slows the enemy. Excellent for catching up to enemy players trying to run away from you. Mutilate —Mutilate is an exceptionally powerful combo point generating ability at the bottom of the Assassination talent tree. It deals loads of damage striking with both weapons and generates 2 combo points per cast. Combat Potency —Combat Potency is the all-star talent of the expansion for PvE rogues. No other talents come close to the damage output from the ludicrous amounts of energy that Combat Potency can generate. Shadowstep —Shadowstep is what all the best PvP Subtlety rogues will be doing. This ability offers unmatched mobility making it extremely difficult for enemies to prevent a rogue from doing what they want to do.

These are all great additions to the rogue class and really give the rogue a lot of utility in Burning Crusade. Rogues are a top tier class in PvP Arenas thanks to Shadowstep and Cloak of Shadows, Combat Potency is a very powerful talent that greatly enhances rogue damage output in PvE situations.

Rogues are primarily brought to a raid to deal damage and kill enemies. In early phases of Burning Crusade a rogue’s individual damage output won’t put them at the top of the charts, but there are other reasons to bring them to a raid. A rogue with the Improved Expose Armor talent can apply Expose Armor to a target which overwrites a warrior’s Sunder Armor and provides more armor reduction.

In Phase 1 and 2, a really optimized raid will likely only want 1 rogue. In Phases 3, 4, and 5 a rogue’s damage output is much more competitive and a raid would do fine with more rogues. Dealing damage is the primary function of a rogue in a raid. Rogues have powerful cooldown abilities that allow them to deal exceptional amounts of damage in a very short amount of time.

A rogue’s sustained damage output is typically weaker than that of Hunter s and Warlock s in the early phases of Burning Crusade, but is quite competitive in Phase 3, 4, and 5. Rogues rely on Energy and unlike classes that rely on mana, will never need to stop and wait between pulls to gain mana, allowing groups to move more efficiently through a dungeon.

Rogues with the Improved Expose Armor talent can apply Expose Armor in raids. This overwrites any existing Sunder Armor on the target and offers more armor reduction than Sunder Armor, The increased armor reduction of Expose Armor compared to Sunder Armor results in about a 3.4% increase in physical damage dealt by the entire party or raid.

  • This makes it a very good idea to bring at least 1 rogue to apply this debuff, even in early phases when the rogue’s individual DPS might not be as competitive.
  • Defensive and Utility Abilities Rogues are different than other damage dealers due to their plethora of defensive abilities like Cloak of Shadows, Evasion, and Vanish,

These allow a skilled rogue to safely attack enemies that other players may not be able to, require less healing, and require less dispels compared to other players in the raid. They can manage their own threat by using Vanish to clear all their threat against enemies and avoid some nasty boss spells.

  • In addition to their defensive abilities, rogues can offer utility in a variety of situations in a raid.
  • Most notably, rogues can easily interrupt enemy spell casters by using Kick, Deadly Throw (with PvP gloves bonus Gladiator’s Leather Gloves ), or Kidney Shot,
  • Additionally, rogues can keep enemies stunned with Cheap Shot and Kidney Shot Boss Mechanics Sometimes Hinder Melee DPS Melee damage dealers have much more stringent positioning requirements to be able to deal damage.

They are also susceptible to enemy abilities like Whirlwind or War Stomp that only hurt players in melee range of an enemy. While some boss and enemy abilities hinder ranged damage dealers as well, it is more often that melee damage dealers are penalized due to boss and enemy abilities.

Almost every source of damage a rogue does scales with their equipment. Unlike some spell casting classes that simply have high base damage on their spells, a rogue with weak equipment will have weak damage output. It is incredibly important for a rogue to have powerful weapons and armor to be able to deal a competitive amount of damage.

This is somewhat of a blessing and a curse: early on in Burning Crusade rogues tend to have lesser individual damage output compared to other classes, but later on in the expansion rogues become very powerful with great items like Slayer’s Armor and weapons like Brutal Gladiator’s Slicer,

It is difficult to play a rogue optimally. The rotation of abilities used requires managing two to four different finishing moves and knowing when to go for each one. You will need to learn to adapt to the outcome of random events like Ruthlessness and Combat Potency, possibly changing what abilities you should use next.

You can find more information about rogue’s ability rotation right here: TBC Rogue DPS Rotation, Cooldowns, and Abilities – Burning Crusade Classic 2.5.1, Energy is the primary resource for rogues that takes the place of mana or rage for other classes.

  1. By default, your maximum energy is 100 and you regenerate 20 energy every 2 seconds.
  2. Some talents and effects can increase your maximum energy (like Vigor ) or restore your energy outside of the default regeneration (like Combat Potency ).
  3. There is no need for long pauses to drink and restore mana like a Mage, just a few seconds and you will be ready to engage.

Almost all of your abilities require energy to use. Since your energy is so limited you will often want to think carefully about how you spend it. If you’re at 62 energy and hit a Backstab you’ve got only 2 energy left, it will be two to four seconds before you can Kick to interrupt an enemy’s spell cast.

  • Most of a rogue’s combat abilities either grant combo points or spend them.
  • The abilities that grant combo points are called “builders” and the abilities that spend combo points are called “finishers” or “finishing moves”.
  • You can build up to a maximum of five combo points on a target, and the points are lost if you build points on any other target.

A finisher costs some energy and consumes all of your combo points on the target, offering a stronger effect with more combo points.Typically the combo point builders are slightly weaker abilities that convert energy into damage at a poor rate. The finishing moves are powerful abilities that offer exceptional damage or powerful utility effects compared to their energy cost.

The balance is that you need to use those weaker combo point builder abilities to be able to then use the powerful finishing moves. Rogues are able to enhance their combat performance with a selection of different poisons. The rogue is granted a special skill for brewing poisons that is leveled up similar to a profession skill – by making lots of poisons.

Some of the poisons deal damage like Deadly Poison VII and Instant Poison VII, while others offer powerful debuffs on the enemy like Wound Poison V, Mind-numbing Poison III, or Crippling Poison II, Poisons are a temporary weapon enhancement that you will need to reapply to your weapons after they expire.

  • You can only have one temporary weapon enhancement active per weapon at the same time.
  • If you want to benefit from a Shaman ‘s Windfury Totem which is another temporary weapon enhancement, you should not use a poison on your main hand weapon.
  • For your main hand you will always use Windfury Totem if there is a Shaman to provide it, otherwise Adamantite Sharpening Stone,

For your off hand, you will use Deadly Poison VII if you are fighting bosses or other mobs that live more than 30 seconds. If you are fighting trash or enemies that live less than 30 seconds, Adamantite Sharpening Stone is a better choice. Stealth allows the rogue to move around often without being seen by enemy monsters or players.

  1. Being in Stealth slightly lowers your movement speed.
  2. Higher level enemies, enemies that are facing you, or players with abilities like Perception have an increased chance of detecting you while in Stealth and may see you before you reach them.
  3. If an enemy deals damage or applies a debuff to a rogue in Stealth, the rogue is immediately removed from Stealth.

Stealth allows the rogue to use powerful abilities like Cheap Shot and Sap, Being able to maneuver while in Stealth without being seen is especially important in PvP to be able to use these abilities on your opponents. In raids Stealth is less useful, since stuns are less desirable and the reduced movement speed means it takes longer to get to enemies and start damaging them.

  1. Stealth also enables the rogue to use Pick Pocket on enemy monsters.
  2. This gives the rogue access to an exclusive Pick Pocket -only loot window which usually contains a few extra coins or vendorable items, but sometimes contains rare gems or Strong Junkbox to help level lockpicking and provide some extra treasure.

Rogues can pick locks and unlock many doors that other players would need a key to access. This is a nice quality of life improvement for rogues that means you can skip some tiresome dungeon key quests. You will need to level up your lockpicking to unlock the highest level doors, which takes some time.

Lockpicking also allows the rogue to unlock lockboxes that players find like Khorium Lockbox which often contain uncommon or rare quality items. Alliance Human is the only race on Alliance that offers a reliable damage boost in PvE from their racial abilities, and it is a quite strong one. Sword Specialization while using a sword reduces the chance your attacks will be dodged or parried by an enemy by 1.25%, which is very good.

Human is also considered the best race for PvP arenas due to the powerful Perception ability. Human is an easy choice for an Alliance rogue. Horde For Horde, the choice is not so obvious. Three races have racial abilities that meaningfully enhance your PvE damage ouput: Blood Elf, Orc, and Troll.

The Troll racial ability Berserking has variable power based on if you can lower your health to get higher attack speed. This isn’t always possible and puts you at risk of dying from area damage effects when you do manage to lower your health. If you can reliably get 20% enhanced attack speed from Berserking you will be on par with an Orc’s Blood Fury,

If you can reliably get more than 20% enhanced attack speed from Berserking, it is definitely the most powerful racial ability for damage output. The absolute best parses will likely come from Trolls who take risks and get lots of haste from their Berserking ability.

I think more consistent performance will come from Orcs with Blood Fury that requires much less setup to make it good. Any of these three races will perform well, even Blood Elves with Arcane Torrent are not far behind the other choices in theoretical damage output. Undead get an honorable mention here for their exceptionally powerful PvP ability Will of the Forsaken,

This spell is only useful in a handful of PvE encounters that involve a fear, charm, or sleep effect. In most PvE situations, Undead will perform worse than the other Horde race options for a rogue. Human Humans are the only Alliance race that have a racial ability that reliably increases damage output.

Sword Specialization and Mace Specialization offer bonus expertise when using swords or maces, equivalent to about 20 Expertise Rating from equipment. This is a substantial boost that reduces the chance your attacks are dodged or parried by enemies by 1.25%. Perception is an exceptionally powerful PvP abilty that will allow you to see enemy rogues and druids in stealth from quite far away.

This helps you secure a powerful opening move like Cheap Shot or Sap and can easily turn an arena match in your favor. Dwarf

Find Treasure : Allows the dwarf to sense nearby treasure, making it appear on the minimap. Frost Resistance : Increases Frost Resistance by 10. Gun Specialization : Your chance to critically hit with Guns is increased by 1%. Stoneform : While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increased by 10%. Lasts 8 sec.

The dwarves are generally not considered a good choice for PvE damage dealing for a rogue. They offer no racial abilities that reliably increase your damage output. Stoneform is useful on a handful of PvE encounters that involve Bleed or Poison effects, and is usually useful in PvP encounters. Night Elf

Nature Resistance : Nature Resistance increased by 10. Wisp Spirit : Transform into a wisp upon death, increasing movement speed by 50%. Quickness : Dodge chance increased by 1%. Shadowmeld : Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Night Elf Rogues and Druids with Shadowmeld are more difficult to detect while stealthed or prowling.

The night elves are generally not considered a good choice for PvE damage dealing for a rogue. They offer no racial abilities that reliably increase your damage output. Shadowmeld grants rogues a reduced chance to be detected by enemies while in stealth.

This is good, but the magnitude of this effect is substantially less than that of a Human’s Perception, Gnome The gnomes are generally not considered a good choice for PvE damage dealing for a rogue. They offer no racial abilities that reliably increase your damage output. Escape Artist is useful on some PvE encounters, allowing the rogue to free themselves from roots or snares and move towards enemies to continue dealing damage.

Escape Artist has much more reliable use in PvP where everyone will be trying to snare and root you all the time. Orc

Axe Specialization – Expertise with Axes and Two-Handed Axes increased by 5. Hardiness – Chance to resist Stun effects increased by an additional 15%. Command – Damage dealt by Hunter and Warlock pets increased by 5%. Blood Fury – Increases attack power by 6 for 15 sec and reduces healing effects on you by 50% for 15 sec. Warrior, Hunter, Rogue Blood Fury – Increases melee attack power by 6 and your damage and healing from spells and effects by up to 5, but reduces healing effects on you by 50%. Lasts 15 sec. Shaman Blood Fury – Increases your damage and healing from spells and effects by up to 5, but reduces healing effects on you by 50%. Lasts 15 sec. Warlock

Orcs offer a very reliable damage boost from their racial ability Blood Fury, The cooldown of Blood Fury conveniently is the same two minutes as Blade Flurry, Haste Potion, and the popular activated trinket Bloodlust Brooch, This means you will always be able to active these together, instead of having your racial ability staggered like with a Troll’s Berserking,

Cannibalize : When activated, regenerates 7% of total health every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect. Shadow Resistance : Shadow Resistance increased by 10. Underwater Breathing : Underwater breath lasts 300% longer than normal. Will of the Forsaken : Provides immunity to Charm, Fear and Sleep while active. May also be used while already afflicted by Charm, Fear or Sleep. Lasts 5 sec.

The undead are generally not considered a good choice for PvE damage dealing for a rogue. They offer no racial abilities that reliably increase your damage output. Will of the Forsaken will be useful on a handful of PvE encounters that involve Fear, Charm, or Sleep effects like Archimonde,

Beast Slaying : Damage dealt versus Beasts increased by 5%. Berserking : Increases your casting and 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. Bow Specialization : Your chance to critically hit with Bows is increased by 1%. (Was Weapon Skill in Classic) Regeneration : Health regeneration rate increased by 10%.10% of total Health regeneration may continue during combat. Throwing Specialization : Your chance to critically hit with Throwing Weapons is increased by 1%. (Was Weapon Skill in Classic)

Trolls offer a very powerful and sometimes risky racial ability Berserking, The power of this ability depends on how much you can lower your health before activating it. If you stay at full health and usually only get 10% haste from Berserking, it is the worse than both Blood Elf’s Arcane Torrent and Orc’s Blood Fury,

If you can reliably get at least 20% haste from Berserking, it is typically on par with an Orc’s Blood Fury, If you can reliably get more than 20% haste from Berserking is is the best damage enchancing racial in Burning Crusade for rogues. This requires some extra setup and involves extra risk of dying to enemy damage – it won’t always be possible or be a good idea to do.

Blood Elf

Arcane Affinity : Enchanting skill increased by 10. Magic Resistance : All resistances increased by 5. Mana Tap : Reduces target’s mana by 50 and charges you with Arcane energy for 10 min. This effect stacks up to 3 times. Arcane Torrent : Silence all enemies within 8 yards for 2 sec. In addition, you gain 10 Mana for each Mana Tap charge currently affecting you. Paladin, Hunter, Priest, Mage, Warlock Arcane Torrent : Silence all enemies within 8 yards for 2 sec. In addition, you gain 10 Energy for each Mana Tap charge currently affecting you. Rogue

Blood Elves have a nice little energy boost ability from Arcane Torrent, While it is generally considered the weakest of the three damage dealing racials, it also offers some utility in the ability to silence enemies in a large 8 yard area of effect around the player.

  • Assassination is a talent specialization that focuses on using two daggers to be able to use the final talent, Mutilate,
  • Many rogues will put some points into Assassination for powerful talents early in the tree like Relentless Strikes and Improved Expose Armor,
  • While Mutilate alone is extremely powerful, many of the talents in the Assassination tree are fairly weak in terms of PvE damage output.

Investing 41 points into Assassination puts the rogue too far behind Combat rogues who get great talents at almost every tier of the tree. While Assassination may be fun, it is generally not considered competitive for PvE or PvP. Combat offers the rogue the best talents for both sustained damage dealing as well as burst damage output in PvE situations.

It is by far the best specialization to use if you seek to maximize your PvE damage output. Combat Potency is an immensely powerful talent and it cannot be understated how impactful this talent is to a rogue’s damage output in PvE. Adrenaline Rush allows a combat rogue to have more on-demand burst damage than either Assassination or Subtlety.

Subtlety is the go-to talent specialization for rogues focused on PvP arena combat. The final talent Shadowstep offers unmatched mobility to the rogue, making it extremely difficult for enemies to stop the rogue from doing what the rogue wants to do. The entire tree is full of talents that don’t directly increase the rogue’s damage output, but offer very powerful utility and survival like Dirty Tricks, Preparation, and Cheat Death,

These talents make a Subtlety rogue one of the premier class and specialization combinations in PvP arenas in Burning Crusade. The best talent specialization for PvE damage output is undoubtedly Combat swords. The next best alternatives like Combat daggers or Assassination Mutilate specialization cannot match the raw power of Combat swords.

The standard combat swords build is able to utilize all the most powerful combat talents including Sword Specialization, Combat Potency, and Adrenaline Rush, Using Sinister Strike allows the rogue to generate more than enough combo points to maintain both Expose Armor for the raid and Slice and Dice for themselves.

Combat dagger rogues using Backstab suffer because they struggle to generate enough combo points for both Expose Armor and Slice and Dice, To see the exact talents taken in a combat swords build, or other alternative builds, check out our TBC Rogue DPS Talents & Builds Guide – Burning Crusade Classic 2.5.1,

There are many different choices for professions for a rogue, and there is not one specific set of professions that are absolutely best. Some professions like Enchanting provide consistent benefit throughout Burning Crusade, whereas others like Blacksmithing offer benefits in particular phases due to powerful crafted items and are insignificant in other phases.

Leatherworking offers a very powerful party-wide buff from Drums of Battle, Using a drum causes the effected players to gain a debuff for 2 minutes that prevents them from benefiting from another drum buff for the duration. This means that each 5 person group in a raid can benefit from at most 1 Leatherworker using drums – more Leatherworkers does not mean more drum buffs.

Even though someone else can provide the drum buff for you, I recommend choosing to go Leatherworking and provide the drum buff for your group for three reasons:

You will never find yourself in a group without Drums of Battle, because you are the one providing it.Someone has to do it, and volunteering for the role of drummer makes you a more valuable team member.Being the one who presses drums means you can decide exactly when they happen, and make the best use out of stacking them with other cooldowns like Blade Flurry or Bloodlust Brooch,

Enchanters will be able to enchant their own rings with Enchant Ring – Stats (generally preferred by sword rogues) or Enchant Ring – Striking (generally preferred by dagger rogues), which offers a solid benefit throughout the expansion. Engineering offers a powerful helmet Deathblow X11 Goggles starting in Phase 2, which is about on par with Deathmantle Helm from that phase.

PvP players will definitely prefer the goggles for the increased stealth detection that they offer. Unfortunately the explosives like Super Sapper Charge are in a shared cooldown group with Drums of Battle so it is not recommended to take both Engineering and Leatherworking. Blacksmithing offers a powerful mainhand weapon for Phase 1 of Burning Crusade, the Dragonmaw,

Despite being a mace, this weapon is on par with the best available swords in Phase 1. Going for Blacksmithing allows you to essentially guarantee yourself a powerful mainhand weapon quickly instead of relying on random drops in raids or waiting for arena points to accumulate to afford an arena weapon.

  1. It isn’t more or less powerful than the other options, but it is reliable and quick.
  2. Jewelcrafting offers some epic gems with increased stats compared to what non-jewelcrafters can use.
  3. The increased stats from these gems are a pretty minimal benefit.
  4. PvP focused players will find jewelcrafting attractive due to the Figurine – Nightseye Panther trinket, which offers an oh-so-important increase to stealth level to reduce the chance enemies have to detect the rogue in stealth.

In Phase 5 of Burning Crusade with the Sunwell Plateau, Jewelcrafters will gain access to a very powerful necklace, Hard Khorium Choker, This is undoubtedly the best necklace in the game for PvE damage dealing for a rogue. However, if you were to weigh the benefits of Enchanting versus the upgrade of Hard Khorium Choker over the next best option Clutch of Demise, you would find them very similar.
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How much hit Should I have rogue TBC?

TBC Rogue DPS Stat Priority and Attributes Guide – Burning Crusade Classic 2.5.1 Welcome to Wowhead’s Rogue DPS Attributes and Stats TBC Guide, updated for of Burning Crusade Classic. In this guide, we will explain what Attributes do for their character, what Secondary Stats are, as well as what things to prioritize for your character when comparing Gear, either while leveling or during The Burning Crusade Classic end game content.

  • In this guide, we focus purely on Burning Crusade endgame stats.
  • If you’re looking into what stats to focus on while leveling your Rogue, check out our Rogue TBC Leveling Guide for more information.
  • Our Rogue guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.

If you are interested in more in-depth Rogue guides for Phase 4, make sure to browse the Navigation Bar below, and our list of Guide Navigation just beneath the Table of Contents, OverviewLeveling (1-70)Starter GuideTalents & BuildsBiS GearRotation & AbilitiesStatsGems & EnchantsBuffs & ConsumablesAddonsMacrosPre-Patch BuildsPvP

  1. Expertise
  2. Hit Rating
  3. Haste Rating
  4. Agility
  5. Critical Strike Rating
  6. Strength and Attack Power
  7. Armor Penetration

Expertise, Hit Rating, and Haste Rating are your top three point-for-point most valuable stats for damage dealing on a Rogue, Agility is a close fourth place, and Critical Strike Rating, Strength, Attack Power, and Armor Penetration are the least valuable stats point-for-point.

  1. Despite these comparisons of one point of one stat compared to one point of another stat, you will often choose an item because it has more stats rather than choosing an item because it has particular stats.
  2. A simple way to compare items is to determine an equivalent amount of attack power for one point of each stat.

This is not perfectly precise because the value of each stat changes slightly based on many factors, but it is usually good enough to determine what the best item is. Each stat that effects your damage output will be given a value that tells you how much attack power would increase your damage output by the same amount as one point of that stat.

These values are generated using sophisticated simulation tools for Rogue s. Expertise and Hit Rating have important caps where if you have more than a certain amount, any additional of that stat will not benefit your character at all. The specific caps and what talents and buffs influence those caps are explained in detail below.

For Rogue s Strength is about the same as Attack Power as a basic increase to melee damage dealt. If you have a Paladin to provide you with Blessing of Kings, 1 point of Strength from your items will be slightly better than 1 point of attack power since it gets amplified by the Blessing of Kings,

  • For a Level 70 Rogue :
  • 1 Strength = 1 Attack Power
  • In comparison to Attack Power, 1 Strength is equivalent to about 1.10 Attack Power

Agility is a great stat to stack up on a Rogue, It provides attack power, critical strike chance, and even a little armor and dodge to help you survive!

  • For a Level 70 Rogue :
  • 1 Agility = 2 Armor
  • 1 Agility = 1 Attack Power
  • 20 Agility = 1% Dodge
  • 40 Agility = 1% Critical Strike Chance
  • In comparison to Attack Power, 1 Agility is equivalent to about 2.21 Attack Power

Stamina does not directly help a Rogue deal damage, but it does help you stay alive. Having too little health means you will be at risk of dying to area damage effects in raid. More Stamina makes you less likely to die to spikes of damage, but you should not prioritize it over stats that directly add to your damage output.

  • For a Level 70 Rogue :
  • 1 Stamina = 10 Health

Intellect does not offer any in combat benefits to a Rogue and is not desirable at all. Spirit does not offer any in combat benefits to a Rogue and is not desirable. It does offer a small amount of out of combat health regeneration, but that is not reason enough to desire this stat.

  • For a Level 70 Rogue :
  • 15.77 Hit Rating = 1% increased chance to hit.
  • In comparison to Attack Power, 1 Hit Rating is equivalent to about 2.85 Attack Power

You can increase your chance to hit from gaining Hit Rating as well as from the Precision talent, a Druid ‘s Improved Faerie Fire, or a Draenei’s Heroic Presence, Which talents and buffs are active and the level of your enemy will effect what the maximum amount of Hit Rating you can benefit from is.

  • For a Level 70 Rogue :
  • 3.94 Expertise Rating = 1 Expertise Point = 0.25% reduced chance to be dodged or parried.
  • In comparison to Attack Power, 1 Expertise Rating is equivalent to about 3.11 Attack Power

Unlike the other combat ratings, Expertise Rating will only provide benefit in full point increments. If you had 0 Expertise Rating and gained 15 Expertise Rating from an item, that would grant 3.8 Expertise Points according to the above formula. This gets rounded down to 3 Expertise Points, only 0.75% reduced chance to have your attacks dodged or parried which is the same benefit if you only gained 12 Expertise Rating from an item.

  1. There is no specific amount of expertise rating that you need to get, it is simply a valuable stat and should be compared to other valuable stats.
  2. You can gain Expertise Points from Expertise Rating as well as from the Weapon Expertise talent and the Human racial abilities Sword Specialization and Mace Specialization,

Which talents you have and what level your enemy is will determine the maximum amount of Expertise Rating that you can benefit from. Haste Rating is a great stat for Rogue s that increases the frequency of your auto attacks. Haste Rating is very powerful for Rogue s because it interacts so well with Combat Potency and Sword Specialization,

  • For a Level 70 Rogue :
  • 15.77 Haste Rating = 1% more auto attacks.
  • In comparison to Attack Power, 1 Haste Rating is equivalent to about 2.31 Attack Power

Critical Strike Rating is a good stat for rogues that increases the chance that attacks will be critical strikes. A critical strike deals double the damage of a normal attack. Some talents and effects like Lethality and Relentless Earthstorm Diamond can increase critical strike damage even further.

  • For a Level 70 Rogue :
  • 22.08 Critical Strike Rating = 1% increased chance to critical strike.
  • In comparison to Attack Power, 1 Critical Strike Rating is equivalent to about 1.76 Attack Power

As good as that sounds, critical strike rating is point-for-point one of the weaker stats for rogues. Expertise, Hit, Haste, and Agility are all better per-point. Expertise, Hit, and Haste all increase the chances to trigger powerful talents like Combat Potency and Sword Specialization which have a significant impact on your damage output, and Critical Strike chance does not increase these.

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In comparison to Attack Power, 1 Armor Penetration is equivalent to about 0.42 Attack Power

If your target has it’s armor reduced all the way to 0, additional armor penetration will not increase your damage any more. Most bosses in Burning Crusade Classic have either 6200 or 7700 armor and even with full raid armor debuffs you will very rarely have to worry about a boss getting to 0 armor.The typical raid armor debuffs total to -4485 armor, leaving you with 1715 armor on a 6200 armor boss, or 3215 armor on a 7700 armor boss before you consider armor penetration from items.Attack power inceases the damage you deal with auto attacks and abilities.

  • For a Level 70 Rogue :
  • 14 Attack Power = +1 Weapon Damage Per Second.

Attack power increases your weapon’s damage per second, the damage per swing varies depending on your base weapon speed. If you are using a slow 2.6 speed sword, 14 attack power will increase the damage per attack by 2.6. If you are using a fast 1.8 speed dagger, 14 attack power will increase the damage per attack by only 1.8.

  • In both cases, the damage per second is increased by 1.
  • Instant attacks like Sinister Strike and Hemorrhage use a “normalized” attack power calculation.
  • This means that they ignore the actual speed of your weapon and instead assume a 2.4 speed weapon for any non-dagger weapon, and a 1.7 speed for any dagger weapon, then apply the normal attack power formula based on those new weapon speeds.

The single most important gear slot for a rogue’s damage output is their main hand weapon. Upgrades to your main hand weapon will have the most significant and noticable effect on your character’s damage output. It is very important to try to get the most powerful main hand weapon you are able to.

  1. Off hand weapon choice is the next most impactful gear slot.
  2. You will need to choose a very fast (1.4 or 1.5 speed) sword for your off hand to synergize with Combat Potency and Sword Specialization,
  3. Off hand weapon speed has a huge impact on your damage output, and anything slower than 1.5 is essentially not usable in comparison to a 1.4 or 1.5 speed weapon.

Most of the armor slots blur together and you can analyze them piece by piece to compare their stats. In most cases you will choose one item over another because one item has more stats than the other, rather than choosing an item that has particular stats.

  1. You’ll almost always get the right answer by converting all the stats on an item into an equivalent amount of attack power, and then choosing the item with the most “attack power”.
  2. You need to be careful that you do not exceed any important Hit or Expertise rating caps – any stats over those caps do not benefit your character at all.

Hit Rating is the most important stat that you need to make a decision about. Hit Rating and Agility can be easily interchanged point for point by changing what gems you put into your equipment. You can choose to reach the level 73 hit cap for boss damage, or only reach the level 72 hit cap if you want to prioritize overall damage dealt in raid.

If you absolutely want to maximize your damage dealt to bosses, you should use your gems to go all the way up to the level 73 hit rating cap. This will give you a small gain (about 0.2% damage increase) in damage output against bosses compared to using Agility gems. You will deal significantly less damage to anything level 72 or below because the additional hit rating is entirely wasted against any target level 72 or below.

If you want to prioritize total damage dealt in a raid, you should use your gems to get to the level 72 hit cap and then use the rest on Agility. Agility will provide you with benefit against level 73 and level 72 targets and is never wasted. This setup will be very slightly worse against level 73 targets, but a lot better (about 1.2% damage increase) against anything level 72 or below compared to reaching the level 73 hit cap.
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Can a rogue gun use TBC?

Rogue can also equip a variety of weapons, including Daggers, 1H Swords, 1H Maces, and Fist Weapons. They can also use Thrown Weapons, Bows, Crossbows, and Guns.
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What weapons should sub rogue use TBC?

(TBC Classic) What weapons would I use as a Subtlety Rogue? New to rogue in general, which weapons would I be using as a subtlety rogue (e.g. two daggers, a dagger and a mace)? Hoo boy, reaching back in my knowledge bank here, so someone please correct me if I’m wrong.

If I remember though, Sub needed a dagger in main hand due to certain abilities requiring it, while offhand could be any 1H able to be equipped. Again, I could be mistaken, but this is what’s immediately jumping out from my memory of it.1 Like What I remember was slow sword or fist weapon in main hand and maybe a fast offhand for poisons.

Sub is great in PvP, pretty terrible in PvE.1 Like Wasn’t slow sword for combat spec? I thought spells like Ambush needed a dagger in main hand. I could be remembering wrong, and I don’t currently have a rogue leveled in TBC. Honestly this question might best be asked in the,

The people over there will be a lot more familiar with spec-specific questions for that game version, and it will see a lot more traffic as well. I didn’t play Sub, but my best friend did. My memory isn’t great but I don’t think they bothered with ambush, it was a whole lot of Hemorrhage, garrote, rupture, etc.

The spec looked kind of like https://tbc.wowhead.com/talent-calc/rogue/005320105-5002530002321213501351 but I don’t know where the last point belongs. Both and will have guides for each class/spec in TBC Classic. Going off the top of my head, however, what I remember is: Sub – two daggers.

Assassin – dagger main hand, anything off hand. Combat – slow hitting sword, Mace, or axe main hand, fast dagger off hand.1 Like Nok: Combat – slow hitting sword, Mace, or axe main hand, fast dagger off hand. Rogues can’t use axes in Classic, I don’t think that came around until Cataclysm. Nok: Assassin – dagger main hand, anything off hand.

Assassination needs to have two daggers to use Mutilate which is the only way they generate enough combo points to be effective.2 Likes Zipster: Again, I could be mistaken, but this is what’s immediately jumping out from my memory of it. Timondrius: What I remember was slow sword or fist weapon in main hand and maybe a fast offhand for poisons.

Sub is great in PvP, pretty terrible in PvE. Timondrius: My memory isn’t great but I don’t think they bothered with ambush, it was a whole lot of Hemorrhage, garrote, rupture, etc. The spec looked kind of like Nok: Sub – two daggers. Assassin – dagger main hand, anything off hand. Combat – slow hitting sword, Mace, or axe main hand, fast dagger off hand.

Thank you for the info! : (TBC Classic) What weapons would I use as a Subtlety Rogue?
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What is the strongest rogue spec?

Best Rogue Spec for Soloing Old Content – All Rogue specs are certainly viable for soloing old content to some extent, although it does require a bit of planning to solo recent raids on a Rogue. They have no pets to help tank difficult enemies and there aren’t as many damage mitigation abilities on offer in any of the Rogue talent trees.

That being said, Subtlety Rogues are decent for solo work. Having multiple charges of Shadowstep is great for dealing with groups of mobs, and Subtlety offers some great single-target damage for taking down bosses. Subtlety Rogues can have multiple charges of Vanish, too. This can be super helpful for tackling old raids or dungeons if things start to get tricky, putting Subtlety Rogues ahead of the other Rogue specs in this particular area of the game.

If you’re looking for more World of Warcraft specs that are suitable for soloing old content for rare drops, gold, and transmog, it’s worth taking a look at some of the that Dragonflight has to offer, too. They obviously play very different to Rogues, but they’re worth checking out if soloing old content is your main goal in the game.
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Which Rogue Specialization is best?

Shadowlands Rogue Leveling Guide & Best Leveling Spec 1-60 Welcome to Wowhead’s WoW Shadowlands Rogue leveling guide! This WoW Rogue leveling guide is dedicated to teaching beginners how to operate the Rogue. Rogues are an agility based, leather-wearing, melee class, using strategy and stealth tactics to kill enemies quickly.

  1. They’re masters of stealth and can stay hidden from all harm until the right time to strike.
  2. They can choose to kill enemies using poisons and/or bleeds, using their stealth capabilities to best advantage, or by just engaging in combat with dirty tricks.Leveling has received many changes in Shadowlands, and we have prepared a series of comprehensive guides.

Whether you need the basics like experience and mounts, or advanced topics like speed leveling and addons, our detailed leveling guides have you covered! You can check them out in the links below:Shadowlands Leveling FAQShadowlands Leveling Changes & Level SquishChromie Time – How Shadowlands Leveling Works and Zone Expansion Level RangesOur class guides are always updated with the latest information based on theorycraft and in-game experience; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page to see the latest updates.

  1. If Rogue isn’t right for you, use our Guide Navigation menu to the right side of the page to find more class leveling guides for Shadowlands.
  2. My sincere thanks to Paryah and Mystler for their excellent suggestions, feedback, and contributions to this guide.
  3. The Shadowlands Covenant system is not being released in pre-patch, so will not be covered here.

Players will not have the opportunity to choose a Covenant until their first character reaches level 60 in Shadowlands.

There is a new tab on your spellbook between General and your talent specialization, simply titled “Rogue”. These are abilities that are now shared by all Rogues regardless of any specialization they choose. New Rogues will not begin in a default spec (Assassination) as they have in previous expansions. Until they are allowed to choose a spec at level 10, their abilities are drawn from the general Rogue abilities available to all specializations. Allied Race Rogues will be prompted to choose a specialization when they begin.Experienced Rogues will notice some talents have been reworked or rearranged, and may require re-acquiring some talents.AoE (Area of Effect) caps are being introduced in the Shadowlands pre-patch, which places a limit on how many targets the ability can hit at once. This affects some Rogue abilities.

For a total beginner to the class, although each specialization has strengths and weaknesses, we recommend Outlaw as the best Rogue leveling spec. Outlaw has Grappling Hook, an ability that allows ease of travel, and Blade Flurry for powerful AoE. The use of Stealth is key to playing a rogue well, and Outlaw suffers the least from experimentation as you are learning the ins and outs of Stealth,

  • Many players have chosen Subtlety as their choice of best Rogue leveling spec.
  • Subtlety has good survivability, as you regenerate health in Stealth via Soothing Darkness, and fun burst potential as well as the element of surprise.
  • If you are comfortable with the concept of Stealth, this is a good option.

If you are looking for a well-rounded spec with the fewest buttons to push, Assassination may be for you. Powerful, versatile, and simple, but with options for complexity through emphasis on poisons and bleeds, Assassination is a good choice for the player who is not intimidated by keeping DoTs on your target.

  1. If you’re used to running a DoT heavy casting class before trying Rogue, it can be a fun switchup.Before level 10, you are just a Rogue with some general abilities.
  2. When you reach level 10, you get to pick one of the three specializations: Assassination, Outlaw, or Subtlety.At level 10, you will select a specialization.

You can swap between specializations by opening up the Specialization & Talents tab (or pressing N to open it quickly), choosing the specialization you like, and clicking the Activate button. There is no cost to swapping!

Assassination : Use Sinister Strike to generate Combo Points to spend on Slice and Dice to speed up attacks or Eviscerate to do extra damage. At level 16, you will replace Sinister Strike with Mutilate, which generates more Combo points. At level 17, pick up Rupture to make the target bleed. At level 19, you will get Fan of Knives to attack enemies around you. With Envenom at level 22, you get a second combo point spender to use alongside Rupture, Always coat your weapons with Instant Poison or Deadly Poison to deplete the life of your enemies. Assassination’s damage relies on keeping their poisons up on their enemies (while all Rogues can now use Poisons, it’s a central part of an Assassination rogue’s effectiveness). Outlaw : Use Sinister Strike to generate Combo Points, and Pistol Shot once it’s triggered. Spend Combo Points on Slice and Dice to speed up Attack Speed or Dispatch to cast devastating damage on your enemy. Keep up Roll the Bones to gain temporary combat bonuses. Outlaw’s damage relies on managing your energy levels to constantly attack an enemy. At level 19, you get Blade Flurry, which gives you the ability to attack multiple targets! Subtlety : Use Sinister Strike to generate combo points until you get Backstab at level 18 or Shadowstrike (if you’re at least level 12 and in Stealth). Spend them on Eviscerate to damage a target. At level 14, you will get Shuriken Toss a ranged combo-point builder, and later Shuriken Storm for AoE damage – with the added fun of 1 combo point per target hit. At higher levels, you can use Shadow Dance to temporarily allow you to use abilities like like Shadowstrike that are only possible in Stealth, out of Stealth. Subtlety’s damage relies on balancing staying in and out of Stealth.

Choosing your race can be an arduous task, as it defines our character’s appearance and is an expensive trait to change. Unlike in the past, Racial Traits don’t give players many throughput benefits, most race perks are limited to utility or profession bonuses.All races except those with hooves – Draenei/Lightforged Draenei on the Alliance and Tauren/Highmountain Tauren on the Horde – can learn to be Rogues.

Default Races are races that are immediately available to be played when you start your WoW account. Allied Races are races that are locked behind certain requirements that need to be met before you can create characters belonging to that race.

Each race has different racial abilities and spells, but no races offer an immediate advantage when compared to others, so you can create your Rogue to be whatever race suits your aesthetic best! Rogues can choose from the following races (click on the race names to learn more about them!): Alliance

Default Races: Dwarf Gnome Human Night Elf Pandaren Worgen

Allied Races:

Dark Iron Dwarf Kul Tiran Mechagnome Void Elf

Horde

Defaults Races: Blood Elf Goblin Orc Pandaren Troll Undead

Allied Races:

Mag’har Orc Nightborne Vulpera Zandalari Troll

This isn’t a mistake: most of the leveling talents for this spec really are all down the left side! These talents are meant to balance the Assassination rogue’s use and reliance on Poisons and Bleeds, while supporting survivability and Energy management through Leeching Poison and Vigor,

Level 15 Talents Master Poisoner Passive damage increase, also provides self-sustaning synergies with Leeching Poison. Elaborate Planning Most leveling mobs won’t survive your finishers. Blindside This ability exploits the vulnerability of foes with less than 30% health, dealing moderate Physical damage to the target.

Level 25 Talents Nightstalker While Stealth is active, you move 20% faster and your abilities deal 50% more damage. Subterfuge Your abilities requiring Stealth can still be used for 3 sec after Stealth breaks. Master Assassin While Stealth is active and for 3 sec after breaking Stealth, your critical strike chance is increased by 50%.This tier is less straightforward as to which talent is “best”, so feel free to play with some of the other good options.

Level 30 Talents Vigor Increases your maximum Energy by 50 and your Energy regeneration by 10%. Deeper Stratagem You may have a maximum of 6 combo points, your finishing moves consume up to 6 combo points, and your finishing moves deal 5% increased damage. Marked for Death This ability marks the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.

Level 35 Talents Leeching Poison Adds a Leeching Poison effect to your Deadly Poison and Wound Poison, granting you 10% Leech. Cheat Death Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 6 min. Elusiveness Feint also reduces all damage you take from non-area-of-effect attacks by 30% for 5 sec.

Level 45 Talents Venom Rush Mutilate refunds 5 Energy when used against a poisoned target. Alacrity Your finishing moves have a chance per combo point to grant 2% Haste for 20 seconds, stacking up to 5 times. Exsanguinate This ability twists your blades into the target’s wounds, causing your Bleed effects on them to bleed out 100% faster.

Level 50 Talents Poison Bomb Envenom and Rupture have a 4% chance per combo point spent to smash a vial of poison at the target’s location, creating a pool of acidic death that deals moderate Nature damage over 2 sec to all enemies within it. Hidden Blades Every 2 sec, gain 20% increased damage for your next Fan of Knives, stacking up to 20 times. Crimson Tempest Finishing move that slashes at all enemies within 10 yards, dealing instant damage and causing victims to bleed for additional damage. Lasts longer per combo point.

Outlaw rogues already have something of a bar management issue with Shadowlands, with so many general Rogue talents added to the mix. This build is meant to increase utility while giving the Outlaw a slate of important passives that don’t further complicate the spec.

Level 15 Talents Weaponmaster Sinister Strike has a 10% increased chance to strike an additional time. Quick Draw Half-cost uses of Pistol Shot granted by Sinister Strike now generate 1 additional combo point, and deal 50% additional damage. Ghostly Strike This ability strikes an enemy, dealing moderate Physical damage and causing the target to take 10% increased damage from your abilities for 10 sec. Awards 1 combo point.

Level 30 Talents Vigor Increases your maximum Energy by 50 and your Energy regeneration by 10%. Deeper Stratagem You may have a maximum of 6 combo points, your finishing moves consume up to 6 combo points, and your finishing moves deal 5% increased damage. Marked for Death This ability marks the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.

Level 35 Talents Iron Stomach Increases the healing you receive from Crimson Vial, healing potions, and healthstones by 30%. Cheat Death Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 6 min. Elusiveness Feint also reduces all damage you take from non-area-of-effect attacks by 30% for 5 sec.

Level 45 Talents Loaded Dice Activating Adrenaline Rush causes your next Roll the Bones to grant at least two matches. Alacrity Your finishing moves have a 20% chance per combo point to grant 2% Haste for 20 sec, stacking up to 5 times. Dreadblades Strike at an enemy, dealing (95% of Attack power) Physical damage and empowering your weapons for 10 sec, causing your Sinister Strike, Ambush, and Pistol Shot to fill your combo points, but your finishing moves consume 5% of your current health.

Level 50 Talents Dancing Steel Increases the duration of Blade Flurry by 3 sec. and its damage by 5%. Blade Rush Charge to your target with your blades out, dealing Physical damage to the target and to all other nearby enemies. While Blade Flurry is active, damage to non-primary targets is increased by 100%. Killing Spree Teleport to an enemy within 10 yards, attacking with both weapons for Physical damage over 2 sec. While Blade Flurry is active, also hits up to 4 nearby enemies for 100% damage.

With a mix of abilities to increase the effectiveness of Stealth attacks, the Subtlety tree’s suggested talents also maximizes the use of Passive abilities.

Level 30 Talents Vigor Increases your maximum Energy by 50 and your Energy regeneration by 10%. Deeper Stratagem You may have a maximum of 6 combo points, your finishing moves consume up to 6 combo points, and your finishing moves deal 5% increased damage. Marked for Death This ability marks the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.

Level 35 Talents Soothing Darkness You heal 3% of your maximum health every 1 sec while Stealth or Shadow Dance is active. Cheat Death Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 6 min. Elusiveness Feint also reduces all damage you take from non-area-of-effect attacks by 30% for 5 sec.

Level 50 Talents Master of Shadows Gain 25 Energy over 3 sec when you enter Stealth or activate Shadow Dance, Secret Technique This ability is a finishing move that creates shadow clones of yourself. You and your shadow clones each perform a piercing attack on all enemies near your target, dealing Physical damage to the primary target and reduced damage to other targets. Cooldown is reduced by 1 sec for every combo point you spend. Shuriken Tornado This ability makes you focus intently, releasing a Shuriken Storm every sec for the next 4 sec.

While all three Rogue specs are damage-dealing, they all have their own different playstyles. In this section, we review basic rotations for all three Rogue specializations.Don’t forget to apply up to two Poisons, one for each weapon. These last 1 hour, so you will need to monitor when they need to be refreshed.

  • Since it costs nothing but a few seconds to apply each of them, refresh early, refresh often.
  • Leaving them off is leaving damage and utility on the table.
  • You will want to always start fights in Stealth so you can get a powerful starter ability with Cheap Shot if you want the target to be stunned, or Garrote for a powerful dot.

Elite Mobs: Blind is invaluable, along with Sap and Distract, Make sure to keep Rupture active at all times, and use Envenom once you have it learned, if Rupture is already up and won’t expire soon. Use cooldowns like Evasion and Crimson Vial to survive.

If you know you can’t win the fight, you can escape from it using Vanish, but this will also drop combat and cause the mob to reset. Lots of small mobs: You won’t have much in the way of dealing with lots of enemies at the same time until you learn Fan of Knives at level 19. Until then, it’s generally recommended to avoid dealing with multiple mobs.

Use your stealth abilities like Sap and Distract to your advantage and only engage as many mobs as you want. Dungeons: Make sure to help your team by stunning as many mobs as you can with Cheap Shot, Kidney Shot and Blind, Be on the lookout to interrupt spellcasts with Kick and powerful spellcasts with Kidney Shot,

  • You will want to always start fights in Stealth so you can get a powerful starter ability with Cheap Shot if you want the target to be stunned, or Ambush for a heavy hitting ability.
  • Elite Mobs: Blind is invaluable, along with Sap and Distract ( used to apply a stun, but this was removed).
  • Use Pistol Shot if you get a proc whenever possible.

Use cooldowns like Evasion, Riposte and Crimson Vial to survive. If you know you can’t win the fight, you can escape from it using Vanish, but this will also drop combat and cause the mob to reset. Lots of small mobs: You won’t have much in the way of dealing with lots of enemies at the same time until you learn Blade Flurry at level 19, which you can augment with the Killing Spree talent at level 50.

Until then, it’s generally recommended to avoid dealing with multiple mobs. Use your stealth abilities like Sap and Distract to your advantage and only engage as many mobs as you want. Dungeons: Make sure to help your team by stunning as many mobs as you can with Cheap Shot, Kidney Shot and Blind, Be on the lookout to interrupt spellcasts with Kick and powerful spellcasts with Kidney Shot,

You will always want to start fights in Stealth, so you can get a powerful starter ability with Cheap Shot if you want the target to be stunned, or Shadowstrike for a heavy hitting ability. Elite Mobs: Blind is invaluable, along with Sap and Distract,

Using Nightblade to reduce the elite’s movement speed and kiting around with Shuriken Toss can be an effective, albeit slow way to deal with enemies. Use cooldowns like Evasion and Crimson Vial to survive. If you know you can’t win the fight, you can escape from it using Vanish, but this will also drop combat and cause the mob to reset.

Lots of small mobs: You won’t have much in the way of dealing with lots of enemies at the same time until you learn Shuriken Storm at level 19. Until then, it’s generally recommended to avoid dealing with multiple mobs. Use your stealth abilities like Sap and Distract to your advantage and only engage as many mobs as you want.

  1. Dungeons: Make sure to help your team by stunning as many mobs as you can with Cheap Shot, Kidney Shot and Blind,
  2. Be on the lookout to interrupt spellcasts with Kick and powerful spellcasts with Kidney Shot,
  3. Rogues are a leather-wearing class and wield a variety of one-handed weapons (no Rogue specialization uses two-handers).

It is important to know that two of the three Rogue specs pay attention to what type of weapon is in which hand. Main Hand weapons are always in the left-hand weapon slot, which is the character’s right hand – no lefties in Azeroth! What they choose will depend on their specialization:

Assassination rogues should use only Daggers in both hands, as many of their abilities will not work otherwise.Outlaw rogues have the most flexibility, and may use any combination of Daggers, Swords, Axes, Maces, and Fist Weapons. However, the level 22 finishing move Dispatch only works if you have a Melee weapon in your main hand, not a dagger, so it’s best to have a non-dagger in the main hand. Subtletey rogues should always use a Dagger in their main hand, but have flexibility on whatever other one-handed weapon they wish to use as an off-handed weapon, at least until level 27, Many Subtlety abilities do not work without a Dagger in the main hand slot. At level 27, you get the passive skill Shadow Techniques, which works far better with a dagger equipped in your off-hand.

Heirloom gear is a special gear category that scales with your current level, can be created on the fly with the Heirloom menu, and offers set bonuses when multiple heirloom pieces are worn. The heirloom set bonuses are listed below:

(2) Set: Rested experience consumed is reduced by 30%.(3) Set: Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.(4) Set: Gaining a level triggers Burst of Knowledge, dealing Holy damage to nearby enemies and granting you 40% primary stat for 2 minutes. Defeating additional enemies extends this effect, up to 2 additional minutes.(6) Set: Rested experience consumed is reduced by an additional 30%.

Heirlooms have made a major change with Shadowlands – the experience bonuses are gone. Instead, there will be set bonuses for wearing up to 6 different types of Heirloom armor pieces. The new set bonus can be obtained from all Heirloom pieces except weapons, shields, and trinkets, so body armor pieces, necklaces, and rings count.For more information on the state of heirlooms in Shadowlands, check our heirloom changes guide.Heirloom Changes in ShadowlandsWhat you will choose depends in large part on what you have available to you.Here is a list of recommended heirlooms for Rogues to play with: Although Heirlooms themselves are not as valuable as they once were, the Heirloom mount, Chauffeured Chopper, is still very valuable, as it is one of the only mounts you can use from level 1.

You can obtain this mount by completing the achievement Heirloom Hoarder, Relics of the Past are a new profession reagent added in Shadowlands. When crafting profession items and adding them to the craft, these items will have their item level and required level changed. All crafting professions can craft Relics of the Past, and these are the Relics of the Past that can be crafted:These are not very useful for leveling, as you should be outleveling items fairly quickly through your leveling experience in Shadowlands, but it can be a fun experience to level using items from the past.Stat Weights are usually not that important while leveling, as considering the nature of quest rewards, you will almost never be able to gather enough for a specific stat or keep a piece of gear for long enough for looking for stats to be a worthy endeavor.In the case of leveling, a piece with higher item level than the one you have equipped will almost always be better, as pieces with higher item levels will always have more Agility and Stamina.

If leveling quickly is your goal, your best bet is to go double-gatherer of Herbalism and Mining, Both skills give small amounts of experience when you mine a node or pick an herb, and you can sell the results in the Auction House (how well these sell for and for how much depends a great deal on your server economy).

Skinning is also a gathering profession, but unlike Herbalism and Mining, it does not give experience. The classic profession for a Rogue is Leatherworking, which is often paired with Skinning, There are many gear items you can make, and with the new Legendary Runecrafting system, you will be able to make the base armor items needed to transform items into Legendary Armor you can wear.

Alchemy is also a good profession for Rogues, since the ability to make their own potions and flasks helps keep them more self-reliant. This is traditionally paired with Herbalism, In Shadowlands, players will go through a massive level squish, and with it, leveling paths are severely changed.

Levels 1-10: Your race’s Starting Area or Exile’s Reach Levels 10-50: Battle for Azeroth zones or other expansion zones via Chromie Time Levels 50-60: Shadowlands Storyline or Threads of Fate

Brand new characters are required to do Exile’s Reach for levels 1-10 and Battle for Azeroth for levels 1-50. There is no innate advantage to level in whatever zones you’d like at levels 1 through 50. The only advantage is that you will leave Exile’s Reach with a close to full set of Uncommon-quality armor.There are innate advantages to leveling in each expansion, but ultimately it will be up to personal preference.

The original Azeroth continents of Kalimdor and East Kingdoms offer great variety and nostalgia, with many of the base lore stories that serve as the base of the entire series. Burning Crusade has some of the best dungeons of the expansions, with interesting variety and not a lot of complicated mechanics. Wrath of the Lich King offers a linear story that provides much of the basis of events that are coming up in Shadowlands. Cataclysm is more like a series of vignettes, with each of the five zones offering a different but contained story line. Pandaria’s beauty and humor appeal to those who like a good story, but also enjoy the more lighthearted side of things.Draenor introduces the Garrison, a player-built development with your own choices of buildings. Its tone is overall much more grim and dark.Legion offers the artifact weapons and Class Halls, which give interesting developments to your character as a class member.Battle for Azeroth, as the expansion just prior to Shadowlands, gives the immediate story just prior to Shadowlands, so is a good choice for players who may be returning after a long hiatus and need to get caught up on the lore.

For levels 50-60, for your first time going through Shadowlands, you are forced to follow the order Bastion > Maldraxxus > Ardenweald > Revendreth, but for subsequent characters, you will be able to choose what zone order you want to go through.For more information about the Shadowlands leveling changes and level squish, check our guide:Shadowlands Leveling ChangesThreads of Fate is a new system added in the Shadowlands expansion. The Threads of Fate system allows you to level alts through completion of World Quests, Bonus Objectives, exploring the Shadowlands zones in a non-linear way. This system grants you an early start on Covenant progress and early access to bonuses such as Shadowlands reputations. For more information on the Threads of Fate system, check our guide!Threads of Fate – Alt Leveling in Shadowlands via Adventure ModeRogues are an agility based, leather-wearing, melee class, using strategy and stealth tactics to kill enemies quickly. They’re masters of stealth and can stay hidden from all harm until the right time to strike. They can choose to kill enemies using poisons and/or bleeds, using their stealth capabilities to best advantage, or by just engaging in combat with dirty tricks.Rogues use two resources, Energy and Combo Points. Energy is a quick regenerating resource that fuels the Rogue’s most basic attacks. Combo Points are built up by using abilities and can be expended for the Rogue’s more devastating abilities. Most Rogue abilities require Energy, a naturally regenerating resource which dictates the pace of their rotation, and either generating or spending Combo Points, a secondary resource which is spent on the Rogues most powerful actions. While energy always passively regenerates up to its maximum amount over time, Combo Points will decay given enough time out of combat. There is a grace period in which to carry them from one combat to another, and they aren’t restricted to any particular target. Most of the time, you will try to generate the maximum number of Combo Points and then unleash a large finishing attack. For example, an Outlaw Rogue would generate points via Sinister Strike and Pistol Shot procs until ~5 points, and then use the finisher Dispatch, On the default UI, Combo Points are displayed right below your Energy Bar, with 5-6 dots. Dots that are bright red are available to be used. Several powerful talents can assist with Combo Points: Deeper Stratagem increases your maximum to 6, and Marked for Death instantly grants the maximum number of Combo Points. Stealth makes you invisible to your enemies, so you can skip past mobs if you want to avoid combat. Some mobs are especially good at detecting stealth, and they will be marked with a blue eye over their heads. Some (not all) also have a ground circle where you can see their detection radius. There are some abilities that can only be used from stealth:

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Cheap Shot is an opening move which stuns the target and grants combo points. Sap is a CC ability which can only be used from stealth. Pick Pocket allows you to pick pockets for gold and other fun loot! This includes Coins of Air in Legion which is used to buy fun Rogue-only items!

Should you accidentally get out of Stealth, or want to re-Stealth in order to escape or take advantage of damage or utility boosting abilities, use Vanish to get out of combat. Some abilities gain power when used from Stealth, and Subtlety relies on Stealth more heavily than Assassination or Outlaw:

Garrote also silences the target when used from Stealth Ambush is a strong Outlaw-only attack which generates 2 combo points and can only be used in Stealth.A key part of Subtlety is usage of Shadow Dance, an ability which grants use of all Stealth abilities and benefits, such as the Stealth-only damage ability Shadowstrike,Many Subtlety talents also enhance Stealth, such as Master of Subtlety which increases damage from Stealth and Shadow Focus to reduce the cost of abilities in Stealth, encouraging you to take advantage of Stealth and Shadow Dance frequently.

Many of the rogue’s best Utility and defensive functions have returned to all specs, with the specs themselves relying more on damage output. Some few remain spec-specific, but the majority are now shared by all. Besides Stealth, you will also get some survivability abilities at higher levels. Evasion is once again available to all rogues, and reduces the chance that you are hit by an enemy. Crimson Vial at level 8 is a self-heal in combat. The ability Cloak of Shadows also provides a cloak of magic immunity that lasts for 5 seconds, handy if you know a mob is about to cast a bad damage spell that you can’t outrun with Sprint, Outlaw rogues also have the ability Grappling Hook, which can have surprisingly good defensive applications when getting out ground effects or across a long gap to avoid immediate pursuit. Kick at level 6 allows you to interrupt enemies. You will see a blue cast bar underneath an enemy, and if Kick is used during the cast, it will prevent the mob from completing the hostile spell. If the cast bar is grey, it means the spell cannot be interrupted. Poisons, formerly limited to just the Assassination specialization, have returned to their rightful place as available to all Rogues of any spec. Poisons with utility effects (Non-Lethal) are Crippling Poison at level 33 and Numbing Poison at level 54. Lethal (damaging) poisons are Instant Poison at level 10 and Wound Poison at level 36. Poisons last 1 hour and you can have one per weapon active. The ability Shiv also returns to all Rogues as well, which applies a concentrated form to your active Non-Lethal poison. In addition to the crowd-control abilities Sap and Blind, Rogues can temporarily incapacitate a target with the stunlock combo Cheap Shot > Kidney Shot, Rogues can also dump threat onto targets with Tricks of the Trade, reduce their damage taken with Feint, and turn the whole party temporarily invisible with Shroud of Concealment The first ability all level 1 Rogues receive is Sinister Strike, the rogue’s bread and butter strike for generating Combo points.

At level 2, you learn Eviscerate, your first Finishing move. This is a big strike, multiplying a percentage of your attack power for every Combo point you have to spend. The more Combo points you build, the harder it hits.At level 3, you learn Stealth, which conceals you in the shadows until canceled, allowing you to stalk enemies without being seen. You will also learn Cheap Shot, your first ability that you can only use in Stealth. This strike stuns your target for 4 seconds, and is a very effective opening shot against enemies. Gives you a few free licks before your enemy can engage! At level 4, you will learn the Fleet Footed passive effect, which increases your movement speed and reduces your fall damage.At level 5, you learn Sprint, which increases your run speed by 70% for 8 seconds. You can even use it while stealthed! Save it for when you need to make a quick getaway.At level 6, you learn Kick, which interrupts a spellcaster and prevents them from casting in the same school for 5 seconds. Very handy interrupt with a short cooldown. Kick often – but not necessarily early. Letting an enemy get off a long cast and then interrupting it just before it goes off wastes more of the enemy’s time!At level 7, you learn Ambush, another attack out of Stealth. This one does damage alone, so now you will need to decide if you prefer to open with stun or damage. At level 8, you learn Crimson Vial, a self-heal for 20% health over 4 seconds, with a fairly short cooldown. Not a big heal, but use as often as you can through the fight to keep yourself topped off.At level 9, you learn, Slice and Dice, a finishing move that increases attack speed by 50%. Additional combo points affect duration, not power, but a Slice and Dice with a lot of Combo points behind it lasts a good long time and doesn’t need immediate refreshing. At level 10, you learn to Poison your weapons, and get the ability to apply Instant Poison, Rogues going through Exile’s Reach may get this ability a bit earlier depending on when they do their special class quest.

At level 10, you will have to choose a specialization. You can choose a specialization by pressing N, then selecting one specialization and click on Activate. You will then start learning spells that define the specialization you chose.If you created an Allied Race Warlock, i.e.

Sap (Requires Stealth) (level 11): Incapacitates a target not in combat for 1 min. Only works on Humanoids, Beasts, Demons, and Dragonkin. Damage will revive the target. You can only have one target Sapped at a time; sapping another target will break the Sap on the first. Kidney Shot (level 13): Finishing move that stuns the target. Lasts longer per combo point Pick Lock (level 14): Allows opening of locked chests and doors that require a skill level of up to Level. Evasion (level 21): Increases your dodge chance by 100% for 10 sec. Vanish (level 23): Allows you to vanish from sight, entering stealth while in combat. For the first 3 sec after vanishing, damage and harmful effects received will not break stealth. Also breaks movement impairing effects. Pick Pocket (Requires Stealth) (level 24): Picks the target’s pocket. Doesn’t work on all mobs; if that happens, you will get an error message that there are no pockets to pick. Distract (level 28): Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Usable while stealthed. Helpful for stopping the progress of roaming see-invis mobs. Improved Sprint (level 31, Rank 2): Cooldown reduced by 60 sec. (level 32): Attack with your dealing Physical damage and applying a concentrated form of your active Non-lethal poison (crippling or numbing poison). Crippling Poison (level 33): Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 30% chance to poison the enemy, slowing movement speed by 50% for 12 sec. Feint (level 34): Performs an evasive maneuver, reducing damage taken from area-of-effect attacks by 40% Wound Poison (level 36): Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance to poison the enemy, which instantly inflicts Nature damage and reduces all healing received by 8% for 12 sec, stacking up to 3 times. Blind (level 39): Blinds the target, causing it to wander disoriented for 1 min. Damage will interrupt the effect. You can only have one target Blinded; blinding another will break it on the first. Cloak of Shadows (level 47): Provides a moment of magic immunity, instantly removing all harmful spell effects. The cloak lingers, causing you to resist harmful spells for 5 sec. Tricks of the Trade (level 48): Increases you and the target’s damage by 10%, and redirects all threat you cause to the targeted party or raid member, beginning with your next damaging attack within the next 30 sec and lasting 6 sec. Shroud of Concealment (Requires Stealth) (level 49): Extend a cloak that shrouds party and raid members within 30 yards in shadows, providing stealth for 15 sec. Numbing Poison (level 54): Coats your weapons with a Non-Lethal Poison that lasts for 1 hour. Each strike has a 50% chance of poisoning the enemy, clouding their mind and slowing their attack and casting speed by 15% for 10 sec.

These abilities can only be used by Rogues in the Assassination specialization:

Mastery: Potent Assassin (Passive) (level 10): Increases damage done by your poisons. Mutilate (level 12): Attack with both weapons, dealing Physical damage. Awards 2 combo points. Sinister Strike (level 12, Rank 2): Sinister Strike’s energy cost is reduced by 5. Deadly Poison (level 13): Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance to poison the enemy for Nature damage over 12 sec. Subsequent poison applications will instantly deal Nature damage. Deadened Nerves (level 16): Garrote the enemy, causing Bleed damage over 18 sec. Rupture (level 17): Finishing move that tears open the target, dealing Bleed damage over time. Lasts longer per combo point. Shadowstep (level 18): Step through the shadows to appear behind your target and gain 70% increased movement speed for 2 sec. Fan of Knives (level 19): Sprays knives at up to 8 targets within 10 yards, dealing Physical damage and applying your active poisons at their normal rate. Awards 1 combo points. Envenom (level 22): Finishing move that drives your poisoned blades in deep, dealing instant Nature damage and increasing your poison application chance by 30%. Damage and duration increased per combo point. Seal Fate (Passive) (level 27): When you critically strike with a melee attack that generates combo points, you gain an additional combo point per critical strike. Poisoned Knife (level 29): Throws a poison-coated knife, dealing (16% of Attack power) damage and applying your active Lethal and Non-Lethal Poisons. Awards 1 combo point. Venomous Wounds (Passive) (level 37): You regain 7 Energy each time your Garrote or Rupture deal Bleed damage to a poisoned target. If an enemy dies while afflicted by your Rupture, you regain energy based on its remaining duration. Mastery: Potent Assassin (level 41, Mastery, Rank 2): Mastery: Potent Assassin also increases damage of your bleeds. Vendetta (level 42): Marks an enemy for death for 20 sec, increasing the damage your abilities and auto attacks deal to the target by 30%, and making the target visible to you even through concealments such as stealth and invisibility. Generates 60 Energy over 3 sec. Improved Poisons (Passive) (level 43): Increases the application chance of your poisons by 20%, and poisons are applied to your weapons 33% faster. Improved Wound Poison (level 44, Rank 2): Wound Poison can now stack 2 additional times. Deadened Nerves (level 46, Rank 2): Garrote silences the target for 3 sec when used from Stealth. Improved Poisons (level 52, Rank 2): While Stealth is active, your attacks have a 100% chance to apply your active Lethal and Non-Lethal Poisons. Slice and Dice (level 56, Rank 2): Slice and Dice increases attack speed by an additional 20%. Improved Shiv (level 58, Rank 2): Shiv now also increases your Nature damage done against the target by 20% for 9 sec.

These abilities can only be used by Rogues in the Outlaw specialization:

Sinister Strike (level 10): Replaces standard Sinister Strike with one that does more damage. Mastery: Main Gauche (Passive) (level 10): Your main-hand attacks have a 30% chance to trigger an attack with your off-hand that deals Physical damage. Pistol Shot (level 12): Draw a concealed pistol and fire a quick shot at an enemy, dealing Physical damage and reducing movement speed by 30% for 6 sec. Awards 1 combo point. Opportunity (level 12, Rank 2): Sinister Strike has a 35% chance to hit an additional time, making your next Pistol Shot half cost and double damage. (level 17): Finishing move that deals damage with your pistol, increasing your critical strike damage against the target by 20%. Grappling Hook (level 18): Launch a grappling hook and pull yourself to the target location. (Very handy for reaching difficult-to-get treasures!) Blade Flurry (level 19): Causes your single target attacks to also strike up to 4 nearby enemies for 40% of normal damage for 12 sec. Dispatch (level 22): Finishing move that dispatches the enemy, dealing damage per combo point. Ruthlessness (Passive) (level 27): Your finishing moves have a 20% chance per combo point spent to grant a combo point. Roll the Bones (level 29): Roll the dice of fate, providing a random combat enhancement for 30 sec. Fatal Flourish (Passive) (level 37): Your off-hand attacks have a 75% chance to generate 10 Energy. Restless Blades (level 41): Finishing moves reduce the remaining cooldown of Adrenaline Rush, Between the Eyes, Blade Flurry, Grappling Hook, Roll the Bones, Sprint, Ghostly Strike, Marked for Death, Blade Rush, Killing Spree, and Vanish by 1 sec per combo point. Adrenaline Rush (level 42): Increases your Energy regeneration rate by 60%, your maximum Energy by 50, and your attack speed by 20% for 20 sec. Fatal Flourish (level 43, Rank 2): Your off-hand attacks have a 75% chance to generate 10 Energy. Improved Between the Eyes (level 44, Rank 2): Critical strikes with Between the Eyes deal four times normal damage. Gouge (level 46): Gouges the eyes of an enemy target, incapacitating for 4 sec. Damage will interrupt the effect. Must be in front of your target. Awards 1 combo point. Blade Flurry (level 52, Rank 2): Blade Flurry now instantly strikes up to nearby 5 targets for Physical damage. Grappling Hook (level 56, Rank 2): Cooldown reduced by 15 sec. Riposte (level 58, Rank 2): Dodging an attack while Evasion is active will trigger Mastery: Main Gauche.

Mastery: Executioner (Passive) (level 10): Increases the damage done by your finishing moves by 19.6%. Shadowstrike (level 12): (Requires Stealth) Strike the target, dealing Physical damage. Awards 2 combo points. Backstab (level 14): Stab the target, causing Physical damage. Damage increased by 20% when you are behind your target. Awards 1 combo point. Shuriken Toss (level 16): Throws a shuriken at an enemy target for Physical damage. Awards 1 combo point. Rupture (level 17): Finishing move that tears open the target, dealing Bleed damage over time. Lasts longer per combo point. Shadowstep (level 18): Step through the shadows to appear behind your target and gain 70% increased movement speed for 2 sec. Shuriken Storm (level 19): Sprays shurikens at up to 8 targets within 10 yards, dealing Physical damage. Awards 1 combo point per target hit. Shadow Dance (level 22): Allows use of all Stealth abilities and grants all the combat benefits of Stealth for 8 sec, and increases damage by 15%. Effect not broken from taking damage or attacking. Relentless Strikes (Passive) (level 26): Your finishing moves generate 6 Energy per combo point spent. Shadow Techniques (level 27): Your auto attacks have a chance to generate 1 combo point and 8 Energy. Symbols of Death (level 29): Invoke ancient symbols of power, generating 40 Energy and increasing your damage done by 15% for 10 sec. Find Weakness (Passive) (level 37): Cheap Shot and Shadowstrike reveal a flaw in your target’s defenses, causing all of your attacks to bypass 30% of that enemy’s armor for 18 sec. Deepening Shadows (level 41) (Passive): Your finishing moves reduce the remaining cooldown on Shadow Dance by (10% / 10) sec per combo point spent. Shadow Blades (level 42): Draws upon surrounding shadows to empower your weapons, causing your combo point generating abilities to generate 1 additional combo point and deal 50% additional damage as Shadow for 20 sec. Sprint (level 43, Rank 3): Sprint now allows you to run over water. Symbols of Death (level 43, Rank 2): Symbols of Death causes your next combo point generator to critically strike. Eviscerate (level 44, Rank 2): Eviscerate deals an additional 50% damage as Shadow to targets with your Find Weakness active. Improved Backstab (level 46, Rank 2): When you are behind your target, Backstab critical strikes now also expose a flaw in their defenses, applying Find Weakness for 6 sec. Black Powder (level 52): Finishing move that launches explosive Black Powder at up to 8 nearby targets dealing Physical damage. Improved Shuriken Storm (level 56, Rank 2): Shuriken Storm critical strikes apply Find Weakness for 6 sec.

As you start getting closer to level 60, you may want to shift your focus from thinking about what is best for leveling your Rogue to best max level options as far as best covenant options, best stats to pursue on your gear, talents, and so on. For that, we’ve prepared many different guides to guide you in your max level Rogue journey! Assassination Rogue Shadowlands Guide Outlaw Rogue Shadowlands Guide Subtlety Rogue Shadowlands Guide : Shadowlands Rogue Leveling Guide & Best Leveling Spec 1-60
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How much hit rating is 1 hit TBC?

r/burningcrusade – TBC combat rating (Haste, Hit, etc.) conversions at level 70 In September 2007 Blizzard released, which said this: Haste: Haste has been rebalanced. It has returned to the ratios from the launch of Burning Crusade. Melee attacks and spell casts will now benefit at identical rates from haste.

  • That’s the last info I can find on rating scaling changes, so I think Classic TBC would probably use these conversion values that were posted by Eyonix in 2006 (before Burning Crusade launched):
  • Combat Ratings conversions at level 70 (rounded to 1 decimal point):
  • Weapon Skill Rating: 3.9 rating grants 1 skill point

Defense Rating: 2.4 rating grants 1 defense skill.

  1. Dodge Rating: 18.9 rating grants 1% dodge
  2. Parry Rating: 31.5 rating grants 1% parry
  3. Block Rating: 7.9 rating grants 1% block chance
  4. Hit Rating: 15.8 rating grants 1% hit chance
  5. Spell Hit Rating: 12.6 rating grants 1% spell hit chance
  6. Critical Strike Rating: 22.1 rating grants 1% critical strike chance
  7. Spell Critical Strike Rating: 22.1 rating grants 1% spell critical strike chance
  8. Haste Rating: 15.8 rating grants 1% haste
  9. Spell Haste Rating: 15.8 rating grants 1% spell haste
  10. Resilience Rating: 39.4 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes

There was listing the stat rating conversions 4 months after release (most likely the changes). I don’t think we’ll end up with these conversion rates since they were reverted by Patch 2.2 but I’ll list them here just in case:

  • Combat Ratings conversions at level 70 (rounded to 1 decimal point):
  • Weapon Skill Rating: 3.9 rating grants 1 skill point
  • Defense Rating: 2.4 rating grants 1 defense skill
  • Dodge Rating: 18.9 rating grants 1% dodge
  • Parry Rating: 22.4 rating grants 1% parry
  • Block Rating: 7.9 rating grants 1% block chance
  • Hit Rating: 15.8 rating grants 1% hit chance
  • Spell Hit Rating: 12.6 rating grants 1% spell hit chance
  • Critical Strike Rating: 22.1 rating grants 1% critical strike chance
  • Spell Critical Strike Rating: 22.1 rating grants 1% spell critical strike chance
  • Haste Rating: 10.5 rating grants 1% haste
  • Spell Haste Rating: 21 rating grants 1% spell haste
  • Resilience Rating: 39.4 rating grants 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes

: r/burningcrusade – TBC combat rating (Haste, Hit, etc.) conversions at level 70
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Is Might or Kings better for rogue TBC?

Might > Kings because the PURE AP bonus from Might trumps any agi+str bonus you’re getting off Kings. Rogues only get 1ap from str and agi, unlike shaman/ret pallies/warriors. So PLEASE don’t be a noob and take kings over might.
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How much resilience does Rogue need TBC?

TBC Classic Rogue DPS PvP Guide – Best Talents, PvP Gear, Tactics Welcome to Wowhead’s Rogue DPS TBC Classic PvP Class Guide, updated for of Burning Crusade Classic! This guide will help you improve your PvP performance as a DPS Rogue in Burning Crusade Classic arenas and battlegrounds.Here you’ll learn more about the best Rogue PvP talents and PvP talents builds, viability of Rogue in PvP content such as Arenas and Battlegrounds, BiS gearing options for PvP, combat tactics to utilize in PvP, and other topics to increase your PvP expertise.We have created an additional PvP guide specifically on TBC Classic Arena tactics if you would like to delve deeper into mastering Rogue DPS in that PvP content.Rogue DPS TBC Arena Guide Our Rogue guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.

  • If you are interested in more in-depth Rogue guides for Phase 4, make sure to browse the Navigation Bar below, and our list of Guide Navigation just beneath the Table of Contents,
  • OverviewLeveling (1-70)Starter GuideTalents & BuildsBiS GearRotation & AbilitiesStatsGems & EnchantsBuffs & ConsumablesAddonsMacrosPre-Patch BuildsPvP Rogue s, and in particular Subtlety Rogue s are a top-tier very powerful class in PvP combat in the Burning Crusade.

Large group engagements in battlegrounds find the rogue sometimes unable to accomplish much, but they truly excel in small group engagements and one on one combat like in arenas. Rogues are powerful damage dealers in PvP but they also come equipped with powerful crowd control, interrupts, defensive cooldowns, and mobility abilities as well.

With the new talents in Burning Crusade, rogues gain access to Shadowstep and Cheat Death in the Subtlety tree which are both fantastic abilities for PvP. Shadowstep makes the rogue incredibly difficult to run away from, also gives the rogue the ability to instantly switch targets to apply pressure, or can even be used defensively to jump away from a dangerous situation.

Cheat Death makes a rogue exceptionally difficult to kill – if the enemies try to kill a rogue, the rogue will trigger Cheat Death which buys them a moment to react with a possible Vanish and/or Cloak of Shadows to buy enough time to escape and reset and heal up.

Cloak of Shadows is one of the new spells that rogues acquire in the Burning Crusade and it is very, very good. Smart use of your Cloak of Shadows makes a rogue very difficult for enemy casters like Mage or Warlock to control and kill. This can be used offensively to avoid incoming crowd control like Death Coil or break a Frost Nova and stay on your target.

It can also be used defensively to immediately remove all those pesky debuffs you don’t want with one click of a button and Corruption, Shadow Word: Pain, Faerie Fire are all gone. Rogues also gain Deadly Throw in Burning Crusade. While it isn’t the absolute monster ability that Cloak of Shadows is, it is a good addition to the rogue’s toolkit.

Deadly Throw is yet another ability that can help the rogue catch up to an enemy that has managed to get away from them. The gloves of most PvP armor sets include an important bonus to Deadly Throw, like Gladiator’s Leather Gloves, If a Mage escapes you and hopes to Polymorph you before you get back in melee range for Kick you will still be able to stop that spell cast with Deadly Throw and this glove bonus.

Subtlety Rogue s are a top tier class for PvP in the Burning Crusade. While they sometimes struggle to be effective in large group engagements like in battlegrounds they are absolute monsters in small group engagements and one on one encounters. Rogues have a excellent damage output as well as crowd control, mobility, and defensive abilities.

Subtlety Rogue s are exceptional in PvP arenas. They have powerful damage output while in melee range and many tools to stay in melee range of their target. Many of a rogue’s strengths come from abilities with long cooldowns – if you use them needlessly, you can be caught without them when you need the cooldown ability the most.

It will take careful judgment to know when the best time to use each ability is. Rogues played well are absolutely a top tier class in PvP arenas and are very desirable inclusions in arena teams. Battlegrounds that involve large group engagements like Alterac Valley or battles for the Blacksmith in Arathi Basin can find a rogue a little bit less useful than usual.

  • In large group engagements the rogue’s toolkit just isn’t as effective.
  • They can still contribute by trying to land some Sap s on enemies in the back lines or hope to assassinate a healer before they inevitably have more spells and crowd control thrown at them than they can handle from the large group of enemies.

Small skirmishes in battlegrounds are where the rogue shines, where they can control the flow of the fight and manage the enemy abilities properly. Sap and Blind can help control enemies while you focus on your preferred kill target. For both battleground and arena PvP, you will absolteuly want to use a Subtlety specialization with the namesake Shadowstep talent.

  • What Subtlety lacks in damage output, it makes up for in survivability, mobility, and utility.
  • These things are not as important in a raiding environment, but are immensely important in a PvP environment.
  • The Subtlety specialization offers the rogue utility via talents like Dirty Tricks, mobility from Shadowstep, and survivability from Cheat Death,

There are many talents throughout the tree that increase damage output as well, as most rogue talents do. Vile Poisons may not look like much at first, but it is immensely important. Enemy Druid s, Shaman s, and Paladin s will try desperately to remove your powerful poison debuffs like Wound Poison V and Crippling Poison II,

The increased chance to resist dispel effects makes it incredibly difficult for enemies to remove those poison debuffs and without Vile Poisons they would vanish almost like it was nothing against good opponents. There isn’t too much room for flexibility in this talent specialization. The 20 points in Assassination are important to get five ranks of Vile Poisons,

The points in Subtlety are pretty much set as well, taking all the best options at each level. The only honorable mention would be Master of Subtlety, a decent talent that will increase your out of stealth burst damage potential. The problem is that the only points you could shift to gain Master of Subtlety would come out of some really exceptional talents like Vile Poisons, Deadliness, Cheat Death, or Sinister Calling,

  1. In most situations for PvP, rogues will want to have a mix of PvP equipment with high stamina and defensive stats like resilience and equipment from PvE sources that has more powerful offensive stats like higher agility, attack power, and critical strike chance.
  2. Rogues can afford to bring in a few pieces of PvE armor because of their plethora of defensive abilities that they can rely on to stay alive.

Unlike some other classes, rogues do not rely as much on their equipment for their survivability. Using a couple strong offensive pieces from PvE sources can greatly increase the rogues’ damage output in PvP, making them a more potent damage dealer. Some stand-out pieces of equipment in Phase 1 from PvE are Skulker’s Greaves, Figurine – Nightseye Panther from Jewelcrafting, or Drape of the Dark Reavers,

  • A rogue could reasonably include all three of these or even one or two more pieces without resilience on them and still perform very well in PvP.
  • Great pieces of PvE armor that you gain access to in Phase 2 include Deathblow X11 Goggles, Rod of the Sun King, or Telonicus’s Pendant of Mayhem from the Verdant Sphere quest item which drops from Kael’thas Sunstrider,

Depending on the specific PvP situation, a rogue may want slightly more or slightly less resilience from equipment. Somewhere in the 225 – 300 resilience range is recommended. In a more controlled environment like in 2v2 or 3v3 arenas rogues can tend toward the lower side of that range, and in a more chaotic environment like 5v5 arenas and PvP battlegrounds, rogues should tend toward the higher side of that range.

How much resilience you want may depend also on your specific team composition in arenas – a double DPS team in 2s would prefer more raw offense, and a Healer+DPS team may prefer more defense and resilience. Below is an example of what a Best in Slot PvP set might look like for a Rogue in Phase 3. Depending on your arena team setup, you may want more PvP items for defensive stats or more PvE items for more offensive stats.

The bracers could be switched for Insidious Bands PvE item, while the belt and boots could be swapped for the Vindicator’s Leather Boots and Vindicator’s Leather Belt, You definitely want to keep the four piece bonus of the arena set active for +10 maximum energy.

Your choice on Figurine – Nightseye Panther or The Master’s Treads depends in part on your team setup. For a double DPS 2v2 team, the opener is much more important and the loss of stats for increased stealth level is often worth it. For a Rogue+Healer 2v2 team, the opener is less important and the loss of stats is often not worth it.

Rogues have many abilities that are used in different ways in PvP than they are in PvE. Shadowstep can be used a few different ways in PvP. Most obviously, it can be used to close the distance and get into melee range with an enemy that is running away from you.

Sometimes an enemy Druid will come out of stealth immediately to cast a Cyclone and with a quick reaction you can Shadowstep to them and Sap before the cast is complete. You can also use Shadowstep defensively – cast it on your current target and turn and run, or cast it on an enemy far away to get away from an enemy close to you who is dangerous.

Shiv is very powerful ability that allows you to forcibly apply your powerful poison debuffs to the enemy rather than relying on random chance from regular attacks. Most rogues will come prepared with multiple off hand weapons with different poisons already applied, so that they can quickly change between weapons to be able to apply different poisons with Shiv,

Most important is to be able to switch between Wound Poison V and Crippling Poison II, and sometimes you will also want to apply Mind-numbing Poison III or Deadly Poison VII, Many rogues will have macros or other UI assistants to be able to easily swap their off hand weapon to the weapon with their desired poison on it.

Vanish offers greatly increased stealth level for a few seconds after using it, making it much less likely that enemies will see you in stealth. This is almost never relevant in PvE, but it can be very helpful in arenas. Using Vanish while you are already in stealth and then moving in to the enemy can greatly increase your chances of landing a powerful opening Sap and be a game-winning play.

Vanish doesn’t grant you perfect stealth though and if you are careless enemies might still see you! A preemptive Vanish can be very useful especially against a Warlock with Paranoia or Human with Perception, Kidney Shot is a very powerful and very long duration stun that you can use. You’ll use this all the time to kill enemies or force them to use their PvP trinket to dispel it and get out of it.

A lot of your combo points will likely be going towards big Kidney Shot s.

Rogue & Discipline Priest

This is a very strong 2v2 team that is recommended for beginners to arena. The rogue offers reliable damage, crowd control, and interrupts while the priest offers good defensive cooldowns, a dispel that is both offensive and defensive, reliable healing, and some offensive tools like Mana Burn,

  1. This is a good combination of important PvP abilities from both classes that makes this a great pair.
  2. The high amount of defensive abilities from each class make this composition good for beginners since it is slightly more forgiving if you make an execution mistake.
  3. Both Rogue and Mage are all-stars of arenas in Burning Crusade.

They both bring powerful damage output, crowd control, and defensive abilities. Without a healer, this team intends to put overwhelming pressure on the enemy and hopefully secure a game-winning kill quickly. If the enemy can outlast the initial onslaught from a this team, the Rogue / Mage team will often lose as they don’t have as much staying power as a team with a healer in it.

Rogue, Mage, & Discipline Priest

This is a classic combination that has been good for a very long time. It combines the exceptional damage output of the Rogue & Mage with the defensive and utility tools of the Discipline Priest to make a very solid team. Both the Rogue & Mage have strong defensive abilities to use if they are focused by the enemy.

  1. If the Priest is focused the Rogue & Mage can easily use their plethora of crowd control abilities like Frost Nova, Polymorph, or Blind to help their Priest teammate – who isn’t at all helpless on their own either with Pain Suppression and healing abilities.
  2. This is a strong 3v3 team that offers slightly less in the way of defenses than the Rogue / Mage / Priest team, but more in total raw damage throughput with the Warlock ‘s damage over time effects.

The healing Druid offers the very powerful Cyclone which has both offensive and defensive uses, and a Druid is a very slippery healer that is difficult to pin down and kill since they are so mobile.

Rogue, Warlock, Mage, Priest & Druid

This is really just a combination of all the top tier classes in arenas – and it works. You could bring the Priest as Discipline for a more defensive take, but I think the offensive Shadow Priest is more desirable in this setup with damage potential and Silence – a powerful ability that can stop casters from casting and cannot be removed by a insignia or medallion like other crowd control abilities.

You can usually secure a kill by throwing out a few of your various crowd control abilities, focusing one target, then immediately and quickly switching to another target when defensive abilities are used. #showtooltip/cast Hemorrhage/startattack A “start attack” macro is good to have tied to your main damaging ability in both PvE and PvP.

When you are switching targets and press your Hemorrhage you will normally start your auto attacks anyways – but only if you have enough energy to actually cast Hemorrhage, This macro is handy because it will still start your attacks, even if you don’t have enough energy for Hemorrhage,

  1. Showtooltip/cast Kick Macros that cast abilities on your focus rather than your primary target are on a whole, very important for rogues in PvP.
  2. It may not seem like much to just click or tab to the other target and then cast your ability, but it costs you precious seconds and introduces more chances to make a mistake.
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Having different buttons to target different enemies in the arena is something that is very important and very good to get used to as a rogue. You should have focus macros for at least Kick, Blind, and Shadowstep – you can have them for more abilities as well if you wish.

  • If you want to set up your focus macros and regular buttons for an ability together, you can format the macro like this:/cast Blind/cast Blind This will cast Blind on your primary target if you press it normally, or it will cast Blind on your focus target if you hold shift when you press the macro.
  • Some players will prefer this setup compared to having separate buttons for each, but it isn’t really better or worse to do it one way or the other.

#showtooltip Sap/cleartarget/targetenemyplayer/cast Sap This macro is very nice especially for searching for enemy stealthed players. You can spam this macro while searching for the enemy and once they are discovered it will quickly target them and cast Sap on them.

  • Showtooltip Wound Poison V/equipslot 17 Latro’s Shifting Sword/cast Shiv This is one example of a macro for weapon swapping.
  • For this macro you would apply Wound Poison V to your Latro’s Shifting Sword before you engage in combat.
  • Then when you want to start applying Wound Poison V via Shiv you press this macro once to equip the Latro’s Shifting Sword, then subsequent presses of the macro will cast Shiv and apply Wound Poison V,

You can make copies of this macro for any other poison you wish to apply, but you need a unique weapon name for each different poison. For each copy, you should change the tooltip line to be the particular poison you want, you should change the weapon name to the unique weapon name that will have that poison, and you should prepare by actually applying that poison to that weapon.

  • All this preparation before hand will make weapon swaps and poison applications very easy in the heat of combat.
  • The requirement of having unique weapon names instead of, say, two or three copies of Latro’s Shifting Sword is due to a peculiar restriction on what macros can and cannot do in the game.
  • It is difficult or impossible for a macro to find which version of Latro’s Shifting Sword has which poison on it to know which one to equip.

Simonize is a long-time Rogue player from original Vanilla, Burning Crusade, and Wrath of the Lich King. Primarily focused on PvE, he is the author of rogue gear comparison spreadsheets for Classic Vanilla, Burning Crusade, and Wrath of the Lich King.
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What is the best weapon for a rogue?

12/13 Dagger Of Venom – Best In Slot Rogue Tbc

Melee Weapon (Simple, Dagger)

True to the theme of the Rogue, a Dagger of Venom is a great starting weapon they could invest in. Given its simple nature, a Dagger of Venom is easily craftable in most cities and even given as rewards after carefully-curated quests. When activated with an Action, the Dagger secretes a black liquid that coats the blade, triggering the poison.
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Can rogues disarm in TBC?

All Rogues can disarm traps so long as they have this skill. It is not tied to your lockpicking skill in any way.
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Is Mutilate good in TBC?

It is really worth it, It is basicly 2 Sinister strikes with 20+ less energy of using two. It crits for over 650 each attack. Doing Cheap shot-> Mutilate can give you 4 combo points.5 combo points if you get the talents that add to cheap shot.
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Do you need 2 daggers for sub rogue?

Rogues can use daggers, fist weapons, one-handed axes, maces, and swords. However, abilities and passives essentially require you to use two daggers.
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Should rogues use Expose Armor TBC?

TBC: IEA vs Sunder Armor In Classic and TBC, a Rogue’s Improved Expose Armor is superior to Sunder Armor in that it cuts out that last 300 boss armor for a ~5%+ physical dps increase. But, warriors obtain Devastate which deals more damaged based on the number of Sunders on a target, aka no bonus damage with a rogue’s IEA.

  • It depends on the situation and raid comp.
  • There’s much less physical damage in TBC flowing to the boss.
  • Rogues are the red-headed stepchild of TBC raiding as it stands so, this question is a bit moot.
  • By the end of TBC, we were running sunwell with 0-2 warriors and 0-1 rogues depending on who was online.

1 Like Devastate is bread and butter spam move for tank war. Don’t EA if you have a war tanking. If Pala or Druid tank, it’s an option.1 Like Im probably completely wrong but here’s what I’ve been told. Most of a warriors threat comes from revenge, shield slam, and heroic strike. Devastate’s more like a filler.

  1. The trade off from a little less devastate damage from one tank is worth +5% melee damage for the entire raid.
  2. Melee damage will be very lackluster until ZA’s released, by then they can get enough armor penetration to completely ignore boss armor with an executioner proc which is when we’ll see them start to be competitive.
  3. Still below hunters and warlocks though

1 Like Keep in mind that the rogue maintaining EA is gutting his own damage output by 5 combo points every application.1 rogue may not sound like a lot, but raid sizes drop to 10 and 25 in TBC. The difference in raid dps isn’t that big at all in practice, but it also makes execution more involved since he cannot let EA fall.

  • Most raids are probably going to see more damage just leaving the rogue to dps and having the War devastate spam.
  • EA is one of the reasons speccing deep prot, even on Alliance is a net negative.
  • Melee dps gets the shaft in TBC.
  • Warrior tanks will get the shaft hard depending on the patch they use so this may not be an issue 1 Like Gadhafi: EA is one of the reasons speccing deep prot, even on Alliance is a net negative.

There is no difference between Horde and Alliance in TBC, other than Horde having overall higher dps thanks to Orc, Troll, and Belf Pally racials being better Döt: Most raids are probably going to see more damage just leaving the rogue to dps I 100% agree with this. Glaive: By the end of TBC, we were running sunwell with 0-2 warriors and 0-1 rogues depending on who was online. This is pure and unadulterated nonsense. Nobody was running so few rogues and most guilds had atleast 1 if not 2+ warrior dps. Don’t confuse private server meta with how it was.

Rogues were the first class to break the 4k DPS barrier. Diminishing: So the questtion is, which is superior for most serious raids in TBC: IEA or Sunder Armor? TBC had alot more target switching fights so it was easier to just easier to let warriors deal with sunder duty. Rogues also had to manage weaving rupture,SnD and Evisc when the opportunity allowed.

I guess it will depend on how things shake out when we get there. That was clearly in reference to right now,1 Like Lol you’re pure nonsense. Rogues and warriors are VERY unpopular for raids in TBC. Believe what you want though. You necroed this a year later to say THAT? Next time sometimes you just need to let things go. : TBC: IEA vs Sunder Armor
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Are Warglaives better for rogue or warrior TBC?

Long-Term Investment – There’s a lot of focus on PvE DPS for phase 3, but a lot of people forget that the Warglaives are best-in-slot for the entirety of TBC, for both rogues and warriors. And while they’re a slightly bigger DPS upgrade for warriors in phase 3, that is no longer the case in phase 5.

That is because the strongest weapons besides the Warglaives in phase 5 – and – are not swords. This means that rogues lose access to their incredibly powerful talent, and thus a lot of damage. Fury warriors typically do not go for their equivalent talent, and so don’t lose as much out of using those specific weapons instead.

So, even though your warrior gets more personal DPS out of the Warglaives than your rogue does, your raid’s DPS ends up being lower if your warrior gets the Warglaives while your rogue uses the slightly inferior swords in Sunwell Plateau. Warrior 2 – Rogue 2 Best In Slot Rogue Tbc Not only will your rogue love using the Warglaives in PvP — he’ll certainly love looking like a bad-ass while doing so.
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Which Rogue spec is easiest?

Which rogue spec is the easiest so ive been trying all rogue specs and i didnt found an awnser which one is more straighfoward? (pve btw) Um rogue is not an easy class like a hunter, Blood do, or a frost mage where you can just hit a couple of buttons and be decent.

  1. You have to practice and learn when and how to use the ability’s correct.
  2. I think all rogue specs are not that hard to play in pve.
  3. I love Outlaw for its grappling hook and its survivability I also like stealth ganking.
  4. I also just made this rogue this past weekend and have already got full set of pvp gear and working on geting to 1800.

I am currently at 1550 in 2v2 at the moment. The correct answer the op is looking for is Assaination.16 Likes I think it depends. I see a lot of people saying that assassination is easier, but as I started in the outlaw, I never adapted to others and I end up finding the outlaw easier and fun despite the rng it carries.5 Likes Grappling Hook and Crimson Vial alone made it hard for me to adjust to sin/sub on my Rogue heh.2 Likes Assaination is the goto for pve,its not hard to learn ether.

  • Honestly impossible to say, the most general answer is assass
  • However in my experience people pick up different specs better than others, I’ve always played outlaw spec and always regardless of how balance is looking performed better as outlaw.
  • It can be super annoying because sometimes guilds want you to respec to the meta spec but you play your comfortable spec better

None of the specs are “hard” so to speak. But, they are very different. Assassination is slower paced and more forgiving if you make mistakes with the rotation. It’s all about managing your DoT’s Subtlety is faster paced and revolves around Shadow Dance.

It’s very unforgiving if you make a mistake. Outlaw is also a faster paced spec that seems to focus on cool down and proc management. To me it feels like playing Wak-a-Mole.4 Likes Assassination for sure. It’s two consistent buttons between keeping bleeds up. Plus it has the delectable perk of S/D renewing on envenoms.

Ðeádpool: Um rogue is not an easy class like a hunter IMO MM is much harder/tedious than all three rogue specs.1 Like Lol, my main is a horde Tauren hunter and MMis easy AF to play. I play BM and love it, but hunter is by far one of the easiest classes to play behind arcane or frost mage.4 Likes Assassination is slower paced and more forgiving, so I’d say it’s generally the easiest.1 Like Outlaw 4 piece is pretty easy Byrdstabber: IMO MM is much harder/tedious than all three rogue specs.

  1. Lol no. MM is definitely easier.
  2. It has the benefit of being super ranged (longest damaging abilities in the game), and the rotation is a very straight forward priority system with proc consumption.
  3. Also, the set bonus turns it into a meme spec where you’re basically spamming Aimed Shot 90% of the time, in ST and AOE.3 Likes I really think sub is the easiest spec.

Maintain rupture and slice n dice. Pool energy for shadow dance. Pop shadow dance, symbols, and shadow blades if it’s off cd. Aoe is just shuriken into black powder while you weave sd and symbols lol. Super easy. Sin has a ton more micro management with multiple targets and is about the same in terms of difficult for single target.

  1. You might have a point had you just said Sub rogue.
  2. Slice and Dice is yet another obstacle to finally get to dispatch on Outlaw and yet another plate to keep spinning as Assassination.
  3. I feel more and more like im playing legion feral druid.

2 Likes SnD feels good on Outlaw because it directly results in more energy, and thus more button presses. It could use more interaction on Assassin for sure, but I enjoy spinning the plate regardless. Assassin in DF looks great imo.2 Likes Percept: Maintain rupture and slice n dice.

Pool energy for shadow dance. Pop shadow dance, symbols, and shadow blades if it’s off cd. You usually want to use your finishers on evisc and not waste a full 5 combo point on rupture if you dont need though You also dont want to just waste shadow blades because its not on CD. It’s a huge CD and a huge damaging ability you want to use at the right time.

And again, SnD, for your finisher you dont want to waste combo points on unless you really need to (restealth, points falling off, nothing to spend on if you’re stuck in a spot currently)

  • Do rogues even use black powder?
  • Probably the only thing i see you got right was Symbols, i have it in a macro of mine to use after i use a couple of Shadowstrikes and right before using evisc to get the energy back
  • This is all speaking on sub as PvP, but I don’t think black powder is really used as sub either way.

1 Like : Which rogue spec is the easiest
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Why is Rogue so powerful?

Rogue is part of a subspecies of humans called mutants, who are born with superhuman abilities. She has the ability to absorb and sometimes also remove the memories, physical strength, and superpowers of anyone she touches. Initially, Rogue considered her powers to be a curse.
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Who is the strongest rogue in Rogue Company?

Rogue Company tier list – We’ve decided that it would be best to rank each character based on their designated roles. So in this order, we have Duellists, Defenders, Breachers and Support Rogues. For any new players to Rogue Company that might be wondering what these roles even mean, here’s a quick breakdown of each position:

Duellists : Focused on forcing trades with the enemy team and winning combat engagements. Defenders : Their primary goal is to secure objective locations and slow down the enemy. Breachers : As their class name suggests, Breachers specialize in creating openings for their team to advance and push through enemy lines. Support : Support role Rogues’ main focus is to provide assistance to their teammates.

One last thing that we need to mention is that future game updates might bring unpredictable changes to the meta. We will make sure to keep our lists up-to-date whenever something like this happens, so make sure to check back on this page. Without any further ado, let’s dive right into our Rogue Company tier list.

Rogue
S Lancer Glimpse
A Ronin Kestrel
Chaac
B Dallas Scorch
Phantom Talon
Umbra
Lancer and Glimpse are on the top of Rogue Company tier list, and there’s probably little to no argument about that. Glimpse combines amazing playmaking abilities with duellist power, while Lancer is simply the strongest duellist in the current meta. So these two being on the top of our duellist tier list is justified. Ronin, Chaac and Kestrel are still solid options and in the right hands they can perform very well. The rest of the Rogues fall into lower tiers for different reasons. Phantom, for example (a sniper Rogue essentially) simply loses this battle to Runway. Scorch is an overall balanced unit that excels in one versus one situations.

table>

Tier Rogue S Anvil A Vy The Fixer B Mack Trench D Cannon Anvil is primarily a tank that can soak up a lot of damage thanks tohis 5-star toughness, which provides him with 9% damage reduction. On top of that, he has immunity to blind effects and ever since the December update, he can have up to two barricades coexist on the map, plus reduced cooldown from 60 seconds to 35 seconds. Spec him defensively and you have the best Rogue in this role. That’s why we’ve put him on the top of our list. Even though Vy isn’t as strong as she used to be, she’s still a top tier option. Defensively, Trench is up there with the best of them and the Fixer remains a very solid all around Rogue.

table>

Tier Rogue A Gl1tch Sigrid B Dima Switchblade After the change to his ability, Gl1tch isn’t what he used to be. Of course that doesn’t mean that he’s not a viable option anymore, no. He can still be very effective in the right situation. Sigrid’s shield has made her a top tier Rogue. Usually spec for tenacity, an argument can be made that she could have been ranked even higher.

table>

Tier Rogue S Runway A Dahlia Saint D Seeker Runway is the best Sniper in the current meta. On top of that she provides utility to her team. Combine these two, and you get why we placed her on the top of this list. Saint’s ability to revive his fallen comrades from anywhere on the map always remains relevant. Dahlia – she’s still a very viable option, especially in the right hands.

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Is Kestrel the best rogue?

Everything you need to know about Rogue Company’s Kestrel is right here in this guide. Best In Slot Rogue Tbc Kestrel is the newest addition to Rogue Company, and might arguably be one of the best Rogues you can use. Her loadout is pretty much unstoppable and her abilities are way overpowered, which is why she costs 20,000 Reputation to unlock. When she is in the hands of a player who knows what they are doing she becomes a weapon of mass destruction.
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Is Rogue overpowered?

Why are rogues allowed to be so OP? The rogue has NO weaknesses, and always has SUPERIORITY over you, even tank DH dies in seconds. I just experienced it frustratingly many times in otherwise nice Brawl that we won (they really stalled it after they got that rogue, though).

The most OP rogue ability is to KEEP YOU FROM BEING ABLE TO DO ANYTHING. It’s impossible to ‘counter’ a rogue, when they can just KEEP YOU IMMOBILE. It’s like taking your keyboard and mouse away so you can just helplessly watch your HP go down. What kind of a gameplay is this? Who thought this was a good idea? I hope they will nerf those bástards next patch, because this is just INSANE to let one class dominate everything else SOLELY because they can take your ability to DO anything away until you are either dead or have 5% HP.

Then they can just do it again, and you can’t escape. Even IF you somehow escape a bit, you will be REALLY slow, and they can’t be ever slowed down. If you manage to be in a position where you can attack a rogue, it will just vanish and heal and come back and take your mouse and keyboard away again.

WHY are they allowed to be this OP? I am a darn tank DH in a brawl, and I can’t get 1 flag, because a rogue comes, keeps me in stun while quickly stabbing me to death. I use the ‘weakening thing’, thinking I can escape now, but it uses the same thing on me, and somehow it is still able to just kill me.

I can’t move, I can’t escape, I can’t heal, I can’t stun the rogue (they never stay stunned, do they?), etc. WHY is this allowed? Rogue is like 1000 times over any other class, and people say DHs are somehow supposed to be able to do something about them.

  1. The rogue can’t keep the DH stunned until the rogue stabs it to death
  2. The rogue can’t counter EVERYTHING a DH can do (try ‘rain from above’ on rogue, has it EVER worked? Rogue must have like 20 separate ways to counter that)
  3. The rogue can’t inflict huge amount of damage on the DH while the DH stays stunned/sappeD/whatever
  4. The rogue cvan’t slow the DH while the DH can’t slow the rogue

In these BG situations, a rogue will always kill a DH in a couple of seconds, and DH can’t have enough time to do more than maybe one jump, and then it’s dead. Doing anything against rogue is useless, because rogue won’t get any damage, and if it does, it heals.

Notice that I didn’t even MENTION Smoke Bomb (can’t attack rogue, because ‘vision is obscured’), Cloak of Shadows (try ‘rain from above’ when rogue has this up), ‘Evasion’, etc. etc. Rogue has too many stuns, it it too fast, it can vanish too much (Spectral Sight is useless, because you can’t re-use it when rogue re-stealths, and rogue is FAR AWAY immediately when you use it, so you can’t reach the rogue before it wears off) I know the classes probably can’t be balanced, they’re too com,pliated.

But for the love of common sense, why allow 1 class to dominate others while pretending it’s not happening? At least let’s talk honestly about this enormous elephant in the room, and admit they’re the most OP thing that ever unfairly existed in any game, that can traumatize any DH beyond reason.

  • I was attacked by two druids in the next brawl, and it was a PARADISE-PICNIC compared to the trauma the dámn rogue caused in the previous one.
  • Any 1 player shouldn’t be able to take away ability to do anything, and any 1 player should definitely not be able to kill a tank DH in a few seconds without the tank DH being able to do anything.

AT LEAST give tank DH back the ability to ESCAPE something – back in the day, it could sometimes even escape a rogue! But not anymore so NERF those rogues already, regardless if some dev’s son plays one, PLEASE, and create more equality, fairness and balance in the world by doing this one simple thing.

  • with full CDs a rogue is strong yeah, but as u said it is hard to balance because out of CDs they are dead meat.
  • I would put their blind on a same DR than sap, because currently they can keep a FC or a healer completely out of the game way too long.
  • I would also put a global DR on slows, there are too many snares in this game it si sometimes ridiculous you just can’t move a whole BG

4 Likes Eygor: I would put their blind on a same DR than sap, because currently they can keep a FC or a healer completely out of the game way too long. If your team doesn’t know what to do yeah. As soon as you see someone is getting sapped blind, aoe around and he will stop blind and sap.

A team who knows what to do wont allow blind and sap when running flag. Kiirodinya: even tank DH dies in seconds. Cuz tank dhs are dogs hit in pvp after their mobility got nerfed there is no reason to play em so stop crying and just learn how to counter a rogue probaly when u play a class that has so much op s-hit that u can counter a rogue easily 2 Likes Kiirodinya: Even IF you somehow escape a bit, you will be REALLY slow, Thats if they run with a specific poison which most good rogues dont use cuz its not even that good compared to another poison Kiirodinya: because this is just INSANE to let one class dominate everything else SOLELY because they can take your ability to DO anything away until you are either dead or have 5% HP.

Have you seen DH’s with full gushing wounds? Kiirodinya: I am a darn tank DH Dont play DH tank in pvp ur the most useles person in the group even a dude with 200k health is more useful Kiirodinya: I can’t move, I can’t escape, I can’t heal, I can’t stun the rogue (they never stay stunned, do they?), etc.

Maybe get better at the game and dont waste ur cds on nothing and play havoc it will help u big time Kiirodinya: Notice that I didn’t even MENTION Smoke Bomb You go into the smoke bomb or leave it easy as that Kiirodinya: AT LEAST give tank DH back the ability to ESCAPE something – back in the day, it could sometimes even escape a rogue! They still got that chance other than when they FC cuz it inbalances the bgs I don’t feel like Outlaw is that strong tbh.1 Like It’s about ur ilvl and spectral sight.

I find demon hunters far more annoying to fight against than rogues. If you manage to ruing the first strike from rogues they kind of suck butt and runaway like a banned word from Garrosh. Them DH tears are deliciously refreshing.9 Likes Yules: You go into the smoke bomb or leave it easy as that i think he is referring to using smoke bomb as a counter against “rain from above” Kiirodinya: The rogue can’t counter EVERYTHING a DH can do (try ‘rain from above’ on rogue, has it EVER worked? Rogue must have like 20 separate ways to counter that) How many melee can counter rain from above? They cant dps you when you are in the air, so its either use a cd, los it or stand in it and see your hp fall.

  • Rain from above is a strong ability used correctly and can be used quite effectively also as a offensive where you are not about to die.
  • Use your spectral sight wisely, how many classes can do that? Strongest thing about rogues is their ability to chose their fight and chose when and how to open.
  • With spectral you can break that.

I smell that your frustration is more of an itemlevel/bis borrowed power thing. In most bgs now there are more people with high itemlevel and best corruptions essences etc, so ofc any class will feel overwhelming when you are not.2 Likes Hes in tank spec he doesnt have RFA Find rogues pretty dumb, especially muti with GW – its the same as Legion BM when they run around pillars from you and their monsters killed you in the same time – nice gameplay.

  1. Sub have braindead rotation – people like it coz the best from 3 specs surv/burst/CC/mobility – they are jus broken for PvP, the same why people like retri – wings + melee range = dead.
  2. Huehuehue.
  3. The most fun is pirat, but he is not so good for PvP.
  4. Heard lots of teenagers like and main rogues.
  5. Im 31 and have no future and main rogues usually.1 Like Aand we found rogue player here who defends his op class bingo! Rogue have been every xp top tier class and in sl they sre gods in pvp.

What about prot warriors? Plate + shield and die faster. Its so sad that some classes are more stronger than the others ( same will happen when SL comes, beta show it).1 Like Was about to have a beer, but these DH tears will be fine, thanks bro! 1 Like Well most of the melee specs have something to counter Rain from above with tho.

  • DK can grip.
  • Warr can Stormbolt.
  • Rogues can vanish or smokebomb.
  • Ret could bouble if they´re close to death.
  • Enha can counterstrike totem.
  • On top of that it is very easy to simply los this ability and also gain alot more pressure doing so since the dh is literally stuck in the air without being able to cancel it.

Imo their toolkit is not the big problem, sure they have alot of control but that has always been the case. The main issue is the damage they get on top of that. They have probably the highest dmg in the game atm, they have very good defensives against both casters(cloak) and melee(evasion), they have selfheal pretty often, they have alot of instant cc aswell as smokebomb, they have one of the best gapclosers in the game with the option to have 3 charges of shadowstep(aswell as sprint and shadowstrike if stealthed).
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Which rogue spec is best for PvP TBC?

Subtlety Rogue PvP Guide for TBC Classic Last updated on Aug 02, 2021 at 21:38 by Welcome to our PvP Subtlety Rogue guide for TBC Classic. Here you will learn all you need to know to properly play as a Subtlety Rogue in PvP scenarios.1. Subtlety is the go-to spec for Rogues in TBC Classic.
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What is the best class TBC?

Warlock: S – Warlocks are one of the best DPS in TBC, They provide raids with various curses and debuffs for boss encounters. Meanwhile, their utility is top-notch as well through the use of Health Stones and Soul Stones that increase raid survivability.
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Is Kings or might better for rogues TBC?

Might > Kings because the PURE AP bonus from Might trumps any agi+str bonus you’re getting off Kings. Rogues only get 1ap from str and agi, unlike shaman/ret pallies/warriors. So PLEASE don’t be a noob and take kings over might.
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Which rogue spec is easiest?

Which rogue spec is the easiest so ive been trying all rogue specs and i didnt found an awnser which one is more straighfoward? (pve btw) Um rogue is not an easy class like a hunter, Blood do, or a frost mage where you can just hit a couple of buttons and be decent.

  • You have to practice and learn when and how to use the ability’s correct.
  • I think all rogue specs are not that hard to play in pve.
  • I love Outlaw for its grappling hook and its survivability I also like stealth ganking.
  • I also just made this rogue this past weekend and have already got full set of pvp gear and working on geting to 1800.

I am currently at 1550 in 2v2 at the moment. The correct answer the op is looking for is Assaination.16 Likes I think it depends. I see a lot of people saying that assassination is easier, but as I started in the outlaw, I never adapted to others and I end up finding the outlaw easier and fun despite the rng it carries.5 Likes Grappling Hook and Crimson Vial alone made it hard for me to adjust to sin/sub on my Rogue heh.2 Likes Assaination is the goto for pve,its not hard to learn ether.

  • Honestly impossible to say, the most general answer is assass
  • However in my experience people pick up different specs better than others, I’ve always played outlaw spec and always regardless of how balance is looking performed better as outlaw.
  • It can be super annoying because sometimes guilds want you to respec to the meta spec but you play your comfortable spec better

None of the specs are “hard” so to speak. But, they are very different. Assassination is slower paced and more forgiving if you make mistakes with the rotation. It’s all about managing your DoT’s Subtlety is faster paced and revolves around Shadow Dance.

It’s very unforgiving if you make a mistake. Outlaw is also a faster paced spec that seems to focus on cool down and proc management. To me it feels like playing Wak-a-Mole.4 Likes Assassination for sure. It’s two consistent buttons between keeping bleeds up. Plus it has the delectable perk of S/D renewing on envenoms.

Ðeádpool: Um rogue is not an easy class like a hunter IMO MM is much harder/tedious than all three rogue specs.1 Like Lol, my main is a horde Tauren hunter and MMis easy AF to play. I play BM and love it, but hunter is by far one of the easiest classes to play behind arcane or frost mage.4 Likes Assassination is slower paced and more forgiving, so I’d say it’s generally the easiest.1 Like Outlaw 4 piece is pretty easy Byrdstabber: IMO MM is much harder/tedious than all three rogue specs.

  • Lol no. MM is definitely easier.
  • It has the benefit of being super ranged (longest damaging abilities in the game), and the rotation is a very straight forward priority system with proc consumption.
  • Also, the set bonus turns it into a meme spec where you’re basically spamming Aimed Shot 90% of the time, in ST and AOE.3 Likes I really think sub is the easiest spec.

Maintain rupture and slice n dice. Pool energy for shadow dance. Pop shadow dance, symbols, and shadow blades if it’s off cd. Aoe is just shuriken into black powder while you weave sd and symbols lol. Super easy. Sin has a ton more micro management with multiple targets and is about the same in terms of difficult for single target.

  1. You might have a point had you just said Sub rogue.
  2. Slice and Dice is yet another obstacle to finally get to dispatch on Outlaw and yet another plate to keep spinning as Assassination.
  3. I feel more and more like im playing legion feral druid.

2 Likes SnD feels good on Outlaw because it directly results in more energy, and thus more button presses. It could use more interaction on Assassin for sure, but I enjoy spinning the plate regardless. Assassin in DF looks great imo.2 Likes Percept: Maintain rupture and slice n dice.

  • Pool energy for shadow dance.
  • Pop shadow dance, symbols, and shadow blades if it’s off cd.
  • You usually want to use your finishers on evisc and not waste a full 5 combo point on rupture if you dont need though You also dont want to just waste shadow blades because its not on CD.
  • It’s a huge CD and a huge damaging ability you want to use at the right time.

And again, SnD, for your finisher you dont want to waste combo points on unless you really need to (restealth, points falling off, nothing to spend on if you’re stuck in a spot currently)

  • Do rogues even use black powder?
  • Probably the only thing i see you got right was Symbols, i have it in a macro of mine to use after i use a couple of Shadowstrikes and right before using evisc to get the energy back
  • This is all speaking on sub as PvP, but I don’t think black powder is really used as sub either way.

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