Rogue Best In Slot Bfa?
Contents
- 1 What weapon is best for outlaw rogue?
- 2 Can a rogue wear an AXE?
- 3 Is Necrolord good for outlaw rogue?
- 4 Does outlaw rogue have Shadowstep?
- 5 How much haste does a rogue need?
- 6 What race is Umbra?
- 7 Is Kestrel the best rogue?
- 8 What is the best spec for Shadowlands Rogue?
- 9 Who is the strongest Rogue in Rogue Company?
- 10 How powerful can Rogue become?
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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What weapon is best for outlaw rogue?
5] (Dec 2022) Outlaw Rogue Best in Slot Gear.
Weapons | Max. DPS | Popularity |
---|---|---|
Cruciform Veinripper Edge of Night | 66.1K | 75% |
Domination’s Deliverance Edge of Night | 61.2K | 5% |
What weapons can you use as a 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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What missives for Outlaw Rogue?
You should ideally craft your legendaries with Crit/Versatility missives, as these are Outlaw’s two strongest and most flexible stats. Critical Strike/Versatility are better for dungeons, but not if you plan on going Mark of the Master Assassin.
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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.
- You might have a point had you just said Sub rogue.
- Slice and Dice is yet another obstacle to finally get to dispatch on Outlaw and yet another plate to keep spinning as Assassination.
- 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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What race is best for Rogue?
Best Races for Rogues in Wow Classic: Human/Orc – Unsurprisingly, it’s Humans and Orcs who are your go-to race if you plan on playing a rogue in Classic. As most Rogues end up using swords and going for the Combat specialization, Humans’ Sword Specialization goes a long way in helping you land your attacks consistently.
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Are Rogues friendly to Usecs?
Behaviour – A Rogue mounting a Rogues defend the water treatment plant by patrolling the area and manning emplaced weapons. They will open fire on players who come near the plant, but are more lenient towards PMCs and, To, Rogues will only engage once they have entered the plant, unless they are in a group with a PMC.
- Rogues often patrol in groups of 2-3, and will make use of highly accurate suppressive fire while pushing players.
- They are extremely dangerous both in close-quarters and medium-range combat, capable of firing in full-auto with laser-like accuracy.
- They may also use flash grenades or fragmentation grenades against their enemies.
Rogues manning either the or will typically spot players within 200 to 250 meters, but have been observed to shoot even up to 500 meters accurately. If they are wounded while on a mounted weapon they will abandon the position to fall back and heal before returning to the mounted weapon.
If a Rogue manning a mounted weapon is killed, he may be replaced by another Rogue if there is another on the rooftop. If a USEC player engages the Rogues, they will be considered hostile for their next 3 raids. Rogues will not designate player Scavs as hostile on sight, only when they are shot at or otherwise provoked by standing too close.
Also, if you climb a tower or a machine gun, you become an enemy for them. If this happens, they will be considered hostile until the end of the raid. Rogues are subject to shoot on sight any players nearby if they were shot recently including Scavs and PMCs alike no matter your,
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Can a rogue wear an AXE?
Orc rogues *NEED* to be able to use axes, immediately Can you really imagine an orc rogue saying “I’m NOT gonna use the traditional weapon of choice of my people bc axes aren’t ‘rOgUeLy EnOuGh'” ? No. No orc would say that. It just doesn’t make any sense from any kind of lore perspective.
But even from a more actual-WoW consistency principle, orc rogues CAN and DO use axes as thrown weapons, but they can’t use them in melee? So throwing a literal axe is “stealthy” and “assassinly” enough, but wielding one is somehow not “roguely”? THAT actually makes no sense. Please, Blizzard, fix this game and let orc rogues use axes.
Thanks.1 Like After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes. Comes in WotLK.4 Likes Donkles: After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes. Comes in WotLK.
Just logged into retail to check.Rogues can use axes in the current patch.As far as I can tell, it was never removed.
Wow, not until 3.2 even. So weird.1 Like Dreamsphere: Wasn’t it removed a few patches later because ‘axes weren’t roguelike’ No you are misinformed. It was never removed.1 Like your time will come in wrath of the lich kang. see? cheer up fren You’ll have to wait until wrath. But don’t you want swords anyway for warglaives? 1 Like Absolutely. Just let shamans use glaives sorry I mean swords Reroll a good class like Warrior I agree with OP. It makes no sense that my orc warlock can’t use axes.
Fix this immediately or I will unsub.2 Likes I also think rogues should be able to use axes. A number of rogue style warriors throughout history have used some form of 1h axe (some even 2h axes). I will admit that doesn’t really matter. I simply think it would have been fun to roll around with axes in Classic lol.
or I will unsub I love that meme gave me a hearty laugh fren, thank you. Glaives garbage for sham, speeds don’t match up, sorry bro. LoL Its not about how good they would be. Its about taking them away from rogues.3 Likes This topic was automatically closed 60 days after the last reply.
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Is Necrolord good for outlaw rogue?
Shadowlands Patch 9.2.5 Covenant Disclaimer – Patch 9.2 brings almost no changes to the Covenants themselves. However, as you unlock the ability to wear your Covenant Legendary and a regular Legendary at the same time, and with the re-introduction of set bonuses, the value of individual Covenants changes depending on which of these you have already gained access to.
As all the Covenant choices for Outlaw Rogue have been fairly close to each other in raw performance, you can now experiment with other Covenants to see if their playstyle and class ability suits you more than your previous choice, and you can always go back if you prefer the old playstyle. Overall Kyrian and Venthyr are the strongest options for Outlaw Rogue when it comes to Raiding, with Venthyr offering the highest single-target DPS potential.
On multi-target fights and in Mythic+ simulations, Necrolord takes the lead, being ~2% ahead of Kyrian as the second-best choice. Venthyr and Night Fae are at most 3-4% behind in each situation. Thanks to the changes to the Covenant switching in 9.1.5 you can now pick the best Covenant for Outlaw Rogue without having to worry about how this affects your ability to play Subtlety or Assassination, and you can play different Covenants during the day and switch back to the best single-target one before your raid starts.
If you have just started your journey into Shadowlands or do not plan on switching Covenants frequently to gain minor performance benefits for each type of content, we will also recommend a single Covenant for you, that performs well in all kinds of situations. The combined powers of your Covenants class ability, its specific Soulbinds as well as the Conduits you use in combination with your Soulbinds, allows for a lot of customization.
All of these choices ultimately add to your core class-kit in the form of DPS boosts, increased utility, survivability or better mobility. This guide will highlight the individual strengths of each Covenant, explain which Conduits are the most powerful for each Conduit-type and detail the best Soulbind setup for each Covenant.
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Does outlaw rogue have Shadowstep?
Survivability & Mobility – Outlaw is loaded to the brim mobility and survivability in Dragonflight make sure to take advantage of it. Cheat Death makes you incredibly tanky in raid encounters. Make sure to use Feint as it makes you effectively immune to any aoe damage.
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How much haste does a rogue need?
How Much Haste I Need? As the title says, how much haste (%) do I need to stack for PVP Arenas? Currently, I have 23% haste, 37% mastery, 3% Vers, 17% Crit, and 6.9k Agility. Do I need to stack more haste? It feels the scaling is getting slower every time, and my dmg in Arena isn’t as big as I was expected it to be and I started to lose many rated games.
- Also, I tried to Simcraft my character on Raidbots, but someone told me the website isn’t for PvP and won’t give you the accurate stats priority that I need to increase my damage there.
- Sorry for the wrong post.
- Please delete.
- If you are playing Assassination then your stats are more than fine to push and you are only limited by the skill of your team, p Or by your own skill at the game.
As a rule of thumb about 20% haste and 40% mastery are what you need to perform well, the rest doesn’t matter, and you should invest all other stats points in mastery, and a bit of haste if you still have points to spare.20% haste is more than enough to play without struggling too much on energy even without Vigor, and you may even have a bit less.
- I think this Rogue has about 23%, I didn’t play it a lot this season but I know it feels comfortable to play.
- I have a second Rogue which I played more and at higher rating and I think I had 17% haste, it still felt okay.
- Versatility isn’t as good as other stats to increase damage done for Assa, ans its damage reduction component is only good if you are focused and are playing with full versa so you actually see a difference.
Crit isn’t good in PvP (this is what pve sim add-ons or websites won’t take into account). Even though a crit deals more damage or gives you combo points through Seal Fate passive, crits are only 150% of normal damage in PvP as opposed to 200% damage in PvE, and it’s RNG.
So you don’t invest in crit. Mastery is a great damage increase source for both envenoms and your bleeds. The thing is, haste also increases the tic rate of your bleeds which increases energy regeneration actively and passively, but it also increases the raw damage of your bleeds. If you check your tooltips you might notice that 100 haste might be a better damage increase to Garrote and Rupture than 100 mastery, on too of giving you energy.
But you also need Envenom to be bursty. Which is why you should try to go towards 20% haste 40% mastery, and then increase a bit both with leftover stats when you get better gear. I believe a build with full haste and versa works too, more centered on sustained damage, but I personally didn’t try it as I don’t own full haste versa gear.
Oh and about sim sites, they give you stats so that you have maximum damage with maximum uptime and zero cc on you. This will never happen in PvP which makes mastery a much better stat than what those websites will tell you, as you need your damage when you’re on target, you can’t rely on, say, crit on your goes, you want to go with damage that you control, (even though crit is good in PvE because over a long fight your crits will respect your crit %, which is what the sim accounts for).4 Likes Very informative and I appreciate the time you took to reply to my post.
I was worried because I kept seeing other rogues doing much higher DPS than me, but I’ll definitely take your advice on 20% haste 40% Mastery. As you said, I guess I’m lacking skills haha, but really thank you!! If you are Assassination you should first report: “Creeping Venom BUG” 5x a DAY. What are you on about It sure seems bugged and it’s annoying but it’s nowhere near as powerful as you claim. In prepatch is war our fourrh damage source behind bleeds and envenom because prepatch was broken, but after that adjustments were made ans creeping was nerfed on top and even when it wasn’t bugged in s1 its damage wouldn’t come close to our main damaging abilities, the only reason why we’d pick it, legit the only one, was that it made BFF be consumed extra fast for massive damage on the target affected by it. Shadenox: What are you on about It sure seems bugged and it’s annoying but it’s nowhere near as powerful as you claim. Point is don’t exagerate like this, we lose credibility and are less likely to be listened to in the future (not like these forums are read a lot by blue guys but still). Finishing move that tears open the target, dealing Bleed damage over time. Lasts longer per combo point.1 point : over 8 sec 2 points: over 12 sec 3 points: Nature damage over 4 sec. Creeping Venom’s duration is refreshed when the target moves. Both are scaled by Mastery, etc. Rupture comes a little ahead, due to haste etc But they are very close. In NO WAY am I exagerating or anyhing. It is the number that I have had in almost every BG. Creeping was right below our main dps spells. And it was very close to them actually. It is a strong poison mechanic that punishes target for kiting us, and provides us with additional pressure on fleeing targets that we cannot reach while we are chasing them. -Cheers! Von: how much haste (%) There is no hard cap on haste for Rogue, just follow mythic +stat prio as accordingly for PVP – Mastery > haste> crit For assassination in PVP ideal traits you to use is twist the knife x 3, shrouded suffocation x 1 and w/e else are on your gear really. but stacking the envenom damage is whats mostly Important, For PVP you want mastery haste, you can do crit haste but crit damage in PVP is 150% damage, not 200% like in PVE.
Some people also take mastery versa/ mastery crit and versa crit on weapons but the most ideal to take is mastery haste as your dots scale with haste like how a shadow priests dots do etc.Set up is mucho importante since your playing Sin rogue- Glancing at talents I’d suggest swapping Vigor for MFD and Iron wire for internal bleeding since prey on the weak is trash now.Idk what comp you’re playing but I’d suggest getting a resto druid or a h-pala since their very flexible strong picks which can help you pressure and close the game.
General rule of thumb is you kill set up is going to be on the healer by forcing them to trinket blind or kidney(very preferably kidney) while you mongo the dps then hard swap healer with everything on the next go when kidney is off DR. You can go DPS but then I’d suggest swapping mind numbing or creeping venom for smoke bomb so you can create LOS when you’re going for the kill.
- Sadly it doesn’t quite work out like that, as Creeping can be removed by standing still and can get dispelled by no less than four classes.
- Also, unless I am wrong (which I doubt, in this case) Rupture is affected by Assassination Core Passive when honor talents aren’t.
- This is an Uncategorized Spell.
Added in World of Warcraft: Mists of Pandaria. Always up to date with the latest patch (8.1.5). That being said it should be doing insane damage in BG (if not bugged) because in Random BG once you apply this to everyone people play with brain off and never stop moving for 4s and end up taking millions of tics.
- Doesn’t work like that in any ranked scenario/against intelligent people.1 Like And you just proved my point that it is one of our BIGGEST damage spells.
- Almost on par with rupture.
- And no in Arena scenario people dont stop to cancel CreepingVenom thats absurd!! Lol! Standing 4 seconds to dispell somethinf rogue will apply every 3/4 seconds.
CreepingVenom gets dispelled in 90% cases. Thats the only way they remove it. And right now it is missing 66% its ticks. Making is 66% weaker in Damage and in BattleFocus azerite. This is ninja nerf from Blizzard. That they tried to pull over our eyes. It is shame how disgracefull they are and to what levels they have fallen.
Thats why they wont even fix it, and thats why they have no balls to.even answer the bug-reports and similar. Lowest of the low – Blizzard. Lyfial: you just proved my point that it is one of our BIGGEST damage spells. Almost on par with rupture. No ? Shadenox: Creeping can be removed by standing still and can get dispelled by no less than four classes.
Rupture can’t. Also, you need to envenom a target to apply Creeping. It means in order to apply it to two targets you need to envenom different people. Again if they see you do that they just need to stop moving 4s when you’re on the other guy. The non kill target will do that easily.
- Rupture is insane rot damage though as it lasts quite long and can’t be removed.
- So in a real arena game (I can tell you) Rupture is going to do more damage by a lot simply because Rupture is often on 2 targets at least while Creeping doesn’t have 100% uptime on even one target.
- Also Shadenox: Rupture is affected by Assassination Core Passive when honor talents aren’t.
That meant that Creeping is NOT affected by the passive which means Rupture does in fact 27% more damage in game than what you linked. That amplifies the power gap between the two spells. Lyfial: Standing 4 seconds to dispell somethinf rogue will apply every 3/4 seconds.
- Well not quite.
- Again, the GCD is 1s for Rogues.
- Mutilate twice into Envenom is 3s.
- For you to perma reapply, on only one target, Creeping it means you spam your spells without ever applying Bleeds, without ever using your combo on stuns, without ever kiting when there is damage or cc to avoid, ans without ever having to pool energy as if you had a never ending bar.
That isn’t realistic. Even in PvE with Vigor and like 25-30% haste you cannot spam spells as fast as the gcd without being out of energy quite fast. Back in s1 when that talent was one of the best ones for the added damage it was like 7% of Assa damage on high level arena games if my memory serves me right, simply because many situations to remove it safely exist, and also your other spells can cleave when this one doesn’t really against people who know the game.
- Lyfial: right now it is missing 66% its ticks.
- Making is 66% weaker in Damage True.
- Yeah its still okay-ish damage, just not godlike as you seem to believe, and it is really disappointing to see it still bugged after so long.
- It’s like the Shrouded Suffocation bug in early BfA.
- Basically if we applied buffed Garrote on 3 different targets, and after Subterfuge had faded a non buffed Garrote on a fourth target we would lose the bonus damage and the alredy applied buffed Garrotes.
That let us UNABLE to use Garrote on a new target before the buffed ones had faded on other targets, else we’d lose all of our dps. And they needed MONTHS to fix this despite daily reports from players both on EU and US. Doesn’t feel like we’re listened to that much.
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What race is Umbra?
Umbra is a high ranking Jackal assassin, and a true believer of the Jackal cause.
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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. 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.
- The rogue can’t keep the DH stunned until the rogue stabs it to death
- 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)
- The rogue can’t inflict huge amount of damage on the DH while the DH stays stunned/sappeD/whatever
- 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.
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. Huehuehue. The most fun is pirat, but he is not so good for PvP. Heard lots of teenagers like and main rogues. 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).
Näytä koko vastaus
Should a Rogue multiclass?
Rogues in Dungeons & Dragons are already great at what they do, but multiclassing can give them some extra options both in and out of combat.
Näytä koko vastaus
Is Rogue good in M+?
Subtlety Rogue DPS Mythic+ Tips – Dragonflight 10.0.2 Last updated on Dec 11, 2022 at 14:42 by General Information In this guide, you will find tips and advice to tackle Mythic+ dungeons with your Subtlety Rogue in World of Warcraft — Dragonflight 10.0.2.
- 1.
- The playstyle of Subtlety in Mythic+ revolves around burst windows with damage multipliers, such as and, using to generate more Combo Points than you normally would in a single-target scenario and spending them on different finishers, depending on the amount of targets you are fighting.
- If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our Dragonflight Mythic+ Season 1 page below.
- 2.
In most situations, the rotation is same in Mythic+ and Raiding scenarios, however there are some conditionals especially in the opener with multiple targets. This page will mostly focus on the Mythic+ conditionals, so if you are looking for full rotation, make sure to check out the Rotation page below.2.1.
- provides Stealth to every nearby party member. This spell is often used to skip difficult or inefficient packs that you would otherwise have to deal with.
- ,, and are a big part of what makes Rogue’s good in Mythic+; their defensive abilities are the strongest in the game.
- has gained more value since Battle for Azeroth with the reduced duration on all AoE stuns. It is one of the longest stuns in the game thus making it exceptionally useful when dealing with difficult mobs.
- , and have their uses in Mythic+.
3. Talents suggested below are specifically for Mythic+, and will not be the same for most Raiding encounters. Make sure to read the Talents page to find out optimal talents for each scenario.
- You can easily import the talents below with the ‘Copy Export String’ button.
- 4.
What is the best spec for Shadowlands Rogue?
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.
- 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.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.
- 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.
- My sincere thanks to Paryah and Mystler for their excellent suggestions, feedback, and contributions to this guide.
- 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.
- 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.
- 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.
- 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,
- 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:
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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Who is the strongest Rogue in Rogue Company?
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.
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How powerful can Rogue become?
Powers – This reality’s version of Rogue possessed her original Mutant powers of Absorption via skin to skin contact, as well as the abilities that she had absorbed from Ms. Marvel. Power Absorption : Can absorb the powers, energies, memories, knowledge, talents, personality and physical abilities (whether superhuman or not) of another human being (or members of some sentient alien races) through physical contact of her skin with the skin of the other person.
Superhuman Strength : Rogue, thanks to her amalgamated Mutant/Kree physiology, was able to lift around the same amount of weight that Ms. Marvel was. Thus, she was capable of lifting about 50 tons at her peak. Superhuman Speed : Rogue was capable of running and accelerating to high speeds which a human could never achieve.
Superhuman Stamina : Rogue’s musculature produced considerably less fatigue toxins during physical activity than the musculature of an ordinary human. She was able to physically exert herself at peak capacity for about 24 hours before fatigue began to impair her.
Superhuman Durability : The tissues of her body were considerably harder and more resistant to physical injury than those of an ordinary human. Rogue was capable of withstanding high caliber bullets, great impact forces, falls from great heights, exposure to temperature and pressure extremes, and powerful energy blasts without sustaining injury.
Superhuman Agility : Rogue’s agility, balance, and bodily coordination are enhanced to levels that are beyond the natural physical limits of even the finest human athlete Superhuman Reflexes : Her reflexes are heightened in a similar manner and are superior to those of the finest human athlete.
Flight : Rogue was capable of propelling herself through the air at tremendous speeds, around half the speed of sound. Seventh Sense : Rogue was subconsciously able to anticipate the moves of her opponents, though this power was not exactly reliable and activated randomly Near-Invulnerability : Rogue possessed an amalgamated mutant human/alien Kree physiology that granted her a degree of immunity to poisons, and a virtually indestructible body.
Telepathic Resistance : Rogue possessed a duplicate of Ms. Marvel’s psyche, and her “double” consciousness made her resistant to telepathic probes from even the most powerful mind readers.
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