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Rogue

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Category:Rogue

Contents

Background

The shady characters that exists, and have always existed, in all cultures are called many different things: thieves, assassins, bandits and rogues. They can trace their roots to the first trolls on Azeroth, thousands of years ago, and they have just gotten more sophisticated as the years have passed. Today they are death incarnated, with curved, poisoned blades, striking from the shadow, retreating back into the darkness after a silent kill or picked pocket.

Introduction

The stealthy Rogues wear silent leather armor, and specialise in quick kills. They have great skills in hurting others, and the capabilities to leave the scene as quiet as they came. Master of things subvertive, they can pick pockets, chests, traps and door locks. Always handy to have a portable damage machine with practical utility, or having the Rogue sap your enemy to disable him while defeating his friends. With no healing abilities, he must rely on fast kills or friends to master difficult encounters. Ever so perceptive, should his foes turn out to overcome his skills, he can escape in a dust cloud to fight another day.

Which Races Can Be a Class?

Alliance

Dwarves

Stoneform - active
While active, grants immunity to Bleed, Poison, and Disease effects. In addition, Armor increases by 10%. Lasts 8 sec.

Gun Specialization - passive
Your chance to critically hit with Guns is increased by 1%.

Frost Resistance - passive
Reduces the chance you will be hit by Frost spells by 2%.

Find Treasure - passive
Allows the dwarf to sense nearby treasure, making it appear on the minimap. Lasts until cancelled.

Gnomes

Escape Artist - instant - 1.75 min cooldown
Escape the effects of any immobilization or movement speed reduction effect.

Expansive Mind - passive
Intellect increased by 5%.

Arcane Resistance - passive
Reduces the chance you will be hit by Arcane spells by 2%.

Engineering Specialist - passive
Engineering skill increased by 15.

Humans

Perception - passive
Increases your Stealth detection.

The Human Spirit - passive
Spirit increased by 3%.

Diplomacy - passive
Reputation gains increased by 10%.

Sword Specialization - passive
Expertise with Swords and Two-Handed Swords increased by 3.

Mace Specialization - passive
Expertise with Maces and Two-Handed Maces increased by 3.

Every Man for Himself - instant - 2 min cooldown
Removes all movement impairing effects and all effects which cause loss of control of your character. This effect shares a cooldown with other similar effects.

Night Elves

Shadowmeld - instant - 2 min cooldown
Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Lasts until cancelled or upon moving. Any threat is restored versus enemies still in combat upon cancellation of this effect.

Elusiveness - passive (Rogue/Druid only)
Reduces the chance enemies have to detect you while Shadowmelded or Stealthed.

Quickness - passive
Reduces the chance that melee and ranged attackers will hit you by 2%.

Wisp Spirit - passive
Transform into a wisp upon death, increasing speed by 75%.

Nature Resistance - passive
Reduces the chance you will be hit by Nature spells by 2%.

Horde

Blood Elves

Arcane Affinity - passive
Enchanting skill increased by 10.

Arcane Torrent - instant - 2 min cooldown - (Hunters/Paladins/Mages/Priests/Warlocks only)
Silence all enemies within 8 yards for 2 sec and restores 5 + 1/Level% of your Mana.

Arcane Torrent - active - (Rogue only)
Silences all enemies within 8 yards for 2 sec and restores 15 of your Energy.

Arcane Torrent - active - (Deathknight only)
Silences all enemies within 8 yards for 2 sec and restores 15 Runic Power.

Magic Resistance - passive
Reduces the chance you will be hit by spells by 2%.

Orcs

Blood Fury - instant - 2 min cooldown (Death Knight/Warrior/Rogue/Hunter only)
Increases attack power by (Level*4)+2 per character level (322 at 80). Lasts 15 sec.

Blood Fury - instant - 2 min cooldown (Shaman only)
Increases melee attack power by (Level*4)+2 and your spell power by (Level*2)+3. Lasts 15 sec.

Blood Fury - instant - 2 min cooldown (Warlock only)
Increases your spell power by (Level*2)+3. Lasts 15 sec.

Hardiness - passive
Duration of Stun effects reduced by an additional 15%.

Command - passive
Damage dealt by Death Knight, Hunter and Warlock pets increased by 5%.

Axe Specialization - passive
Expertise with Axes and Two-Handed Axes increased by 5.

Troll

Berserking - active
Activate to increase attack and casting speed for 10 seconds. Speed is raised by 10% at full health, increasing as health is lost to a maximum bonus of 30%. 3 minute cooldown.

Regeneration - passive
Increase health regeneration bonus by 10%. Also allows 10% of normal health regen during combat.

Beast Slaying - passive
5% damage bonus to Beasts.

Throwing weapon specialization - passive
Increase Throwing Weapon skill by 5.

Bow specialization - passive
Increase Bow skill by 5.

Undead

Will of the Forsaken - instant - 2 min cooldown
Removes any Charm, Fear and Sleep effect.

Cannibalize - instant - 2 min cooldown
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.

Underwater Breathing - passive
Underwater breath lasts 233% longer than normal

Shadow Resistance - passive
Reduces the chance you will be hit by Shadow spells by 2%.

Resources

List of all the resources that Rogues can use (some training at a Weapon Master might be required) and their primary stats.

Category Usability Notes
Resources
Health Yes A Rogues should not take damage, but for the sake of survival and their low armor, some Health is required.
Energy Yes Rogues use Energy for most of their abilities. It can generally not be increased over 100 by items, but regenerates very fast by itself.
Mana No N/A
Rage No N/A
Primary statistics
Strength Not Impoertant Rogues get some bonuses from Strengths, but over all is far from important for them.
Agility Important Rogues get Attack Power, Crit Chance, Dodge and Armor from Agility. It is their primary stat.
Stamina Important As mentioned with Health, a Rogue needs Stamina to get Health.
Intellect Not Important. Rogues don't use Intellect.
Spirit Not Important Rogues don't use Intellect.
Other Bonuses For Damage Attack Power, Crit Rating, Dodge Rating, Parry Rating
Armor Types
Cloth Yes Rogues don't use Cloth.
Leather Yes Rogues use Leather.
Mail No N/A
Plate No N/A
1-Handed Melee Weapons
1-Handed Axes Yes N/A
Daggers Yes Primary weapon for a lot of Rogue skills and abilities.
Fist Weapons Yes Now used mainly combined with swords in a combat/raiding spec
1-Handed Maces Yes Used mainly for pvp due to stun effect
1-Handed Swords Yes Now arguably the most popular PvE/Raid spec Rogue weapon
2-Handed Melee Weapons
2-Handed Axes No N/A
2-Handed Maces No N/A
Polearms No N/A
Staves No N/A
2-Handed Swords No N/A
Offhand Equipment
Shields No N/A
Weapons Yes The Rogue is almost always Dual Wielding weapons.
Ranged Weapons
Bows Yes mainly used for ranged pulling
Crossbows Yes mainly used for ranged pulling
Guns Yes mainly used for ranged pulling
Thrown Yes mainly used for range pulling , also used for finishing move, deadly throw
Wands No N/A
Class Specific
Idol No N/A
Libram No N/A
Totem No N/A

Abilities

The Rogue have little else to bring to the table besides pure damage, but the other parts that he does bring can be invaluable in a shadowy dungeon.

Combat

Rogues have a unique combat system in WoW (although the Druid Cat Form mimics it a bit), as they use a combination of Opening Moves and Finishing moves. An Opening Move will deal some damage, and also give the rogue a Combo Point on the enemy that the move was used. You can see how many Combo Points you gained on an enemy over his portrait, as a small red orb will glow up. You can have at most five Combo Points on an enemy at a time, and if you switch targets, you will loose the Combo Points for the first target. As soon as you have at least one Combo Point on an enemy, you can unleash your powers with a Finishing Move, that deal extra damage, or have other effects. The more Combo Points you have before unleashing them, the greater effect. When using a Finishing Move, all Combo Points will be used.

Stealth

Rogues are also the masters of Stealth. Using the skill makes the Rogue invisible to the untrained eye and allows entry into areas other classes would not normally be able to go. You should always be using Stealth when approaching an enemy. Once the enemy turns towards you, stop or back up. They will then make a check to see you. If they succeed, they will run towards you, else they will turn back around. Being immersed in the shadows will let you do more things than just travel unnoticed, or flee from a dangerous combat.

Pick Pockets

Pick Pockets is a staple of the Rogue's repertoire. Once a Rogue is in Stealth mode, they sneak up towards an enemy and kindly remove their possessions. This is not taken from the enemies's normal posessions, but rather an extra stach they have hidden extra carefully. When defeating the enemy, you will still be able to find his normal possessions.

Sap

A Rogue can while stealthed sap a target with a knock on the back of his head, and in that way incapacitating them for a period. Rogues who have extra talents in this can even sap one target and then continue unnoticed away from him. This is especially useful when going in groups, making a throng of enemies one head shorter. A Sap can only be done in stealth on a Humanoid target that is out of combat.

Backstab

A Rogue, who really have no interest in a fair fight, will do extra damage if attacking from behind. When he is alone, this can ofcourse only be done if stealthed, or attacking an incapacitated (sapped, for instance) enemy. If you play in a group, take care, as the high damage from the backstabs can turn the enemy or monster to you instead of your big Warrior/Druid/Paladin taking the hits. Backstabbing is only possible with a dagger from behind.

Poison

Being a master of all things deadly and cheap, they can at lvl 20 learn through a quest (different for Alliance and Horde) the skill of making and applying poison to their blades. Like other crafting skills, this is done by having the ingredients and selecting the proper recipe. The ingredients can be bought, or can be harvested using the herbalism skill (Blinding Powder only). Once you poison a weapon, you usually have 30 minutes before the effects wear off or perhaps a limit of charges. The poison can have damaging effects, slowing effects or other useful impacts on your target.

  • Poisons can be resisted with Nature Resistance.
  • You can only poison melee weapons.
  • Ranged weapons cannot be poisoned.
  • You can not poison other people's weapons.


List of All Rogue skills

Specialisation

While the Rogue don't have the ability to switch roles like the Druid or the Paladin, he is a master of dealing damage, and almost all of his skills and talents are aimed to that end. His other strong point is dirty tricks, and skills in making sure that his opponent does not have the oppurtunity to hit him at all. The ways he can specialise still differs somewhat, to be best at solo combat, group combat or survival.

Cheap Tactics - Assasination

Strengths

  • Good with poisons.
  • Good with backstabbing.

Weaknesses

  • Less proficient in stealth.
  • Less proficient in other hand to hand fighting.

Important Assasination Talents

  • If you are an experienced Rogue, feel free to help us make a list here.

Important Assasination Skills

  • If you are an experienced Rogue, feel free to help us make a list here.

Hand to Hand fighting - Combat

Strengths

  • Good melee capabilities without stealth.

Weaknesses

  • Less proficient in stealth.
  • Less proficient with poisons.

Important Combat Talents

  • Precision is a very important talent for it gives you more 5% chance to hit.
  • Dual Wield Specialization - More 50% damage done with off-hand weapon.
  • Blade Flurry - Increase attack speed by 20% and attacks additional nearby enemy.
  • Sword Specialization - The most recommended type of weapon for PvE is swords, if you are using swords Sword Specialization is a must.
  • Imp. Slice and Dice - In raids boss fights you need to keep Slice and Dice up all the time, this talent increases the duration of Slice and Dice by 45% which is a lot and extremely useful.
  • Aggression - Increases the damage done by Sinister Strike, Backstab and Eviscerate by 6%.
  • Imp. Sinister Strike - Your Sinister Strike costs less 5 energy.
  • Adrenaline Rush - Increases your energy regeneration by 100% for 15 seconds.
  • Vitality - Increases your stamina by 4% and agility by 2%.
  • Combat Potency has an important role and regenerating your energy, it gives your successful off-hand attacks a 20% to generate 15 energy.
  • Surprise Attacks - Your finishing moves can no longer be dodged, and the damage dealt by your Sinister Strike, Backstab, Shiv and Gouge abilities is increased by 10%.

Important Combat Skills

  • If you are an experienced Rogue, feel free to help us make a list here.


Stealth Kills - Subtlety

Strengths

  • Good at stealthing.
  • Good at surviving.

Weaknesses

  • Less proficient with poisons.
  • Less proficient in other hand to hand fighting.

Important Subtlety Talents

  • Camouflage - Increases your speed while stealthed by 15% and reduces the cooldown of your Stealth ability by 5 sec.
  • Cheat Death - You have a 100% chance that an attack which would otherwise kill you will instead reduce you to 10% of your maximum health. In addition, all damage taken will be reduced by up to 90% for 3 sec (modified by resilience). This effect cannot occur more than once per minute.
  • Deadliness - Increases your attack power by 10%.
  • Dirty Deeds - Reduces the Energy cost of your Cheap Shot and Garrote abilities by 20. Additionally, your special abilities cause 20% more damage against targets below 35% health.
  • Dirty Tricks - Increases the range of your Blind and Sap abilities by 5 yards and reduces the energy cost of your Blind and Sap abilities by 50%.
  • Elusiveness - Reduces the cooldown of your Vanish and Blind abilities by 90 sec.
  • Heightened Senses - Increases your Stealth detection and reduces the chance you are hit by spells and ranged attacks by 4%.
  • Initiative - Gives you a 75% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
  • Master of Deception - Reduces the chance enemies have to detect you while in Stealth mode.
  • Premeditation - When used, adds 2 combo points to your target. You must add to or use those combo points within 10 sec or the combo points are lost.
  • Preparation - When activated, this ability immediately finishes the cooldown on your Evasion, Sprint, Vanish, Cold Blood, Shadowstep and Premeditation abilities.
  • Serrated Blades - Causes your attacks to ignore 8 of your target's Armor and increases the damage dealt by your Rupture ability by 30%. The amount of Armor reduced increases with your level.

Important Subtlety Skills

Essential Quests

List of all Rogue Quests

Gaining Lockpick Tools (lvl 20)

Endgame Roles

If you plan to play rogue in the end-game, it is good to know what the game has in store for you. Rogues are generally only brought to a raid for their damage, as many of their skills in a party becomes useless when the monsters are immune to them. The advantages they bring is "endless mana/rage", as they never run out of Energy. It is more a matter of how you use the skills, what gear you have and what talent specialisation you have. Their main drawback is that in melee range, you are in most cases much more susceptible to damage than the casters, and it is a "waste" for healers to pause at healing the Main Tank, as if he dies, all dies.

2.1.3

Melee classes in general have a slightly harder time than casters for DPS. Blizzard has promised continual changes to even this out. Being a melee only class, some Rogues complain about not having the best DPS of the classes, as Blizzard previously have promised. Rogues are still used in even the highest end-game guilds like Nihilum, as well as most minor guilds, and are often still on top of the damage meters.

Mainly Assassination Specc

  • Too few specifics on the class to tell their availibility in raids.

Mainly Combat Specc

  • Too few specifics on the class to tell their availibility in raids.

Mainly Subtlety Specc

  • Mainly a PvP specc. Most oftenly not used in raids.

Starting Statistics

Attributes Dwarf Gnome Human Night Elf Blood Elf Orc Troll Undead
Strength 23 16 21 18 18 24 22 20
Agility 19 26 23 28 25 20 25 21
Stamina 24 20 21 20 19 23 22 22
Intellect 19 24 20 20 24 17 16 18
Spirit 19 20 21 20 19 23 21 25
Armor 40 54 48 58 54 42 51 54
Melee Attack 1 1 1 1 1 1 1 1
Power 24 24 26 28 25 26 29 23
Damage 3-5 3-5 3-5 4-6 3-5 3-5 4-6 3-5
Ranged Attack 1 1 1 1 1 1 6 1
Power 19 33 27 37 16 21 31 23
Damage 3-6 5-8 4-7 6-9 3-6 4-6 5-8 4-7
Armor
Cloth X X X X X X X X
Leather X X X X X X X X
Class Skills
Skill Type Gnome Dwarf Human Night Elf Orc Tauren Troll Undead
Arms X X X X X X X X
Weapon Skills
Daggers X X X X X X X X
Defence X X X X X X X X
Thrown X X X X X X X X
Unarmed X X X X X X X X
Can Learn (at a Weapon Master)
Bows X X X X X X X X
Crossbows X X X X X X X X
Fist Weapons X X X X X X X X
Guns X X X X X X X X
1-Handed Maces X X X X X X X X
1-Handed Swords X X X X X X X X

Further Class Reading and Resouces