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How To Learn Swords As A Rogue

Rogue
the Mortiferous Bract
Attributes DPS Armor Types Cloth, Leather
Weapon Types Bows, Crossbows, Fist, Swords (2h), Axes (2h), Spears, Daggers, Staves, Thrown,
Unarmed
Races Human, Dwarf, Gnome, Night Elf, Orc, Forsaken, Troll
100
lx
0
60
Statistics
Wellness 26 Strength +i*
Mana 63 Agility +three*
Stamina +i
Intellect 0
Spirit 0
* - Denotes whatsoever major statistic.
This commodity has been tagged among the Pages that need revision.
For related manufactures, encounter Category:Rogues.

Rogues are World of Warcraft's premiere melee impairment dealer and peculiarly effective in PvP. They have admission to a broad range of special abilities, which depend on their constantly refilling pool of free energy. Unlike other classes, such as the hunter who has the ability to bargain concrete harm from a altitude, rogues must exist in shut.

The primary rogue class reward is their ability to stealth, preventing other players from seeing them unless the rogue is very shut and in a 180 degree arc in forepart of them or much lower level.

The main rogue attribute is agility. For PvP rogues, stamina is needed for staying alive. For a rogue, agility is always preferable to force or attack power. Agility gives both assail power and crit chance to a rogue, while forcefulness only gives set on power. A rogue uses no mana, so intellect and spirit are completely useless.

At later levels, most rogue-oriented gear will besides include a lot of Attack Power. Other gear bonuses sought by rogues are Crit, Hit, and Haste. Loftier Crit gives flare-up impairment, High Hit increases risk to hit, mitigating dual wield penalty and enhancing dps.

Rogues tin can simply wear leather or material armor, are unable to apply shields, and can simply wield i-handed weapons (daggers, swords, maces, fist weapons) and ranged weapons. At level 10, they gain access to poisons that tin can exist purchased from poisonous substance vendors. Information technology is required to complete a quest concatenation to gain the use of poisons.

Rogues larn the passive ability to be able to Notice Traps , which can exist very valuable in PvP situations with a hunter.

Rogues are best suited for players who similar to sneak up on enemies and dish out large amounts of burst damage.

Contents

  • 1 Background
  • 2 Notable rogues
  • 3 Races
  • 4 Armor
  • v Weapons
    • 5.1 Notable weapons
  • 6 Abilities
    • half-dozen.i Stealth
    • six.2 Dual wield
    • half-dozen.3 Poisons
    • half-dozen.4 Lockpicking
    • vi.5 Stuns, incapacitates, and/or disorients
    • vi.6 Diminishing returns
    • half-dozen.vii Passive threat reduction
    • 6.viii Ignore armor
    • 6.9 Fleeing
  • 7 Talents
  • 8 Suggested professions
    • 8.i Leatherworking and Skinning
    • eight.ii Herbalism and Alchemy
    • viii.3 Engineering and Mining
    • 8.4 Enchanting
    • viii.five Summary
  • 9 Useful Add-ons
  • 10 End-game expectations
  • 11 Videos
  • 12 Run across as well
  • 13 References
  • 14 External links

Background

Rogues are Azeroth's legerdemains. They possess a wide range of skills that allow them to accomplish feats from disarming traps to finding hush-hush doors to smacking a magic item until it works. They are decent in a fight, and if they tin strike quickly or unseen — or are flanking an enemy with the aid of a thoughtful ally — they can be truly deadly. Of course, they also excel at stealth.[1]

The rogues of Azeroth are the masters of subterfuge, skilled and cunning adversaries of those who cartel not look into the shadows to see what lurks there. Roguery is a profession for those who seek the adventures of stalking in silent forests, dimly lit halls and heavily guarded strongholds. Using trickery in gainsay and able to vanish at the slightest distraction, the rogue is a welcome addition to any group of adventurers. Ideal spies, deadly to those they can catch unaware, rogues take no trouble finding a identify in the world. Deadly masters of stealth, rogues are the whispers in shadowy corners and the hooded figures crossing dark fields. Skilled with daggers and the art of silent death, these vagabonds and bandits skulk most Azeroth seeking targets and profit. A member of nearly any race can acquire the tricks necessary to become a skilled rogue. Still, for the tauren, such a profession is an alien concept and therefore rare (if not non-existent) amidst those peoples.[2] Rogues can exist found among all races on Azeroth. Whether they are diplomats, spies, thieves, scoundrels, entertainers, or simply adventurers, you can notice them plying just almost any trade from Mountain Hyjal to Ratchet.[iii]

For equally long as there were nighttime alleys and needs for dark services, at that place have been rogues, and thus they are ane of the oldest professions in Azeroth. Rogues are a diverse form, and they are typically made up from the dregs of social club — cutthroats, pirates, robbers, and low-lifes. The merely code rogues live by is the contract, and their give-and-take is just as skilful every bit the money their services are bought for. The diverse aspects of their merchandise requires rogues to be well versed in lockpicking, toxicology, rudimentary alchemy and brawling. In combat, rogues rely on the element of surprise, and tactics which are regarded by nearly as vile and cowardly. They are rarely seen entering a fight without weapons laced in poisons and ample supplies of everything from bombs to elixirs in their backpacks. Their attacks concentrate on weak points in the body in an attempt to finish fights brutally and chop-chop. Rogues play prominent roles in every aspect of society — albeit, they will rarely be written in history books considering their involvements volition be largely unknown to the common person, but they are always in that location, greatly affecting the menstruation of events from the shadows.

From the high-contract assassin hired in hush-hush by respected noblemen to the lowly street mugger, rogues are the ones called upon when maintaining the status quo requires a questionable solution — and by fulfilling it, are branded as outcasts by the very society that calls upon their service.

In Azeroth several rogues are costless agents, though most prefer to join a guild for rubber and ease of employment. Ravenholdt and the Syndicate are examples of said guilds. Other recognized rogue organizations include the Shattered Hand, the Deathstalkers and SI:vii.

Notable rogues

Name Office Status Location
Neutral Illidan Stormrage Lord of Outland, Demon Hunter Deceased (Lore) Killable (Retail) Live (Vanilla) Black Temple, Outland (TBC)
Neutral Maiev Shadowsong Warden Alive Warden'southward Cage, Shadowmoon Valley (TBC)
Neutral IconSmall Garona.gif Garona Halforcen Gul'dan'south personal spy and assassinator Alive Bloodgulch,Twilight Highlands (Cata)
Neutral Valeera Sanguinar Companion of Varian Wrynn Live
Alliance Human male Mathias Shaw Leader of SI:seven Alive SI:seven, Stormwind City
Neutral Human male Edwin VanCleef Leader of the Defias Brotherhood Deceased (lore/Retail), Killable (Vanilla) Ironclad Cove, The Deadmines

Races

Master article: Rogue races

A male undead rogue.

The rogue course tin be played by the following races:

Race Force Agility Stamina Intellect Spirit Armor Wellness
Alliance Dwarf Dwarf  Dwarf 26 xix 22 19 19 38 65
Alliance Gnome Gnome  Gnome 16 25 21 24 xx 50 55
Alliance Human Human  Human 21 23 21 20 twenty 46 55
Alliance Night elf Night elf  Night elf 17 27 21 xx 20 54 55
Horde Forsaken Forsaken  Forsaken 20 21 21 xviii 25 42 55
Horde Orc Orc  Orc 24 twenty 22 17 22 40 65
Horde Troll Troll  Troll 22 25 21 16 21 l 55

Tauren are the only race that exercise not have rogues because they believe that the methods of the rogues are "dishonorable," and it is difficult to exist stealthy when y'all have hooves (though this does not appear to exist an issue for satyrs). Notwithstanding in the game files, tauren have stealthing animations, and as such, some people believe the reason of this is but because of the [Orb of Deception] item and/or GM command testing.

Armor

Rogues tin can only vesture leather or cloth armor and are unable to employ shields.

Weapons

Although rogues excel at melee combat, they may just acquire to utilise four types of melee weapons: daggers, fist weapons, ane-handed maces, ane-handed swords [four]. For ranged weapons, rogues may learn to utilize bows, crossbows, guns and throwing weapons.

As with warriors, a rogue'south pick of weapon typically affects distribution of talent points, and vice versa. For example: historically rogues could specialize in any of the 5 melee weapons available to them, a rogue who primarily or exclusively uses daggers/fist weapons would be likely to spend talent points in Close Quarters Combat. Similarly, a rogue who relies on 1-handed maces, swords, and axes would probably non spend points on Improved Ambush, since the Ambush ability required use of a dagger in the rogue's principal manus.

The selection of what ranged weapon is unremarkably easier to figure out than that of the melee ones. Oftentimes, a Rogue will pick any ranged weapon which gives the ameliorate stats, whether information technology be a bow or a gun. Still, some Rogues prefer to use throwing weapons equally the ability Deadly Throw requires it. This is then far the only Rogue-power requesting a specific ranged weapon. Note, The ability Fan of Knives now requires a thrown weapon as well, also thrown can now be poisoned.

A rogue's most key abilities, such every bit Sinister Strike and Mutilate and are instant attacks which inflict damage based on the weapon impairment of the rogue'southward main-mitt weapon. Rogues therefore observe it desirable to use a weapon with the all-time average harm to maximize their DPS.

Weapon speed does non touch the damage bonus provided by a rogue's attack power. Instead, damage is calculated according to the following formula:

Normalized Damage = Base Weapon Damage + (Base Multiplier × Assault Power ÷ 14)

The "base multiplier" depends on weapon type: 1.7 for daggers, and 2.4 for fist weapons, swords and maces. Although weapon speed for normalized attacks does not contribute to the bonus damage from assail power, if you have 2 weapons of equal DPS, the slower weapon will have a college base damage (average damage) and thus crusade more harm overall. The exception to this dominion involves Riposte and Ghostly Strike. Neither ability is normalized, meaning that slow weapons with high impairment ranges volition inflict greater overall impairment than fast weapons with low damage ranges.

Weapons held in the off hand have only ii instant attacks: Shiv and the off-mitt component of Mutilate. Otherwise their impairment contribution is reasonably straightforward. Off-mitt attacks suffer a standard damage punishment. Fast off-hand weapons increase the application rate of poisons, since they will hit more frequently than a slow weapon and therefore increase the chances of applying poison to a target. Well-nigh players choose to use the same type of off-manus as the master hand (or vice versa) in order to do good from weapon specialization (if they are combat specced), but some prefer to apply the fastest weapon available in order to apace apply poisons and interrupt spellcasters. Faster weapons are likewise sometimes favored for by those rogues who rely heavily on Combat Say-so, since that talent affords the opportunity to regain upward to 15 energy on a successful off-hand hitting.

To summarize, the common rogue prefers a dull weapon in the main-hand and a fast weapon in the off-hand. This goal is easiest to accomplish equally a gainsay rogue, every bit bump-off and subtlety rogues usually need a dagger in their primary-manus to perform their abilities (daggers usable by rogues with a speed slower than 2.0 are rather unusual). Some rogues prefer fast weapons in both hands in order to apply more poison, but the final gain from using a fast principal-hand is debated since weapon enchantments, such equally rogue poisons, commonly have a "fixed" organisation for proccing (encounter proc, poisons and normalization). That, plus the extra damage from the special attacks performed with a tiresome main-hand and the normal harm itself, implies that there is little or nothing to win with choosing a fast chief-hand when attempting to produce more harm. Although having a fast main hand may increase the amount of physical damage you do in a shorter period of time, the bonus does fiddling for DPS.

Finally, whether a rogue is using a fast main-hand or a deadening main-hand, it is taken every bit common knowledge among rogues that the OH should e'er exist a fast weapon. This is because the off-hand, dissimilar the principal-manus, does non have any crucial "duty" when performing abilities, thus its office consists nearly entirely of applying poisons. The but exception where a slow off-paw is preferable is when using a few spells which contribute more from tiresome weapons than from fast, like Killing Spree and Mutilate.

Notable weapons

See Rogue equipment

Abilities

This section provides a brief overview of the abilities of the rogue. For more a detailed assessment of rogue abilities, see the "Rogue abilities" article.

Stealth

Chief article: Stealth

Stealth is the showtime major class power a rogue can become. They have the ability to stealth and become essentially invisible to their level and lower, while moving at slower speed. Stealthed rogues are detectable at close range, though will remain stealthed and appear translucent. Be aware that higher level characters and mobs can more than hands come across through your stealth, and information technology does not take many levels to make your stealth worthless.

Many rogue abilities crave stealth, and others require being behind the target, which is ofttimes achievable (while solo) simply in stealth. Other rogue abilities, notably Sprint and Distract, interact well with stealth, although some deportment, like lockpicking, will break stealth.

Stealth opens up a range of tactics and roles for rogues. Groups often rely on a rogue'southward stealth power to scout dungeons, and to employ Sap for added oversupply control. In PvP, stealth combined with flare-up impairment gives an chemical element of surprise that can be especially constructive confronting cloth-wearers.

Stealth can be improved through talents, items, and enchantments, both to decrease the chance of being detected, and to increase motion speed.

Dual wield

Main commodity: Dual wield

A rogue starts off with the dual wielding skill upon creation since patch 3.3.0. Dual wielding is a trade-off with an increased adventure to miss with each weapon and reduced damage on the off-hand, only information technology is a good ability for a rogue. A rogue cannot use a two-handed weapon (which have bigger stat buffs), cannot carry a shield, and has few expert offhand choices (offhand items tend to all have caster stats). A second wielded weapon is the simply way to reliably go two hands worth of rogue stat buffs. Any weapon held in the offhand slot simply deals 50% impairment untalented. Also, dual wielding weapons incurs an additional 19% miss take chances to remainder the extra damage; so alongside a base miss chance of 5%, dual wielding results in a base of operations miss chance of 24%.

Roughly, with no tweaking, dual wield grants .76 + (.five x .76) = 1.xiv damage.

The offset tier rogue talent, Dual Wield Specialization removes the off-hand harm penalization in increments of 10%. Note that this is multiplicative, not additive, and then at maximum rank (5/five) it grants 50% increased harm. And so, 50% increased by 50% = 75% damage for offhand weapons.

So, with Dual Wield Specialization maxed, dual wield grants .76 + (.75 x .76) = 1.33 impairment.

Real results, with a weapon chosen for good benefits, will be ameliorate.

Bottom line is, in spite of the to-hitting penalty, as a rogue you will want to dual wield.

Poisons

Main commodity: Poisons

The Brotherhood'southward toxicant quest can be obtained at level 20 in Westfall from Amanuensis Kearnen called A [24] Klaven's Tower ; if you drop by S1:7 in Stormwind, Master Mathias will send you to Kearnen when the fourth dimension is correct by giving you the A [20] Mathias and the Defias quest.
The Horde'southward version is in Orgrimmar from Shenthul called H [twenty] Deep Encompass ; which sends you to The Barrens to talk to Taskmaster Fizzule for a quest called H [24]Mission: Possible But Non Likely.

The poisons skills allows the rogue to use poisons, which tin then be applied to their weapons. Poisons generally either crusade damage to the target (either instantly or as damage over time) or cause other furnishings (slowing the target, removing the effectiveness of healing on the target, etc.). The ability to utilise each type of poison and level of the type of toxicant is a separate rogue skill. Dissimilar weapons can have different poisons applied, and faster weapons crusade the poison to proc more often.

Poisons are a temporary weapon buff, and as such do not stack with other enhancements such as sharpening stones.

All poisons accept a timer, which formerly lasted thirty minutes but as of patch 2.iii.0 was raised to threescore minutes. Every bit of patch 2.1.0 a rogue's poisons no longer have multiple charges; each now has one accuse and stacks up to 20 units. The poison timer is displayed on the weapons backdrop when you mouse over the weapon. Every bit of patch one.x.0 applying poison will not break stealth or shadowmeld; previously to this, applying poisons would intermission these states. As of Patch two.0.i, poisons remain on weapons through zoning between continents or into instances.

A variety of talents in the bump-off tree raise the utilize of poisons. Wearing three or more pieces of the Bloodfang Armor set increases the risk to employ poisons by five%.

Prior to patch 3.0.2 and Wrath of the Lich King, the Poisons skill, the ability to brew poisons from ingredients, was a secondary skill, similar to Cooking or Kickoff Assistance, merely available only to rogues. As of the 3.0.2 patch and Wrath of the Lich Male monarch, the Poisons skill is no longer available in the game. Poisons may still exist used by rogues, but are no longer brewed. Poisons can now exist purchased from any Poison Vendor or Shady Dealer. Unlike ranks of Heed-numbing Poison take also been removed equally of this patch.

Lockpicking

Main commodity: Lockpicking

Rogues take the power to obtain the important skill Lockpicking. This ability allows them to open locked chests, lockboxes, and doors, depending on the rogue's skill in lockpicking and the level of the locked object (note that blacksmiths can create keys to open locked chests and engineers tin industry explosive charges that tin can open up locked doors, in the case that a skilled rogue is unavailable.) Lockboxes can be pickpocketed from mobs or found as boodle and are essential to rogues trying to level their lockpicking skill — their color (grey - scarlet) represents the skill necessary to open them (red means the rogue'southward lockpicking skill is too low to open the object and must increase his/her skill level earlier attempting again.)

Early grooming in lockpicking for Alliance rogues can be obtained at level 16 by completing the Alther'south Manufacturing plant quest, obtained from Lucius, who skulks around the docks of Lakeshore in the Redridge Mountains; Keryn Silvius in the Goldshire Inn will send you to run into Renzik at SI:vii in Stormwind who will send you to run across Lucius (all the same, you can probably become directly to Lucius...) *No longer necessary*

Some high-level dungeons (like the Arcatraz in Tempest Keep or the Shattered Halls in Hellfire Citadel) can be opened by a rogue with a skill level of 350 in lockpicking. This can be a real time-saver for a group since the alternative to picking the locks to these dungeons is to complete several long quest chains resulting in a key reward.

Stuns, incapacitates, and/or disorients

  • Cheap Shot

Stuns a target for iv seconds and awards 2 combo points for use on a finishing motility. This is a very useful opener that requires Stealth and usually allows the rogue to get 1 or 2 instant attacks off in addition to motorcar-attacks before an opponent can recover. Cheap Shot has its ain diminishing returns category, and can therefore be used with Kidney Shot to stunlock a foe.

  • Kidney Shot

Kidney shot is an splendid finishing move which stuns for upwards to 6 seconds depending on skill rank and number of philharmonic points. Information technology can go along an opponent stunned long enough for you to kill them (especially if you lot principal stunlocking). This skill is most useful in PvP. In PvE it'southward also a nifty power to help keep your grouping mates alive or to interrupt a spell being cast. Damage volition not remove this effect, making it fifty-fifty meliorate in PvE and PvP.

  • Gouge

Gouge is non a stun, but is a very important skill that incapacitates your target. This is used frequently to stall an opponent allowing you time to regenerate energy and get behind your opponent to allow a Backstab. Since it is considered an incapacitating issue, any damage caused afterward breaks the Gouge. This ability turns off car-attack when used. Also, speccing in Improved Gouge will add .5 seconds per point up to a maximum of 1.v seconds to your Gouge. This adds just enough time for you to gouge someone and get out of combat to re-Stealth. Gouge can too exist used to interrupt a spell beingness bandage. It is possible also if you are gainsay to utilise this ability to be able to get behind your target and Backstab or Ambush .

  • Blind

Disorients an opponent for 10 seconds, causing them to wander around in a very small area while they are unable to act. More than enough time to bandage and re-Stealth in PvP. Any damage will remove the disorient event. Blind can also be used to interrupt a spell being cast. This may too help to escape in a tough situation.

  • Sap

This movement must be performed while Stealthed and your opponent cannot be in gainsay. However sapping will allow you i minute (or 10 seconds on a PvP target) of liberty. Experience free to use this to bandage AND return back to Stealth. Sap and Gouge share the same diminishing return timer. Some NPC's and bosses are immune to Sap so it is non recommended on boss fights. Sap is a not bad tool for PvE also as it can be used as a long lasting form of oversupply control in places where there may be many mobs to pull.

Diminishing returns

Please note that diminishing returns apply to all effects that cause players to lose control of their character (stun, incapacitate, fearfulness, etc.). The abilities of a rogue end upward in five unlike categories of diminishing returns. Cheap Shot is in a separate category from Kidney Shot and therefore both can be used to stun an opponent for full ten seconds. Sap and Gouge are on the aforementioned diminishing returns, while Blind and Dismantle are each on their own.

Passive threat reduction

All rogues generate reduced threat, compared to most classes. While attacks from most classes generate ane.0x threat per damage, rogues generate 0.71x threat per damage.

Prior to patch one.12, the rogues' threat reduction was 0.8x, just was additive with other threat modifiers. The reduction was increased because threat modifiers are now multiplicative.

Ignore armor

Unlike a pulley's magic attacks, a rogue'south melee attacks are reduced past the target's armor. The rogue has a few tricks to mitigate the armor.

Poisons, Rupture, and Garrote bypass armor. Expose Armor is a finishing move that reduces the target's armor for a brusque menstruation which can be extended with the talent Improved Expose Armor. Maces ignore up to xv% of an enemy'southward armor when specced for Mace Specialization. The subtlety talent Serrated Blades ignore 3% armor per point, upwards to 9% at tertiary rank.

Fleeing

Rogues are adept at running abroad. Sprint allows a rogue a temporary running speed heave, and Glyph of Blurred Speed allows a Sprinting rogue to run across water. Glyph of Dart increases Sprint's speed heave by 30%. Vanish allows a rogue to disappear from combat and enter an improved Stealth mode. With Glyph of Vanish, a rogue gains 30% move speed while under the Vanish effect.

Talents

Rogue talents are split into 3 categories:

  • Bump-off
  • Gainsay
  • Subtlety

Some builds to consider are :
Mutilate/Preparation (AKA 41/5/25)
Gainsay swords/axes
Combat maces
Combat fists/daggers
Cold Claret/Prep/Seal Fate (AKA CB/Prep)
Shadowstep with assassination
Killing Spree

See the rogue talents folio for further details.

Suggested professions

Leatherworking and Skinning

Leatherworking and Skinning are e'er a good choice. The items crafted tend to be better than other items you can loot at the same level. This is a very balanced profession option for performance and money. It is recommended that yous become Elemental Specialization because the gear is more than suited for rogues and feral druids as it provides Agility and Stamina.

Herbalism and Alchemy

Herbalism and Alchemy are a pretty feasible choice. The Alchemy profession allows the rogue to manufacture powerful potions, elixirs, and flasks. Healing potions are the Endless Rage.

  • Herbalism is also a very good way to obtain Swiftthistle and Fadeleaf. which are needed for Thistle Tea and the Bullheaded ability respectively.

Applied science and Mining

Engineering is arguably the best (and nearly fun) profession for a rogue (with Mining existence the most beneficial complementary profession). It allows for a very distinct edge in gainsay. It can, however, exist expensive, for while you usually only take to arts and crafts items once in applied science, the items tend to be a bit expensive at times. In that location are a few engineering items that crave components crafted past other professions, from blacksmiths to tailors to alchemists. Picking up mining with Applied science will save you a lot of money indeed, withal, all the same be prepared to spend a solid amount of gilded. Likewise, don't expect to be able to compensate your money with this profession, every bit Engineers brand little to no money from their profession and still spend large amounts of coin on items they still use at end game.

Some very notable items would be:

  • [Iron Grenade] can allow for an easy long range stun or just to end someone from fleeing.
  • [Gnomish Expiry Ray] - Knock-downward power at the price of some of your own health.
  • [Parachute Cloak] - To ease sneaking from above and salvage your life one time in a while.
  • [Catseye Ultra Goggles] - These requite you a very distinct advantage against other rogues.
  • [Gnomish Rocket Boots] and [Goblin Rocket Boots] provide 50% and lxx% run speed increase respectively.

Enchanting

Enchanting is a very profitable profession if you lot know how to use it. As a rogue it's possible to solo run some lower level dungeons and head straight for the dominate of each then disenchant their loot. Enchanting provides no utility or combat usage for PvP or PvE whatsoever other than the self-only invaluable band enchants.

Summary

In brusk, each profession has dissimilar benefits. Y'all have to decide what you want. Would yous prefer making some decent cash over combat and survivability utilities in PvP and PvE that is offered by Engineering and Alchemy? Or would you prefer to have some profits coming out of your profession with less personal combat benefits such as Enchanting, Inscription, and possibly blacksmithing? (Notation: not recommended for rogues as they cannot use Whatsoever of the gear made, and there are no WotLK weapons out there for any of the specializations.)

While some people personally like applied science, be prepared to drop a lot of money on the profession, as information technology's not a strong money-making profession.

None of this makes any one profession the "right answer." Experiment with the different professions to discover the one you savour, information technology's a compromise betwixt what y'all want (turn a profit or utility) and your upkeep. Play around with your choices and try to find where that line is and how fine it is.

Useful Add-ons

This department lists some of the more helpful mods specifically for the rogue class.

EnergyWatch v2
Displays a progress bar that fills, empties, and refills in fourth dimension with your free energy recharge tick. This can be extremely useful for timing that Cheap Shot or Ambush then you tick immediately and have extra free energy for a Gouge, etc. This may exist considered obsolete now that a rogue'southward energy is at present constantly refilling, as opposed to ticking up.
RogueFocusClassic
An all in one addon that keeps track of energy ticks, combo points, AND total energy. As much as I loved EnergyWatch, this is a much better addon.
Poisoner
This mod allows for extremely easy application of poisons. It creates a small minimap icon that can be hovered over to display all the poisons you currently have. Only left click the desired toxicant to utilize to the primary mitt weapon, or right click to utilize to the offhand.
Natur Enemy Cast Bars (NECB)
Notifies the player when someone begins to cast a spell. This is great since it lets you know when to boot, bullheaded or stun the opponent; quite handy if you lot prefer not to exist polymorphed.

Addons can be found at Curse Gaming, WoW UI, and WoW Interface
For rogue specific addons, check out Curse-Rogue Addons and WoWUI-Rogue Addons

Cease-game expectations

Your master priority in raiding is maximizing melee DPS, while staying alive. Put your threat reducing abilities (namely, Feint, Vanish and Tricks of the Trade) to good use, employ them before yous gain aggro. Equally with all melee DPS classes, rogues are expected to come to raids with ample supplies of Flasks, Potion of Speeds, food, poisons and bandages. Depending on particular situation, rogues may not get many heals. If that's the case, rogues should utilise potions or health stones or bandages.

Videos

Meet likewise

  • Lockpicking - Guide to getting that lockpicking skill upwardly.
  • Rogue sets - Discussion of set items for rogues.
  • Rogue gear guide - Data virtually choice of rogue equipment.
  • Stealth run - Solo or duo-able dungeons.
  • Stealth chests - Soloable chests in instances.
  • List of rogues - List of important NPC rogues and rogues from lore.

References

  1. Dark Factions , thirty
  2. Earth of Warcraft: The Roleplaying Game , 54, fourscore
  3. Warcraft: The Roleplaying Game , 56
  4. http://www.wowwiki.com/Patch_3.ii.0#Rogue

External links

General
Guides
barrens.chatComprehensive level xix rogue twink guide + BiS

de:Schurke da:Rogue pl:Rogue

How To Learn Swords As A Rogue,

Source: https://vanilla-wow-archive.fandom.com/wiki/Rogue

Posted by: smithupyrairow.blogspot.com

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