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The Rogue -Last
Updated 5-7-2004
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Available to: Human, Orc, Night Elf,
Dwarf, Troll, Undead, Dwarf, Gnome Best For: Orc Primary Attribute: Agility Secondary Attributes: Strength, Stamina, Spirit Tertiary
Attributes: Intelligence Damage Bonus From: Strength, Agility Skills Require...
Energy
Allowable Armor: Cloth,
Leather Starting Weapons Proficiencies: Dagger, Thrown
Unlike conventional MMORPGs, the Rogue is not certain not a weak
fighter. In fact, he can be considered the offensive counterpart
of the Warrior, or the melee version of the mage. The rogue, left
unchecked, has the capacity to deal the greatest damage in the
shortest amount of time. . |
The rogue is a tricky but rewarding class to
play, and direct contrast to the Paladin. Where's the latter had 2
special attacks with very high cooldowns,the Rogue has dozens, and
all of them have virtually no cooldown. Fighting with the rogue
involves involves frantic pace, and clicking on all your different
abilities like a madman. This is certainly not a class that you
play by right clicking on a monster, and then go to get a cup of
coffee.
Rogues operate best from surprise, or when attacking a distracted
foe. Many of his most powerful combat moves require him to be
either catch the enemy unaware, or be attacking from behind. And
when that happens.... your foe is as good as dead.
The rogue's only weakness is their lack of hitpoints, this coupled
with the restriction of Leather Armor makes a rogue the most
fragile melee fighter. That isn't to say, that he is defenseless
in a fair fight... just that he really shines when it isn't
fair!
If you choose the play rogue, be prepared to carefully plan out
your battle tactics. Rogue fights are fast paced, full of action,
and require careful micro. And when you win, you'll feel like
you've achieved something, and that you won because of your
skills, and not your character's stats.
Ability Mechanics: The spell system
of the Rogue works in a very similar fashion to all other classes.
Instead of allocating skill points to spells at each level, the
Rogue purchases his spells from Rogue Trainers. This ensures that
a player is not penalized for casting a using range of spells over
specializing in a certain type.
Ability Types The Rogue has
several schools of magic, with effects far ranged and varied.
However, their spells basically boil down to the following
types:
Instant Abilities: No casting
time. They are great in mid combat as there's no chance they will
be disrupted. In addition, you can cast them immediately after a
sorcery, or even between two attacks! Their drawback is that you
have to wait a while to use them again. Note that. Eg:
Evasion
We note that all combat abilities for the rogue
are instants, which means the rogue can really deal horrendous
damage compared to other classes. In addition, many of the skills
have no notable cooldown, and can thus be used whenever you like.
All that limits you from spamming them is your energy.
The highlight of the rogue is that virtually
none of his combat abilities feature no cooldown, and thus he can
add damage to every blow. Thus, it is essential for your rogue to
be wielding a weapon of fast attack speed. When armed with two
such weapons, a rogue represents a flurry of weapons and
skills.
Combat Manuevers The rogue has a complex system of combat
maneuvers. Many of his attacks are deviled into build-up moves,
and finishing moves. This is reminiscent the Assassin in Diablo
II.
Build-up Moves: A successful attack with a
build up move will create a combo point on the target. Each target
can gain up to 5 combo points. They usually have no cooldown, and
how reasonable low energy costs, so that they can be used on
almost every attack.
Finishing Moves: Finishing moves can only
be used on targets that have at least one combo point. The damage
they do depends on how many combo points have been landed on the
target, but usually, it ends up to be some horrendous amount that
really 'finishs' the target.
In addition, certain abilities require the Rogue to be behind the
target, such as 'Backstab'. These skills are rather difficult to
execute in solo combat, though can be achieve by sneaking around
behind the opponent when he stunned. However, when parties with a
warrior who's taking all hits, Rogues can go into backstab
frenzy... and that's just nasty.
Energy All rogue combat abilities use energy rather than
mana. In fact, the Rogue does not use mana at all... or even have
a mana bar for that matter. The energy pool of a rogue does not
increase per level, and always has a maximum of 100.
While it easy to exhaust one's energy pull with quick successive
skills, energy regenerates from 0 to 100 within seconds. Thus,
energy really only acts to slow down a rogue slightly, and will
never force the rogue to be unable to use any special attacks for
more than a second or so. So, unlike the mage, a Rogue can deal
incredible damage indefinitely.
Stealth
One of the defining
skills of a rogue is his ability to go into stealth mode. In this
mode,the rogue becomes invisible to all enemies till he gets very
close. Once fully trained, a rogue should be able to slip past
enemies of equal level from as close as 1 foot away. This ability,
needless to say, makes it very easy for the rogue to escaped tough
situations, such as being trapped in cave, or sneaking back to his
party members after dying in an stance.
Many abilities, both combat and non-combat, such as ambush, can
only be used while in Stealth Mode. These move are generally very
powerful when executed, and can decide the battle then are there.
However, as stealth can only be activated out of combat, you can
only use these once.
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Stealth:
-Non-combat Instant
Target: Self
The rogue is able to enter stealth mode
instantly provided he is not in combat. In stealth mode, the
rogue's stealth skill is compared with the level of the monster he
is trying to sneak past, with adjustments based on how close the
monster is and whether it is facing the player. Stealth is
essential for a rogue, and many of his skills depend on it. The
only drawback is that players walk slower in stealth mode. Stealth
lasts until cancelled.
This skill is easy to train, simply put on sneak and stand in
front of monster. Grab a drink, come back, and your stealth skill
will have reached its cap for your level!
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Move Speed |
| 1 |
1 |
10 |
0 |
10.0s |
50% |
| 2 |
20 |
20 |
0 |
10.0s |
60% |
| 3 |
40 |
2 |
0 |
10.0s |
70% |
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Vanish:
-Instant
Reagents: Flash Powder
The rogue throws flash powder onto the ground,
and disappears in a puff of smoke. Or rather, he enters improved
stealth mode, which is really equivalent to the Mage's Lesser
Invisibility. This spell is extremely useful for escaping during
emergencies. The rogue returns to normal stealth mode after 30
seconds.
Flash Power must be bought to use this spell. Fortunately it is
readily available at vendors, and has a negligible price of 50 .
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Duration |
| 1 |
22 |
40 |
0 |
5 min |
30s |
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Street Fighting
The rogue is a
master of cheap tactics and cheap shots, taking every advantage he
can in battle. Street Fighting skills reflect this, and feature a
wide variety of 'build up' moves that land combo points on the
enemy. Many of these are instant, meaning that they don't count
towards to cooldown of the rogues weapon. Thus, a dual wielding
rogue can attack twice per around with his daggers, and then land
a third blow in the enemies face! Talk about damage!
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Sinister Strike -Instant Build-Up
Move Target: Enemy Adds: 1
Combo Point Requires: Melee
Weapon Required Position: None
The first, and most broadly used rogue combat
ability. Sinister Strike effectively gives the rogue an extra
attack each around whenever energy allows, that does almost twice
as damage as a normal attack. In effect, it almost doubles a
rogues damage output. A typical rogue fight involves spamming this
skill a lot, since it has no cooldown and doesn't require you to
be anywhere special.
The spell deals the user normal damage with his weapon, plus X
addition damage, depending on the rank of the spell. Note, this is
instant, not a next attack skill! you can fit it between your
normal weapon cooldown... cool huh?
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Extra Damage |
| 2 |
6 |
2 |
45 |
0 |
5 yrd |
6 |
| 3 |
14 |
13 |
45 |
0 |
5 yrd |
9 |
| 4 |
22 |
40 |
45 |
0 |
5 yrd |
12 |
| 5 |
30 |
80 |
45 |
0 |
5 yrd |
15 |
| 6 |
38 |
1 70 |
45 |
0 |
5 yrd |
18 |
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Gouge -Instant Build-Up
Move Target: Enemy Adds: 1
Combo Point Requires: Melee
Weapon Required Position: In front of Target
Unlike most Rogue skills, this one actually
requires the Rogue to be in front of the enemy. The rogue draws
his knife, and gauges the enemy across the face, dealing X damage
and dazing them for a short period of time. Dazed opponents are
unable to move or attack. Attacking the enemy will automatically
end Daze, much like it does to sleep.
This spell is usually used to get your rogue behind the target. A
favorite combo is the gouge the opponent, walk behind him, then
backstab him. Great damage! This move is limited by cooldown, so
use it whenever possible.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Daze Duration |
Damage |
Damage/Energy |
| 1 |
6 |
2 |
45 |
10s |
5 yd |
4.0s |
10 |
0.25 |
| 2 |
18 |
25 |
45 |
10s |
5 yd |
4.0s |
20 |
0.25 |
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Slice and Dice
-Instant Finishing Move Target:
Enemy
The Rogue goes into an offensive frenzy for a
period of time determined by the number of combo points landed on
the opponent. This finishing move is great against casters. The
sheer speed in which you attack will disrupt their spells. It is
most effective against units with weak armor.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Attack Speed |
Duration |
| 1 |
10 |
7 50 |
25 |
1s |
5 yrd |
+20% |
9 + 3s/Combo Pt |
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Cheap Shot -Instant Build-Up
Move Target: Enemy Adds: 2
Combo Points Requires: Melee Weapon Required Position:
Stealth Mode
The Rogue attacks from the dark, stunning to
target for a short period of time. This skill is best used in
parties, where the stunned opponent is focus fired to destruction.
Cheap Shot has the advantage of not requiring you to be behind the
enemy, and is thus much easier to pull off than ambush.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Stun Duration |
| 1 |
26 |
60 |
45 |
1.0s |
5 yd |
4.0s |
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Kick -Instant
Target: Enemy
Requires: None
Required Position: None
A quick kick to the groin insures the silence
of a spell caster, well
almost. Kick deals a small amount of damage to the enemy, and has a 75% chance is disrupting all spells the target casts for the next 6 seconds. It has a low energy cost,
which ensures that you'll be able to cast it when you see a mage
trying to get off a spell.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Damage |
Damage/Energy |
| 1 |
26 |
60 |
25 |
10s |
5 yd |
10 |
0.40 |
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Kidney Shot
-Instant Finishing Move
Requires: Melee Weapon
Target: Enemy
A finishing move that strikes the enemy in the
kidney, stunning them for a duration dependent on the number of
combo points landed on the target. This finishing move doesn't
actually deal damage, and hence isn't too useful except for spell
disruption when soloing. In parties however, it's ideal for those
times when the monsters got you on his aggro list, and you just
want to get away, and still be useful!
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Stun Duration |
| 1 |
26 |
60 |
25 |
20s |
5 yd |
1.0s/Combo Pt |
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Assassination
In contrast with
street fighting, assassinations all about dealing damage, as fast
and as hard as possible. The abilities features are the one
responsible for making the rogue the class with the highest damage
output. Never turn your back on a rogue... and here's why.
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Eviscerate
-Instant Finishing Move
Requires: Melee Weapon
Target: Enemy
This is your basic use at any time finishing
moves! Eviscerate is a straight forward skill, you can use it in
any situation, and with no cooldown. It deals instant damage, and
depending on the number of combo points you have, is quite likely
to kill a injured enemy outright.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Damage |
Damage/Energy |
| 2 |
8 |
3 50 |
35 |
1.0s |
5 yd |
5-15 + 12/Cp |
0.28 + 0.34/Cp |
| 3 |
8 |
3 50 |
35 |
1.0s |
5 yd |
8-24 + 22/Cp |
0.46 + 0.63/Cp |
| 4 |
32 |
1 |
35 |
1.0s |
5 yd |
18-54 + 50/Cp |
1.03 + 1.43/Cp |
| 5 |
40 |
2 |
35 |
1.0s |
5 yd |
25-75 + 71/Cp |
1.43 + 2.03/Cp |
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Backstab
-Instant Build-up Skill Target:
Enemy Adds: 1 Combo Point Requires: Dagger Required Position: Behind Target
Anyone who turns their back on a rogue will be
painly reminded that its not a good idea. Backstab deals a
multiplier of the players normal damage, depending on the rank of
the skill, as will as an addition X bonus damage. Unfortunately,
the skill can't be used all the time. It is lethal in conjunction
with gouge, which allows the Rogue to walk behind his opponent.
A cunning rogue will use feint to get rid of enemy threat in a
party, and wait till the enemy turns towards an ally, then,
straight from behind. Stab! This spell is awesome when the enemy
as enraged against an ally, sometimes, they won't turn even after
being backstabbed... heck, just backstab again!
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Damage Multiplier |
Bonus Damage |
| 1 |
4 |
80 |
60 |
1.0s |
5 yd |
150% |
15hp |
| 2 |
12 |
10 |
60 |
1.0s |
5 yd |
150% |
30hp |
| 3 |
20 |
30 |
60 |
1.0s |
5 yd |
150% |
45hp |
| 4 |
28 |
70 |
60 |
1.0s |
5 yd |
150% |
60hp |
| 5 |
36 |
1 50 |
60 |
1.0s |
5 yd |
150% |
75hp |
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Sap
-Instant Target: Unaware Enemy Requires: Melee Weapon Required Position:
In Stealth
The rogue knocks out an unwary target from
behind. The target falls in slumber of a significant period of
time. Any damage dealt to the target will make him from his
slumber.
Sap can only be used gainst enemies that are not in combat, while
you are in stealth mode. Despite the rather strict conditions, it
is a great ground control spell that allows the rogue to face
multiple opponents. See a camp of 2 Orcs? Sap one, and kill the
other!
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Sleep Duration |
| 1 |
10 |
7 50 |
65 |
1.0s |
5 yd |
25s |
| 2 |
28 |
70 |
65 |
1.0s |
5 yd |
35s |
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Garrote
-Instant Build-Up Skill Target:
Unaware Enemy Adds: 1 Combo Point Requires: Stealth Required Position: Behind Target
Garrotes the enemy, causing a massive amount
of damage over a fairly short period of time. Garrote is great way
to start 1vs1 battles against tough mobs. The fact that you do
need to be behind the target and stealthed to use this ability
makes it difficult to pull off against a group of moves (in which
case, sap would be better any way).
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Damage |
Damage/Energy |
| 1 |
14 |
13 |
55 |
1.0s |
5 yd |
108 over 18s |
1.96 |
| 2 |
22 |
40 |
55 |
1.0s |
5 yd |
144 over 18s |
2.88 |
| 3 |
30 |
80 |
55 |
1.0s |
5 yd |
180 over 18s |
3.27 |
| 4 |
38 |
1 70 |
55 |
1.0s |
5 yd |
216 over 18s |
3.92 |
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Ambush -Instant
Build-Up Skill Target: Unaware Enemy Adds: 1 Combo Point Requires: Stealth Required Position: Behind Target
Ambush is a instant damage version of Garrote,
and is better suited against mages, and many vs few battles, where
you don't think the mage will last the amount of time required for
Garrote to run its course. The damage it deals is very much
dependent on the damage of your weapon, and you're recommend to
make a short calculation to decide which is better at a given
situation.
It operates much like backstab, except it does way more damage,
but at the price of being restricted to Stealth Mode, and thus can
be used only once in any usual battle. That is, the damage dealt
is a multiplier of the melee weapon the Rogue usually does, plus
additional bonus damage.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Damage Multiplier |
Bonus Damage |
| 1 |
18 |
25 |
60 |
1.0s |
5 yd |
250% |
50hp |
| 2 |
26 |
60 |
60 |
1.0s |
5 yd |
250% |
75hp |
| 3 |
32 |
1 20 |
60 |
1.0s |
5 yd |
250% |
100hp |
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Rupture
-Instant Finishing Move
Requires: Melee Weapon
Target: Enemy
Rupture uses your combo points to slit the
opponents artery, causing heavy damage over time. It's excellent
to use during the first half of battles against tough opponents.
Alternatively, it can also be used in fight that you're not
certain you'll win, and both the enemy and you are on low health.
Rupture him, cast Sprint or Evasion, and run off. Let his wound do
the rest!
The Duration of the Rupture increases depending on the number of
combo points on there target.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Duration |
Damage |
Damage/Energy |
| 1 |
20 |
30 |
25 |
1.0s |
2 + 4 per Cp |
10hp/s |
0.80 + 1.60/Cp |
| 2 |
28 |
70 |
25 |
1.0s |
2 + 4 per Cp |
15hp/s |
1.20 + 2.40/Cp |
| 3 |
36 |
1 70 |
25 |
1.0s |
2 + 4 per Cp |
20hp/s |
1.60 + 3.20/Cp |
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Deception
Deception deals with
misguiding the enemy, and rogues are great at that. When trained
properly,a cunning rogue can make monsters behave like morons.
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Feint -Instant Build-Up
Move Target: Enemy Adds: 1
Combo Point Requires: None Required Position: None
Launches an attack that deals no damage, which
lulls the opponent into a false sense of security. It adds one
combo point for extra damage later, and lower the threat of the
rogue. Use this when you just dealt too much damage in a party,
and gained too much threat. This allows you to perform a
devastating finishing move once the enemy has his back turned.
Note that Fient doesn't actually reduce a rogue's damage output,
since its an instant spell.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Threat Lowered By |
| 1 |
16 |
18 |
35 |
1.0s |
5 yd |
10% |
| 2 |
28 |
70 |
35 |
1.0s |
5 yd |
20% |
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Gouge -Instant
Target: Enemy
Requires: None
Required Position: None
Attempts to distract nearby monsters by
throwing something at a target location. Distracted monsters will
move in to investigate. The chance of success depends on the
Rogue's Deception Skill. This spell does not break stealth, and is
ideally used to clear a path, allowing your rogue to slip through.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
| 1 |
25 |
50 |
35 |
30s |
30 yd |
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Blind -Instant
Target: Enemy
Required Skills: Poison(1)
Required Reagents: Blinding
Powder
Due to its highly cooldown, and reagent
requirement, this powerful spell should only be used against
bosses or as a last ditch means of escape or victory. Blind
instantly blinds the target, causing to the wonder around
aimlessly at a slower speed for the duration of the spell.
| Rank |
Required Level |
Cost |
Energy |
Cooldown |
Range |
Move Speed |
Duration |
| 1 |
34 |
50 |
35 |
5 min |
10 yd |
40% |
10s |
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Defense
While the rogue may
take fewer hits compared to the Warrior or Paladin, he's is just
as hard to kill. When cornered, a rogue has several spells that
takes himself from the clutches of death.
Thief Skills: In addition to combat
abilties, the rogue also gets several utility skills that comes as
a bonus to the class. These truly make the rogue a versatile
character in any situation:
Character Development: Rogues do not
have a mana bar, and therefore intelligence is absolutely useless
to them. That is, they don't have any effect at all. So don't
waste any skill points rasing the attribute. Everything else is
useful, so keep them maxed.
At lower levels, Rogues may wish to purchase cheap throwing
weapons to pull enemy mobs. At higher levels, investing in Bow
Skills is a good idea, giving the rogue ranged flexibility.
Trade Skills useful to the Rogue include:
Lockpicking: You get this without
having to pay skill points, so use it. Skinning:
Gather Leather for Leatherworking.
Leartherworking: Learthworking provides
lots of armor that's ideal for the Rogue..
Cooking: Regenerate your health after
fights.
First Aid: Pick
Pocket allows the Rogue to get more Linen than any other class.
Great for healing yourself..
Avoid getting skills that are made redundant
by your skills, or make equipment that you do not wish to use. Eg:
Smithing. Definitely pick at least one of First Aid or Cooking,
the Rogue has no innate methods of healing himself, and either of
these abilities will really cut down on your downtime.
Typical Combat: Below are typical
sequences for fighting in solo. There lots of variations here,
I'll just list one viable version.
Against Melee - Pull with throwing
weapon/Bow - Sinister Strike - Eviscerate
Against Missile
- Sneak
- Garrote - Backstab - Sinister Strike - Eviscerate
Against Caster
- Moonfire
- Sneak - Ambush - Kick - Gouge - Backstab
When in a Party, a rogue needs beware about threat. With he's
potential to deal huge damage, a rogue can easily attract the
threat of every mob and suffer a cruel death. Use Feint and Stunn
Spells to get enemies off you, so that you may backstab them from
behind. Generally, stay in cloaked form and let someone else do
the pulling, then deal the pain.
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