Archive for the ‘Rogues’ Category

Rogue Guide – Deathbringer Saurfang

By Cheats on January 5th, 2010

The fourth boss in ICC (and the last one available as of the date of this post) is by far the most challenging.  He has an interesting fight mechanic that will challenge your raid’s awareness and control.

The primary mechanic in this fight is the boss’s Blood Power.  You can see it in the boss’ unit frame where his mana/rage/energy bar would be.  It starts at zero, and it will increase during the course of the fight. Saurfang gains Blood Power every time either he or his minions do damage to anyone in the raid.

For each point of Blood Power he gains, his size and damage will increase by 1%.  As if that wasn’t bad enough, if it reaches 100 (a full bar) then Saurfang will place a Mark of the Fallen Champion on a raid member.  That raid member will take continuous damage.  The Mark cannot be dispelled, and even persists through death.  Not only does the Mark do damage, but that damage will also contribute more points to Saurfang’s Blood Power gain.  His Blood Power returns to zero when he casts Mark of the Fallen Champion, and the process starts again.

As you can see, the key to this fight is to avoid damage as much as possible to minimize his Blood Power gain.  No matter how good your tanks and healers are, if there are too many Marks of the Fallen Champion on the raid then the fight is lost.

Here are the ways he does damage (and gains Blood Power):

* Boiling Blood – a debuff cast on random raid members.  Its unavoidable and can’t be dispelled, although a priest’s Power Word: Shield.will block the damage on you (and prevent Blood Power gains).  Don’t waste your CoS trying to get rid of it – it won’t work.  (I don’t think it even prevented the damage ticks – can anyone else confirm this?)
* Blood Nova – this is only cast on players at range, so it shouldn’t have any impact on us rogues.  The person with Blood Nova doesn’t take damage himself, but does damage to anyone within 12 yards.  Ranged players must stay spread out to avoid this.
* Rune of Blood – cast only on the tanks, so rogues won’t get this either.  The target with this takes debuff extra damage, and the damage heals Saurfang for 10x the amount dealt.  For this reason, tanks will swap during the fight.  Be aware of that in case it causes threat issues.
* Summon Blood Beasts – he will summon minions (2 on 10-man, 5 on 25-man) who give him a point of Blood Power each time they hit someone.  It is imperative that no one gets hit by them.  They are mostly immune to AoE damage, so they must be focused down.  They can be slowed and snared.

The most important, and most challenging,  part of the fight is to prevent the Blood Beasts from hitting anyone.  If your players can do that, then Saurfang’s Blood Power gain, while inevitable, will be slow enough that you can kill him before his Marks overwhelm the raid.

The “textbook” strategy listed in all of the guides is to have the ranged dps get aggro on the Blood Beasts and kite them, using slow and snare effects, so that they can be killed before they reach anyone.  If your raid can accomplish that, then the melee dps is free to stay on Saurfang for the entire fight.  As long as rogues stay in melee range on the boss, they will avoid the Blood Nova, get healed through Boiling Blood, and ignore the Blood Beasts.  Its a very simple fight for melee, in that case.  All the pressure is on the ranged dps to kite and kill the beasts, and the healers to heal through the Marks.

One way a rogue can help other than pure dps is to Dismantle Saurfang when he gets to higher levels of Blood Power.  Since his damage is increased at this point, it will help minimize the severity of hits on the tank.

When my guild did this fight, we found that the Marks were a real issue for us.  When someone gets a Mark, not only does that divert healing but it also speeds up the rate that Saurfang gets Blood Power, making the second Mark come faster.  We made the decision to let the first Marked player die if it was a dps.  The slower Blood Power gain was more important than the loss of dps.  That worked well for us, although it was a bummer for the person who got the first Mark.

But…

What if your raid Doesn’t have the ranged dps to kill both Blood Beasts quickly?  What if you have a melee-heavy group?  That’s what my guild was faced with when we fought Saurfang, and we came up with a different strategy that worked.  In fact, we got the achievement I’ve Gone and Made a Mess on our first kill.

We were in 10-man ICC so we had only two Beasts to deal with.  Our raid leader assigned one of the Blood Beasts to ranged, and the other to melee.  In order for this to work, melee had to burn down the Blood Beast without getting hit.  The key was having multiple stuns available from the melee group.

When the two Blood Beasts spawned, our ranged dps pulled and kited one and focused it down.  The other one got immediately stunned where it spawned by one of our tanks.

During the stun, melee dps would open up on it, which gave me a chance to build up some combo points quickly.  When that first stun broke, the ret paladin in our melee group taunted it and pulled it a short way away from the tanks, and then he would stun it a second time.  During this stun, I popped my TotT on the main tank.  When that second stun broke, I had enough combo points to hit it with Kidney Shot and stun it a third time.  If it wasn’t dead by the time that third stun was finished, then it would start moving back toward the tank (from my TotT) and we would kill it before it got there.

If, by chance, I got aggro on the Blood Beast (usually due to the pally’s stun being on cooldown) then I could use Evasion to avoid damage, or Vanish and Cheap Shot to get another stun, or get a PW:S from a priest as a last option.

This strategy can be varied depending on the group makeup.  It is dependent on your melee having several stuns available, and it would be easier with multiple rogues to alternate stuns since they have a longer duration and shorter cooldown than pally stuns.

After he is killed, there is a nice bit of lore that you watch, and then the loot is found in a chest off in a corner.  He drops some nice stuff. On 10-man, you’ll be watching for the Scourge Stranglers for your hand slot or Saurfang’s Cold-Forged Band as a nice ring.

If you’re in a 25-man raid, you’ll keep your eyes open for the Bloodvenom Blade if you are Combat Swords.  Toskk’s Maximized Wristguards are a nice wrist item as well.  Most interesting is Deathbringer’s Will.  Its a trinket with 155 Armor Penetration, which is nice on its own for combat rogues.  However, it also has a proc that is unusual.  When it procs, it will give you either 1200 AP, 600 Agility, or 600 ArPen.  While the unpredictability is inconvenient if you’re trying to stack Armor Pen to the cap, it still a really nice proc no matter which way it goes.  Its slightly better for combat rogues than mutilate rogues, but definitely worth it for either.

Posted in

Citadel part 1 Rogue, tips for raiding Icecrown

By Cheats on December 17th, 2009

Before we can walk in and show Frostmourne and company what’s up, we have to cut our teeth on Arthas’ doorkeepers first. The first four bosses of Icecrown Citadel are now available to tackle, and provide some of the most interesting and innovative mechanics that we’ve seen in a boss fight yet. Considering that you’ll be facing these same 4 bosses for the new few weeks, it provides a great opportunity to really learn the fights and capitalize on any tricks that will keep you alive. Read on for my analysis of the first wing of ICC from a rogue’s perspective, with specific tips and tricks for assassins only!

Trash

Immediately when you step into ICC, you’ll find the new T10 gear vendors. Feel free to drool over the new set, and then move on to taking out the trash between yourself and the first boss. Most of it is pretty standard stuff, although there is one specific rogue-only tip I can provide. There are a pair of traps in each of the starting rooms, that are visible while you are stealthed and can be disarmed. These traps will trigger a frost/slowing aura on your raid and will summon a giant skeleton add to come attack your group if they are triggered.

While you can safely disarm them from 20y away while in Stealth, remember that by skipping the mobs, you will lose out on 75 reputation with the Ashen Verdict for each one you skip. For this reason, I suggest you simply mark the trap with a flare or other notification, so that you can trigger it on your own. This will net you some extra reputation, which can be key as you work your way up the food chain towards the very awesome Ashen Verdict exalted rings. Once exalted, and on farm runs later, your raid leader will probably ask for these traps to be disarmed instead of activated.

First Encounter: Lord Marrowgar

The first boss of ICC is a giant flying triple-headed skeleton, and is honestly one of the most amazing bosses I’ve ever fought from a visual perspective. As a rogue, you are going to spend 99% of this fight burning the boss down. Ranged DPS will be assigned to popping the Bone Spike Graveyards that come up, and they’ll be dodging the Coldflame trails that radiate out from the boss. Melee doesn’t really have anything to worry about, as long as you remain a safe distance from the tank so you don’t get cleaved by his Saber Lash attack. You might get put into a Bone Spike Graveyard (and no, Cloak / Vanish / Killing Spree won’t save you), but you simply have to wait for your friends to break you out.

The boss will initiate a spinning whirlwind attack, similar to Skadi in Utgarde Pinnacle, though dealing significantly less damage. You can Feint if you are close to the boss to lower the AoE damage, but just running away will probably be fine. Be sure to avoid the fire during this phase, and also remember to Tricks of the Trade to your tank as his whirlwind is ending. He resets threat during this time, so your tank will need some extra help picking the boss back up. Because this boss is intended to be easily killed for the weekly raid quest, you won’t really find too much of a challenge taking him out.

Second Encounter: Lady Deathwhisper

Here’s a fight where a well-played rogue can really clean up a fight and make it easier for everyone involved. It plays out in basically two phases: mana shield up, and mana shield down. The ‘mana shield up’ phase is basically Freya from Ulduar, with the exception that you do need a couple of your DPS sticking on the boss at all times. As a Mutilate rogue, you should really ask to be left on the boss, as your mix of physical/magical damage makes you a bad candidate for taking out the resistant mobs. Your rotation also thrives in a single-target burn situation, and so you should try to get out of add killing duties.

As Combat rogue, you are well suited to handle some of the add control. There are two types of adds: Adherents and Fanatics. Adherents can gain near immunity to magic, while Fanatics can boost their defenses to be almost immune to physical damage. This means that you’ll be focusing on killing Adherents, while your casters knock out the Fanatics. You’ll want to kick as many of the Adherents’ spells as you can, and use your CDs to burst through their Shroud of the Occult damage shield. Using Tricks of the Trade to help your tanks pick up aggro will also help with some of the tricky parts of this fight as well.

Once the boss’ mana shield is down, due to the damage of the people on her full time, you’ll want to switch to attacking the boss. Her key ability here will be Frostbolt, as it deals massive damage but can easily be interrupted with a Kick. Try to always have some energy in your pool to Kick this spell to save your tank some significant damage. You may get chased by a Vengeful Shade (one of those invulnerable ghosts), just run away!

Third Encounter: Gunship

The Gunship Encounter is one of the easiest (and most entertaining) raid fights I’ve had the pleasure of conquering. Pick up a Rocket Shirt from the engineer on-board your ship, and get ready to fight the opposing faction’s Gunship. I find that rogues are best delegated to add duty on this fight, as Tricks of the Trade and their melee nature make them perfect candidates. Adds will spawn via a portal on your ship, assist your tank in killing these adds swiftly. Use Tricks and your other available tools to keep them at a minimum level. If you do get asked to visit the other ship, you simply use your Rocket Shirt to hop over and destroy the Battle-Mage that is freezing your guns. Killing Spree or Overkill would be utilized perfectly for this bursty phase, simply remember to jump back once you’re finished!

Fourth Encounter: Deathbringer Saurfang

Saurfang rounds out the first wing of ICC, and his difficulty is definitely a step up from any of the prior 3 fights. He functions on something similar to a Runic Power / Rage / Energy system, where he builds up a primary resource, and then empties it once his tank is full. Your goal is to minimize how fast that tank fills up, while burning him quickly due to his soft enrage timers. The rule of thumb is that every damaging ability he uses will generate 1 energy for him.

The most prevalent mechanic on this fight is Saurfang’s Mark of the Fallen Champion. Once Saurfang reaches 100 energy, he’ll unleash this via a short cast on a raid member. Once cast, his attacks start hitting that target for a few extra thousand damage on every swing. This damage causes him to build up energy even faster, and he’ll cast another mark, which eventually escalates into chaos. He also heals back up 5% of his HP if someone with the Mark dies, which means that the entire fight starts slowly and ramps up quickly. Save your CDs for the late-fight, as he has a Frenzy move that means you’ll want to end the fight ASAP.

Rogues have a unique way to deal with this issue: Vanish. If a rogue uses Vanish to avoid Mark of the Fallen Champion, they can avoid having the ability cast at all. Note that if you Vanish too early, he’ll simply cast it on someone else. But if you time it just right, you can Vanish/Immune the ability, effectively resetting his energy to 0 and yet not ramping up the pace of the fight at all. It’s a trick maneuver to pull off, but there’s no real reason not to blow a nearly-useless Vanish cooldown to switch this fight from difficult to cake. If you manage to be hit by the Mark anyway, reports are indicating that Feint will reduce the damage you take from the Mark. Doing so may or may not be worth using, depending on your healing situation. For further research on this, feel free to read the Elitist Jerk’s thread on ICC rogue optimization.

His second core ability is summoning a few Blood Beasts which will then start chasing after your healers and ranged DPS. You can use Tricks to help one of your ranged classes gain aggro, or some raids may have melee pile onto one of the adds to burn it up. Whatever you do, be sure to NOT be hit by this add. Use Evasion, Kidney Shot, Vanish, anything that will save you from being hit. If you are hit, it starts feeding into Saurfang’s energy timer, increasing the tempo faster than it should be. Don’t bother using AoE on these adds, as they have the same passive aura as the Faction Champion that makes them super-resistant to it.

Conclusion

The first few bosses of ICC will give you plenty to practice on, especially if you’re planning to tackle hard modes in the months to come. Luckily, there is still plenty of time for you to go back and work on ToC and Ulduar for achievements and gear, as we won’t see any new encounters for another 3 weeks.

Posted in

Guide for gear patch Rogue 3.3

By Cheats on December 11th, 2009

Blizzard has put in a ton of new rogue loot, and really pulled out all of the stops. Read on for a list of all the gear you’ll be able to acquire in these first few weeks of our final confrontation against the Lich King.

Weapons:

I’m going to start with weapons first, because as I’ve said a thousand times, a rogue is his/her weapons. You’ll notice that Blizzard has tended to keep items of the same type dropping from the same boss/dungeon, this will make it easy to decide which 5-man you want to run to round out your gear.

In the dagger department, we can find a pair of slow daggers and a pair of fast daggers on the new 5-man dungeon loot lists. Heartshiver (normal Forge of Souls) and Blood Weeper (heroic Forge of Souls) are the slow daggers, which make great MH options. For your OH, which absolutely needs to be as fast as possible due to the new Deadly Poison mechanics, you can pick up Krick’s Beetle Stabber (normal Pit of Saron) or the Unsharpened Ice Razor (heroic 5 man trash).

My 5-man group found an Unsharpened Ice Razor on our first playthrough, as well as several other trash epics. It looks like the drop rates of trash epics in these dungeons is fairly high. We also found the fist weapon named Seven-Fingered Claws, which is a viable MH option for a Combat rogue using Close Quarters Combat for their weapon specialization. There weren’t any great maces, so it looks like Blizzard has decided to phase them out of the 5-man loot table.

There are two new swords added in ICC’s 5 mans, the slow-so-MH Ghoulslicer (normal Halls of Reflection) and the speedy Liar’s Tongue (heroic Halls of Reflection). While Liar’s Tongue is fairly potent and ilvl 232, the Ghoulslicer is a lowly level 219. Lucky for us, Blizzard also added two axes for rogue usage. In normal Halls of Reflection, you can find a Hate-Forge Cleaver, but it’s still only an item level 219. To find a great companion weapon to Liar’s Tongue, see if you can score a Nighttime, a slow axe that will suit your Hack and Slash spec perfectly. The Godfather of Souls keeps this axe in the heroic version Forge of Souls.

The Godfather also holds onto the only thrown weapon I could find, but a great one: Papa’s Brand New Knife. With Mutilate rogues loving Haste and Attack Power in light of the recent changes, this is perfectly itemized for them. Now if you want to steal a bow like the Crypt Fiend Slayer or the crossbow named Felglacier Bolter, go right ahead, but expect resistance from the hunters in your group.

Jewelry:

Once you start raiding Icecrown Citadel, you’ll gain access to the Ashen Verdict’s reputation rings. These work similar to Karazhan’s rings, so you will get an upgraded version at higher reputations. The starter band at ‘Friendly’, the Ashen Band of Vengeance, is very potent with its hit rating (hard to find in ICC) and high item level. Make sure to watch your reputation and pick this one up quickly. There are also two rings from the new dungeons, the Band of Stained Souls (heroic Pit of Saron) and the Ring of Carnelian and Bone (normal Pit of Saron). While we’re at it, Garfrost in the heroic Pit of Saron also holds a great necklace, the Barbed Ymirheim Choker. It’s not as good as the Onyxia quest reward, the Sparking Onyxia Tooth Pendant, but not bad nonetheless.

The real draw of the new loot tables are the pair of amazing trinkets available. The Needle-Encrusted Scorpion, which drops from heroic Forge of Souls, is basically a slightly upgraded version of the ubiquitous Mjolnir Runestone. With its Armor Penetration proc, it will allow for any rogue capable of running a simple heroic dungeon with the ability to soft cap their ArPen. Unfortunately, this trinket comes at a time where Combat is 2nd place on the rogue charts, and Mutilate rogues can safely ignore ArPen from their stat list.

The other available trinket, the Herkuml War Token, doesn’t even make you rely on luck! This one can be purchased with 60 Emblems of Frost, and is incredibly potent. The 153 Haste is great as is, but 340 Attack Power after a short build-up period makes this trinket a no brainer. I expect many rogues to make this their first Emblem purchase, especially if they weren’t lucky enough to score a Death’s Choice from ToC25, as ToC didn’t really have any other amazing melee trinkets.

Armor:

Between heroic gear, normal mode items, and the awesome Emblem of Frost leather, there’s nearly a piece for every slot. Take chest pieces for example: between Blackened Geist Ribs (normal HoR), Choking Hauberk (heroic HoR), and the 95-Emblem Shadow Seeker’s Tunic, you can truly move from ‘okay gear’ to ‘top-shelf epics’ while only doing new content. Note that the Emblem items in ICC are fairly expensive, this is offset by the fact that there are many more bosses in ToC than there are in Icecrown, and with the 4-week gating periods between bosses, you’ll have plenty of time to farm Emblems of Frost.

If you need new gloves, you can get a pair from normal HoR via the Carpal Tunnelers (a great pun!), though the Cat Burglar’s Grips (via 60 Emblems) are quite superior. If you need a new belt, for another 60 Emblems, the Vengeful Noose is waiting for you. An amazing cloak can be scored via 50 Emblems, the Recovered Scarlet Onslaught Cape. Due to a lack of really great capes outside of hard mode content in the last couple of patches, I see this as another great choice for an early Emblem purchase. If you’re trying to conserve, there’s also the Accursed Crawling Cape from normal Forge of Souls to tide you over.

If you’re looking for a pair of shoulders, you can find Bewildering Shoulders (normal FoS) and Spaulders of Black Betrayal (heroic HoR) in the 5 man dungeons. There’s also some great Shaggy Wyrmleather Leggings from normal PoS and Fleshwerk Leggings from the heroic version of PoS. Also consider using your old Emblems of Triumph to score a piece of T9 if you’re having bad luck with either of these drops.

There’s only helmet, the Frayed Scoundrel’s Cap from heroic FoS (from the same boss that drops the ArP trinket) that is perfectly itemized for a Mutilate rogue. For boots, you can find Blighted Leather Footpads in the heroic Halls of Reflection after escaping Arthas, though there was also a great pair that dropped from Icehowl in ToC10. Finally, you can also score a decent pair of bracers from the heroic Pit of Saron, and Chewed Leather Wristguards have hit on them too. Hit has become a scarce stat in ICC, and so be sure to evaluate where your hit chance is when considering items and upgrades.

Tier 10: Shadowblade Battlegear:

Our new set, Shadowblade Battlegear, is again purchasable through Emblems alone. The cost has gone up greatly from the Argent Tournament, but so have the set bonuses. The 2 piece bonus is effectively 30 energy a minute, in addition to making it easier to throw out Tricks of the Trade to the raid for a damage boost. With the 2 piece bonus, and the new ruptureless Mutilate builds’ viability, the Tricks of the Trade glyph may even become a standard. The 4 piece bonus isn’t too shabby either, though it remains to be seen exactly how valuable it can be. With an even mix of stats across each piece of the set, we see that there’s only one item with hit rating: Shadowblade Pauldrons. I would recommend moving to 2 pieces of Tier 10 as soon as it is feasible for you, though be sure to compare your gear in a spreadsheet before making that leap. This new gear costs so many emblems that you really don’t want to be wasting them on a piece you’ll replace quickly.

Conclusion:

With so much new gear, it can be overwhelming to know where to start. I would suggest finding your weakest pieces (by stats or by ilvl) and focus on where you can replace those pieces first, and then see what drops as you start to run the 5 mans. There will be a lot of interest in these dungeons over the next few weeks, and with Tricks of the Trade and Kick to offer, rogues will be very popular DPS classes to invite. Be warned, these dungeons are a serious step up in difficulty from what you’re used to, and they make ToC look easy.

Posted in
Tags

SliceAdmiral

By Cheats on December 8th, 2009

SliceAdmiral can be best described as an info-center for maximizing Rogue damage. It contains a bunch of timer bars, stat displays, and audio notifications that add up to nearly everything you need to know to properly time your Rogue’s DPS cycle. It has a compact and configurable UI that features…

* Timer Bars for Slice and Dice, Rupture, Hunger for Blood, Deadly Poison, and Envenom buff
* Timer Bar sorting based on refresh priority
* Audio Reminders for refreshing and expiring abilities (SnD, Rupture, and HfB)
* Stat displays for Attack Power, Crit %, and Attack Speed
* Rupture and Deadly Poison DoT damage and crit indicators
* Combo Point bar
* Energy bar
* New Options Menu interface, rebuilt from the ground up

Little to no setup needed. Just load the mod and you’re ready to rock! Good for Rogues of any spec.

SliceAdmiral is a continuation of SliceCommander. Big thanks to the original authors for starting up this much-needed Rogue DPS project!

Bug fixes 1.0 -> 1.0.1

* Fixed a malformed number error that sometimes showed during initialization
* The options menu now correctly hides when logged on a non-Rogue character
* Fixed the German Envenom translation
* The German Options menu should now function properly
* Added some missing French options strings (They’re in English, but at least it works now!)
* Took a stab at fixing the Mac loading issue (Unverified. Mac users – please test and report back)

Big thanks to Minati for helping me out with the German stuff! Your English rocks compared to my German :)

Features planned for SliceAdmiral 1.1:

* Tricks of the Trade visual indicators for both outgoing and incoming Tricks.
* Ability to select the stats present in the stat bar
* Out of Combat fading option
* Still taking feedback/suggestions for additional features and fixes!!

Posted in

PoisonSwapper

By Cheats on December 8th, 2009

PoisonSwapper manages weapon swaps for maximum poison damage by automatically swapping in a weapon with instant or wound poison to your offhand when you have a 5 stack of Deadly Poison up with more than 5 seconds remaining. This allows you to use a damage poison, like Wound or Instant as is appropriate to your spec in order to achieve maximum throughput.

This can result in a 300 DPS gain for a BIS combat rogue, and a 600 DPS gain for a BIS Mutilate rogue.

To use it, just poison your primary offhand with Instant or Wound Poison as appropriate, and a secondary offhand with Deadly. Your Instant/Wound hand should have better uptime, so you generally want that weapon to be your better one, and your Deadly weapon should be fast, due to Deadly’s flat 30% (before talents) proc rate. The mod does the rest and automatically swaps weapons for you. You can toggle it on and off with /ps, or by clicking the included LDB entry.

PoisonSwapper supports a PVP mode, as well, which will equip poisons with the priority: Crippling -> Mind Numbing (If caster target. This includes ret paladins and enhance shaman at the moment, unfortunately) -> Damage Poison. It is automatically enabled against PVP targets, and can be forced on (for something like faction champs) with /ps pvp. Do be aware that in a PVP environment, where poisons are often removed, this will cause you to be on the GCD a lot and might potentially be an overall strategic loss. Usage is left to the user’s discretion.

* /ps boss – Toggle on boss-only. Boss-only will only use Deadly poison on boss mobs, damage poison on others. Default Off.
* /ps debug – Toggle debug mode. Can help identify why the addon may not be working. Default Off.
* /ps [pvp/pve/auto] – Force PvP, PvE, or Auto mode. Default is Auto.
* /ps toggle – Toggle PoisonSwapper on and off.
* /ps time <number> – Set the number of seconds at which to swap back to your primary poison. Default 5.

Finally, PoisonSwapper includes an intelligent swing estimator, and will attempt to only equip weapons immediately following a white mainhand swing. Changing weapons resets your swing timer on both hands, so swapping halfway through a mainhand swing timer is rather expensive. This causes PoisonSwapper to produce superior overall DPS compared to poison swapping macros or manual swapping.

Posted in

Rogue Leveling Guide: level 71-80

By Cheats on November 19th, 2009

Your goal is firmly in sight: your rogue is ready to being his or her assault upon the Lich King’s lands. With only a fleeting few levels between you and the level cap, these last few minutes are among the most important in your rogue’s development. With nearly every trick available and our DPS rotations fleshed out, your rogue will be feeling more and more like the level 80 you are about to become.

All three talent trees are fairly viable for leveling, and so this is by far the most flexible period of the leveling process. As I mentioned in the last installment, experimenting with different specs, rotations, and playstyles will only become harder and harder to do once you reach level 80. During these important formative levels, max out your respect costs and give every build a fair shake. You’ll be a better rogue for it in the end.

New abilities:
While there’s only really two new moves between level 71 and level 80, one of our earliest spells gets a complete makeover. Feint, which we learn at level 16, finally becomes the spell we always knew it could be. If used, it reduces all AoE damage that a rogue will take for 6 seconds. This spell alone will save you a hundred times while raiding, as there is plenty of AoE damage being thrown around. You won’t pick up Rank 8 (the version with the bonus) until level 78, but be sure to use it in any dungeons you explore while leveling up.

Prior to that, you’ll be receiving one of, in my opinion, our “signature moves”. Tricks of the Trade is our threat redirection / damage boost combo, which sees extensive use in both PvE and PvP. In a raid or dungeon environment, it becomes the tank’s best friend, and can really make your dungeon experiences much smoother. In certain fights where DPS gain significant buffs (like Hodir), Tricks of the Trade is crucial to a tank being able to maintain aggro on a mob. It can even be a DPS buff to share with another rogue during “burst phases” of certain fights. Tossing this to your partner in PvP can often be enough to score a kill, as the damage bonus is significant.

One of the reasons I see TotT as so integral to the WotLK rogue is its integration into the new T10 set. The 2 piece set bonus makes TotT yield energy instead of costing it, resulting in a significant DPS boost for everyone involved. We want to cast it more often, it allows more threat to be redirected due to increased energy, and it results in a higher uptime on friendly DPS classes. Imagine it as a poor level 80’s Renataki’s Charm of Trickery: pop it when you’re low on energy to give you just enough juice to extend that stunlock a few more seconds.

If you’re leveling with a partner (either a tank or DPS), be sure to toss them TotT every time it’s up. It takes the pressure off of you for incoming damage (and rogues are pretty frail in that regard) and boosts their damage, making the entire leveling process much quicker. You can check out my guide to macros to find a great TotT macro that will let you set it to an easy keybind and forget about targeting someone to cast it on.

The final move a rogue receives on their journey is also their just reward for reaching level 80. Fan of Knives has become a true game-changer for the way that rogues play. We’re no longer relegated to throwing grenades or making campfires in the back of the raid during AoE phases. Fan of Knives has been one of the top AoE abilities in the game today due to its unique scaling and properties. If you want to learn more about this ability, I wrote a full article dedicated to all of its intricacies. Let it suffice to say that if it weren’t for FoK, rogues would be nowhere near our current spot at the top 10% of the damage meters. Yogg+0 and Anub’Arak hard mode are two fights where FoK simply outshines every competitor, and resulted in both world first kills of the last two “end bosses” seeing rogues at the top of the meters.

Posterity:
While I strongly recommend you go crazy experimenting with specs while leveling, I would also caution you that due to the repetition of leveling and grinding, bad habits will eventually work their way into your subconscious. If you start letting Slice and Dice drop while you’re farming the Scourge, it will work against you later, when it’s actually pretty important. Start reading up on raiding rotations and playstyles, and try mimicking those as much as possible.

If you’re playing as Mutilate, it’s a great time to work on keeping Hunger for Blood up full time, while trying to maintain a good Slice and Dice uptime via Cut to the Chase + Envenom or Eviscerate. As Combat, keeping Slice and Dice up full time should be your goal, while also using your cooldowns wisely to take out 2+ mobs when Blade Flurry is available and destroying elites with Evasion and Killing Spree. Subtlety rogues should be looking out to also keep Slice and Dice up (I told you it was our most important ability!) and keeping the Hemorrhage debuff active while also using good energy management to maximize your finishers.

By doing the little things like keeping the right poison on both weapons, using the right gems (even if they’re just green quality), and starting to work on your end game rotations, you’ll be building the foundation for a long and prosperous life as a rogue. Take pride in your achievement of nearing level 80, and focus on refining your playstyle to the point that it becomes second nature. I talked about a few combat opener / sequences last time, and finding out how to go from an opener to a dead opponent in the most efficient way should be your objective.

Reputations:
While this will certainly change once Cataclysm is released, the message is still relevant today: focus on reputation quest hubs. There’s several reputations you’ll want access to once you hit level 80, and working on their quests while they still give experience is simply making them twice as awesome. The Sons of Hodir are key for their shoulder enchants (and decent starting weapons), while the Knights of the Ebon Blade will sell you a great helm enchant if you perform enough of their dirty deeds. Anything that you can do while leveling to give you an easier time at level 80 is like pure gold.

Level 70 gear:
One last tip for the leveling rogue, you can often find level 70 gear that players had stashed in their banks available on the AH for mere fractions of their original price. Level 70 BoE gear, epic gems, and consumables will greatly increase your leveling speed, so check the AH for any relics from level 70 that are left over that you can score for yourself. I find that the old DPS flasks and BoE level 70 blues are typically only a few gold total, which should be affordable with all of the questing and grinding you’ve been doing.

Conclusion:
I know that many of you are already level 80, and you’re interested in reading about the things that are affecting us now. However, there are still a ton of rogues that are leveling up, and we honestly need the fresh blood as the “great rogue to death knight reroll exodus” of WotLK left us pretty decimated. Look at the bright side, you won’t have to read another leveling column until Cataclysm! To those rogues who are just entering the fold at level 80, we welcome you with open arms, and we look forward to stabbing those cursed cloth-wearers and praying for Armor Penetration trinkets at your side.

Alliance and Horde In-game Leveling Guides

Zygor Guides Has The Fastest Leveling Path In The Entire World! We Get You To Level 80 In Under 7 Days Using Our 100% In-Game Leveling Guides.

Joana’s 1-80 Horde Leveling Guide. In-Game Leveling Guide Mod included! Level Fast!

Posted in
Tags

[Rogues] Don’t take Lava damage!

By Cheats on November 7th, 2009

What it does: After popping CoS the debuff does not apply again after CoS is over.. Good for exploring some situations…

this requires you to have a rogue, and have the skill Cloak of Shadows.. Its semi useless, but only in a few situations.. Its worked in the three places ive tried it…

What you do:

All you have to do is stand in the lava and pop CoS… For as long as your standing (Or swimming) in the lava (And a few other AOE textures.) This has been tested in the lava in OS 10 and 25, and in the Sludge in the boss room of Thadius… At no time can you jump out of it or walk out, you will gain the debuff again.

Kinda makes people think for a second..

Posted in
Tags