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Leveling a Rogue
This guide represents my understanding of solo pve. This information is
possibly incorrect, outdated, or misspelled. It's hardly a complete
guide, I don't pretend to know every tricks. Yet, in general, the rogue
population lacks understanding of basics, so I'm confident that
some may be helped by this guide.
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"Give me the short version"; [back]
Level with Swords (high min/max damage main hand/fast off hand).
Spec Combat with Assassination. Listen to Metal. Drink Mountain Dew.
"What Talent Build should I use while leveling?"; [back]
When it comes to pvp, there are many different options to fit your
style. There are no wrong choices, so long as you enjoy your build and
are successful at pvp. Solo pve is different. Your goal is maximum
killing speed, anything that doesn't give you the maximum killing speed
is wrong. One thing to keep in mind about World of Warcraft talents is
that very few make a huge difference. Most deal with small
percentages. But together they add up.
The ideal solo grinding build is a combination of Assassination and Combat (20/41/0).
We'll start first with Assassination. Lower tier Assassination will
give you a large increase to your dps, while Combat starts with more
defensive talents. We will first put 2 points into Combat's Improved
Sinister Strike. Sinister Strike is your primary attack and the talent
increases the number of Sinister Strikes you're able to use. We'll put
our next two points into Assassination's Remorseless Attacks.
Remorseless Attacks is one of the better solo pve talents. Few talents
give as much damage as the crit bonus of a Sinister Strike. Remorseless
Attacks also gives you a 20 second timer to be on your next mob, and
this works as motivation to keep you moving quickly.
Level 13 - 2/2/0
Improved Eviscerate and Malice are the best ways to increase your
dps on the way to Lethality. After Lethality, we reach the single best
solo grinding talent; Improved Poisons. In solo pve, a rogue should
always use double instant poisons. Until later levels, instant poison
hits nearly as hard as a non-crit sword attack. A 20% chance for an
extra attack is a lot of dps. Improved Poisons increases the damage by
50% by adding 10% to the proc rate, raising the chance from 20% to 30%.
Especially at lower levels, this is a massive increase to damage.
Level 31 - 20/2/0
You have the option of starting into Combat after Improved Poisons.
Eventually this will be as far into Assassination as well go. But there
are no dps increasing talents yet in low Combat, so I'd recommend
staying in Assassination til 40, and pay for a respec later. As a large
part of your dps is currently poisons, Vile Poisons is a good choice.
There are no essential dps talents after. Quick Recovery is a very nice
talent. Cold Blood is nice, but one crit every 3 minutes will not make
a significant difference.
At 40, you'll be able to spec 20/11 for Riposte. Riposte is a
fantastic talent for solo pve. It's does more than disarm, it's an
instant attack. Riposte is nearly Sinister Strike for only 10 energy.
Every mob (I can think of) does melee damage, even casters. If they do
any melee damage, you can Riposte them. You'll find Riposte is
available nearly every 6 seconds, and will add a great deal of damage
to your overall dps.
Level 40 - 20/11/0
Somewhere between 50 and 60, you're going to want to respec to take
advantage of the full Combat tree. Although Improved Poisons is the
best grinding talent, there is a point where late Combat talents
outweighs what you're losing in early Assassination. I'm not 100% sure
where that is. But you won't be losing much to give up Assassination at
50 for Surprise Attacks. Let's look at talents in Combat.
Improved Gouge is a useless talent for solo pve. Take Lightening
Reflexes, but only 3 points to reach Deflection. Deflection opens up
the very important Riposte. After Riposte we'll put 5 points into
Precision, followed by Dual Wield Specialization.
A word about these talents. When Blizzard was developing melee, it
was found that dual wielding did more damage than 2 handed weapons. To
balance the damage, Blizzard introduced two penalties for dual
wielding. First, any attacks made with the offhand hit for only 50%. In
addition, they added a 19% chance to miss with auto attacks. This only
applies to auto attacks, it does not affect specials or finishing
moves. There is already a base 5% chance to miss with all melee attacks
(against equal level opponents, not considering their
dodge/parry/block). Unfortunately the 19% dual wielding penalty is
added on top of the 5%. So, a rogue has a base chance to miss of 5%
with specials and finishing moves, and 24% (5% + 19%) with their auto
attacks. As you can see, a rogue's dps is greatly limited by misses.
Precision counters the 5% chance to miss with specials/finishing moves,
and lowers the chance to miss with auto attacks to to 19%. To further
counter the hit penalty to dual wielding, a rogue needs hit rating from
gear. The second penalty to the offhand is partially countered by Dual Weapon
Specialization. Because Combat rogues are able to partially counter the
penalty to offhand weapon damage and chance to hit, their auto attacks
(generally refered to as "white damage") become an important part of
their overall dps, much more so than to other rogues.
Next you should take Blade Flurry. Blade Flurry allows you to dps
two mobs simultaneously (every 2 minutes). This comes in very handy for
the situations where you pull multiple mobs. After Blade Flurry, we
take Sword Specialization.
Sword Specialization is the reason we use swords rather than Maces. It
is the single reason we offhand a sword rather than a dagger. Here is
how it works. On each attack, there is a 5% chance that you will be
given an additional instant swing with your main hand weapon. This 5%
applies to both your main hand and offhand weapon. If sword
specialization procs from an offhand swing, you will gain an additional
strike with your main hand. This makes a very fast sword ideal for your
offhand. Both Sword Specialization and Fist Specialization (5%
increased chance to critical strike with fist weapons) are essentially
a 5% increase to dps. But Sword Specialization is generally considered
superior. While critical strikes hit for 200% damage, an extra attack
gives not only the double damage of an additional hit, but the chance
that this additional hit will critical strike. This means that while
Fist Specialization's 5% crit is a 5% chance for 200% damage, Sword
Specialization's 5% for an extra attack is a 5% chance for 200% damage
with a small chance for 300% damage. Not to mention, a critical strike
with the offhand is only double the damage of the offhand, while
offhand sword spec procs give the damage of the main hand. At one time
sword specialization could proc off of it's own extra attacks. This is
no longer possible.
After Sword Specialization, you should take Aggression. Aggression
is an example of a talent that only causes a few percentage of change.
But it adds up with other talents to make a large difference. After
Aggression take Adrenaline Rush. Adrenaline Rush is a very powerful
talent that allows you to throw out an enormous amount of damage. Blade
Flurry together with Adrenaline Rush allows you to drop a crowd of mobs
you'd otherwise run from. Adrenaline Rush also allows you to complete
many of the elite quests you'd otherwise be unable to solo.
Next you're going to need 4 filler points to reach Combat Potency.
I would recommend putting 2 of those points in Lightening Reflexes. The
other two points should probably go in Weapon Expertise (Vitality isn't
bad either).
Weapon Expertise is a great talent if you need to fight higher level
mobs, and an...eh, ok talent against all other mobs. A mob that is 3
levels higher than you has it's level number in yellow. 4 levels is
colored red. If you've fought a red mob, you've no doubt noticed that
it's nearly impossible to kill. The majority of your attacks miss or
hit for reduced damage and rarely critical strike. This is not because
mobs are so much more powerful in 4 levels. This is part of Blizzard's
combat system, designed to prevent you from fighting higher level mobs.
Because the mob is higher level, your attacks are penalized. You will
miss more often, you will crit less often, and your attacks will glance
the target, which causes you to hit for reduced damage. Your opponent
is also given an increased chance to parry, dodge, and block. Weapon
Skill partially counters this level difference. Your maximum weapon
skill increases by 5 every level, the talent Weapon Expertise gives you
two extra levels of weapon skill. Therefore, a 5+ red mob is now a 3+
orange mob. A 3+ orange mob is a 1+ yellow mob. It doesn't counter all
of the penalties. Weapon Skill doesn't affect glancing blows (at one
time it did), but it will affect the miss and crit chance. While Weapon
Expertise is a great talent for raiding, you aren't going to be
grinding higher level mobs. Weapon Expertise is less effective against
same/lower level mobs, but still ok for 2 points. The 10 weapon skill
will give you +0.4% chance to crit and hit against same/lower level
targets. It also reduces the mobs chances to block/parry/dodge your
attacks by 0.4%. BTW, weapon skill does not affect players in pvp, only
mobs.
Now we can take Combat Potency. Combat Potency is a very nice
talent that can result in high burst damage. Side Note - One of the
interesting things about Combat Potency is its potential use with
Shiv. Shiv/Combat Potency is one of the fastest way to generate combo points
as a rogue. With an instant poison, Shiv will do comparable damage to a
Sinister Strike (non-crit (depending on your gear)), and can potentially
out damage a non-crit
Sinister Strike against high armor opponents as the nature damage isn't
mitigated. If you have a low crit chance, I'm not 100% sure Shiv can't
substitute some Sinister Strikes (Open with Sinister Strike for
Remorseless Attacks, Shiv to 5 points for Eviscerate). Shiv depends on
your offhand weapon, as the weapon's speed determines the cost. One way
or another, not having played recently, I haven't fully discovered Shiv's
role yet. But it's obvious that a combat rogue has the Shiv advantage
due to Combat Potency.
Finally Surprise Attacks for a 10% increase to your primary attack.
Level 50 - 0/51/0
So, here's how I'd spend my talents if I was leveling 10 to 70.
10-11 - Improved Sinister Strike 0/2/0
12-13 - Remorseless Attacks 2/2/0
14-21 - Malice/Improved Eviscerate 10/2/0
22-31 - Lethality/Improved Poisons 20/2/0
32-37 - Vile Poisons/Quick Recovery/Cold Blood 28/2/0
38-39 - Filler Points - Relentless Strikes, or Murder, or a few points in Seal Fate, doesn't really matter.
40 - Respecialize - 20/11/0
41-49 - Precision/Dual Wield Specialization 20/21/0
50 - Respecialize - 0/41/0
51-70 - Assassination to Improved Poisons 20/41/0
If you'd rather not ever respec, I'd recommend going
10-11 - Improved Sinister Strike 0/2/0
12-26 - Assassination to Improved Poisons 20/2/0
27-70 - Combat to Surprise Attacks 20/41/0
I'm not 100% sure exactly where the best spots are to respecialize
at 40 and 50. Vile Poisons may add more damage than Riposte, and
therefore you may want to keep going in Assassination until you're able
to spec deeper into Combat. And you may want to wait until later than
50 to give up Improved Poisons for Surprise Attacks. The higher ranks
of Instant Poison are less significant to your overall dps than at
lower levels. I can't be sure without comparing builds with a dps
meter. I do know that a 60 combat sword rogue will far out dps a higher
level assassination sword rogue with superior gear.
"What Weapons should I use?"; [back]
Weapons - Main hand
The majority of a rogue's damage comes from instant attacks (backstab,
sinister strike, etc). Understanding how these attacks work is
important to playing a rogue. You will need to understand this concept
in order to select the proper weapons, and to pass any noob detection
tests that might be thrown at you. Unfortunately, instant attacks are
one of the most misunderstood subjects in WoW. I've had the opportunity
to talk to great many of the rogues in WoW. I can confidently say that
most do not completely understand how their instant attacks work.
Because it is a misunderstood subject, we will go over this very
thoroughly until there is no room for misunderstanding.
Let's look at Sinister Strike. When you press your hot key to
Sinister Strike, your rogue takes his main hand weapon and instantly
strikes with it. He is charged 40 energy, leaving him with 60. If you
spam the button, your character will again instantly strike with his
main hand weapon. He will be charged another 40 energy. By now it's
likely he has regenerated 20 energy energy, allowing him to Sinister
Strike a 3rd time. Again he instantly strikes with his main hand
weapon. You will have to wait until he has regenerated another 2 times
for the next Sinister Strike. Every time your energy regenerates to 40,
you will be able to Sinister Strike.
You were able to open up with 3 quick Sinister Strikes, and an
additional Sinister Strike very 4 seconds afterwards. The only
limitation to the number of Sinister Strikes was your ENERGY. It did
not matter if you had a 1.3 speed dagger in your main hand, or a 2.9
speed mace. The number of Sinister Strikes would have been the same.
You can not affect the number of Sinister Strikes possible during a
fight through your choice of weapons. All you can affect, is how HARD
each Sinister Strike hits. Let's take a look at 2 swords;
The Assassination Blade and the Hanzo Sword.
Assassination Blade
Binds when equipped
One-Hand
Sword
71 - 132 Damage
Speed 2.70
(37.6 damage per second)
+3 Strength
Durability 90 / 90
Requires Level 52
Equip: Increases your critical strike rating by 14.
Hanzo Sword
Binds when equipped
One-Hand
Sword
38 - 71 Damage
Speed 1.50
(36.3 damage per second)
Durability 90 / 90
Requires Level 50
Chance on hit: Wounds the target for 75 damage.
Both weapons have similar DPS. Both are just as good right? WRONG.
Remember, with either of these swords in your main hand, you will be
able to Sinister Strike the same number of times. See the speed on
those weapons; 2.7, 1.5? Sinister Strike is always instant. Those
numbers mean nothing. We can not change the number of Sinister Strikes.
All we can change, is how hard each Sinister Strike hits. Look at the
minimum/maximum damage on each sword. This number tells you how much
damage the weapon will do when it hits. For the Assassination Blade it
is 71 - 132 (101.5 average). For the Hanzo Sword it's 38 - 71 (54.5
average). Now which weapon do we want? You will get the same number of
Sinister Strikes with either Sword. With the Assassination Blade, your
rogue will take his main hand weapon, and instantly strike for 101.5
damage. With the Hanzo Sword, your rogue will take his weapon and
instantly strike for 54.5 damage. You understand? "But what about the
DPS? They have the same DPS!" NO, DAMN IT! ALL THAT MATTERS IS THE
MIN/MAX DAMAGE PER SWING! THE SPEED IS MEANINGLESS! THE DPS IS
MEANINGLESS! "Ah... so I only look at the Min/Max Damage when selecting
a main hand weapon?". That's correct. You only look at the Min/Max
damage. Nothing else matters to a rogue when selecting a main hand.
No matter what weapon you have, it's always instant, so speed doesn't
matter at all. And no matter what weapon you have, you will be able to
get the same number of instant attacks. So you always pick the weapon
with the highest min/max damage, and ignore the speed. This means the
Assassination Blade is a much better main hand weapon. When looking at
two weapons of the same dps, the slower weapon will have the higher
min/max damage. And so in general, a rogue will select a slow weapon
for his main hand.
The majority of Instant Attacks use only your main hand weapon.
There is a different set of rules for selecting an offhand (see below).
There are two exceptions when it comes to Instant Attacks. Mutilate
uses both your main hand weapon and offhand weapon simultaneously. For
this reason, Mutilate rogues will select an offhand using the same
critera as their main hand. The other exception is Shiv. Despite the
fact that Shiv is an instant attack, you will not select a high min/max
damage weapon for it's use. The energy cost of Shiv is also determined
by your offhand weapon's speed (20 + (offhand weapon speed * 10)). For
this reason, a fast weapon is preferrable for Shiv.
Weapons - Off hands
Depending on your build, Offhands have different roles.
Mutilate Rogues: As a Mutilate Rogue, you're offhand weapon is used
along with your main hand in instant attacks. For this reason, you'll
look for the same type of weapon as you would for a main hand; a high
min/max damage weapon.
Non-Combat Rogues: Unless a rogue has the talent "dual wield
specialization", his offhand attacks will do only half damage. As a
weapon that's doing only 50% damage with a 24% chance to miss, the
offhand will not be a significant part of their dps. For this reason,
the offhand weapon's dps is not the major factor in selecting a weapon.
One consideration is the weapon's speed. A faster offhand provides more
poison procs. But usually an important factor when selecting an
offhand weapon as a non-combat/non-multilate rogue is the weapon's
stats; critical strike rating, attack power, agility, etc. Along with the stats,
you consider speed and dps.
For a Combat Rogue, the most important aspect of an Offhand weapon
is speed. And this is followed by DPS. Any stats are insignificant
compared to the other factors. A combat rogue's offhand speed plays a
role in 1) Combat Potency Procs (the faster the offhand, the more
energy a combat rogue has) 2) Sword Specialization Procs (a faster
offhand sword means more chances for an extra attack with the main
hand) 3) Shiv Energy Costs (the lower the speed, the lower the cost) 4)
Poison Procs (always important, especially for a solo grinding rogue
who's using Instant Poisons). The only reason a combat rogue should
choose an offhand other than a fast dagger is because of weapon
specializations. Because of the 5% chance at an extra attack, a sword
spec rogue will sacrifice offhand speed to equip a sword. Without Sword
Specialization, I would equip the fastest possible offhand; a 1.3 speed
dagger (there is a very nice one available from heroics). There are
Mace/Fist specialized rogues who will equip mace/fist offhands to take
full advantage of their specializations. Because a combat rogue (or a
rogue who spec's at least 20 points into combat) can take better
advantage of his offhand's damage, dps is still a factor.
Notable Weapons 1-70.
Level 26 - The Butcher; the best main hand weapon until well into the 30s. It's easy to find on the AH, and usually around 20g. If you have a higher level alt, or a friend, this is a good investment.
Level 44 - Phantom Blade; Between 40 to 50, there are several great main hands obtainable from the AH. If you're extremely rich, you can upgrade every few levels. If you can't afford them all, one of the better choices is a Phantom Blade. It's an inexpensive crafted item that is usually available pretty cheap. It's also the best main hand sword at 44.
Level 45-50 - Thrash Blade - A quest reward from killing the Princess in Maraudon (LINK). It'll require a group, but since it's one of the best main hands, you may want to make an exception to solo pve.
Level 50 - Hanzo Sword; this is the best offhand sword available for quite a while.
Level 51 - Krol Blade; the best main hand weapon until nearly 60. They sell for around 150g. If you've got a rich friend...
"What Enchants should I get?"; [back]
Some basic info on procs - Unless a proc is given a specific
percentage in the description (instant poison = 20%, sword spec = 5%,
etc), it's chances are based on a "procs per minute" formula. This is
how it works; the game takes your weapon speed, and sets the percentage
on each swing to achieve a certain number of "procs per minute". For
example; Crusader is thought to have 1 proc per minute. So if you
enchant Crusader on the Assassination Blade, the game looks at its
weapon speed of 2.7 seconds. 2.7 seconds per swing means 22 swings in
one minute. For there to be one proc per minute, each swing needs to
have 4.5% chance to proc Crusdaer. Now, if you put the same enchant on
the Hanzo sword, you would get a different chance. The Hanzo sword can
swing 40 times in a minute, so each swing needs a 2.5% chance to proc
Crusader.
Ok, now here's why procs are special for rogues. Rogues don't just
autoattack. You won't just get 22 swings per minute with the
Assassination Blade, because of Sinister Strike, Riposte, etc. You will
notice as a rogue, that you always use poison charges faster on your
main hand than on your offhand. Even if you're using a 2.7 speed
Assassination Blade in your main hand, and a 1.5 speed Hanzo Sword in
your offhand, you will go through the poisons on your main hand much
faster. Instant Attacks account for a ton of extra hits. And all of
those swings have the same proc rate from Crusader as if you were
autoattacking. So, if you have the same speed weapon with the same
enchant in both your main hand and offhand, your mainhand will give you
far more procs.
Remember that you get the same number of instant attacks with a
slow weapon as with a fast weapon. So if are going to get 10 instant
attacks in a fight, an Assassination Blade will give you far more procs
than a Hanzo. This makes slow main hand weapons (swords/maces) very
good for proc enchants. Faster weapons (daggers) are not as good for
proc enchants. Offhand weapons don't get instant attacks, so proc
enchants are usually poor choices.
I would recommend keeping Fiery Weapon on your mainhand until 70.
Then save up for mongoose if you decide to stay Swords for pvp. Fiery
weapon is a 40 fire damage proc, with a rate of 6 per minute (same as
lifestealing). It's very cheap compared to others. For you offhand, I
would recommend a static enchant like Agility, but it's simply too
expensive for the weapons we'll be using to level. Although Procs are
far less useful on offhands, you'll probably end up putting Fiery
Weapon on it because of the low price. That's what I'd do. Then at 70,
put different enchant on your end game offhand (or weapon chain for pvp).
For non weapon enchants; As soon as you're high enough to keep
armor a significant length of time, I'd recommend enchanting Minor
Speed Increase on your boots and Assault on your Bracers and Gloves.
BTW, while we're talking about enchants, let's say you've decided
(like a fool) to level with daggers. The best enchant for a main hand
dagger is striking (+3/4/5 damage). That damage is added directly to
your weapons base min/max damage. It would take 41 attack power to give
you the same damage as +5. Its much better to have 41 constant attack
power than the chance for 100 attack power (from crusader) especially
when you can't open a fight with crusader active. Also because daggers
are so fast, you won't get as many procs as a slow swords, not to
mention BS is more expensive than SS, so you'll also get fewer instant
attacks.
"What Armor should I wear?"; [back]
Let's talk about Stats for a moment.
Stamina - 1 stam = 10 health, not a mystery. Stamina is not going
to help you kill mobs faster. It's vital for pvp, but less important
for solo pve. You will need enough health to survive the mobs. Too
little and you'll risk frequent accidental deaths. Luckily, stamina
comes in generous amounts on almost all outworld items.
Agility - 2 Armor/1 Attack Power and Crit/Dodge scaling by level.
The amount of agility needed for 1% crit is ~(Your Character Level /
2). Dodge is ~(Your Character Level / 4). At 60, 30 agility gave about
1% crit, and 2% dodge. At lower levels, Agility is much more valuable
than it is at 70. It will always be a primary stat.
Strength - 1 Attack Power. That's all Strength gives rogues; 1
Attack Power. But because the stat is far more powerful to other
classes, Strength is a very expensive stat. Strength is far more
expensive than Attack Power. This means, if you found 2 level 60 green
items, one "of Strength" and one "of Power", the "of Strength" item
would have 28-29 Strength, while the "of Power" would have 56-58 Attack
Power. But both Strength and Attack Power are identical stats for
Rogues. So any time you take an item with Strength, you're getting
cheated as a rogue. Instead, always look for items with Attack Power,
rather than Strength. This problem was recognized by Blizzard, and in
the expansion they stopped cluttering rogue items with Strength, and
started replacing it with the less expensive Attack Power (meaning,
rogues get more total stats from their items). Old items, basically
anything from 1-57 still have the old stats. And you can't always help
but take items with Strength. For example, 57+ blizzard has introduced
the "of the Bandit" greens. These items contain a mix of Agility,
Stamina, and Attack Power. There's really nothing like that 1-57.
Instead you have "of the monkey" with Stam and Agility, or "of the
Tiger" with Agility and Strength. You may find yourself taking "of the
Tiger" items for higher attack power, because there just aren't as many
options with Attack Power.
Attack Power - Attack power adds to your weapon dps. 14 attack
power = 1 dps. So for example with the Assassination Blade. It swings
every 2.7 seconds, so 14 attack power adds 2.7 damage per swing (to
give 1 more damage per second). This works differently for (most)
instant attacks. For Sinister Strike, the attack power bonus works as
if every weapon of a type (Swords/Daggers/Etc) have the same speed (2.4
for swords/1.7 for daggers). So, regardless if you're using a 2.0 or
2.9 sword, both will be given the same attack power bonus with Sinister
Strike; (Attack Power / 14) * 2.4. This "normalization" only applies to
instant attacks. Auto attacks (and also the instant attack Hemo) are
given the regular bonus of (Attack Power / 14) * Weapon Speed. Attack
Power increases the damage of every move. It is a very important stat.
Hit Rating - Scales with level (1% is 10 rating at 60, ~16 at 70) -
As explained in the talent section, a rogue has a 5% chance to miss
with specials/finishing moves, and a 24% chance to miss with all auto
attacks (white damage). Beyond the talent Precision, you need hit
rating from gear to counter these percentages. Before the first 5%, hit
is extremely valuable, more valuable than critical strike rating. After
the first 5% (which can be gained from Precision), hit is only
increasing your white damage, and is less valuable. This of course is
only when it comes to fighting equal/lower level mobs/players. In
raids, the worth of Hit is far more complicated.
Critical Strike Rating - Scales with level (1% is 14 rating at 60,
~22 at 70) - A critical strike does double damage. Yeah, it's a good
stat. You're not going to see as much of it as you will other damage
increasing stats (hit or attack power).
Dodge Rating - Dodge doesn't help us kill mobs faster. Dodge may
lower downtime, but not enough to bother looking for. Don't trade any
damage increasing stats for dodge rating.
Parry Rating - Parry Rating? You're not going to see this. It's a better stat than dodge rating, since a parry means riposte.
If you have a choice between upgrading weapons, and upgrading gear,
upgrade the weapon. Aside from a new weapon, you'll find the easiest
way to increase your damage is through attack power. While leveling, I
valued Agility as being worth about 2 Attack Power. A hit rating was
worth about 1.5 Attack Power, crit rating a little more. Stamina isn't
as valuable for grinding (In pvp, Stamina's value is easily worth as
much as Agility).
"What Professions should I have while leveling?"; [back]
I'd recommend skinning along with another gathering profession
(Herbalism or Mining). Skinning at higher levels is an amazing source
of gold, adding 10-50 silver to every beast mob. Herbalism/Mining are
also amazing sources of money at higher levels, but since you can only
have one form of tracking active at any time, I wouldn't recommend
taking both. There's no reason to take a crafting profession unless
you're sure you'll want it at 70, and want to skill it while leveling.
For the most part, you won't be making your own gear. You won't be
using Engineering while leveling. Crafting professions are a money sink
you can spend your time on later. For now just worry about raising
money for your mounts, etc.
Make sure you keep your First Aid up, you will be burning through
bandages as you grind. Cooking is also a helpful skill. It's easiest to
skill up while you're grinding. You'll never have to buy food. And at
later levels, nearly all of the foods you make have buffs.
"How do I prepare for Grinding?"; [back]
Check the Auction House regularly for cheap consumables. I
recommend making an alt, and running him into Silvermoon/Org/Undercity.
That way you can mail items between characters, and buy consumables and
sell junk without leaving your grinding area. There are some amazing
consumables, and most can be used as early as 35. A word about
consumables; You will find that consumables do not stack if they buff
the same primary stat. For example, a Elixir of the Mongoose (25
agility and 28 critical strike rating) and an Elixir of Greater Agility
(25 agility) will not stack. But, an Elixir of Greater Agility and an
Onslaught Elixir (60 Attack Power) will. You can maximize your buffs,
by stacking several buffs to different attributes. An Elixir of Major
Agility (35 agility, 20 critical strike rating), an Elixir of Fel
Strength (120 Attack Power), an Elixir of Major Strength (35 strength),
and an Elixir of Mastery (15 all stats) all stack for an enormous hour
long dps boost. I wouldn't recommend popping all of your consumables
until you're set for an hour of non-stop mob grinding. Look for good
deals on the AH and you'll usually find that they're worth the cost.
Make sure you have winamp or a video player installed, and a large
selection of Music/Videos to keep you occupied. Might I recommend
Megadeth, Rammstein, Guns&Roses, or other 80s/90s metal? Avoid
Pantera, I find it causes me to black out and/or attack family members
who come too close. Your video player can be set to "Always On Top",
then you can reduce its size and set it in the corner of your screen.
I enjoy watching movies this way while grinding.
Keep thottbot.com open in a browser for easy alt/tabbing. There's
no need to waste your time figuring out quests when you can just check
thott for the coordinates. On that subject, make sure you have a map
coordinate addon installed. I use CT's map mod.
"Where do I grind?"; [back]
Select an area with mobs of the same or lower level, and lots of
quests. When you have finished the quests, move on the next area. At
58, go immediately to Outworld. Outworld mobs give twice the
experience.
"What do I grind?"; [back]
Mobs of the same or lower level. Do not fight higher level mobs.
Level differences are figured into your offense and defense. A higher
level mob will have a higher chance to crit you while you will have a
lower chance to crit it. A higher level mob will have a higher chance
to dodge/parry/block your attacks, while you will have a lower chance
to dodge/parry it's attacks. On the other hand, a equal/lower mob will
crit you less, you'll crit it more, it'll defend against fewer of your
attacks While you will parry/dodge more. You do receive more xp from
higher level mobs, but it's generally not worth it. It's also not worth
fighting mobs that are too low. The perfect spots are areas with mobs
close to your level (or slightly lower), that are very close together
(to minimize time spent running between them), but not in groups,
allowing you to fight one at a time.
If you have skinning, you're going to want to aim for beasts rather
than humanoids. Although you will want to spend some time grinding
humanoids if you find yourself low on bandages (or need to skill up
lock picking (you can keep your lock picking up just by pickpocketing
junk boxes at the same time, Junk boxes are an excellent source of
rogue reagents)). If you are planning to reach exalted with Aldor (or
other factions), you will want to spend some time grinding those mobs
that give rep.
"How do I grind?"; [back]
You've got a ton of bandages right? Ok then, we're not that worried
about downtime. Run up to the mob, don't stealth, there's no point.
Don't waste your energy on cheap shot, it doesn't help kill the mob
faster. Don't waste your time on garrote, the mob won't be alive for 18
seconds to make it worth it. Just run up to the thing, and start
sinister striking. Have 5 points? Eviscerate. Dead. We're done. Run to
the next mob. You only have 20 seconds. Sinister Strike, Sinister
Strike, Sinister Strike, what? The mobs at 20%, but you only have 3
combo points? No point waiting for 5, it'll be dead by then.
Eviscerate. Dead. Next mob. We're at half health? Bandage.
What!?! You don't have any bandages? You haven't been fighting any
humaniods. Ok, you have no way to quickly regenerate life, so you need
to minimize downtime. How do you do that? You stun. Run up to the mob,
as you approach Stealth, Cheap Shot. Do not stealth until you are right
on it. Now Sinister Strike, Sinister Strike, Sinister Strike,
Eviscerate. Done. But wait, you're still taking too much damage? Ok.
Run up to the mob, stealth, cheap shot, sinister strike, sinister
strike, sinister strike, Kidney Shot. Continue Sinister Striking. The
problem here is, we're going slower. If you have no bandages, you'll
have no choice but to stun. It's faster than sitting to regenerate
after the mob dies. This is why you always carry lots of bandages.
You may find yourself becoming slightly bored, so take some time to
work on quests. Do you grind or do quests? A combination of questing
and grinding is considered the fastest method. Especially quests that
require killing. Using Thottbot, you can try to minimize your traveling
time by working on several quests in the same area.
"What do I do when I'm not grinding?"; [back]
You go to your Inn. You generate rested xp 4 times faster while in
a Inn (or major city). You'll know you're generating rested xp faster
when your character's portrait flashes yellow. Always log off in the
Inn.
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Rogue PvP
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"What build should pick for pvp?"; [back]
For an arena rogue with full epics, I'd go combat with swords or maces.
Choosing a build depends greatly on your gear. Stat/damage talents like Dual Wield Spec,
Sword Spec, Adrenaline Rush, Surprise Attacks, become better as your items improve. On the other hand, some talents
which don't scale with gear (like CD reducing or poison talents), may be better choices at first.
Someone in blues and greens may do better with Adrenaline Rush/Prep. But as you become
decked out in epics, the talents that take advantage of your gear (like Surprise Attacks) become more
powerful.
Resilience is moving pvp away from burst damage. Dagger builds rely on crits for damage. These builds take a heavy
penalty from resilience's reduced crit chance/damage. On the other hand, combat, which does not depend on crits but
sustained damage, is affected little. As resilience increases (more players will gain arena gear, more people will
wear it as they realize how powerful it is (especially with the change to dots), each season's gear has more), and
the common gear level increases, combat will only become stronger in pvp.
Combat Maces/Swords - My first choice for rogues with epic gear
Adrenaline Rush/Prep - For a rogue with poor items
Mutilate - If I wanted to pvp using daggers
Subtility Backstab - I would not spec backstab
Hemo - I would not go hemo ever
"What weapons should I use?"; [back]
Weapons - Combat
Main Hand - Highest min/max damage
Off Hand - Fastest speed. Then look at the dps, and stats.
Weapons - Mutilate
Main Hand - Highest min/max damage
Off Hand - Highest min/max damage
Weapons - Backstab
Main Hand - Highest min/max damage dagger
Off Hand - Best stats. Also dps and speed.
See also; What weapon should I pick?
"What enchants should I use?"; [back]
Combat
Main Hand - Mongoose
Off Hand - Weapon Chain (I don't know of any level 70 static enchants, so I'd probably get Mongoose if not Chain)
Mutilate
Main Hand - Striking (+7 damage)
Off Hand - Striking (+7 damage)
Backstab
Main Hand - Striking (+7 damage)
Off Hand - Agility (my choice at 60, but I don't know the level 70 static enchants)
If you do not have the talent in Assassination, you need a speed enchant on your boots. I am not aware of all the current enchants. A general
recommendation would be to take enchants that give Resilience, Stam, or Attack Power.
See also; What Enchants should I get?
"What stats should I look for?"; [back]
Stamina and Resilience are the primary stats to get. To increase my damage I would take attack power over crit rating for pvp. Attack power is less
effected by resilience than crit.
How can I improve my playing skill?; [back]
Experience in other games helped Mute as a rogue. First person shooters (Counter Strike) are a great
way to develop fast reflexes.
Make sure you practice often. Think of ways each ability can be used in different situation, and experiment to find
what works. Talk to rogues who are successful in pvp (rogues in high ranked arena teams), and ask themm for tips.
Anyone who tells you "rogues are bad!" is not anyone you want help from. That tells you immediately that they
are not successful, and they will not know how to help you. This is the reason I avoid Blizzard's official rogue forum.
It has become a den of unskilled and unknowledgeable players who moan about ancient and exaggerated nerfs.
There are exceptions, but it's rarely worth sorting through. There are better sites with real information from
excited and skilled players.
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Mute and Aaron
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Are you planning to make another movie?; [back]
Not now. We would only consider making another video if we could improve on our others. We don't
want to make movies only to make them. If we did decide to make another, you can be sure it'll be good.
"Why don't you respond to alts?"; [back]
Anyone who is afraid to post on their main knows they are full of shit. Why else would
they have to hide behind alts? People post on alts because they are unsure of what
they are saying, and don't want to look dumb if it's refuted. Or if they know what they
are saying is false, and want to sling mud with complete anonymity as not to affect their own reputation
I do not read posts by alts. I know as soon as I see the level that the post isn't worth reading or responding to.
This results in very few responses to rogues.
"Mute has to prove himself by dueling me!"; [back]
Let me give one example. A 49 twink shadow priest stalked Mute for nearly 4 months demanding
he fight him naked in a set of 10 duels. He claimed that Mute must beat him
(a twinked out shadow priest) 10 times while naked, to prove that he beat the hundreds of
opponents in the videos, or all of the thousands of people he's beaten in pvp.
No one with half a brain believes Mute really staged the fights. And the angry bitter players
who hate Mute aren't going to accept him because he beats some no-name twink. It was easy to
see the real motives though through his desperate demands.
He knew Mute would easily beat him 9 out of 10 times, which is why he demanded 10 duels. He was
betting on the chance he would get lucky at least once. And given enough duels, eventually he would.
That's how shadow priests work. A 15% chance to resist stuns. If he resisted a stun, he'd be able to
get off an instant cast with a 10% chance for a blackout proc (3 second stun). He was twinked out the
ass with more spell damage than many 60s, so it's not like it would take much to kill a naked undead
with 2k life. All he needed was one win. And then he and other angry rogues would make it into a huge deal.
He'd get his his 15 minutes of fame. Mute lost to a twink! And if he lost 10/10? He could lose a thousand
times and no one would care. Who's going to remember that Mute beat some no name retard? He wouldn't even
reveal who his main was, so it's not like he was risking reputation. Nothing to lose, everything
to gain. So why would Mute waste his time?
It's the same as if a mental retard challenged the champion card player to a game of poker.
He could follow him around for months screaming "dur-er, you fraid of me! Can't not even beat a
re-ah-tard! You fake! Beat me best of 10 and you fa real! FAKE!" No matter how much skill is
involved in poker, there's always the element of chance. And given enough matches (best of 10 is a good number),
it's likely that even the most limited mental handicap will get lucky. And when it's obvious that the retard's
motivations are bragging rights, why even bother?
Mute got multiple demands for duels per day. Almost always from people with the same
reason. They demand duels, often very rudely, or with absurd requirements (like "reroll on my server!",
or "meet me on the test server in five minutes!"), and if he turns them down, they respond
"you're afraid! you have to prove yourself by beating ME! You're a fake until you beat ME!
MEEE!!!!! GIVE ME MY CHANCE TO SAY I BEAT MUTE!!!!!". That's why Mute had so many
random demands for duels. He doesn't do requests. That's why your random demands for duels aren't granted.
If Mute wanted to fight you, he'd fight you. When he duels, it's typically against guild mates. If you'd like
to know what it's like, message a member of RTZS.
"Why did Mute use evasion against casters?!"; [back]
Because he didn't care. It looked cool, and it's always immediately before preparation.
"Why did Mute mouse click in Episode 3?"; [back]
That's life as a warlock. Take a look at the rogue spellbook, then take a look at the warlock spell book. There's quite
a difference. Warlocks have countless more abilities. It was not possible to hotkey every necessary ability. When
Mute first switched to a rogue, he still played as he did a warlock.
"Mute sucked as a warlock in Episode 2!!!"; [back]
The fight was discussed by warlocks as being extremely impressive and showing inventive new strategies. Mute was facing
the Demonlogy Warlock with an anti-caster Felhunter while Affliction without a pet. It was a battle between two extremely
skilled players who both understood their class and used it's abilities to the fullest.
Only the most bitter rogues use this childish insult.
"Ha! Noob! The Thunderfury is an offhand!/mainhand!"; [back]
After Mute got his Thunderfury, he was constantly sent tells from players wanting to look smart.
If Mute had his Thunderfury in the mainhand, they'd whisper him and say "Noob! The
Thunderfury is an offhand!". If he had it in his offhand, they'd whisper "Noob! The
Thunderfury is a mainhand!". The truth is that they had no idea what they were talking about.
Here's how things work; the Thunderfury is orange for one reason; the proc. Not because of
dps, or weapon damage, or stats, but because it had the best proc of any weapon in the game.
There is no class that can get more procs than a rogue. A rogue has instant
attacks with his main hand, and when a Thunderfury is placed in his main hand, it will
proc far more often than with the offhand (this was before shiv).
Since the proc ignores armor, it tore warriors and high armor melee targets up.
Against a low armor caster, the proc was far less useful. Mute also had a
Chromatically Tempered Sword equipped, and it's higher min/max damage was more effective
against them. Depending on his opponent, he switched the weapons between his hands.
Against warriors, the Thunderfury was a mainhand. Against a mage, the Thunderfury was an offhand, and
the Chromatically Tempered Sword went in his mainhand. He also had a Maladath he often used as his
offhand for raiding, and he would use his Thunderfury or Chromatically Tempered Sword
depending on the need for the proc (stacked with Thunderclap) or higher dps and lower threat.
The Thunderfury was not used as a main hand or off hand, it was used as the situation required.
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Rogues and Warlocks
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Do you hate rogues?; [back]
Of course not. Rogues pretend we set out with some secret agenda to ruin the game for them. What purpose
would that have served? Mute's main has been a rogue ever since the movies. If he was willing
to quit his warlock, raid for months to gear his rogue, and pvp exclusively with the rogue, maybe he really doesn't
hate the class.
Both Mute and I love the rogues. We dislike the arrogance of many of the players.
But the players are not the class.
"Did Roguecraft nerf rogues?"; [back]
Of course not. The class wasn't nerfed. If you ask a rogue to name their nerfs, they'll list buffs to the other 8 classes.
Blizzard has made it clear that rogues were one of the more finished classes at release. There was no way Blizzard
was going to let the other classes remain unfinished because it might make rogues mad. That was going to happen
anyway, even if we hadn't made Roguecraft.
The only real rogue "nerf" was the instant attack normalization. See "Rogue Nerfs"
"Did Roguecraft buff warlocks?"; [back]
Blizzard has made it clear that many classes were not finished at release. There was no way that Blizzard would have
left Warlocks unfinished. It was going to happen anyway, even if we hadn't made Roguecraft.
The movies certainly gave warlocks more attention. And it might be true that Roguecraft prevented a major warlock nerf.
Prior to Roguecraft Episode 2, it was widely (and falsely) believed that warlocks were capable of constantly getting
enormous shadow bolt crits. This was spread by theorycraft until it became accepted as fact. Eventually Blizzard
revealed plans to nerf warlocks. I can't see any reason why they would do this except for bending to overwhelming
player opinion. They certainly must have known the mechanics of their own game. After Episode 2, this idea was
almost entirely wiped out. Blizzard canceled the plan to nerf warlocks. It's possible this was a coincidence, but it
seems likely that the change in player opinion (which resulted largely from the video) was involved.
The proposed nerf was to the Destruction talent Ruin. Ruin increases spell crits from 150% to be equal a melee crit's
200% damage. The change would have lowered Ruin's effect on crits to 180% damage.
"Do you still believe rogues/warlocks are unbalanced?"; [back]
After the reviews, all classes were balanced. I have no reason to believe rogues or warlocks are unbalanced today.
While rogues had advantages over other classes, we've never said that warlocks were broken.
We used them as an example to contrast against the complaints of rogues. And we demonstrated
the advantages of rogues and lack of effective defenses by warlock against melee. Balance issues can exist between
a few classes without that class being completely broken. Warlocks primarily had problems with melee and dispellers.
For more information on warlock concerns, see Warlocks prior to 1.8.
"I don't have problems playing a warlock! I'm better than you!"; [back]
Congratulations. You do realize that warlocks became a completely different class after Roguecraft?
Before Episode 2, there was no Death Coil, the move that completely changed pvp for warlocks (there was a move with the
same name, but it was not the same spell). After Episode 2, warlocks were given far stronger dots, new abilities,
overhauled talents, and completely reworked gear.
You want to experience warlock pvp prior to 1.8? Buy "of stamina" greens, you can not wear any spell damage.
The dots were made far more powerful after Roguecraft, so only use Corruption.
The most popular build was 35/5/11 because it was the only dependable tree. Demonology had one powerful talent at
the end of almost 30 useless points. There was almost no crit gear to allow Destruction to be anything other than
a "lucky fight" build. You had no Death Coil.
Oh no! There's a rogue on you. What are you going to do? Death Coil? Nope! Fear him? Try it. Keep your back turned
to him to prevent gouge. If he's trying, you will not cast Fear. Curse of Exhaustion? His Crippling Poison has you
slowed by 70%, you're not going anywhere. You put your dots on, because all you can cast is instants while he interrupts
you with his attacks, turning 2.5 second casts into 5 second casts, and his kidney shot, kick, gouge (he can just step
through you to gouge), blind, etc will stop anything that looks like a fear. You cast your "death coil" which has a
10 minute cooldown, and you get back around 400 health. No guarantee it's up, because he chose when to fight, not you.
What are you going to do? If you had your Succubus out, you could Seduce him, so long as he's not wearing his pvp trinket
(which he is) or undead (hope you're not alliance!), but you don't, because you were fighting a mage with your Felhunter,
and not every pet is ideal for every target. Want to change pets? Hope you don't have any opponents around, because
it'll cost you 10 seconds and half your mana. So you're praying your dots and Shadow Burn are enough to take him down,
maybe you'll get a Nightfall proc, too late, you're dead. He's at 50% to 70% health. Now he's stealthed, waiting for
you to res. You aren't so awesome anymore?
Today, if a rogue hits you, you Death Coil him off, guaranteed chance to fear, guaranteed time to load your dots without
interruption. Your spells are doing far and away more damage than a pre-1.8 warlock ever dreamed of, because not only
were they given more base damage, but you've also got high amounts of spell damage (and you didn't have to give up
stamina for it). Now he's the one racing to dps you down before he's finished off. It's not anything like
it used to be. You're playing a different class. And I haven't even started talking about TBC talents and spell formulas.
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