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    Rogue Class - Info

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    Join date : 2010-05-06
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    Rogue Class - Info Empty Rogue Class - Info

    Post  Admin Tue May 11, 2010 12:35 am

    Rogues are World of Warcraft's premiere melee damage dealer and especially effective in PvP. They have access to a wide range of special abilities, which depend on their constantly refilling pool of energy. Unlike other classes, such as the hunter who has the ability to deal physical damage from a distance, rogues must be in close.
    The primary rogue class advantage is their ability to stealth, preventing other players from seeing them unless the rogue is very close and in a 180 degree arc in front of them or much lower level.
    The primary rogue attribute is agility. For PvP rogues, stamina is needed for staying alive. For a rogue, agility is always preferable to strength. A rogue uses no mana, so intellect and spirit are nearly useless. Spirit also contributes to health restoration, but even with spirit, you won't want to rely on just normal healing. Whichever method you use, food, bandages, potions, or a healer makes having a lot of spirit unnecessary.
    At later levels, most rogue-oriented gear will also include a lot of Attack Power. Other gear bonuses sought by rogues are Crit, Hit, Haste, and Resilience. High Crit gives burst damage, High Hit increases chance to hit, mitigating dual wield penalty and enhancing dps, high Haste enhances an already high dps, and Resilience, which is almost only desirable for PvP, gives the rogue more ability to survive.
    Rogues can only wear leather or cloth armor, are unable to use shields, and can only wield one-handed weapons (daggers, swords, maces, fist weapons and more recently, axes) and ranged weapons. They can dual wield one-handed weapons upon creation, in a way compensating for their lack of ability to use two-handed weapons. At level 20, they gain access to poisons that can be purchased from poison vendors. It is no longer required to complete a quest to gain the use of poisons.
    Rogues are best suited for players who like to sneak up on enemies and dish out large amounts of burst damage.


    The rogue class can be played by the following races :
    > Dwarf – Alliance
    > Gnome – Alliance
    > Human – Alliance
    > Night Elf – Alliance
    > Worgen ( In Cataclysm ) – Alliance
    > Blood Elf ( Burning Crusade ) – Horde
    > Forsaken – Horde
    > Goblin ( In Cataclysm ) – Horde
    > Orc – Horde
    > Troll – Horde



    Weapons
    Although rogues excel at melee combat, they may only learn to use five types of melee weapons: daggers, fist weapons, one-handed maces, one-handed swords and one-handed axes[4]. For ranged weapons, rogues may learn to use bows, crossbows, guns and throwing weapons.
    As with warriors, a rogue's choice of weapon typically affects distribution of talent points, and vice versa. For example: since rogues may specialize in any of the five melee weapons available to them, a rogue who primarily or exclusively uses daggers/fist weapons is likely to spend talent points in Close Quarters Combat. Similarly, a rogue who relies on one-handed maces, swords, and axes will probably not spend points on Improved Ambush, since the Ambush ability requires use of a dagger in the rogue's main hand.
    The choice of what ranged weapon is usually easier to figure out than that of the melee ones. Often, a Rogue will pick any ranged weapon which gives the better stats, whether it be a bow or a gun. Still, some Rogues prefer to use throwing weapons as the ability Deadly Throw requires it. This is so far the only Rogue-ability requesting a specific ranged weapon.
    A rogue's most fundamental abilities, such as Sinister Strike and Mutilate and are instant attacks which inflict damage based on the weapon damage of the rogue's main-hand weapon. Rogues therefore find it desirable to use a weapon with the best average damage to maximize their DPS.
    Weapon speed does not affect the damage bonus provided by a rogue's attack power. Instead, damage is calculated according to the following formula:
    Normalized Damage = Base Weapon Damage + (Base Multiplier × Attack Power ÷ 14)
    The "base multiplier" depends on weapon type: 1.7 for daggers, and 2.4 for fist weapons, swords and maces. Although weapon speed for normalized attacks does not contribute to the bonus damage from attack power, if you have 2 weapons of equal DPS, the slower weapon will have a higher base damage (average damage) and thus cause more damage overall. The exception to this rule involves Riposte and Ghostly Strike. Neither ability is normalized, meaning that slow weapons with high damage ranges will inflict greater overall damage than fast weapons with low damage ranges.
    Weapons held in the off hand have only two instant attacks: Shiv and the off-hand component of Mutilate. Otherwise their damage contribution is reasonably straightforward. Off-hand attacks suffer a standard damage penalty. Fast off-hand weapons increase the application rate of poisons, since they will hit more frequently than a slow weapon and therefore increase the chances of applying poison to a target. Most players choose to use the same type of off-hand as the main hand (or vice versa) in order to benefit from weapon specialization (if they are combat specced), but some prefer to use the fastest weapon available in order to quickly apply poisons and interrupt spellcasters. Faster weapons are also sometimes favored for by those rogues who rely heavily on Combat Potency, since that talent affords the opportunity to regain up to 15 energy on a successful off-hand hit.
    To summarize, the common rogue prefers a slow weapon in the main-hand and a fast weapon in the off-hand. This goal is easiest to reach as a combat rogue, as assassination and subtlety rogues usually need a dagger in their main-hand to perform their abilities (daggers usable by rogues with a speed slower than 2.0 are rather unusual). Some rogues prefer fast weapons in both hands in order to apply more poison, but the final gain from using a fast main-hand is debated since weapon enchantments, such as rogue poisons, usually have a "fixed" system for proccing (see proc, poisons and normalization). That, plus the extra damage from the special attacks performed with a slow main-hand and the normal damage itself, implies that there is little or nothing to win with choosing a fast main-hand when attempting to produce more damage.
    Finally, whether a rogue is using a fast main-hand or a slow main-hand, it is taken as common knowledge among rogues that the OH should always be a fast weapon. This is because the off-hand, unlike the main-hand, does not have any crucial "duty" when performing abilities, thus its role consists nearly entirely of applying poisons. The only exception where a slow off-hand is preferable is when using a few spells which contribute more from slow weapons than from fast, like Killing Spree and Mutilate.


    Abilities
    Stealth
    Stealth is the first major class ability a rogue can get. They have the ability to stealth and become essentially invisible to their level and lower, while moving at slower speed. Stealthed rogues are detectable at close range, though will remain stealthed and appear translucent. Be aware that higher level characters and mobs can more easily see through your stealth, and it does not take many levels to make your stealth worthless.
    Many rogue abilities require stealth, and others require being behind the target, which is often achievable (while solo) only in stealth. Other rogue abilities, notably Sprint and Distract, interact well with stealth, although some actions, like lockpicking, will break stealth.
    Stealth opens up a range of tactics and roles for rogues. Groups often rely on a rogue's stealth ability to scout dungeons, and to use Sap for added crowd control. In PvP, stealth combined with burst damage gives an element of surprise that can be especially effective against cloth-wearers.
    Stealth can be improved through talents, items, and enchantments, both to decrease the chance of being detected, and to increase movement speed.
    Dual wield
    Main article: Dual wield
    A rogue starts off with the dual wielding skill upon creation. Dual wielding is a trade-off with an increased chance to miss with each weapon and reduced damage on the off-hand, but it is a good ability for a rogue. A rogue cannot use a two-handed weapon (which have bigger stat buffs), cannot carry a shield, and has few good offhand choices (offhand items tend to all have caster stats). A second wielded weapon is the only way to reliably get two hands worth of rogue stat buffs. Any weapon held in the offhand slot only deals 50% damage untalented. Also, dual wielding weapons incurs an additional 19% miss chance to balance the extra damage; so alongside a base miss chance of 5%, dual wielding results in a base miss chance of 24%.
    Roughly, with no tweaking, dual wield grants .76 + (.5 x .76) = 1.14 damage.
    The first tier rogue talent, Dual Wield Specialization removes the off-hand damage penalty in increments of 10%. Note that this is multiplicative, not additive, so at maximum rank (5/5) it grants 50% increased damage. So, 50% increased by 50% = 75% damage for offhand weapons.
    So, with Dual Wield Specialization maxed, dual wield grants .76 + (.75 x .76) = 1.33 damage.
    Real results, with a weapon chosen for good benefits, will be better.
    Bottom line is, in spite of the to-hit penalty, as a rogue you will want to dual wield.
    Poisons
    Main article: Poisons
    The Alliance's poison quest can be obtained at level 20 in Westfall from Agent Kearnen called [24] Klaven's Tower; if you drop by S1:7 in Stormwind, Master Mathias will send you to Kearnen when the time is right by giving you the [20] Mathias and the Defias quest.
    The Horde's version is in Orgrimmar from Shenthul called [20] Deep Cover; which sends you to The Barrens to talk to Taskmaster Fizzule for a quest called [24] Mission: Possible But Not Probable.
    The poisons skills allows the rogue to use poisons, which can then be applied to their weapons. Poisons generally either cause damage to the target (either instantly or as damage over time) or cause other effects (slowing the target, removing the effectiveness of healing on the target, etc.). The ability to use each type of poison and level of the type of poison is a separate rogue skill. Different weapons can have different poisons applied, and faster weapons cause the poison to proc more often.
    Poisons are a temporary weapon buff, and as such do not stack with other enhancements such as sharpening stones.
    All poisons have a timer, which formerly lasted 30 minutes but as of patch 2.3.0 was raised to 60 minutes. As of patch 2.1.0 a rogue's poisons no longer have multiple charges; each now has one charge and stacks up to 20 units. The poison timer is displayed on the weapons properties when you mouse over the weapon. As of patch 1.10.0 applying poison will not break stealth or shadowmeld; previously to this, applying poisons would break these states. As of Patch 2.0.1, poisons remain on weapons through zoning between continents or into instances.
    A variety of talents in the assassination tree enhance the use of poisons. Wearing three or more pieces of the Bloodfang Armor set increases the chance to apply poisons by 5%.
    Prior to patch 3.0.2 and Wrath of the Lich King, the Poisons skill, the ability to brew poisons from ingredients, was a secondary skill, similar to Cooking or First Aid, but available only to rogues. As of the 3.0.2 patch and Wrath of the Lich King, the Poisons skill is no longer available in the game. Poisons may still be used by rogues, but are no longer brewed. Poisons can now be purchased from any Poison Vendor or Shady Dealer. Different ranks of Mind-numbing Poison have also been removed as of this patch.
    Lockpicking
    Main article: Lockpicking
    Rogues have the ability to obtain the important skill Lockpicking. This ability allows them to open locked chests, lockboxes, and doors, depending on the rogue's skill in lockpicking and the level of the locked object (note that blacksmiths can create keys to open locked chests and engineers can manufacture explosive charges that can open locked doors, in the case that a skilled rogue is unavailable.) Lockboxes can be pickpocketed from mobs or found as loot and are essential to rogues trying to level their lockpicking skill — their color (grey - red) represents the skill necessary to open them (red means the rogue's lockpicking skill is too low to open the object and must increase his/her skill level before attempting again.) Your lockpicking increases at the same rate as weapon skills (5 * Level) to a maximum skill of 400 at level 80.
    Early training in lockpicking for Alliance rogues can be obtained at level 16 by completing the Alther's Mill quest, obtained from Lucius, who skulks around the docks of Lakeshore in the Redridge Mountains; Keryn Silvius in the Goldshire Inn will send you to see Renzik at SI:7 in Stormwind who will send you to see Lucius (however, you can probably go direct to Lucius...)
    Some high-level dungeons (like the Arcatraz in Tempest Keep or the Shattered Halls in Hellfire Citadel) can be opened by a rogue with a skill level of 350 in lockpicking. This can be a real time-saver for a group since the alternative to picking the locks to these dungeons is to complete several long quest chains resulting in a key reward.
    Stuns, incapacitates, and/or disorients


    Goblin rogue
    • Cheap Shot
    Stuns a target for 4 seconds and awards 2 combo points for use on a finishing move. This is a very useful opener that requires Stealth and usually allows the rogue to get 1 or 2 instant attacks off in addition to auto-attacks before an opponent can recover. Cheap Shot has its own diminishing returns category, and can therefore be used with Kidney Shot to stunlock a foe.
    • Kidney Shot
    Kidney shot is an excellent finishing move which stuns for up to 6 seconds depending on skill rank and number of combo points. It can keep an opponent stunned long enough for you to kill them (especially if you master stunlocking). This skill is most useful in PvP. In PvE it's also a great ability to help keep your group mates alive or to interrupt a spell being cast.
    • Gouge
    Gouge is not a stun, but is a very important skill that incapacitates your target. This is used frequently to stall an opponent allowing you time to regenerate energy and get behind your opponent to allow a Backstab. Since it is considered an incapacitating effect, any damage caused afterward breaks the Gouge. This ability turns off auto-attack when used. Also, speccing in Improved Gouge will add .5 seconds per point up to a maximum of 1.5 seconds to your Gouge. This adds just enough time for you to gouge someone and get out of combat to re-Stealth. Gouge can also be used to interrupt a spell being cast.
    • Blind
    Disorients an opponent for 10 seconds, causing them to wander around in a very small area while they are unable to act. More than enough time to bandage and re-Stealth in PvP. Any damage will remove the disorient effect. Blind can also be used to interrupt a spell being cast.
    • Sap
    This move must be performed while Stealthed and your opponent cannot be in combat. However sapping will allow you 1 minute (or 10 seconds on a PvP target) of freedom. Feel free to use this to bandage AND return back to Stealth. Sap and Gouge share the same diminishing return timer.
    Diminishing returns
    Please note that diminishing returns apply to all effects that cause players to lose control of their character (stun, incapacitate, fear, etc.). The abilities of a rogue end up in five different categories of diminishing returns. Cheap Shot is in a separate category from Kidney Shot and therefore both can be used to stun an opponent for full ten seconds. Sap and Gouge are on the same diminishing returns, while Blind and Dismantle are each on their own.

    Passive threat reduction
    All rogues generate reduced threat, compared to most classes. While attacks from most classes generate 1.0x threat per damage, rogues generate 0.71x threat per damage.
    Prior to patch 1.12, the rogues' threat reduction was 0.8x, but was additive with other threat modifiers. The reduction was increased because threat modifiers are now multiplicative.
    Ignore armor
    Unlike a caster's magic attacks, a rogue's melee attacks are reduced by the target's armor. The rogue has a few tricks to mitigate the armor.
    Poisons, Rupture, and Garrote bypass armor. Expose Armor is a finishing move that reduces the target's armor for a short period which can be extended with the talent Improved Expose Armor. Maces ignore up to 15% of an enemy's armor when specced for Mace Specialization. The subtlety talent Serrated Blades ignore 3% armor per point, up to 9% at third rank.
    Fleeing
    Rogues are adept at running away. Sprint allows a rogue a temporary running speed boost, and [Glyph of Blurred Speed] allows a Sprinting rogue to run across water. [Glyph of Sprint] increases Sprint's speed boost by 30%. Vanish allows a rogue to disappear from combat and enter an improved Stealth mode. With [Glyph of Vanish], a rogue gains 30% movement speed while under the Vanish effect.

    Talents
    Rogue talents are split into 3 categories:
    • Assassination
    • Combat
    • Subtlety








    Info from wowwiki.com
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    axiom


    Posts : 5
    Join date : 2010-05-13

    Rogue Class - Info Empty Re: Rogue Class - Info

    Post  axiom Sun May 30, 2010 12:36 am

    I like to use Assasination spec for PvE and PvP too but PvE is my thing Smile

    My rotation: 4-5 combo points -> Slice and Dice 4-5 cp-> Rupture 5 cp Envenom, then mutilate and envenom and ruprure mix rotation

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