Forum Settings
       
« Previous 1 2 3 4 5 6 7
Reply To Thread

The Rogue Compendium [updated 10/26/08]Follow

#1 Aug 01 2008 at 10:27 PM Rating: Good
*****
13,048 posts
Introduction

As Nooblestick, the illustrious author of our most excellent Rogue Guide has stepped away from the game (or possibly just these forums) for some time now, and the sticky has not been updated in more than a year and a half, I've recently taken it upon myself to provide that information in my journal. This has been somewhat effective, but overall a failure, as it's still hard to find a concise listing of everything roguely. To that end, I'm compiling all of the info that both he has gathered and I myself have gathered into one ultimate thread of links. I will be borrowing heavily both from his already created work on the rogue FAQ and my own already created work.

If some of this stuff seems eerily familiar, don't fret; you've seen it before and I'm not claiming ownership of said info.

Table of Contents

  1. Race Choice
  2. Weapon Choice
  3. Talents
  4. Mechanics
  5. Gemming for PvE
  6. Important Links
  7. Rogue Macros
  8. 3.0.2/WotLK Specs

Last updated on: 10/26/08
  • Major overhaul to the race, weapon choice, and spec sections.

  • Edited, Oct 26th 2008 9:27pm by Theophany
    #2 Aug 01 2008 at 10:30 PM Rating: Good
    *****
    13,048 posts
    Races (Written by Nooblestick, with additions from myself.)

    For the most part, the actual stats on each race don't really matter. At 60, the difference in stats will be negligible compared to the gear you're wearing, and even more so at 70. We will instead be comparing racial abilities and traits.

    Alliance

    Night Elf
  • Elusiveness
    Passive; Increases your stealth by five points (this is equal to one point in MoD).

  • Nature Resistance
    Passive; Decreases the chance you will be hit by Nature spells by 2%.

  • Quickness
    Passive; Reduces the chance you will be hit by melee and ranged attacks by 2%. The non-magic version of the nature resist one. (Works as chance to miss instead of dodge now, so will not proc overpower on enemy warriors for example.) Double as effective as it used to be.

  • Shadowmeld
    Ability; A slightly less-powerful Vanish on a 2 min cooldown. You cannot move while Shadowmelded, but you can use openers. In PvE, threat is wiped while Shadowmelded, but restored on exit.

  • A decent race to pick for Rogue. Their racial ability can be very useful.[/li]

    Human
  • Every Man for Himself
    Ability; functions like a PvP trinket, but also shares cooldown with the PvP trinkets. 2 min cooldown.

  • Mace/Sword specialization
    Passive; expertise with maces and swords increased by 3.

  • Perception
    Passive; grants five levels of stealth detection (+30 passive stealth detection).

  • The Human Spirit
    Passive; 3% increased spirit.

    Another decent race to pick as a rogue (the best for PvE on Alliance). The increased weapon skill is nice for PvE.

  • Gnome
  • Escape Artist
    Ability; removes all movement impairing effects. 1:45 cooldown. Very nice PvP tool. Quick cooldown makes for very effective use in BGs.

  • Traits:
    Expansive Mind (+5% Intellect), Arcane Resistance (2% chance for Arcane spells to miss), Engineering Specialist (+15 Engineering Skill)

    Not the best race for a Rogue, but a good race in general. Escape Artist will save you in PvP more often than you think.

  • Dwarf
  • Stoneform
    Ability: 8 Second immunity to poisons, diseases and bleed effects, as well as 10% increased armor. 3 minute cooldown. Nice to use before a Vanish so you don't get knocked out instantly due to Warrior/Rogue DoTs.

  • Traits:
    Gun Specialization (+1% crit), Frost Resistance (2% chance for Frost spells to miss), Treasure Finding (activate to show treasure chests on the minimap, no cooldown)

    Probably has the second most useful abilities and traits for Alliance Rogues. Stoneform is hawt.

  • Horde

    Orc
  • Blood Fury
    Ability; increases Attack Power by 6 + (your_level -1) * 4 for 15 seconds. 2 minute cooldown. That's 242 Attack Power at level 60, and 282 at 70. Decreases all healing effects by 50% for 15 seconds. 2 minute cooldown. This adds a very large amount of damage while it's active, and is a very powerful ability in PvE. Also useful in PvP, but to a lesser extent.

  • Traits:
    Hardiness (15% reduced stun duration), Command (+5% pet melee damage), Axe Specialization (+5 Axe Skill)

    A good choice for a Rogue. The stun resistance will save you against other Rogues very often, and occasionally against Warriors. Blood Fury makes you a PvE powerhouse. The best PvE choice for a Rogue.

  • Undead
  • Will of the Forsaken
    Ability; removes all Fear, Sleep, and Charm effects. 2 minute cooldown. An extremely useful PvP ability. If PvP is your primary focus, this alone should be enough to make up your mind, as classes that can Fear repeatedly often give Rogues the most trouble.

  • Traits:
    Underwater Breathing (breath lasts 233% longer than other races under water), Shadow Resistance (2% chance for Shadow spells to miss), Cannibalize (consume a nearby Humanoid or Undead corpse to restore 35% of your health over 10 seconds).

    The best PvP choice for a Rogue, out of every race. People constantly complain about how overpowered Will of the Forsaken is, so enjoy it.

  • Troll
  • Berserking
    Ability; increases attack speed by 10% to 30% for 10 seconds. The lowest benefit is obtained at full health, and vice versa. 3 minute cooldown. Not a bad ability, but if you're just looking for a damage increase ability, Orcs are better.

  • Traits: Da Voodoo Shuffle (reduces the duration of all movement impairing effects by 15%. Trolls be flippin' out mon!), Regeneration (10% increased health regeneration, 10% health regeneration allowed in combat), Beast Slaying (5% increased damage against beasts), Throwing Weapon Specialization (+1% crit), Bow Specialization (+1% crit).

    Not really a very good Rogue race compared to the others available. Trolls were designed more with Hunters in mind.

    Blood Elf
    [li]Arcane Torrent
    Ability; silences all enemies within 8 yards for 2 seconds and restores 15 energy.

  • Trait:
    Arcane Affinity (+10 Enchanting Skill), Magic Resistance (2% chance for ALL spells to miss).

    A decent PvP race. Undead are unquestionably better, but some people like the looks of the Blood Elves better.

  • Edited, Oct 26th 2008 9:25pm by Theophany
    #3 Aug 01 2008 at 10:37 PM Rating: Excellent
    *****
    13,048 posts
    Choose Your Weapon! (Written by Nooblestick, with additions and edits by myself.)

    A very common question these days. Rogues can use a great many weapon types, so it's completely understandable to want to know which you should use when you first start. The answer, however, is not quite so simple. You ultimately must make the decision yourself, but I can help you to do that by explaining what each weapon excels at.

    There are four weapon types (excluding ranged) that you can use as a Rogue. One-Handed Swords, One-Handed Maces, Daggers and Fist Weapons. Each type has its strengths, though most Rogues either use Daggers or Swords. Maces are less common, but still more or less mainstream. Fist Weapons are rarely used at all, as good ones are hard to come by.

    Daggers

    A very popular choice. Daggers excel at doing a lot of damage in a very short period of time. Ambush, Backstab and Mutilate have ridiculously high base damage, along with exceptional crit chance for the first two. Daggers, however, have been plagued by poor Combo Point generation, which made the talent Seal Fate a popular pick. With the addition of Mutilate (the single most energy efficient CP generation), this is no longer such a huge problem for Dagger builds. These are combined with fist weapons in combat to form Close Quarters Combat (5% increased critical strike chance with both fists and daggers). Daggers should always use Mutilate, or Backstab if you aren't specced into Mutilate.

    Swords

    Probably the second best weapon to use with PvP, as it allows for high instant attack damage without having to be behind your target or stealthed. This weapon spec in Combat was the highest damage previous to patch 3.0.2 (preparatory WotLK patch), but fist main hand dagger off hand has edged them out. Swords can only be used with Sinister Strike, Hemorrhage, and Shiv (which should never be used as a main attack).

    Maces

    Mace spec is very useful in PvP. Ignoring 15% armor is useful, especially on high-armor targets that aren't affected as much by Expose Armor. They make very poor PvE weapons, though. Maces generally have the widest damage range, giving some of the highest and lowest damage. Maces can only be used with Sinister Strike, Hemorrhage, and Shiv (which should never be used as a main attack).

    Fist Weapons

    Fists are very much a 70+ weapon. There are very, very few fists that are easily obtainable while leveling, making them a poor spec choice (as you have to respec when you get a new weapon). At 70+, fists are very easily obtainable, and currently a fist main hand weapon with a fast off hand dagger is the best you can do for DPS outside of mutilate.

    Main Hand versus Off Hand

    A very common question, and for good reason. The question of what weapon type seems to be the most common, and the answer is very simple. If you're not Mutilate specced, your offhand weapon type makes absolutely no difference aside from the Combat talents that effect only one weapon type.

    That being said, what you actually do put in your offhand is a bit more involved than that. Your offhand weapon does 50% damage (75% with Dual Wield Specialization maxed out), so getting higher damage weapons will have a much lower effect than doing so on your main hand. This applies to attack power bonuses as well. The off hand weapon is not used for instant attacks, aside from Shiv, either, so that frees up all damage range considerations entirely.

    Now, the end all, be all answer. All other relevant stats equal (DPS, base stats, attack power, etc), faster is better for every build except Mutilate. There are four rules to follow when considering main hand (MH) and off hand (OH) weapons:

  • Get a fast OH.

    For combat, a faster OH means more Combat Potency procs. For mutilate, a faster OH will give you more chances at crits to proc Focused Attacks.

    A fast OH will also allow you to apply poisons faster.

  • Slow MH.

    For combat, a slow MH is generally the best. To get more in-depth, you want the highest average damage on a weapon. This usually can be eyeballed by looking at the speed of the weapon and the DPS, though make sure to compare damage ranges as well.

    In PvP, mutilate also will want a slow MH. You're not looking for many Focused Attacks procs, thus doing more damage is the name of the game.

  • Fast MH.

    For mutilate in PvE, you're looking for the fastest MH with the highest DPS, much like you would for your OH. As of this edit, this itemization is very poor, so try your best on this one, but do not go out of your way to drop a higher DPS weapon for 0.10 speed.

  • Spec.

    Spec is important! Close Quarters Combat, Sword Spec, Mace Spec, and Mutilate all require very special weapons! Pay attention to what weapons you're using, and use your respecs wisely! Swords are generally the easiest weapons to get as you level up, though if you're up to the challenge, you may want to keep daggers, unarmed, and swords all kept up to date.

  • Edited, Oct 26th 2008 8:56pm by Theophany
    #4 Aug 01 2008 at 10:40 PM Rating: Good
    *****
    13,048 posts
    Talents (Written by myself)

    Rogues, perhaps more than any other class, rely on their specs to define their game play.

    To that end, changing even one point in a build can have dramatic changes in a build. In this FAQ, I'll cover some of the main builds for both PvE and PvP. But first, let me answer a few questions.

  • Are these all of the good builds?

    No. These are the "cookie cutter" builds of the rogue class. That's not to say that there aren't other builds that work, but these work the best.

  • Why isn't (random build) here?

    Because it's not a cookie cutter build. It may do well for you, but it's not a common build, and you'd probably do at least as well as you currently do with a bit of practice with one of the builds in this thread.

  • Why are these builds the best?

    Many rogues (including myself) have spent countless thousands of gold in respecs to move even one point in these builds. We've determined the best talent specs, point-for-point, for each kind of build for a rogue.

  • What's the best leveling spec?

    It's arguable, but IMO it's this. Your talents go into combat first.

  • Now, on to the PvE specs.

  • 5/51/5 (Combat fist/dagger)

    If your raid doesn't have an arms warrior or another combat rogue, this is what you should be speccing. No, I don't care that you think you're a beautiful and unique snowflake and want to be Mut.

  • 51/5/5 (Mutilate)

    The only other PvE build. This is a higher personal DPS build than combat, but if your raid does not have an arms warrior or combat rogue, you should be combat. No, 2 points in Opportunity is not better than 5/5 in Relentless Strikes.

  • Now, PvP specs. For more info on PvP builds and arena PvP in general, check my PvP FAQ.

  • 18/0/43 (Shadowstep: no SftS)

    Old school ShS. It's not as good as you think it is.

  • 10/0/51 (Shadow Dance: daggers)

    A fun build, with lots of versatility and burst damage. Positional attacks means that it's only viable in the hands of very talented rogues (i.e. a very hard build to play well).

  • 0/18/43 (Shadowstep: Imp Sprint)

    A ShS build with very high mobility.

  • 0/34/27 (VARP: Vitality/AR/Prep)

    This is my personal favorite right now; high mobility, on-command burst, and the Sinister Strike glyph makes this build really stand out.

  • 42/5/14 (Mutilate)

    My personal take on what a mutilate PvP build should look like.

  • Edited, Oct 29th 2008 10:30pm by Theophany
    #5 Aug 01 2008 at 10:43 PM Rating: Excellent
    *****
    13,048 posts
    Mechanics (Otherwise titled "Hit Capping, Expertise, and you." Written by myself.)

    Since there are so many questions about hit rating, expertise, glancing blows, etc on the forums, I figure I'll write a little article about them to broaden our understanding of how these mechanics work. (Keep in mind this is for level cap only.)

    So, on a mob, there are 5 outcomes of WoW's "one-roll" system:

  • Crit
  • White hit
  • Glancing Blow (25%)
  • Miss (28%)
  • Dodge (6.5%)
  • Parry (6.5%)
  • Block (5%)

  • Now, here's where we need to break up the mechanics very simply.

    Let's assume you're a rogue in my raid. We have Imp Faerie Fire, which gives 3% hit, or 47.31 (rounded down to 47) hit rating, making the hit cap 316. You meet the hit cap, therefore you cannot miss. You've pushed the miss chance off the table.

    So the table now looks like the following:

  • 25% Glancing
  • 17% White hit
  • 40% crit
  • 6.5% Dodge
  • 6.5% Parry
  • 5% Block

  • Now, let me explain glancing blows. Glancing blows are there, always. There's no way to remove them, there's no way to decrease the chance they happen, they're just there. Always 25% on a raid boss (level 73). This brings in the term "crit cap". Crit cap basically means how much crit you can get before it's worthless and crit strikes start being pushed off the table. What I mean by that is that using our table up there, you've still got 17% of your hits that will be normal white hits. If you get to 57% crit, you're at crit cap. If you get to 58%, you're past crit cap, and now you've got 1% crit falling off the hit table, which is wasted itemization.

    You really should never have to worry about the crit cap because of something that we also have to take into account: ROGUES ALWAYS ATTACK FROM BEHIND. I don't give two sh*ts about what the encounter is, but if you're on a boss, you're attacking from behind.

    Here's why. This is what our attack table looks like attacking from behind. Same boss, same mechanics, nothing has changed; we JUST MOVED BEHIND.

  • 25% Glancing
  • 28.5% White hit
  • 40% crit
  • 6.5% Dodge

  • Know what the difference is? Instead of that 11.5% parry/block chance, you've now got 11.5% more white hits that 1) aren't glancing, and 2) are doing damage to the mob. Do you see now why rogues always attack from behind?

    There's also another difference: when a mob parries your attack, his swing timer is reset. He immediately reaches out and smacks your tank again, possibly killing your tank, or forcing a healer to panic and not heal someone else in the raid.

    Now, some more knowledgeable posters may be screaming, "WHAT ABOUT EXPERTISE?!" Yeah, I'm getting to that. First I should note that parry% on bosses is heavily debated right now. It's assumed that it's actually in the range of 12-15%, I just used the old assumed number for my previous examples because it gives my small brain nice easy numbers to work with.

    As far as Expertise goes, Expertise rating transfers to Expertise at 3.9 rating per point. 26 expertise will give you 6.5% negated dodge, giving you an attack table that looks like this:

  • 25% Glancing
  • 35% White hit
  • 40% crit

  • That's now 35% pure white hits. You can see why this is advantageous.

    So, there's the end of this little tutorial. Let me sum up by giving you the "front" and "behind" attack tables, along with relevant hit caps.

    From the front:
  • 25% Glancing
  • 48.5% crit/white hit
  • 6.5% Dodge
  • 15% Parry
  • 5% Block (on mobs that can)

  • From the rear:
  • 25% Glancing
  • 68.5% crit/white hit
  • 6.5% Dodge
  • 0% Parry
  • 0% Block

  • Hit cap with 5/5 Precision and Imp Faerie Fire: 316
    Hit cap with 5/5 Precision: 363
    Hit cap without Precision: 442
    60 Expetise (hitting from the front, negating parry) in rating: 234
    26 Expertise in rating: 102
    16 Expertise in rating (because of Weapon Expertise): 63
    #6 Aug 01 2008 at 10:45 PM Rating: Good
    *****
    13,048 posts
    PvE Gemming: (Written by myself.)

    Meta: 12 Agi/3% crit damage (Relentless Earthstorm Diamond)
    Red: hit/Agi (4/4 as blue quality, 5/5 as epic)
    Yellow: hit (8 as blue, 10 as epic)
    Blue: 2x Agi/stam to activate meta (4/6 as blue, 5/7 as epic)

    A note about gems: really the only time you want to go for socket bonuses is when they're hit or Agi. AP doesn't really give enough benefit to socket for it over hit until you reach hit cap (I use 343 for hit cap as hit food makes it easier to start gemming for Agi), so you'll notice on some of my PvE gear that I'll skip AP socket bonuses. Of course if something has a 2-4 hit socket bonus and a red and yellow socket on it (a la Edgewalker Longboots), then gem for the socket bonus.

    PvE Enchanting:

    Head: Cenarion Expedition revered
    Shoulder: Aldor/Scryer exalted, in that order of preference
    Cloak: 12 Agi
    Chest: 6 stats
    Bracer: 24 AP
    Glove: 15 Agi
    Leg: 50 AP/12 crit
    Boot: Cat's Speed on anything higher than Tabi Boots on the Shadowpanther PvE chart, 12 Agi on anything under.

    And as a note on the boot enchants: Cat's Speed is valued higher than 12 Agi for one reason--you run a lot in PvE encounters. Getting on target faster and being able to avoid Doomfire, volcanoes, etc better only serves to help you out in your DPS.

    The reason I've put a cap on what gear Cat's should go on is expense. Anything below Tabi boots really aren't worth the expense of the enchant.

    Weapons: 2x Mongoose, ALWAYS.
    #7 Aug 01 2008 at 10:48 PM Rating: Good
    *****
    13,048 posts
    Important Links: (Written by myself.)

    General:

    EonSprinter's Keybinding Lesson
    An incredible write-up that took him a long time to write, that I didn't feel like typing up. He took some of my ideas and ran with them. Insanely useful read to anyone just starting to play WoW.

    Interface Guide, by Theo
    Not exactly my finest work, but this thread can be very useful to anyone that wants to clean up their UI. In here I give pointers for keybinding, positioning of bars, and how-tos on a lot of the basics to UI customization. The addons in the thread are out of date, but there should still be current versions of all of them somewhere on the internet.

    PvP:

    Shadowpanther's PvP Rogue List
    Shows how the most influential rogues in the world are gearing/speccing. Great resource as he updates pretty much every 10 days, so you can see trends as far back as 1/11/08.

    Theo's PvP FAQ
    My own PvP FAQ on the rogue forums answers a lot of questions rogues have about PvP. Constantly updated with the newest information, it will be a work in progress for a long, long time.

    Zug Gaming
    Zug Gaming is run by one of the better rogues out there, and features quite a bit of info and experienced tips. If you're looking for rogue/priest advice, this is the place to look, as he's an expert.

    PvE:

    Shadowpanther
    Shadowpanther is an excellent resource for finding upgrades as a rogue. It's not quite as accurate as the rogue spreadsheet, but it's damn near.

    Roguecraft 101 (requires registration on the EJ forum, I think)
    By far one of the greatest resources for a PvE rogue is the gathered knowledge over at EJ. Pretty much any rogue that knows his stuff in PvE will quote the rogues over at EJ, as they've gone through countless hours of math to boil rogue DPS down to a science. They're also the ones that created my next link.

    Aldrianna's DPS Spreadsheet
    Vulajin's Roguecraft Spreadsheet (both require M$ Excel or OpenOffice)
    One of the best tools to have as a rogue in PvE. I can't count the number of times I've used the spreadsheet in the past year of playing. Simulates DPS down scarily well. As of 8/7/08, I've got the links to both Aldrianna's and Vulajin's spreadsheets up. Using both is the best road to travel, IMO.

    New links that you would like added can be PM'd to me.

    Edited, Aug 7th 2008 4:31pm by Theophany
    #8 Aug 02 2008 at 2:04 AM Rating: Good
    *****
    13,048 posts
    Rogue Macros: (Written by myself.)

    Rogues don't use many macros, but the few macros we do use can make our lives a whole heck of a lot easier.

    Here are some macros that I use (mainly in a PvP environment) that make my life easier:

  • The Infamous Pickpocket Macro:

    Simple enough; this macro pickpockets on a Cheap Shot, Ambush, whatever.

    /cast Pick Pocket
    /stopcasting
    /cast Cheap Shot

    Make sure to turn auto looting on in the interface menu when using this macro.

  • The Throwing/Shoot Macro:

    This macro, simply put, will throw when you've got a throwing weapon equipped, and will use shoot when you've got a bow/gun/xbow equipped.

    /cast [noequipped:Thrown] Shoot;
    /cast [equipped:Thrown] Throw

    That's it. This macro will also work for priests etc with wands, as they can't really equip throwing weapons. Smiley: grin

  • The Spam-Sap Macro:

    This is a macro you can spam and it will continually try to target a target within sapping distance, and then sap that target. This will only work on players. I may change it in WotLK when we can sap anything, but I seriously doubt it. I still keep my normal Sap bound, but it's like the + key on my num pad.

    #showtooltip
    /script SetCVar("targetNearestDistance", 12)
    /cleartarget
    /targetenemyplayer
    /cast Sap
    /script SetCVar("targetNearestDistance", 41)

    The /targetenemyplayer line specifically targets only enemy players, not NPCs. It will never target anything that is not player-controlled, i.e. pets.

  • The Blind Macro:

    This macro is one of the more useful macros, but you need to use your brain to use it. What this macro does is uses Blind; it first checks to see if you have a focus target (use /focus or bind a key through the Key Bindings interface, or use Proximo to set it), and if you have a focus target, it will use Blind on that target. If you don't have a focus target, it will Blind your current target.

    The reason I say you need to be careful is because you will attempt to Blind your focus target no matter what with this macro, even if it's dead or out of range. I strongly recommend having a /clearfocus macro handy when using this.

    #showtooltip
    /cast [target=focus, harm, exists] Blind; Blind

    And yes, you need both Blinds in there.

  • The Equip Swap Macro:

    This macro changes your weapons. Simple enough, no?

    /equipslot 17 Vengeful Gladiator's Quickblade
    /equipslot 17 Merciless Gladiator's Quickblade
    /equipslot 17 Vengeful Gladiator's Shiv

    This will rotate through those offhand weapons in that order. This becomes a very useful macro in arena, when you need to equip a seperate offhand with Mind Numbing or an extra offhand with Wound Poison.

    For equipping pieces of gear, you can usually just use "/equip".

  • That's all for now, let me know if there are other macros you'd like to see added.

    Edited, Aug 2nd 2008 12:30pm by Theophany
    #9 Aug 02 2008 at 9:14 AM Rating: Good
    ***
    2,550 posts
    This is exactly what the rogue forums need.

    Might wanna add something about Professions though. Especially JC, Engineering, and LW.
    #10 Aug 02 2008 at 10:25 AM Rating: Good
    Very nicely written, I just have one little thing to add;


    #showtooltip
    /script SetCVar("targetNearestDistance", 12)
    /cleartarget
    /targetenemyplayer
    /cast Sap
    /script SetCVar("targetNeArestDistance", 41)

    It made my target nearest stuck at 12, so I just wanted to point it out to prevent anyone else wondering why they cant tab-target long-range targets anymore.

    Edited, Aug 2nd 2008 2:25pm by Nubkek
    #11 Aug 02 2008 at 10:42 AM Rating: Excellent
    ***
    2,680 posts
    Nicely done. /cheer
    #12 Aug 02 2008 at 11:53 AM Rating: Decent
    *****
    13,048 posts
    Nubkek wrote:
    Very nicely written, I just have one little thing to add;


    #showtooltip
    /script SetCVar("targetNearestDistance", 12)
    /cleartarget
    /targetenemyplayer
    /cast Sap
    /script SetCVar("targetNeArestDistance", 41)

    It made my target nearest stuck at 12, so I just wanted to point it out to prevent anyone else wondering why they cant tab-target long-range targets anymore.

    Edited, Aug 2nd 2008 2:25pm by Nubkek

    Thanks for pointing that out, it's been changed in the original post.

    That's what I get when I write on one PC and play on another. Smiley: tongue

    Edit: I've put up a sticky request, please go and support this thread; we need an updated sticky!

    Edited, Aug 2nd 2008 12:58pm by Theophany
    #13 Aug 03 2008 at 12:20 AM Rating: Good
    **
    513 posts
    Congratz on the sticky. Keep up the good work Theo, as you're the one I now refer ppl to when they have questions.
    #14 Aug 07 2008 at 1:54 AM Rating: Good
    **
    863 posts
    Very useful, thanks!
    #15 Aug 08 2008 at 6:04 AM Rating: Decent
    Thanks for stepping up a taking care of this Theo. As current as the information contained in the Rogue Board is, it always struck me odd that our FAQ was outdated.

    The evident demise of one Nooblestick is certainly unfortunate, but it looks like the new sticky is in good hands. (I was going to make a gay Olympic joke about passing the torch, but I didn't have my laugh-track handy.) Great job as always.

    Al
    #16 Aug 14 2008 at 9:37 AM Rating: Decent
    **
    811 posts
    Your sig has 'unfortunately' spelled wrong.
    #17 Aug 14 2008 at 11:26 AM Rating: Good
    ***
    2,069 posts
    ThomasMagnum wrote:
    Your sig has 'unfortunately' spelled wrong.


    Nah, you could tell that when Churchill said that, he spelled it that way.
    ____________________________
    http://www.marriageissogay.com/

    Song of the day:
    May 26, 2011 -- Transplants
    #18 Aug 15 2008 at 7:30 AM Rating: Good
    *
    68 posts
    Good job, Theo. I just rolled my first rogue alt and appreciate your info. The "Mechanics" section alone is both sublime and indispensable.

    One critique though - In other classes' overall guides, the talent sections describe in detail each particular talent: what it does, what it really does, the pros & cons, as well as how it may combo well with another talent or ability. I was really hoping to find the same here for rogues but was disappointed.

    While the model builds you provide are useful, especially if someone is aiming at a particular aspect of the game (PvP, etc.), they don't provide any explanation of why a talent was [or was not] chosen. Even then the builds are not truly helpful until you are lvl 70 and can invest all the points allotted to each tree.

    For example, say someone wants to customize his toon to reflect how he plays rogue. How does he learn what talents will get him to where he wants to go? Similarly, if someone is leveling, how will she know which talents are most critical to get ASAP, or even which tree to build up first?? Answering these types of questions in addition to "what build should I use?" will make this a far more encyclopedic compendium.

    Again I thank you for your guide. (Lord knows I couldn't sit down and create one like this.) I just thought you'd want to know of a way to make it better.
    #19 Aug 15 2008 at 10:42 AM Rating: Decent
    *****
    13,048 posts
    JaiBaghwan wrote:
    Good job, Theo. I just rolled my first rogue alt and appreciate your info. The "Mechanics" section alone is both sublime and indispensable.

    One critique though - In other classes' overall guides, the talent sections describe in detail each particular talent: what it does, what it really does, the pros & cons, as well as how it may combo well with another talent or ability. I was really hoping to find the same here for rogues but was disappointed.

    While the model builds you provide are useful, especially if someone is aiming at a particular aspect of the game (PvP, etc.), they don't provide any explanation of why a talent was [or was not] chosen. Even then the builds are not truly helpful until you are lvl 70 and can invest all the points allotted to each tree.

    For example, say someone wants to customize his toon to reflect how he plays rogue. How does he learn what talents will get him to where he wants to go? Similarly, if someone is leveling, how will she know which talents are most critical to get ASAP, or even which tree to build up first?? Answering these types of questions in addition to "what build should I use?" will make this a far more encyclopedic compendium.

    Again I thank you for your guide. (Lord knows I couldn't sit down and create one like this.) I just thought you'd want to know of a way to make it better.

    If you want to know what a talent really does, you can research game mechanics. That's the thing about tooltips; talents are readily explained. For example, I started a DK in beta. It took me about 15 minutes of looking at the talent tree and fiddling around with it on wowhead.com, but I eventually came to a build that I thought was good. That's from me understanding game mechanics.

    Me detailing talents one by one won't do much good; for all that Nooble explained the old talents individually, it was really never used. We get so many questions about talents on the forums, I really want just a "look at this and shut up about it" post.

    To the end that I don't show what tree to build up first in leveling? Uh, maybe I don't read like you do (in that I read the whole post) but:
    Overlord Theophany wrote:
  • What's the best leveling spec?

    It's arguable, but IMO it's this. Your talents go into combat first.

  • As for what talents to take? If you really can't figure that out, it either 1) doesn't matter, or 2) you're hopeless.

    I fully understand and realize what you were hoping to accomplish with your post, but rogue talents are easy to understand. The thing that may need to be explained is combo point building moves, which I may do a section on. I've seen far too many rogues talking about opening with shiv in PvE, talking about using SS with a dagger, talking about hemoing with a dagger, etc.
    #20 Sep 05 2008 at 2:47 PM Rating: Excellent
    ***
    2,680 posts
    Theophany wrote:
    I've seen far too many rogues talking about opening with shiv in PvE...

    What, really?

    Always seemed to me that basic rotations were fairly self-evident. But maybe a primer on "types" of abilities (openers, CB generation, finishing, etc) and their basic use would help some folks just getting started.

    JaiBaghwan wrote:
    ...if someone is leveling, how will she know which talents are most critical to get ASAP...

    As Theo noted, start with the combat talents in the build he linked. As to progression here's one suggestion: First 10 points. First 30 points. Again, something I would imagine is pretty straight-forward but a few brand-new players may find some small notes helpful. /shrug
    #21 Sep 05 2008 at 8:05 PM Rating: Good
    *****
    13,048 posts
    For what it's worth, Therion is the one person that were I a new rogue, I'd read every post he makes. I've yet to see him post wrong info.

    It's probably because he looks stuff up, unlike some posters, and he pays attention to what's being discussed and always will post on-topic.

    And there's a reason he's a Sage. He's like the good, quieter twin, while I'm the evil, loud, and obnoxious one.
    #22 Sep 15 2008 at 2:59 PM Rating: Good
    *****
    13,048 posts
    There have been threads and posts talking about the WotLK talents, and what spec people are using.

    Let me say this straight out after discussion among the rogues and extensive theorycrafting on the beta forums:

    Mutilate will be the new raid spec as of right now (9/17/08) if nothing changes in the rogue talents if nothing changes before 11/13/08 (WotLK release).

    This is due to Cut to the Chase (CttC) allowing a 5e/5r rotation, keeping up SnD.

  • Mutilate
    70: 51/5/5
    80: 51/13/7

  • Combat
    70: 5/51/5
    80: 15/51/5
    NB on combat: right now, fist/dagger (1.4 speed) is seeming to do more damage than sword/sword in beta. For more info check EJ.

  • Vulajin's WotLK Spreadsheet

  • As for Sub, you shouldn't be speccing Sub to level. Combat and Mutilate are far more efficient.

    No need for discussion. I've done the math. Cheerio.

    Edit: Added Riposte to the Combat leveling build.
    Edit#2: Changed Mut raiding build.
    Edit#3: Changed the section about "we don't know this and that blahblahblah".
    Edit#4: Changed builds for changes posted today.
    Edit#5: It's still unclear whether rotations will be 5e/5r or 5e/5en. Stay tuned for more info on the subject. (Hence the differences in the two mut builds.)
    Edit#6: Updated mutilate builds for Deadly Brew changes, and combat for changes to Aggression/Vitality.
    Edit#7: Updated for latest beta build and changed the builds slightly.
    Edit#8: Updated builds. Added link for Vulajin's WotLK Spreadsheet.

    Edited, Dec 1st 2008 12:17pm by Theophany
    #23 Sep 16 2008 at 1:09 PM Rating: Excellent
    ***
    2,680 posts
    Theophany wrote:
    He's like the good, quieter twin, while I'm the evil, loud, and obnoxious one.

    HAHAHAHAHAAHAHA Suckas!!!! I have you all in check!

    But thanks for the kind words daddio. Honestly, what little I know I've learned from these forums and the posts from those of you who are in the know. I can't take any credit for everyone elses work.
    #24 Sep 16 2008 at 1:56 PM Rating: Good
    **
    608 posts
    Overlord Theophany wrote:
    There have been threads and posts talking about the WotLK talents, and what spec people are using.

    There is no conclusive data to determine whether Mutilate or Combat will be the PvE spec of WotLK.

    As such, with how talents stand, I'm posting a few builds that will be the best combination of talents for level 70.

  • Mutilate
    70: 41/13/7
    80: 43/21/7

  • Combat
    70: 5/51/5 (leveling), 6/50/5 (raiding after 3.0.2 until WotLK)
    80: 15/51/5

  • As for Sub, you shouldn't be speccing Sub to level. Combat and Mutilate are far more efficient.

    No need for discussion. I've done the math. Cheerio.

    Edited, Sep 15th 2008 3:55pm by Theophany


    Thanks Theo ... was waiting for somethine like this.

    The level 70 Mut build looks pretty self explainatory, I do however have a question regarding the 70 Combat build.

    You have 2 points in imp sprint, 2 in imp kick and 1 in deadened nerves. Would it not be more worthwhile putting all 5 of those points into lightning reflexes (more dodges mean more Unfar Advantage Procs). I'm not sure I would really need to silence a caster mob - a normal interrupt should be enough, and being frost nova'd or similar hasn't been a problem for as long as I can remember.

    Ooor, is there something I'm missing (perhaps you have it in there for a touch of PvP flexibility)

    Other than that, the combat build appears to be what I'm going to go for .. I'm practically salivating at the thought of automatically attacking back when I dodge, as for the extra 6 Meta gems you get for putting 5 points in PotW ... that's just perfection right there.

    Yeah, I know you said no need for discussion ... but hey, I couldn't find anything else to post about ;-)
    #25 Sep 16 2008 at 2:12 PM Rating: Excellent
    ***
    2,680 posts
    For 3.0, level 70 raiding I'm debating between this and this. Probably won't settle on one until I can get a couple runs in and have some WWS to compare the two. My main point of debate right now is PotW vs. Ruthlessness/Blood Splatter. Personally, I'm tending to like the idea of better Rupture damage and smoother rotations but Crit Damage is damn sexy....

    When I have data on both builds I'll post my findings.

    Who else has two pennies to toss into this discussion?
    #26 Sep 16 2008 at 2:33 PM Rating: Excellent
    Official Shrubbery Waterer
    *****
    14,659 posts
    At 70, this. At 80, this.
    ____________________________
    Jophiel wrote:
    I managed to be both retarded and entertaining.

    « Previous 1 2 3 4 5 6 7
    Reply To Thread

    Colors Smileys Quote OriginalQuote Checked Help

     

    Recent Visitors: 235 All times are in CST
    Anonymous Guests (235)