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All [[races]] can play the Rogue with equal efficiency, but like any class in World of Warcraft, we should take a deeper look into the [[Racial Traits]] and how they affect the gameplay of a Rogue.
 
All [[races]] can play the Rogue with equal efficiency, but like any class in World of Warcraft, we should take a deeper look into the [[Racial Traits]] and how they affect the gameplay of a Rogue.
 
* The [[Forsaken|Undead]] have the racials [[Will of the Forsaken]] and [[Cannibalize]]. Will of the Forsaken allows an Undead Rogue to get rid of fear, sleep and charm spells, and is a huge benefit in PvP when fighting [[Priest]]s, [[Warrior]]s or [[Warlock]]s. Cannibalize can be used on humanoid or undead corpses to regain health, which helps to minimize downtime without wasting food, bandages or potions.
 
* The [[Forsaken|Undead]] have the racials [[Will of the Forsaken]] and [[Cannibalize]]. Will of the Forsaken allows an Undead Rogue to get rid of fear, sleep and charm spells, and is a huge benefit in PvP when fighting [[Priest]]s, [[Warrior]]s or [[Warlock]]s. Cannibalize can be used on humanoid or undead corpses to regain health, which helps to minimize downtime without wasting food, bandages or potions.
* [[Night Elf|Night Elves]] have increased [[dodge]] (an extra +1%), increased [[stealth]] (equal to a +1,67 with 5/5 [[Master of Deception]]) and are tied with Gnomes for the highest base [[agility]] in the game. Furthermore, Night Elves possess [[Shadowmeld]], an ability which functions like a weaker, stationary stealth. Since Shadowmeld and stealth do not share a cooldown, Shadowmeld can be used as an emergency stealth in certain situations.
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* [[Night Elf|Night Elves]] have increased [[dodge]] (an extra +1%), increased [[stealth]] (equal to a +1,67 with 5/5 [[Master of Deception]]) and are tied with Gnomes for the highest base [[agility]] in the game. Furthermore, Night Elves possess [[Shadowmeld]], an ability which functions like a weaker, stationary stealth. [[Shadowmeld]] adds a new dimension in tactics for [[night elf]] rogues.
* [[Gnome|Gnomes]] have the racial [[Gnome#Racial Traits|escape artist]], which allows a gnome to escape from a [[root]]/[[snare]] once every couple of minutes without the use of [[Vanish]]. They are also tied with Night Elves for the highest base agility in the game.
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* [[Gnome|Gnomes]] have the racial [[Gnome#Racial Traits|escape artist]], which allows a gnome to escape from a [[root]]/[[snare]] once every couple of minutes without the use of [[Vanish]]. Gnome's small stature also can make them difficult to hit when combined with the jumping and spinning seen in [[PvP]]. They are also tied with Night Elves for the highest base agility in the game.
 
* [[Dwarf|Dwarves]] have the racials [[Dwarf#Racial Traits|Find Treasure]] and [[Stoneform]]. Find Treasure puts chests, clams, footlockers, etc. on the minimap when active. Since Find Treasure reveals footlockers, it makes the Rogue's [[Pick Lock]] skill much easier to level. Find Treasure does not stack with other tracking abilities such as find minerals, and other forms of tracking provided by gathering professions. Find Treasure offers no significant advantage in PvP or PvE. [[Stoneform]], an activated ability, clears poison, disease, and bleed effects(also makes you immune to those effects while Stoneform is active) while also slightly increasing armor for 5 seconds. Stoneform can be situationally useful against any class that uses poisons or bleed effects, such as [[Hunters]], [[Rogues]], and so on.
 
* [[Dwarf|Dwarves]] have the racials [[Dwarf#Racial Traits|Find Treasure]] and [[Stoneform]]. Find Treasure puts chests, clams, footlockers, etc. on the minimap when active. Since Find Treasure reveals footlockers, it makes the Rogue's [[Pick Lock]] skill much easier to level. Find Treasure does not stack with other tracking abilities such as find minerals, and other forms of tracking provided by gathering professions. Find Treasure offers no significant advantage in PvP or PvE. [[Stoneform]], an activated ability, clears poison, disease, and bleed effects(also makes you immune to those effects while Stoneform is active) while also slightly increasing armor for 5 seconds. Stoneform can be situationally useful against any class that uses poisons or bleed effects, such as [[Hunters]], [[Rogues]], and so on.
 
* [[Human|Humans]] have a 5% increase in [[spirit]], as well as a 10% bonus to [[faction]] reputation gain. Humans also receive a +5 bonus to their sword and mace skills, giving them a higher chance to hit. Finally, Humans have [[Human#Racial Traits|Perception]], an activated racial that greatly increases their stealth detection for 20 seconds.
 
* [[Human|Humans]] have a 5% increase in [[spirit]], as well as a 10% bonus to [[faction]] reputation gain. Humans also receive a +5 bonus to their sword and mace skills, giving them a higher chance to hit. Finally, Humans have [[Human#Racial Traits|Perception]], an activated racial that greatly increases their stealth detection for 20 seconds.
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* [[Orc|Orcs]] have the racials [[Orc#Racial Traits|Blood Fury]] and Hardiness. Blood Fury increases an orc Rogue's DPS while reducing their healing received by 50%. Hardiness increases the Rogue's stun resistance by 15%.
 
* [[Orc|Orcs]] have the racials [[Orc#Racial Traits|Blood Fury]] and Hardiness. Blood Fury increases an orc Rogue's DPS while reducing their healing received by 50%. Hardiness increases the Rogue's stun resistance by 15%.
 
* [[Blood Elf|Blood Elves]] have the complementary racials [[Mana Tap]] and [[Arcane Torrent]]. [[Mana Tap]] is used to burn an enemy's mana. [[Arcane Torrent]], on the other hand, is a dual use racial. It provides a 2 second, area of effect silence as well as refilling up to 30 energy. These two abilities allow a Blood Elf to be more effective against enemy casters. It also allows them to recover from energy-expensive finishes very quickly. Blood Elves also have a passive +5 to arcane, nature, fire, frost, and shadow resistance.
 
* [[Blood Elf|Blood Elves]] have the complementary racials [[Mana Tap]] and [[Arcane Torrent]]. [[Mana Tap]] is used to burn an enemy's mana. [[Arcane Torrent]], on the other hand, is a dual use racial. It provides a 2 second, area of effect silence as well as refilling up to 30 energy. These two abilities allow a Blood Elf to be more effective against enemy casters. It also allows them to recover from energy-expensive finishes very quickly. Blood Elves also have a passive +5 to arcane, nature, fire, frost, and shadow resistance.
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Race choices for rogues are extremely flexible, as all races have good abilities to offer for rogues.
   
 
==Starting Attributes==
 
==Starting Attributes==

Revision as of 23:13, 18 June 2007

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For a description of the role of Rogues within the lore of Warcraft, see Rogue lore. For related articles, see Category:Rogues.

The Rogue class is the premiere melee DPS dealer, approached in damage only by well-geared Fury Warriors. They have access to a wide range of special abilities, which mostly depend upon energy. The mantra of the Rogue is "fastest to kill, fastest to die." Unlike Hunters and Mages who have the ability to deal damage from distance, Rogues must be in close, which often subjects them to tank-like damage input when caught out of stealth.

Rogues rely on agility, but should also aim for gear with additional stamina. At the later levels, some Rogues opt to use Attack Power.

Rogues can only wear leather or cloth armor, cannot wear shields, and can only wield 1-handed weapons (daggers, swords, maces and fist weapons) and ranged weapons. At level 10, they can dual wield two one-handed weapons. At level 20, they gain access to Poisons through a quest.

This class is best suited for players who like to creep up on unsuspecting targets and if problems arise, can Ability vanish [Vanish] from sight.

Races

The Rogue class can be played by the following races:

Alliance Crest Alliance

Horde Crest Horde


All races can play the Rogue with equal efficiency, but like any class in World of Warcraft, we should take a deeper look into the Racial Traits and how they affect the gameplay of a Rogue.

  • The Undead have the racials Spell shadow raisedead [Will of the Forsaken] and Ability racial cannibalize [Cannibalize]. Will of the Forsaken allows an Undead Rogue to get rid of fear, sleep and charm spells, and is a huge benefit in PvP when fighting Priests, Warriors or Warlocks. Cannibalize can be used on humanoid or undead corpses to regain health, which helps to minimize downtime without wasting food, bandages or potions.
  • Night Elves have increased dodge (an extra +1%), increased Ability stealth [Stealth] (equal to a +1,67 with 5/5 Spell shadow charm [Master of Deception]) and are tied with Gnomes for the highest base agility in the game. Furthermore, Night Elves possess Ability ambush [Shadowmeld], an ability which functions like a weaker, stationary stealth. Ability ambush [Shadowmeld] adds a new dimension in tactics for night elf rogues.
  • Gnomes have the racial escape artist, which allows a gnome to escape from a root/snare once every couple of minutes without the use of Ability vanish [Vanish]. Gnome's small stature also can make them difficult to hit when combined with the jumping and spinning seen in PvP. They are also tied with Night Elves for the highest base agility in the game.
  • Dwarves have the racials Find Treasure and Inv gauntlets 03 [Stoneform]. Find Treasure puts chests, clams, footlockers, etc. on the minimap when active. Since Find Treasure reveals footlockers, it makes the Rogue's Spell nature moonkey [Pick Lock] skill much easier to level. Find Treasure does not stack with other tracking abilities such as find minerals, and other forms of tracking provided by gathering professions. Find Treasure offers no significant advantage in PvP or PvE. Inv gauntlets 03 [Stoneform], an activated ability, clears poison, disease, and bleed effects(also makes you immune to those effects while Stoneform is active) while also slightly increasing armor for 5 seconds. Stoneform can be situationally useful against any class that uses poisons or bleed effects, such as Hunters, Rogues, and so on.
  • Humans have a 5% increase in spirit, as well as a 10% bonus to faction reputation gain. Humans also receive a +5 bonus to their sword and mace skills, giving them a higher chance to hit. Finally, Humans have Perception, an activated racial that greatly increases their stealth detection for 20 seconds.
  • Trolls have the racials Regeneration and Racial troll berserk [Berserking]. Regeneration allows a Troll to maintain 10% of their health regeneration while in combat, increasing survivability and minimizing downtime. Racial troll berserk [Berserking] is an activated racial the increases attack speed relative to the amount of health remaining. Berserking, combined with Ability rogue slicedice [Slice and Dice], can increase a Rogue's attack speed by 45% to 55% (depending on rank). This greatly increases a Troll Rogue's DPS and poison applications. Berserking requires 10 Energy to activate. Trolls also have a +5 bonus weapon skill to thrown and bow skills.
  • Orcs have the racials Blood Fury and Hardiness. Blood Fury increases an orc Rogue's DPS while reducing their healing received by 50%. Hardiness increases the Rogue's stun resistance by 15%.
  • Blood Elves have the complementary racials Spell arcane manatap [Mana Tap] and Spell shadow teleport [Arcane Torrent]. Spell arcane manatap [Mana Tap] is used to burn an enemy's mana. Spell shadow teleport [Arcane Torrent], on the other hand, is a dual use racial. It provides a 2 second, area of effect silence as well as refilling up to 30 energy. These two abilities allow a Blood Elf to be more effective against enemy casters. It also allows them to recover from energy-expensive finishes very quickly. Blood Elves also have a passive +5 to arcane, nature, fire, frost, and shadow resistance.

Race choices for rogues are extremely flexible, as all races have good abilities to offer for rogues.

Starting Attributes

UndeadRogue

A male Undead Rogue.

Race Strength Agility Stamina Intellect Spirit
Human 21 23 21 20 21
Gnome 16 26 20 24 20
Dwarf 23 19 24 19 19
Night Elf 18 28 20 20 20
Orc 24 20 23 17 23
Troll 22 25 22 16 21
Undead 20 21 22 18 25
Blood Elf Bc icon 18 25 19 24 19

Weapons

The Rogue class has a few different weapon choices available. Weapon skills you don't start with can be trained in the appropriate capital cities. Ask a guard for the location of the weapon master and each weapon master will be able to tell you not only what he can teach you but where you need to go to learn the other skills.

Weapon Choices Are:

  • Dagger
  • Thrown
  • Swords (One Handed)
  • Bows
  • Crossbows
  • Guns
  • Maces (One Handed)
  • Fist Weapons

Using different weapons will probably affect the way you apply your talent points with this class. Some abilities, such as Ability rogue ambush [Ambush], Ability backstab [Backstab], and Ability rogue shadowstrikes [Mutilate] can only be used with daggers in the Rogue's main hand (Mutilate requires a dagger in both). If you are looking for a melee damage dealer that fights alongside a tank but is not the tank, then a sword, mace, or fist weapon is probably the weapon for you. If you are looking for a stealthy class that can do amazing damage with opening and finishing abilities then dagger will probably interest you most. Dagger Rogues are generally built more for burst damage and favored in PvP, sword, mace, and fist weapon Rogues are usually built for higher sustained damage which is usually favored for PvE.

Many Rogue abilities are instant attacks based on the weapon damage of your main hand weapon, so it is desirable to use a main hand weapon with high damage. Typically slower weapons offer higher damage ranges which increase the effectiveness of your instant abilities. They are often more effective than quick attacking weapons, due to their very low damage range. As of patch 1.8, weapon speed no longer affects the Attack Power damage bonus given to most instant attacks. They instead use a set multiplier based on the weapon type. Instant attacks using a dagger now use the set number of 1.7, while one-handed weapons such as swords and maces use the set number of 2.4. There is an exception to this rule in that Spell shadow lifedrain [Hemorrhage] and Ability creature cursed 02 [Ghostly Strike] are not normalized (affected by this change) in which case very slow weapons will have greater overall impact.

The normalized damage for a weapon used for instant attacks can be calculated as follows:

normalized_damage = base_weapon_damage + (X * Attack Power / 14)

where X = 1.7 for daggers, 2.4 for swords, maces, and fist weapons, or the listed weapon speed if using Hemorrhage or Ghostly Strike. Although weapon speed for normalized attacks does not contribute to the bonus damage from Attack Power, slower weapons have higher base damage and thus cause more damage overall.

Having some form of weapon swap macro can be very useful for a Rogue. Sinister Strikes are substantially more effective with slow non-dagger weapons. With a weapon swapping macro, it's possible to use a dagger to ambush before switching to a slower main hand weapon for regular combat. Note that swapping weapons triggers the global cooldown, but if timed correctly (i.e. while energy is recharging) this can be a very effective technique.

Weapons held in the off hand have only two instant attacks, Inv throwingknife 04 [Shiv] and the off-hand component of Mutilate. Otherwise their damage contribution is reasonably straightforward. Off-hand attacks suffer a damage penalty. In order to apply poisons at a higher rate, a fast off-hand weapon is generally desired. Most players choose to use the same type of off-hand as the main hand (in order to benefit from weapon specialization talents), but some prefer to use the fastest dagger available in order to quickly apply poisons and interrupt spellcasters. Faster weapons are also favored for the combat talent Inv weapon shortblade 38 [Combat Potency] due to the chance to regain 15 energy on a succesful off hand hit.

Notable weapons

Swords

Daggers

also see: Epic dagger analysis

Maces

Fist Weapons

Abilities

This section provides a taste of the abilities of the Rogue. For more detail, see Detailed Rogue Abilities

Stealth

File:ArtGnomeRogue.jpg

A gnome Rogue in art.

Rogues have the ability to stealth and become essentially invisible. If they are detected, they will become translucent, but still difficult to see. Staying behind your target at all times will maintain the lowest chance of being detected. You can make yourself harder to detect when stealthed through talents (Master of Deception), items (Inv boots cloth 05 [The Master's Treads], Inv boots 08 [Darkmantle Boots], Inv boots cloth 05 [Whisperwalk Boots], Inv boots 05 [Nightscape Boots], or Inv jewelcrafting blackpearlpanther [Figurine - Black Pearl Panther]), and with a stealth enchantment to one's cloak. Players and monsters that are above your level have a better chance of detecting you when stealthed. However, a player or monster of almost any level will see you if you walk close enough in front of them. Keep in mind, when a monster is almost near enough to detect you, it will make a noise (grunt, etc.) and look in your direction. As long as you don't get too much closer to the monster while it is facing you, it will not detect you, and will continue whatever it was doing after a few seconds. At level 22 you also gain the ability to cause a distraction (Ability rogue distract [Distract]) to force monsters to look in the direction you want them to, so you can sneak up with very little chance of being seen. Distract is sometimes resisted by enemy players and monsters, so be prepared.

It is important to keep in mind that stealth detection is also important to Rogues, especially in PvP (Player vs Player) combat situations or when in areas where monsters are hidden by stealth (for instance, when scouting dungeons.) Stealth detection enhancements, like the Human racial Perception or items like Inv helmet 43 [The Night Watchman] Rogue helm, give the Rogue an advantage when going up against other stealthed opponents. A good balance of stealth-enhancing and stealth-detecting skills/items/enchantments will make your life as a Rogue an easier and more effective one.

A Rogue moves slower while in stealth depending on the rank of stealth skill. You can increase stealthed movement speed with talent points spent on fleet footed or Ability hunter camouflage [Camouflage] - 3% per talent point, topping at 15%. You can also use Sprint while stealthed to increase your speed, not breaking your stealth. Any other items that increase your speed will break stealth upon use, but you can re-stealth or use the item prior to activating stealth.

Note: Investing in speed increasing effects can be critical to a Rogue. The Spell holy greaterheal [Minor Speed] or Inv enchant formulasuperior 01 [Cat's Swiftness] boot enchantments and the Ability rogue quickrecovery [Fleet Footed] talent (enchants and the talent do not stack) offer an extra 8% overall movement speed which works both in and out of stealth, and can be critical when trying to get in range of an opponent or when attempting to escape. Note that with the release of the Burning Crusade expansion there are now new talents that were added to the Rogue talent trees addressing issues of range. Any Rogue with 40 talent points in the Subtlety tree can use the Ability rogue shadowstep [Shadowstep] skill at a range of 20 yards to instantly teleport behind a targeted opponent and gain a buff that allows a garrote, ambush or backstab attack to have a 20% damage increase; very effective against kiters (like Hunters or spell-casters).

Poisons

The Poisons skill is a secondary skill, similar to Cooking or First Aid, that is available only to Rogues.

The Poisons skill allows the Rogue to brew 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.). 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 or buffs from shaman totems.

All poisons have a timer, which generally lasts 30 minutes. As of patch_2.1.0 a Rogue's poisons on longer have charges. The poison timer is displayed on the weapons properties when you mouse over the weapon. As of patch 1.10 applying poison will not break Ability stealth [Stealth] or Ability ambush [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 skill tree enhance the use of poisons. Wearing 3 or more pieces of the Bloodfang Armor set increases the chance to apply poisons by 5%.

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 350 at level 70.

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

Stuns a target for 4 seconds. This is a very useful opener that requires Ability stealth [Stealth] and usually allows the Rogue to get 1 or 2 instant attacks off in addition to auto-attacks before an opponent can recover.

Kidney shot is an excellent finishing move. It can keep a PvP opponent stunned long enough for you to kill them (especially if you master stun-locking). But in PvE it's also a great ability to help keep your group mates alive or to interrupt a spell being cast.

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 Ability backstab [Backstab]. This move turns off auto-attack when used. Unlike stuns, any damage caused afterwards breaks the gouge, since it is considered an incapacitating effect.

Placing talent points in mace specialization under the combat tree gives your maces a chance on hit to stun your opponent for 3 seconds. With one point in this talent you have a 6% chance of stunning your target, more points can bring this up to 10%. Mace stuns are not subject to Diminishing Returns like most stuns.

Players should note that diminishing returns apply to stuns.

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 v1.12, Rogue's threat reduction was 0.8x, but was additive with other threat modifiers. The reduction was increased because threat modifiers are now multiplicative.

Talents

  • Note: Rogue Talents have been reviewed and revamped as of Patch 1.12.

Rogue Talents are split into 3 categories:

  • Assassination
  • Combat
  • Subtlety

Talent builders can be found at Official Blizzard site, WorldofWar.se, WoW Vault, ThottBot, Merciless and Wowhead.

See the Rogue talents page for further details.

See the common Rogue Builds for some ideas to building your Talent Tree.

Suggested Professions

Suggested professions for Rogues are the pairing of Leatherworking and Skinning this is very helpful at lower levels to make leather armor that is more useful than most drops you get at that level. Plus, at the low levels most of the animals you kill are able to be skinned which means you will level up in both quickly. A specialty in Elemental Leatherworking is also suggested since it is the best specialization for Melee fighters.

Another pair of professions to consider is the combination of Herbalism and Alchemy. The Alchemy profession allows the Rogue to manufacture powerful potions, like agility enhancement and healing for example, that can come in handy in a variety of situations.

A third alternative is Blacksmithing with the swordsmithing specialization. This opens up for crafting the Inv sword 1h blacksmithing 01 [Fireguard]. This weapons can further be upgraded to Inv sword 1h blacksmithing 02 [Blazeguard], and finally BlazeFury. Or you could go the alternate route of mace specialization and get the Inv mace 37 [Drakefist Hammer]. This weapon upgrades to Dragonmaw, and then finally to Inv mace 39 [Dragonstrike].

Useful Add-ons

This section lists some of the more helpful mods specifically for the Rogue class.

CCWatch
Displays a progress bar with the duration of your sap, cheap shot, gouge, kidney shot and blind. This is extremely useful to time your attacks, and keep the opponent stun locked.
EnergyWatch V2
Displays a progress bar that fills, empties, and refills in time with your energy recharge tick. This can be extremely useful for timing that Cheapshot or Ambush so you tick immediately and have extra energy for a Gouge etc.
PoisonMaster
Takes the math out of those Shady Dealer visits by allowing you to preselect the number and types of poisons you want to carry, and then automating the materials purchasing / creation of those poisons.
RogueAgentSE
Two small buttons at the mini-map displays the current number of blinding powder and flash powder in your bag. This is particular helpful if you often forget to restock those two reagents.
SpellAlert
Notifies the player when someone begins to cast a spell. This is great since it lets you know when to kick, blind or stun the opponent; quite handy if you prefer not to be polymorphed. NOTE: Buggy and no longer supported by author.
WeaponQuickSwap
Useful for the Rogue who likes to keep something other than a dagger equipped, but doesn't want to lose the use of dagger-based abilities.

These and more Rogue-add-ons can be downloaded from Curse Gaming.

End-Game Expectations

Your main priority in raiding is melee DPS. You will need to use your aggro reducing abilities (such as Ability rogue feint [Feint] and Ability vanish [Vanish]) effectively. Unfortunately, Rogues often will not receive heals, so expect to use your bandages, potions, and other consumables for healing. Healthstones are ideal as you can carry a few (different ranks, and/or the improved versions) so long as the Warlocks are willing to conjure them. It is essential that Rogues attain the highest level of First Aid (300 at level 60 and 375 at level 70) for raiding.

In many instances, most notably, Molten Core, most mobs are completely resistant to poison effects; therefore, a prepared Rogue will have Sharpening Stones or Elemental Sharpening Stones on hand to increase their damage. In Blackwing Lair, however, the mobs are not invulnerable to all Poisons.

Unfortunately, most of your stunning abilities are not useful in end-game situations since many mobs are immune to stuns. In some fights however, certain strategies will require stuns (Razorgore, Majordomo, Battleguard Sartura).

Many fights, if not all, require Rogues. Notable among them are Vaelastrasz and Broodlord Lashlayer. In the Vaelastrasz fight, Rogue DPS is key to ending the fight before the Essence of the Red buff wears off. Rogues will not get Burning Adrenaline unless they pull aggro, so their DPS will be constant throughout the whole fight.

In ranged DPS fights, such as Shazzrah in MC, the Rogue's job is usually contained to ranged DPS or bandaging other raid members.

See Also

  • See Rogue Gear Guide for detailed information about choice of Rogue equipment.
  • See Starting a Rogue for some advice when starting out.
  • See Rogue Sets for discussion of set items for Rogues.
  • See Rogue Solo List for details how to do what Rogues do best, assassinate instance bosses and solo quests.
  • See Stealth Run for Solo or Duo-able dungeons.
  • See Stealth_Chests for soloable chests in instances.
  • See Flintlocke's Guide To Azeroth for a glimpse of what the world would be like if there were no Rogues.

Some good info at the official WoW forums:

External Links

Rogue Leveling Guide - Helps new Rogues choose their talents at early levels.