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WOW GOLD MVP - WoW Class Guides - Rogue Guide

Rogue Guide

Rogues are very good at dealing huge amounts of damage in a very short amount of time in melee combat. As far as melee classes go, they top the DPS charts. Rogues have the ability to stealth which gives them a huge tactical advantage over their opponents. This gives rogues the chance to sneak up on low health targets and quickly finish them off or get a few hits in before the other player even realizes what's happening. Rogues are leather wearers and have low health points so their defense is their high dodge chance which is increased with agility points. In combat, rogues like to stun-lock their opponent and keep them from attacking at all because the smallest hits can take a big chunk out of their HP. Rogues can also apply poisons to their blades that weaken the other player by making them walk slow, slows their casting times, or slowly damages them over time.

In leveling, rogues are one of the best. Rogues have no mana. Instead, they have energy which regenerates very quickly. This means it's possible for rogues to never have more than a few seconds of downtime after fights. You can level quickly and efficiently with little time for stopping. Bringing along bandages and food quickly get the rogue's low hp back to full health quickly. Many rogues have been using swords mainly for the purpose of leveling. This is because daggers require you to be behind the enemy in order to use the high damaging dagger skills. Rogues have to stun the mob and run behind it which takes a lot of time and energy. Using swords are good because rogues can repeatedly spam sinister strike and any other direct damage dealing abilities they may pick up through the talent trees, then finish it off with an eviscerate.

However, some rogues swear by daggers only and feel it is the true test of what a rogue is all about. For some, it’s all about stealthing, sneaking up on a target and blasting away half their health with a single sneak attack (which usually requires daggers). Rogues have several abilities which allow them to stun or incapacitate an enemy so they can help with crowd control.

In raids, rogues are used for 1 reason… to deal as much damage as possible. In some instances, their other job is to stun-lock or sap additional mobs to keep the party safe. Because of the rogue's great leveling speed and popularity, there is usually an overload of rogues and some may have to sit out. The rogue twink is one of the most popular twink classes. Most low level battlegrounds are overloaded with them.

Available races which can be rogues are: Gnomes, Humans, Dwarves, Night Elves, Blood Elves, Orcs, Undead, and Trolls

Rogue Abilities

Sap (Requires Stealth) – This ability incapacitates the humanoid target for a certain period of time. Any damage to the target will cause sap to break. You cannot sap a target that is in combat.

Distract - Throws a distraction, attracting the attention of all nearby monsters for a certain period of time. This will not break your stealth.

Blind - Blinds the target, causing it to be confused. This requires Blinding Powder. Any damage will cancel the Blind effect.

Vanish - Allows the Rogue to vanish from sight, entering an improved Stealth mode, but reducing speed. Vanish removes hunter's mark and mind vision. DoTs will break vanish.

Pick Pocket (Requires Stealth) – You can use this ability to pick the pockets of NPCs for loot. Can be used on targets that are in combat as long as you remain stealthed. Can be macroed in with stealth attacks so that you always pickpocket first and then attack.

Backstab (Combo Move)(Requires Daggers) - Backstab the target. Must be behind the target. This ability uses a lot of energy and can be used in or out of stealth.

Feint – lowers threat, causes no damage.

Sinister Strike (Combo Move) - A powerful strike that adds a certain amount of damage to your normal weapon damage. This is typically the main skill used for generating Combo Points for most rogues.

Gouge (Combo Move) - Causes damage and stops the opponent for a few seconds.

Kick – Kick interrupts spell casting, such as heals.

Eviscerate (Finishing Move) - Finishing move that causes additional damage per Combo Point.

Ambush (Combo move)(Requires Stealth)(Requires Daggers) - Ambush the target, must be Stealthed and behind the target.

Slice and Dice (Finishing Move) - Finishing move that increases melee attack speed by a certain %. Slice and Dice lasts longer per Combo Point.

Kidney Shot (Finishing Move) - Finishing move that stuns the target. Lasts longer per Combo Point. This ability can also be used to stun a monster to prevent them from escaping or to prevent any further damage.