Combat Rogues are a very good choice. They can go toe to toe with other classes(IE: Warriors, Hunter, Shamans/Paladins) because of their abilities.
*example Talent Tree: Combat Tree*
Improved Sinister Strike - 2/2
Lightning Reflexes - 5/5
Deflection - 5/5
Riposte
Dual Wield Specialization - 5/5
Dagger/Sword/Mace/Fist Specialization - 5/5 <– You may be able to specialize in two of these if you place your talents right.
Blade Furry
Improved Backstab - 3/3
Agression - 3/3
Adrenaline Rush
Assasination/Combat Rogues are my personal favorite. They can do damage and can stun an enemy. It is a deadly combination, but also this Rogue cannot do the burst damage of a Chain Crit or Stun as well as a full Chain Stun/Assasination Rogue.
*example Talent Tree: Assasination/Combat*
Assasination
Improved Eviscrate - 3/3
Malice - 5/5
Murder 2/2
Lethality 5/5
Vile Poisons - 5/5
Combat
Improved Sinister Strike - 2/2
Lightning Reflexes - 5/5
Deflection - 5/5
Precision - 5/5
Riposte
*Note: None of these Talent Trees are the full 51 points and they are not supposed to be. You need some points to add a little of your own flavor to the Talent Trees.*
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The staple of almost any dagger build is the inclusion of the talents “Improved Backstab,” which increases Backstab critical chance by 30%, “Malice,” which increases your critical chance by 5%, and “Lethality,” which increases critical strike bonus damage of most Rogue abilities by 30%. Notice that the talents improved backstab and Lethality are a necessity, as the dagger build gets its damage from consistent backstab criticals, on which Lethality improves the damage bonus by 30%, a very large amount. The issue with this is then that any Rogue build which relies on critical damage MUST have Lethality to be effective, thus limiting your options as you stray from the assassination tree.
SEAL FATE BUILD (often known as 31/8/12 or 30/8/13)
One of the most common dagger specs, seal fate is characterized by the 25 point talent in assassination called “Seal Fate.” This build is the best talent build for maximum output burst damage. With the combo point build up generated by Seal Fate and talent “Cold Blood” a smart Rogue can possibly dish out a 4k damage combo in the space of 4-5 seconds.
The important end talents to note are Seal Fate in assassination, improved backstab in Combat, and improved ambush in subtlety. The interchangeable end talent points are either 1 point in vigor in assassination, and extra 10 max energy, or a third point in improved ambush in subtlety, yielding 45% extra critical chance instead of 30%. Many Rogues prefer vigor, as with careful timing of energy ticks an extra 10 energy can make the difference in a pure stun lock, or efficient opener combo. Whereas with only 2 points in improved ambush it still has the same critical strike chance as improved backstab.
Besides these end points there are several interchangeable points in the build, though many are preferred as one talent or another there are several that are purely preferential.
The assassination tree starts with 5 points in Malice (+5% critical rate), a requirement for this build, and usually 3 points in improved eviscerate (+15% eviscerate damage). Abilities that improve damage done are essential to the dagger Rogue as they prefer to damage as quick as possible, leaving the enemy little to no time to react. Ruthlessness (60% chance to add a combo point on finisher) and relentless strikes (20% chance per combo point on finisher to add 25 energy) is also preferred, as the 25 energy bonuses from using a 5 point kidney shot can help you get the necessary backstabs off quickly, and possibly even have enough energy to continue the lock with a gouge when kidney shot wears off. Once points are placed in Lethality (30% critical damage bonus for most Rogue specials) you have more leeway with your choices to customize to your preference. At this point the goal is to reach Seal Fate (ability criticals have 100% chance to add an extra combo point) and maybe Vigor (+10 Max energy), depending on your preference. At this point you can either put points into vile poisons (+15% poison damage), improved instant poison (instant poison proc chance increased 10%), or you can take talents from earlier in the tree. You now have 3 points to use before you get to cold blood, and so here is where many Rogues’ preferences come into play. You have murder (+3% chance to hit on openers and sap), Remorseless attacks (after killing a mob or player, 40% extra critical chance on most Rogue abilities for the next 20 seconds), improved expose armor (+45% additional armor reduction from expose armor) and improved slice and dice (+45% duration on the slice and dice ability).
There’s a lot of division on preference here just because these talents here have very different uses and at times can dictate what you do better against and what you don’t. For instance, improved slice and dice gives you higher white damage output for a longer period of time than usual. What this really means is that you get the original effect for less combo points. This talent is more noticeable as a PVE benefit, however. Murder is good for the Rogue that hates missing, that needs that crucial sap/opener/damage. For a Rogue with a decent amount of +hit% stat, it’s a noticeable benefit. Remorseless attacks is interesting, and very debatable. It requires the killing of a mob that either gives experience or honor, so at level 60 is not exploitable to guarantee a critical opener, but in a hectic PVP battleground or chain pulling an instance this talent may come into play substantially to basically hop from victim to victim, though the spree is not likely to last long if the Rogue is without heals. Finally expose armor is a favorite among dagger Rogues that like to duke it out with Warriors and Paladins. Considering the damage mitigation from armor they get having expose armor on them is like extra damage waiting to happen, and is a nice advantage considering that a plate wearer can be a tough nut to crack for a Rogue.
Back to the talent build, assuming you’ve picked your 3 points you now have enough points in the assassination tree to pick the cold blood (100% of Rogue abilities when activated) talent. At this point you still need 4 more points in order to put points into seal fate. So you have your choice of earlier talents, improved deadly poison (15% increase chance to apply deadly poison), and improved kidney shot (reduce cooldown on kidney shot by 5 seconds). Improved kidney shot is preferred because it is almost essential in order to carry off an extended stun lock. However, many seal fate build Rogues will take other options, relying on brute force or mitigation to make up for the lack of stuns. Improved deadly poison is generally not preferred, because deadly poison will impair your ability to gouge your opponent and stun them for an easy backstab. After those points are chosen 5 points in seal fate completes the assassination tree, unless vigor is desired.
The combat tree is the easiest to allocate for, as you only put 8 points into it in general for this build. The first 2 points should always be improved sinister strike (reduce the energy cost of sinister strike by 5). Even though backstab is the primary damager you will always need an attack for when you can’t get behind your enemy or just need that one last combo point. Decreasing the energy cost of this attack is vital for efficient combos. After that you can get a little choosy. Most seal fate Rogues prefer improved gouge (increase gouge effect duration by 1.5 seconds) because with this talent, the total gouge time is 5.5 seconds, enough time to get out of combat and restealth, a very tricky move that some Rogues live and die by, not to mention its obvious benefit in prolonging stun locks, and the fact that with 5.5 seconds you can regenerate the 45 energy cost of the move and more before it wears off. The alternative is putting points into lightning reflexes (increases dodge chance by 5%). Most Rogues prefer to have less dodge than normal simply because of the Warrior ability overpower, which almost guarantees them a critical against you if you dodge them. However, some Rogues are of the opposite opinion on this, preferring to only get hit by overpower by having as much dodge as possible, and dodge normal attacks. After you have allocated your first 5 points, the rest is very simple. 3 points in improved backstab (+30% critical chance on backstab) finishes the combat tree.
Finally, the subtlety tree at this point isn’t that hard to allocate either, as you only have 12 or 13 points to use here. First will be your choice between rapid concealment (5 seconds reduction on stealth cooldown), master of deception (reduce chance of enemy to detect the Rogue in stealth), and camouflage (increase stealthed movement speed by 15%). It is virtually a toss up between camouflage and master of deception, as many Rogues will swear by both. Rapid concealment is preferred for farming, as you can restealth immediately after killing monsters quickly. It also has a PVP use in much the same manner, for a quick kill and restealth. Beyond the tier one talents, if you are planning to go improved ambush as most do you will have to put your remaining points first in Opportunity Increase damage with backstab, garrote or ambush by 20%) and then either 2 or 3 points, depending on whether you took vigor, in improved ambush (+45% chance to critical with ambush). Notice that opportunity improves backstab critical damage as well as ambush damage, therefore it is a very detrimental talent to be without, though you may forgo improved ambush and opportunity altogether for other talents.
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Rogue Race Choices
Class Overview
The Rogue is a character defined by his lack of presence. By the time you see the Rogue it’s usually too late. The Rogue specializes in very fast, very powerful attacks, though there is a variety of Rogue that prefers a more consistent pounding damage. While a Rogue may be somewhat fragile and easy to take down, the strength of a Rogue comes from its ability to choose its battles, and to start them at its leisure. The Rogue is a versatile fighter with many stuns, bleeds, high damaging and stealth openers in its array of skills. The best way to fight a Rogue is to find it before it kills you.
Playable Races
Alliance:
Humans:
Humans are a typical jack of all trades race, very well suited to most roles and tasks. As a Rogue the human typically can make good use of its racial abilities against other Rogues and in specific roles.
Racial abilities:
The human racial abilities that a Rogue makes specific use of are Perception and Sword specialization. Nothing is more valuable than to be able to see another Rogue before he sees you, as between Rogues that is often enough to decide the fight. Since most Rogues will offhand a sword weapon, Rogues benefit from the additional +5 to sword skill, which translates to better chance to hit with the weapon.
Night Elves:
The night elves, above all other races, are characterized by their agility and grace. To be a Rogue, one has to be stealthy and quiet, manipulative and cunning, all an outstanding quality of the average night elf.
Racial Abilities:
The two abilities that may stand out for a Rogue are Shadowmeld and Quickness. At first shadowmeld seems somewhat useless for a Rogue, but having a second stealth on a second cooldown may be enough to save you when a Horde gank squad comes around your grinding or farming area. Though having to remain stationary limits the usefulness of the ability it is just another type of precaution in the Rogues’ sneaky defense. Quickness adds 1% dodge, which is a primary form of damage mitigation for a Rogue. In other words, the Rogue’s armor being leather, better to not get hit at all than get hit for less.
Dwarves:
The Dwarves are a hardy race, and make use of their diminished size to remain hidden and perform their role. Though not very well suited to be Rogues, and their racial abilities do not lend themselves readily to the Rogue’s repertoire but can still add that pinch of flavor that a player needs to enjoy the game.
Racial Abilities:
The primary skill for a dwarf Rogue to be concerned with is Stoneform. The Stoneform effect will increase your armor by 5% as well as make you immune to bleed, disease and poison effects, which is very useful for a Rogue that needs to vanish and stay vanished. However, some would consider the reduction to 70% movement speed a hindrance to the Rogue with other places to be than in involuntary combat. The gun specialization for a Rogue is arguable, though from time to time having a decent ranged weapon is invaluable when someone is trying to run away from you, which with a Rogue does occasionally happen.
Gnomes:
The gnomes are one of the ideal Rogue races. Their considerably small size and stature lends themselves to staying hidden. You might stand right on top of one and miss it for lack of looking down. Another interesting mechanic of World of Warcraft that a gnome makes use of is the ability to squeeze through small areas, which as a Rogue that kind of mobility and freedom is invaluable.
Racial Abilities:
Escape Artist is likely the first ability to catch anyone’s eye. Since the Rogue relies on proximity to target snare breaking effects are invaluable, especially against a class such as the druid or mage. Being able to break a snare without using the vanish ability allows you to save it for when you really need it. Another ability that a Rogue can benefit greatly from is the racial +15 to engineering skill. Most players would do well to pick a crafting profession their first time through, but many engineering items can be a great supplement to Rogue abilities. Being able to net a running player, toss bombs on them, damage and debuff them in unorthodox ways allows engineering to lend itself to the Rogue play style.
Horde
Orcs:
The orc race is a race of politics, betrayals, assassination and brute strength. The orc Rogue is a brutal enemy, a foe who strikes without mercy at the weakest target to take it down.
Racial Abilities:
Hardiness stands out as being invaluable to the orc Rogue, as this passive ability will give them the upper hand in fights against other Rogues and sometimes hunters as well. Between Rogues, careful timing of stuns is often the difference between win and lose so being able to break up that timing is an incredible advantage. The other Rogue ability of use to an orc is Blood Fury. When you want to hit hard, you can activate Blood Fury for a 25% bonus to your attack power and get that extra damage you need. However, with blood fury it comes with a considerable price. For the duration of Blood Fury heals on the Rogue will be less effective, meaning he may not survive long enough to effectively use his ability. After the buff wears off, the Rogue is debuffed with -25% attack power for 15 seconds. An orc Rogue needs to be able to kill his target quickly to be effective with his abilities.
Undead:
The undead Rogue is merciless and cruel, and attacks without remorse. The forsaken are jaded to life and as such are quick to end it without pity. The undead is possibly the strongest Rogue race for the Horde, considering their racial abilities.
Racial Abilities:
The undead Rogue’s most useful ability is Will of the Forsaken. This ability grants immunity to, or breaks the effect of sleep, fear, and charm effects. This ability is almost overwhelmingly useful as many classes primary forms of defense are the ability to fear or charm the enemy. This ability is often used as a debuff breaker, but with proper timing and anticipation can be used to prevent the debuff from even taking place, however with a 5 minute duration for the effect it can be very difficult to use it that way. Another useful Rogue racial ability is the ability to cannibalize, or regenerate health by feeding off of corpses. In PVP combat you don’t know where your next heal is going to come from, so the ability to regenerate some health from the corpse of your latest victim may save you in your next encounter. It’s also useful to minimize downtime during grinding or farming periods.
Troll:
The trolls are an outcast race of Azeroth. Though they claim an affiliation with the horde based on honor, they take great pride in their own tradition of combat. With barely even a home to call their own they cling strongly to what is still theirs. The hilt of a dagger or sword is not unfamiliar to a troll and many will use them as Rogues, with great precision and deadly force.
Racial Abilities:
The showcase troll ability is berserking, a scaling increase in attack or casting speed dependant on the health of the user. Depending on your health level you can expect between a 10% and 30% increase in attack speed. Here’s where it gets tricky. A dagger Rogue that relies on single hit massive damage does not benefit very much from this ability, while a combat Rogue that prefers a flurry of attacks over pinpoint stabbing precision may appreciate the increased attack speed. Another racial trait to be aware of the +5% damage bonus to beasts. If the Rogue picks up a skinning profession this talent may have noticeable benefit to productivity and leveling. Finally, like the dwarf the usefulness of the +5 to bows skill is arguable, but may come in handy in a pinch.
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