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== Licensing ==
{{Classnav}}
 
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{{Licensing|Mob}}
 
{{for|related articles|:Category:Rogues}}
 
 
The '''rogue''' is a lightly armored class that specializes in [[melee]] [[damage (role)|damage]]. Rogue combat centers around building up [[combo point]]s with powerful instant attacks, then using them to unleash deadly finishing moves on the target. With their distinctive [[stealth]] ability, rogues are capable of sneaking through the shadows unnoticed, dispatching their foe in a whirl of attacks, then [[vanish]]ing from sight. Rogues are also renowned for crippling their opponents with a variety of [[poisons]] (or [[bleed]]ing them dry). In addition to their strong offensive capabilities, rogues have a deep bag of tricks, which includes a number of [[stun]]s, several potent defensive cooldowns, and an ability to [[lockpicking|pick locks]]. Many of the rogue's abilities depend on their ever-replenishing pool of [[energy]].
 
 
The primary rogue attributes are [[agility]] and [[stamina]]. Rogues are also interested in [[haste]], [[critical strike]], [[hit]], and [[expertise]]. Rogues can wear only leather or cloth armor, are unable to use shields, and can wield only one-handed weapons (daggers, swords, axes, maces, and fist weapons) and ranged weapons. They can [[dual wield]] one-handed weapons upon creation, in a way compensating for their inability to use two-handed weapons.
 
 
==Background==
 
[[File:Human rogue.jpg|thumb|Human rogue]]
 
Rogues are Azeroth's legerdemains. They possess a wide range of skills that allow them to accomplish feats from disarming traps to finding secret doors to smacking a magic item until it works. They are decent in a fight, and if they can strike quickly or unseen — or are flanking an enemy with the help of a thoughtful ally — they can be truly deadly. Of course, they also excel at stealth.<ref name="DF30">''[[Dark Factions]]'', 30</ref>
 
 
The rogues of Azeroth are the masters of subterfuge, skilled and cunning adversaries of those who dare not look into the shadows to see what lurks there. Roguery is a profession for those who seek the adventures of stalking and silent forests, dimly lit halls and heavily guarded strongholds. Using trickery in combat and able to vanish at the slightest distraction, the rogue is a welcome addition to any group of adventurers. Ideal spies, deadly to those they can catch unaware, rogues have no problem finding a place in the world. Deadly masters of stealth, rogues are the whispers in shadowy corners and the hooded figures crossing dark fields. Skilled with daggers and the art of silent death, these vagabonds and bandits skulk about Azeroth seeking targets and profit. A member of almost any race can learn the tricks necessary to become a skilled rogue. Still, for the Tauren and Draenei, such a profession is an alien concept and therefore rare (if not non-existent) among those peoples (Clip-clop Clip-clop Anyone?).<ref>''[[World of Warcraft: The Roleplaying Game]]'', 54, 80</ref> Rogues can be found among all races on Azeroth. Whether they are diplomats, spies, thieves, scoundrels, entertainers, or simply adventurers, you can find them plying just about any trade from Mount Hyjal to Ratchet.<ref>''[[Warcraft: The Roleplaying Game]]'', 56</ref>
 
 
For as long as there were dark alleys and needs for dark services, there have been rogues, and thus they are one of the oldest professions in Azeroth. Rogues are a diverse class, and they are typically made up from the dregs of society — cutthroats, pirates, robbers, and low-lifes. The only code rogues live by is the contract, and their word is only as good as the money their services are bought for. The diverse aspects of their trade requires rogues to be well versed in lockpicking, toxicology, rudimentary alchemy and brawling. In combat, rogues rely on the element of surprise, and tactics which are regarded by most as vile and cowardly. They are rarely seen entering a fight without weapons laced in poisons and ample supplies of everything from bombs to elixirs in their backpacks. Their attacks concentrate on weak points in the body in an attempt to finish fights brutally and quickly. Rogues play prominent roles in every aspect of society — albeit, they will rarely be written in history books because their involvements will be largely unknown to the common person, but they are always there, greatly affecting the flow of events from the shadows.
 
 
From the high-contract assassin hired in secret by respected noblemen to the lowly street mugger, rogues are the ones called upon when maintaining the status quo requires a questionable solution — and by fulfilling it, are branded as outcasts by the very society that calls upon their service.
 
 
In Azeroth several rogues are free [[agent]]s, though most prefer to join a guild for safety and ease of employment. [[Ravenholdt]] and the [[Syndicate]] are examples of said guilds. Other recognized rogue organizations include the [[Shattered Hand]], the [[Deathstalkers]] and [[SI:7]].
 
 
===Notable rogues===
 
{|class="darktable sortable"
 
|-
 
!Name!!Role!!Status!!Location
 
|-
 
|{{Neutral}}{{RaceIconExt|Garona}} [[Garona Halforcen]]
 
|Gul'dan's personal spy and assassin
 
|Alive
 
|[[Bloodgulch]],[[Twilight Highlands]]
 
|-
 
|{{Neutral}}{{RaceIconExt|Valeera}} [[Valeera Sanguinar]]
 
|Companion of [[Varian Wrynn]]
 
|Alive
 
|[[Stormwind Harbor]]
 
|-
 
|{{Neutral}}{{RaceIconExt|Maiev}} [[Maiev Shadowsong]]
 
|[[Warden]]
 
|Alive
 
|[[Warden's Cage]], [[Shadowmoon Valley]]
 
|-
 
|{{Alliance}}{{RaceIcon|Human|Male}} [[Mathias Shaw]]
 
|Leader of SI:7
 
|Alive
 
|[[SI:7]], [[Stormwind City]]
 
|-
 
|{{Neutral}}{{RaceIcon|Human|Male}} [[Edwin VanCleef]]
 
|Leader of the Defias Brotherhood
 
|Deceased (lore), Killable (WoW)
 
|[[Ironclad Cove]], [[The Deadmines]]
 
|-
 
|{{Neutral}}{{RaceIcon|Human|Female}} [[Vanessa VanCleef]]
 
|Leader of the Defias Brotherhood
 
|Alive
 
|[[Westfall]]
 
|}
 
 
==Races==
 
[[File:undeadRogue.gif|thumb|right||A male undead rogue.]]
 
{{main|Rogue races}}
 
The following races can play the rogue class:
 
<!-- Record the stats by checking in-game, after taking any armor/shield off -->
 
{| class="darktable" style="text-align: center;"
 
|-
 
! colspan="2" | Race !! Strength !! Agility !! Stamina !! Intellect !! Spirit !! Armor !! Health
 
|-
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left" | {{Race|Ironforge Dwarf}}
 
| 26 || 19 || 22 || 19 || 19 || 38 || 65
 
|- class="alt"
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left" | {{Race|Gnome}}
 
| 16 || 25 || 21 || 24 || 20 || 50 || 55
 
|-
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left" | {{Race|Human}}
 
| 21 || 23 || 21 || 20 || 20 || 46 || 55
 
|- class="alt"
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left" | {{Race|Night elf}}
 
| 17 || 27 || 21 || 20 || 20 || 54 || 55
 
|-
 
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left" | {{Race|Worgen}} {{cata-inline}}
 
| 23 || 25 || 21 || 16 || 19 || 50 || 55
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left" | {{Race|Blood elf}} {{bc-inline}}
 
| 18 || 25 || 21 || 23 || 18 || 50 || 55
 
|-
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left" | {{Race|Forsaken}}
 
| 20 || 21 || 21 || 18 || 25 || 42 || 55
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left" | {{Race|Goblin}} {{cata-inline}}
 
| 18 || 25 || 21 || 23 || 18 || 50 || 55
 
|-
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left" | {{Race|Orc}}
 
| 24 || 20 || 22 || 17 || 22 || 40 || 65
 
|- class="alt"
 
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left" | {{Race|Troll}}
 
| 22 || 25 || 21 || 16 || 21 || 50 || 55
 
|}
 
 
== Attributes ==
 
 
Rogues depend on the following primary attributes:
 
*[[Agility]] - Increases [[attack power]], [[critical strike]], and [[dodge]]. Agility is often a rogue's best stat.
 
*[[Stamina]] - Increases [[health]]. While not a priority for rogues compared to other stats, stamina is necessary to stay alive. Most rogue gear pairs agility with stamina.
 
 
Rogues also desire the following secondary attributes:
 
*[[Attack power]] - Increases the [[damage per second]] of melee weapons. This is mainly derived from agility (2 AP per point of agility), but is sometimes found on items as a raw stat.
 
*[[Haste]] - Increases [[attack speed]] and makes [[energy]] recover more quickly.
 
*[[Critical strike]] - Improves the chance that attacks do extra damage.
 
*[[Hit]] - Improves the chance of hitting the target with weapons and [[poisons]].
 
*[[Expertise]] - Reduces the chance that attacks are [[dodge]]d or [[parry|parried]].
 
*[[Mastery]] - Improves mastery ability ([[Potent Poisons]], [[Main Gauche]], or [[Executioner (rogue mastery)|Executioner]], depending on spec).
 
 
[[Attributes#Strength|Strength]] is not a good stat for rogues; while it does increase melee attack power (1 AP per point of strength), agility does that and more. Rogues use no [[mana]], so [[Attributes#Intelligence|intellect]], [[Attributes#Spirit|spirit]], and related caster stats are completely useless. Items containing [[dodge]], [[parry]], or [[block]] are usually [[tank (role)|tanking]] items that rogues should avoid. [[Resilience]] is only useful to rogues who [[PvP]]; it is completely useless for [[PvE]].
 
 
== Equipment ==
 
 
[[File:Timmo Shadestep.jpg|thumb|right||A gnome rogue from the WoW TCG.]]
 
 
Rogues can use five types of melee weapons: [[daggers]], [[fist weapon]]s, one-handed [[mace]]s, one-handed [[sword]]s, and one-handed [[axe]]s. They [[dual wield]], which means they can equip a weapon in each hand when most classes can equip only one; the trade-off, however, is an increased chance to miss with each weapon and reduced damage from the off-hand. Rogues cannot equip two-handed weapons or [[shield]]s. A rogue's choice of weapon typically reflects their talent specialization: the [[rogue talents#Assassination|Assassination]] and [[rogue talents#Subtlety|Subtlety]] trees favor the use of daggers, while the [[rogue talents#Combat|Combat]] tree favors the use of swords, axes, maces, and fist weapons. In order to optimize damage, rogues must pay attention to the [[weapon speed]] and [[damage per second]] of the weapon in each hand.
 
 
Rogues can also use four types of ranged weapons: [[thrown]] weapons, [[bow]]s, [[crossbow]]s, and [[gun]]s. Thrown is preferred for a rogue because [[Fan of Knives]] and [[Deadly Throw]] require a thrown weapon and it is the only type of ranged weapon that can be poisoned. Rogues are not designed for sustained ranged combat and typically they will only use [[Throw]] or [[Shoot]] to pull mobs, finish off fleeing enemies, or pad their DPS during boss flight phases.
 
 
Rogues wear [[leather]] armor. Leather is weaker than the [[mail]] and [[plate]] worn by other melee classes, making rogues more "[[squishy]]." To compensate for this, rogues have an array of defensive abilities to improve their survivability, including [[Evasion]], [[Sprint]], and [[Vanish]]. Rogues can also wear cloth, but this is not recommended, as virtually all cloth items are intended for casters.
 
 
== Abilities ==
 
{{main|Rogue abilities}}
 
 
=== Melee combat ===
 
[[Image:Energy.jpg|thumb|right|[[Energy]] is represented as a yellow bar under the rogue's health.]]
 
[[Image:Combo points.jpg|thumb|right|[[Combo point]]s are represented as red dots on the enemy's portrait.]]
 
Rogues specialize in [[melee]] combat. A large portion of a rogue's attacks are [[auto-attack]]s, but they can increase their damage using their arsenal of offensive abilities. Many abilities require [[energy]], a [[resource]] with a fixed capacity that replenishes quickly. Certain abilities are instant attacks that add up to five [[combo point]]s to the target ("builders"); these combo points are then used to execute [[finishing move]]s that last longer or are more powerful per combo point ("finishers"). Rogues also have powerful opening moves that can only be used from [[stealth]] ("openers"), as well as [[cooldown]]-restricted abilities that greatly increase damage for a short period of time ("cooldowns"). The following are examples of offensive rogue abilities categorized according to this terminology:
 
*Openers: [[Ambush]], [[Garrote]], [[Cheap Shot]]
 
*Builders: [[Sinister Strike]], [[Backstab]], [[Mutilate]], [[Hemorrhage]]
 
*Finishers: [[Eviscerate]], [[Slice and Dice]], [[Rupture]], [[Envenom]]
 
*Cooldowns: [[Vendetta]], [[Killing Spree]], [[Adrenaline Rush]], [[Shadow Dance]]
 
 
=== Stealth ===
 
{{main|Stealth}}
 
Rogues have the ability to [[stealth]], which makes them essentially invisible to enemies their level and lower (at the cost of slower movement speed). Stealthed rogues are detectable at close range, though will remain stealthed and appear translucent. Many rogue abilities require stealth, and others require being behind the target, which is often achievable only in stealth. Some abilities, notably [[Sprint]] and [[Distract]], interact well with stealth, but normally using any ability or performing any action 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 also enables rogues to bypass mobs that other classes would be forced to engage, which is useful for solo play.
 
 
In addition to stealth, rogues have a number of other "sneaky" abilities, such as [[Detect Traps|detect]] and [[Disarm Trap|disarm]] traps, [[Pick Pocket|pickpocket]] mobs, and [[Pick Lock|pick locks]].
 
 
=== Poisons ===
 
{{main|Poisons}}
 
The [[Poisons]] skill, learned at level 10, allows the rogue to use poisons, which they apply to their [[weapon]]s. Poisons can now be purchased from any [[Poison vendor|Poison Vendor]] or [[Shady Dealer]]. 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 60 minute weapon [[buff]] that do not stack with other enhancements such as [[sharpening stone]]s. A variety of talents in the [[assassination]] tree enhance the use of poisons.
 
 
===Stuns, incapacitates, disorients===
 
[[File:Goblinrogue.jpg|thumb|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 [[Attack|auto-attack]]s before an opponent can recover.
 
* [[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 [[stun]]ned 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. Damage will not remove this effect, making it even better in PvE and PvP.
 
* [[Gouge]]: Gouge is not a stun, but is a very important skill that [[incapacitate]]s 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. 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. It is possible also if you are combat to use this ability to be able to get behind your target and [[Backstab]] or [[Ambush]]. With a [[Glyph of Gouge]] it is no longer required that the target be facing you to be able to gouge.
 
* [[Blind]]: [[Disorient]]s 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 (however with [[Glyph of Blind]] all damage over time effects are removed from the target). Blind can also be used to interrupt a spell being cast. This may also help to escape in a tough situation.
 
* [[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. Some NPC's and bosses are immune to [[Sap]] so it is not recommended on boss fights. [[Sap]] is a great tool for PvE also as it can be used as a long lasting form of crowd control in places where there may be many mobs to pull. With [[Glyph of Sap]] the duration of sap is increased by 80 seconds against non-player targets.
 
 
Note that [[diminishing returns]] apply to all effects that cause players to lose control of their character (stun, incapacitate, fear, etc.). Rogue abilities end up in four different categories of [[diminishing returns]]: [[Cheap Shot]] is in the same category as [[Kidney Shot]], [[Sap]] is in the same category as [[Gouge]], and [[Blind]] and [[Dismantle]] are each in their own category.
 
 
=== Elusiveness ===
 
Rogues are adept at running away. [[Sprint]] allows a rogue a temporary running speed boost, and {{item|Glyph of Blurred Speed}} allows a Sprinting rogue to run across water. {{item|Glyph of Sprint}} increases Sprint's speed boost by 30%. [[Vanish]] allows a rogue to disappear from combat and enter a unbreakable stealth mode for 3 seconds, making it so the rogue wont be taken out of stealth by any damaging affects. With {{item|Glyph of Vanish}}, a rogue gets 2 extra seconds of unbreakable stealth.
 
 
== Talents ==
 
{{main|Rogue talents|Rogue builds}}
 
At level 10 rogues may [[specialization|specialize]] in any of three [[talent tree]]s. Each tree primarily fulfills a [[melee]] [[damage (role)|damage]] role:
 
 
*{{SpecIcon|Assassination}} [[Rogue talents#Assassination|Assassination]] - "A deadly master of poisons who dispatches victims with vicious dagger strikes."
 
*{{SpecIcon|Combat}} [[Rogue talents#Combat|Combat]] - "A swashbuckler who uses agility and guile to stand toe-to-toe with enemies."
 
*{{SpecIcon|Subtlety}} [[Rogue talents#Subtlety|Subtlety]] - "A dark stalker who leaps from the shadows to ambush his or her unsuspecting prey."
 
 
== End-game expectations ==
 
Your main priority in [[raid]]ing is maximizing [[melee]] [[DPS]], while staying alive. Put your [[threat]] reducing abilities (namely, [[Feint]], [[Vanish]] and [[Tricks of the Trade]]) to good use, use them before you gain [[aggro]]. As with all melee DPS classes, rogues are expected to come to raids with ample supplies of [[Flask of Endless Rage|Flask]]s, [[potion|Potion of Speed]]s, [[food]], [[poison]]s and [[bandage]]s. Depending on particular situation, rogues may not get many heals. If that's the case, rogues should use potions or health stones or bandages.
 
 
Since the release of the [[Burning Crusade]] expansion, most raid instances were built to accommodate rogue [[poison]]s and the [[immune|immunity]] to them has all but been removed. All [[World of Warcraft: Wrath of the Lich King|WotLK]] bosses are susceptible to rogue [[poison]]s.
 
 
Also rogues are wanted be utilized as interrupters at some bosses such as [[Kel'Thuzad (tactics)|Kel'Thuzad]] and [[General Vezax]], and can be asked to [[dismantle]] in instances like Onyxia's Lair.
 
 
==Cataclysm changes {{Cata-inline}}==
 
===General preview===
 
{{Bluepost|poster=Bashiok|title=Cataclysm Class Preview: Priest|date=04/08/2010 11:57:33 PM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24262386514&sid=1|body=
 
In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what's in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue's different talent specs.
 
 
===New Rogue Abilities===
 
 
'''{{ability|Redirect}} (available at level 81)''': Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like {{ability|Slice and Dice}} will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.
 
 
'''{{ability|Combat Readiness}} (level 83)''': Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when {{ability|Evasion}} or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.
 
 
'''{{ability|Smoke Bomb (rogue ability)|Smoke Bomb}} (level 85)''': The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
 
 
===Changes to Abilities and Mechanics===
 
 
We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
 
 
*In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put {{ability|Cheap Shot}} on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
 
*In PvE, even accounting for active modifiers like Slice and Dice and {{ability|Envenom}}, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
 
*We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, {{ability|Recuperate}}, to convert combo points into a small heal-over-time (HoT).
 
*To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
 
*{{ability|Ambush}} will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
 
*As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
 
*{{ability|Deadly Throw}} and {{ability|Fan of Knives}} will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
 
*We are very happy with {{ability|Tricks of the Trade}} as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.
 
 
===New Talents and Talent Changes===
 
 
In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.
 
 
*Assassination will be more about daggers, poisons, and burst damage.
 
*Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
 
*The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
 
*In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
 
*Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
 
*The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.
 
 
===Mastery Passive Talent Tree Bonuses===
 
 
;Assassination
 
#Melee damage
 
#Melee critical damage
 
#Poison damage
 
 
;Combat
 
#Melee damage
 
#Melee Haste
 
#Harder-hitting combo-point generators
 
 
;Subtlety
 
#Melee damage
 
#Armor Penetration
 
#Harder-hitting finishers
 
 
The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.
 
 
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
 
}}
 
 
===Videos===
 
{| class="darktable"
 
|-
 
! New abilities and talents preview by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
 
|-
 
|<youtube>CRYU_-00WW0</youtube>
 
|}
 
<br>
 
{| class="darktable"
 
|- valign=top
 
! colspan=3 | Rogue DPS rundown by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
 
|-
 
! Assassination || Combat || Subtlety
 
|-
 
|<youtube>JPDS06qCDGU</youtube>
 
|<youtube>xEdLolvM6so</youtube>
 
|<youtube>b1Km9ZKujK4</youtube>
 
|}
 
<br>
 
<youtube>B0Hz1-wv2PE</youtube> <youtube>JwkwI01qw8A</youtube> <youtube>Npt4P1NpLUI</youtube>
 
 
== See also ==
 
* [[Rogue professions]] - Discuss of professions as they relate to the rogue class.
 
* [[Rogue sets]] - Discussion of set items for rogues.
 
* [[List of rogues]] - List of important NPC rogues and rogues from lore.
 
 
== References ==
 
{{reflist}}
 
 
==External links==
 
{{elink|site=Elitist Jerks|link=http://elitistjerks.com/f78/|desc=The rogue forum contains helpful guides and is a good place to find the latest discussions in theorycrafting.}}
 
{{elink|site=Rogue PvP Guide|link=http://roguepvpguide.org|desc=Rogue Discussion (mainly PvP tactics)}}
 
{{elink|site=ShadowPanther|link=http://www.shadowpanther.net/|desc=Charts, Articles and Guides}}
 
{{elink|type=wowinsider|link=http://www.wowinsider.com/category/encrypted-text/|desc=Encrypted Text &mdash; Rogue weekly feature}}
 
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{{elink|site=RogueDPS.com|link=http://www.roguedps.com/|desc=Maximizing Rogue DPS - Guide/Tips - under development as of July 2010}}
 
{{elink|site=RoguePVE.com|link=http://www.roguepve.com/|desc=Rogue PvE Spec & Guides - new/under development as of July 2010}}
 
 
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Revision as of 13:05, 9 July 2011

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