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{{for|related articles|:Category:Rogues}}
 
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[[File:Swagdog_Custom_T-shirt_Rogue_Class_Icon.jpg| thumb| New Class Icon]]
 
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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 finishers 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]].
 
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| faction = Horde
The primary rogue attributes are [[agility]] and [[stamina]]. Rogue-oriented gear found towards end-game provides a wider range of attributes, including [[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.
 
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| city = Orgrimmar
 
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| race = Orc
==Background==
 
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| creature = Humanoid
[[File:Human rogue.jpg|thumb|Human rogue]]
 
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| sex = Male
 
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| location = [[Grom'gol Base Camp]], [[Stranglethorn Vale]]
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.<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==
 
{{main|Rogue races}}
 
[[File:undeadRogue.gif|thumb|right||A male undead rogue.]]
 
 
The rogue class can be played by the following races:
 
 
<!-- 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
 
|}
 
 
[[Tauren]] and [[draenei]] are the only races that do not have rogues because they believe that the methods of the rogues are "dishonorable," and it is difficult to be stealthy when you have hooves (though this does not appear to be an issue for [[satyr]]s). However in the game files, both draenei and tauren have stealthing animations, and as such, Eredar and Broken have such motions, some people believe the reason of this is only because of the {{loot|Rare|Orb of Deception}} item and/or GM command testing.
 
 
== Attributes ==
 
 
Rogues use the following primary attributes:
 
*[[Agility]] - Increases both [[attack power]] and [[critical strike]] chance, which improve your damage. Agility is often a rogue's best stat.
 
*[[Stamina]] - Increases [[health]], which is necessary to stay alive. While not as useful to a rogue compared to other stats, most gear that has agility also has stamina.
 
 
Rogues also seek the following secondary attributes:
 
*[[Attack power]] - Increases the [[damage per second]] of your melee weapons.
 
*[[Haste]] - Increases your [[attack speed]].
 
*[[Critical strike]] - Improves the chance that your attacks do extra damage.
 
*[[Hit]] - Improves the chance of hitting your target with your weapons and [[poisons]].
 
*[[Expertise]] - Reduces the chance that your attacks are [[dodge]]d or [[parry|parried]].
 
*[[Mastery]] - Improves your mastery ability ([[Potent Poisons]], [[Main Gauche]], or [[Executioner]], depending on your spec).
 
 
[[Attributes#Strength|Strength]] is not a good stat for rogues and items with it should usually be avoided (while strength does increase melee attack power, [[Stat comparison#STR vs AGI|agility does that and more]]). Rogues use no [[mana]], so [[Attributes#Intelligence|intellect]], [[Attributes#Spirit|spirit]], and related caster stats are completely useless. [[Dodge]], [[parry]], and magic [[resistance]] are normally only useful while [[soloing]] or [[PvP]]ing, and gear with these stats were probably not designed with a rogue in mind. [[Block]] is useless because rogues cannot equip [[shield]]s. Like all classes, [[resilience]] is useful to rogues who engage in [[PvP]], but is completely useless in [[PvE]] situations.
 
 
== Equipment ==
 
Although rogues excel at melee combat, they may only learn to use five types of melee weapons: [[dagger]]s, [[fist weapon]]s, one-handed [[mace]]s, one-handed [[sword]]s and one-handed [[axe]]s<ref>http://www.wowwiki.com/Patch_3.2.0#Rogue</ref>. For ranged weapons, rogues may learn to use [[bow]]s, [[crossbow]]s, [[gun]]s and [[thrown|throwing weapons]].
 
 
As with warriors, a rogue's choice of weapon typically affects distribution of talent points, and vice versa. For example: since rogues may [[specialize]] in any of the five melee weapons available to them, a rogue who primarily or exclusively uses daggers/fist weapons is likely to spend talent points in [[Close Quarters Combat]]. Similarly, a rogue who relies on one-handed maces, swords, and axes will probably not spend points on [[Improved Ambush]], since the [[Ambush]] ability requires use of a dagger in the rogue's [[main hand]].
 
 
The choice of what ranged weapon is usually easier to figure out than that of the melee ones. Often, a Rogue will pick any ranged weapon which gives the better stats, whether it be a bow or a gun. Still, some Rogues prefer to use throwing weapons as the ability [[Deadly Throw]] requires it. This is so far the only Rogue-ability requesting a specific ranged weapon.
 
 
A rogue's most fundamental abilities, such as [[Sinister Strike]] and [[Mutilate]] and are instant attacks which inflict damage based on the weapon damage of the rogue's main-hand weapon. Rogues therefore find it desirable to use a weapon with the best average damage to maximize their DPS.
 
 
Weapon speed does not affect the damage bonus provided by a rogue's [[attack power]]. Instead, damage is calculated according to the following formula:
 
 
: ''[[Normalize]]d Damage = Base Weapon Damage + (Base Multiplier × Attack Power ÷ 14)''
 
 
The "base multiplier" depends on weapon type: 1.7 for daggers, and 2.4 for fist weapons, swords and maces. Although weapon speed for normalized attacks does not contribute to the bonus damage from attack power, if you have 2 weapons of equal DPS, the slower weapon will have a higher base damage (average damage) and thus cause more damage overall. The exception to this rule involves [[Riposte]] and [[Ghostly Strike]]. Neither ability is normalized, meaning that slow weapons with high damage ranges will inflict greater overall damage than fast weapons with low damage ranges.
 
 
Weapons held in the off hand have only two instant attacks: [[Shiv]] and the off-hand component of Mutilate. Otherwise their damage contribution is reasonably straightforward. Off-hand attacks suffer a standard [[dual wield|damage penalty]]. Fast off-hand weapons increase the application rate of poisons, since they will hit more frequently than a slow weapon and therefore increase the chances of applying poison to a target. Most players choose to use the same type of off-hand as the main hand (or vice versa) in order to benefit from weapon specialization (if they are combat specced), but some prefer to use the fastest weapon available in order to quickly apply poisons and interrupt spellcasters. Faster weapons are also sometimes favored for by those rogues who rely heavily on [[Combat Potency]], since that talent affords the opportunity to regain up to 15 energy on a successful off-hand hit.
 
 
To summarize, the common rogue prefers a slow weapon in the main-hand and a fast weapon in the off-hand. This goal is easiest to reach as a combat rogue, as assassination and subtlety rogues usually need a dagger in their main-hand to perform their abilities (daggers usable by rogues with a speed slower than 2.0 are rather unusual). Some rogues prefer fast weapons in both hands in order to apply more poison, but the final gain from using a fast main-hand is debated since weapon enchantments, such as rogue poisons, usually have a "fixed" system for proccing (see [[Proc#PPM|proc]], [[poisons]] and [[normalization]]). That, plus the extra damage from the special attacks performed with a slow main-hand and the normal damage itself, implies that there is little or nothing to win with choosing a fast main-hand when attempting to produce more damage. Although having a fast main hand may increase the amount of physical damage you do in a shorter period of time, the bonus does little for DPS.
 
 
Finally, whether a rogue is using a fast main-hand or a slow main-hand, it is taken as common knowledge among rogues that the OH should always be a fast weapon. This is because the off-hand, unlike the main-hand, does not have any crucial "duty" when performing abilities, thus its role consists nearly entirely of applying poisons. The only exception where a slow off-hand is preferable is when using a few spells which contribute more from slow weapons than from fast, like [[Killing Spree]] and [[Mutilate]].
 
 
== Abilities ==
 
{{main|Rogue abilities}}
 
 
=== Stealth ===
 
{{main|Stealth}}
 
[[File:Timmo Shadestep.jpg|thumb|right||A gnome rogue from the WoW TCG.]]
 
 
Stealth is the first major class ability a rogue can get. They have the ability to stealth and become essentially invisible to their level and lower, while moving at slower speed. Stealthed rogues are detectable at close range, though will remain stealthed and appear translucent. Be aware that higher level characters and mobs can more easily see through your stealth, and it does not take many levels to make your stealth worthless.
 
 
Many rogue abilities require stealth, and others require being behind the target, which is often achievable (while solo) only in stealth. Other rogue abilities, notably [[Sprint]] and [[Distract]], interact well with stealth, although some actions, like [[lockpicking]], 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 can be improved through talents, items, and enchantments, both to decrease the chance of being detected, and to increase movement speed.
 
 
=== Dual wield ===
 
{{main|Dual wield}}
 
 
A rogue starts off with the dual wielding skill upon creation since patch 3.3.0. Dual wielding is a trade-off with an increased chance to miss with each weapon and reduced damage on the off-hand, but it is a good ability for a rogue. A rogue cannot use a two-handed weapon (which have bigger stat buffs), cannot carry a [[shield]], and has few good [[offhand]] choices (offhand items tend to all have caster stats). A second wielded weapon is the only way to reliably get two hands worth of rogue stat buffs. Any weapon held in the offhand slot only deals 50% damage untalented. Also, dual wielding weapons incurs an additional 19% miss chance to balance the extra damage; so alongside a base miss chance of 5%, dual wielding results in a base miss chance of 24%.
 
 
Roughly, with no tweaking, dual wield grants .76 + (.5 x .76) = 1.14 damage.
 
 
The first tier [[rogue talent]], [[Dual Wield Specialization]] removes the off-hand damage penalty in increments of 10%. Note that this is multiplicative, not additive, so at maximum rank (5/5) it grants 50% increased damage. So, 50% increased by 50% = 75% damage for offhand weapons.
 
 
So, with Dual Wield Specialization maxed, dual wield grants .76 + (.75 x .76) = 1.33 damage.
 
 
Real results, with a weapon chosen for good benefits, will be better.
 
 
Bottom line is, in spite of the to-hit penalty, as a rogue you will want to dual wield.
 
 
=== 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.
 
 
=== Lockpicking ===
 
{{main|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 400 at level 80.
 
 
Early training in lockpicking for Alliance rogues can be obtained at level 16 by completing the [[Alther's Mill]] quest, obtained from Lucius, who skulks around the docks of Lakeshore in the Redridge Mountains; Keryn Silvius in the Goldshire Inn will send you to see Renzik at SI:7 in Stormwind who will send you to see Lucius (however, you can probably go direct to Lucius...)
 
 
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, incapacitates, and/or 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. Cheap Shot has its own [[diminishing returns]] category, and can therefore be used with Kidney Shot to [[stunlock]] a foe.
 
* [[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. Also, speccing in [[Improved Gouge]] will add .5 seconds per point up to a maximum of 1.5 seconds to your Gouge. 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]] .
 
* [[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. 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.
 
 
=== Diminishing returns ===
 
Please note that [[diminishing returns]] apply to all effects that cause players to lose control of their character (stun, incapacitate, fear, etc.).
 
The [[Rogue abilities|abilities of a rogue]] end up in five different categories of [[diminishing returns]]. [[Cheap Shot]] is in a separate category from [[Kidney Shot]] and therefore both can be used to stun an opponent for full ten seconds.
 
[[Sap]] and [[Gouge]] are on the same [[diminishing returns]], while [[Blind]] and [[Dismantle]] are each on their own.
 
 
 
<!-- The following was removed, as it was no more up to date. I wanted to save it here in case it was needed. --~~~~
 
Stuns are split into 2 categories, controlled (always occurs) and uncontrolled (random [[proc]]). Cheap Shot is an example of a controlled stun and other stuns of this class, such as a Warrior's Charge and Intercept or Paladin's Hammer of Justice, will diminish each other's stun duration on a target. Old ''mace specialization'' (no longer a stun as of Patch 3.0.2) is an example of an uncontrolled stun and other stuns of this class, such as a Mage's Impact or a Priest's Blackout, will diminish each others' stun duration on a target. Gouge is not a stun, but is in a class of its own, called incapacitate, which also includes a Paladin's Repentance, Goblin Rocket Helm, and Horned Viking Helmet. -->
 
 
===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 [[patch 1.12]], the rogues' [[threat]] reduction was 0.8x, but was additive with other threat modifiers. The reduction was increased because threat modifiers are now multiplicative.
 
 
===Ignore armor===
 
Unlike a caster's magic attacks, a rogue's melee attacks are reduced by the target's armor. The rogue has a few tricks to mitigate the armor.
 
 
[[Poisons]], [[Rupture]], and [[Garrote]] bypass [[armor]]. [[Expose Armor]] is a finishing move that reduces the target's armor for a short period which can be extended with the talent [[Improved Expose Armor]]. Maces ignore up to 15% of an enemy's armor when specced for [[Mace Specialization (rogue talent)|Mace Specialization]]. The subtlety talent [[Serrated Blades]] ignore 3% armor per point, up to 9% at third rank.
 
 
===Fleeing===
 
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 an improved Stealth mode. With {{item|Glyph of Vanish}}, a rogue gains 30% movement speed while under the Vanish effect.
 
 
== 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."
 
 
== Suggested professions ==
 
=== Leatherworking and Skinning ===
 
[[Leatherworking]] and [[Skinning]] are always a good choice. This is due to [[Master of Anatomy]] which raises your critical strike rating in accordance with your skinning skill level, which can be '''very''' useful to rogues. The items crafted tend to be better than other items you can loot at the same level. This is a very balanced profession choice for performance and money. It is recommended that you go Elemental Specialization because the gear is more suited for rogues and feral druids as it provides Agility and Stamina.
 
 
=== Herbalism and Alchemy ===
 
[[Herbalism]] and [[Alchemy]] are a pretty viable option. The Alchemy profession allows the rogue to manufacture powerful potions, elixirs, and flasks. Healing potions are the Endless Rage.
 
*Alchemy also opens up the ability to craft an {{loot|epic|Assassin's Alchemist Stone}}, which adds a decent amount of attack power in addition to the 40% bonus to healing potions.
 
*Note that this profession is not only beneficial to the rogue in performance, it can be an excellent money maker.
 
*Herbalism is also a very good way to obtain [[Swiftthistle]], which is needed to make [[Thistle Tea]].
 
*[[Mixology]] became available with [[Patch 3.0.2]] which doubled the duration of Elixirs and Flasks for the Alchemist who learns the skill. This is beneficial in a raid.
 
 
=== Engineering and Mining ===
 
[[Engineering]] is arguably the best (and most fun) profession for a rogue (with [[Mining]] being the most beneficial complementary profession). It allows for a very distinct edge in combat. It can, however, be expensive, for while you usually only have to craft items once in engineering, the items tend to be a bit expensive at times. There are a few engineering items that require components crafted by other professions, from blacksmiths to tailors to alchemists. Picking up mining with Engineering will save you a lot of money indeed, however, still be prepared to spend a solid amount of gold. Also, don't expect to be able to compensate your money with this profession, as Engineers make little to no money from their profession and still spend large amounts of money on items they still use at end game.
 
 
Some very notable items would be:
 
*{{loot|common|Adamantite Grenade}} & {{loot|common|Frost Grenade}} - Can allow for an easy long range silence or just to stop someone from fleeing.
 
*{{loot|common|Gnomish Death Ray}} - Knock-down power at the cost of some of your own health.
 
*{{loot|uncommon|Parachute Cloak}} - To ease sneaking from above and save your life once in a while.
 
*{{loot|uncommon|Catseye Ultra Goggles}} - These give you a very distinct advantage against other rogues.
 
*{{loot|uncommon|Gnomish Rocket Boots}}, {{loot|uncommon|Goblin Rocket Boots}}, and eventually {{loot|rare|Rocket Boots Xtreme}} provide 50%, 70% and 300% run speed increase (respectively).
 
*{{loot|common|Gnomish Army Knife}} - Great for keeping a group from having to rez. Vanish from a losing fight and then rez the rezzer. And this is good for every profession.
 
*{{loot|epic|Weakness Spectralizers}} - One of the best headpieces in the game for a rogue. Not to be underestimated.
 
*{{loot|common|Jeeves}} is great for raiders. Sometimes a place to repair isn't close. In those cases, drop one of these and have the raid restock on reagents and repair gear. And also gives the engineer bank acces to deposit newly got gear or materials.
 
 
With the release of WotLK, some engineering item enhancements were added (<u>These are only usable by engineers</u>):
 
* {{loot|enchant|Hand-Mounted Pyro Rocket}} - ~1800 fire damage once every 45 seconds. This item does not trigger [[Global Cooldown]]. '''Takes up enchant spot on gloves'''. Usable in [[arena]]s.
 
* {{loot|enchant|Frag Belt}} - Allows you to throw one grenade every 6 minutes and incapacitate targets for 3 seconds, also deals about 700 damage. Can '''not''' be used in [[arena]]s.
 
* {{loot|enchant|Flexweave Underlay}} - Grants you a 30 second parachute effect once a minute. Also adds 23 agility to your cloak. Usable in [[arena]]s but without much use.
 
* {{loot|enchant|Nitro Boosts}} - Five second speed increase(150%), can be used every 3 minutes. It also adds +24 critical strike rating. This can '''not''' be used in [[arena]]s.
 
* {{loot|enchant|Hyperspeed Accelerators}} - Increases Haste by 340 for 12 seconds. It can only be activated every minute and does not trigger [[Global Cooldown]] '''Takes up enchant spot on gloves'''. Usable in [[arena]]s.
 
 
=== Jewelcrafting and Mining ===
 
[[Jewelcrafting]] is a very good profession for a rogue.
 
*Crafted rings and necklaces. (every level, stating at 10)
 
*Stone statues, an extra self-heal that works in combat:
 
:(low level)
 
:{{loot|common|Rough Stone Statue}}
 
:{{loot|common|Coarse Stone Statue}}
 
:{{loot|common|Heavy Stone Statue}}
 
:{{loot|common|Solid Stone Statue}}
 
:{{loot|common|Dense Stone Statue}}
 
*A diverse array of [[BoP]] [[trinket]]s some of which enhance rogue special abilities:
 
:(mid level)
 
:{{loot|uncommon|Figurine - Golden Hare}}
 
:{{loot|uncommon|Figurine - Black Pearl Panther}}
 
:{{loot|uncommon|Figurine - Truesilver Crab}}
 
:{{loot|uncommon|Figurine - Truesilver Boar}}
 
:{{loot|uncommon|Figurine - Black Diamond Crab}}
 
:{{loot|uncommon|Figurine - Dark Iron Scorpid}}
 
:(high level)
 
:{{loot|rare|Figurine - Emerald Boar}}
 
:{{loot|rare|Figurine - Ruby Hare}}
 
*Ability to cut gems for sockets for high level gear.
 
 
=== Enchanting ===
 
[[Enchanting]] is a very profitable profession if you know how to use it. As a rogue it's possible to solo run some lower level dungeons and head straight for the boss of each then disenchant their loot. At level 70 [[Scholomance]], [[Blackrock Depths]], [[UBRS]], [[Dire maul]] and even [[Stratholme]] are very doable and most certainly profitable. Enchanting provides no utility or combat usage for PvP or PvE whatsoever other than the self-only invaluable ring enchants.
 
=== Inscription ===
 
[[Inscription]] is a new profession introduced with the 3.0.2 Patch. This profession is easy to learn, quick to level, and can be very profitable. It utilizes Pigments from milled herbs and allows the rogue to make Glyphs for themselves and others. See [[rogue glyphs]] for a list of glyphs the Scribe could make for themselves. One notable benefit of Inscription is the ability to craft and apply [[Master's Inscription of the Axe]] to your shoulders once you reach [[Inscription]] level 400. This enhancement can be purchased with a [[Snowfall Ink]] and provides 120 attack power and 15 critical strike rating (a substantial increase in stats when compared with the [[Sons of Hodir]] shoulder enchant.) [[Herbalism]] complements this profession. Inscription, much like Enchanting, is mainly only picked up for money; this is because Glyphs are not replaced or changed often if at all, once you have you're glyphs thats usually set and done, so it is preferred by many to just buy the Glyphs. The money making aspect such as making cards and glyphs for others though is quite appealing to the rogue who doesn't want any extra combat utility that other profession could offer.
 
 
=== Blacksmithing ===
 
[[Blacksmithing]] is a viable choice for rogues looking to min/max as much as possible. At the blacksmithing skill of 400, you can use {{loot|enchant|Socket Gloves}} and {{loot|enchant|Socket Bracer}} to add an extra socket to your gloves and bracers respectively. Weaponsmiths can make the {{loot|rare|Corroded Saronite Edge}} and {{loot|rare|Corroded Saronite Woundbringer}}, both decent weapons for the 78-80 push and the early part of your time at 80. Other rogue friendly weapons include the {{loot|epic|Titansteel Bonecrusher}} and {{loot|epic|Titansteel Shanker}}. As leveling blacksmithing to it's highest is an expensive and time consuming task, you may be better served to level mining and ask someone else to make the Titansteel items for you. Finally, Blacksmith's can make {{loot|rare|Eternal Belt Buckle}} for themselves and others.
 
 
=== Summary ===
 
In short, each profession has different benefits. You have to decide what you want. Would you prefer making some decent cash over combat and survivability utilities in PvP and PvE that is offered by Engineering and Alchemy? Or would you prefer to have some profits coming out of your profession with less personal combat benefits such as Enchanting, Inscription, and possibly blacksmithing? (Note: not reccomended for rogues as they cannot use ANY of the gear made, and there are no WotLK weapons out there for any of the specializations.)
 
 
While some people personally like engineering, be prepared to drop a lot of money on the profession, as it's not a strong money-making profession.
 
 
None of this makes any one profession the "right answer." Experiment with the different professions to find the one you enjoy, it's a compromise between what you want (profit or utility) and your budget. Play around with your choices and try to find where that line is and how fine it is.
 
 
== 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.
 
 
}}
 
}}
  +
'''Innkeeper Thulbek''' is a level 30 [[innkeeper]] located in [[Grom'gol Base Camp]] in the [[contested]] territory of [[Stranglethorn Vale]].
   
  +
See [[List of Stranglethorn Vale NPCs]].
===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 sets]] - Discussion of set items for rogues.
 
* [[Stealth run]] - Solo or duo-able dungeons.
 
* [[List of rogues]] - List of important NPC rogues and rogues from lore.
 
 
== References ==
 
{{reflist}}
 
   
 
==External links==
 
==External links==
  +
{{Elinks-NPC|5814}}
{{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}}
 
{{elink|type=wowinsider|link=http://www.wowinsider.com/rogue-guides/|desc=Guides}}
 
{{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}}
 
 
{{Classfooter|Rogue}}
 
{{Warcraft RPG classes}}
 
 
{{WoW RPG classes}}
 
   
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{{DEFAULTSORT:Thulbek, Innkeeper}}
[[da:Rogue]]
 
[[pl:Rogue]]
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[[Category:Orcs]]
[[Category:Rogues| ]]
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[[Category:Innkeepers]]
[[Category:Core classes]]
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[[Category:Fish vendors]]
[[Category:WoW classes]]
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[[Category:Fruit vendors]]
[[Category:Dark Factions]]
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[[Category:Drink vendors]]
[[Category:World of Warcraft: The Roleplaying Game]]
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[[Category:Stranglethorn Vale NPCs]]
[[Category:Warcraft: The Roleplaying Game]]
 

Revision as of 12:18, 26 January 2011

HordeInnkeeper Thulbek
Image of Innkeeper Thulbek
Title <Innkeeper>
Race Orc (Humanoid)
Level 30
Affiliation(s) Orgrimmar
Location Grom'gol Base Camp, Stranglethorn Vale

Innkeeper Thulbek is a level 30 innkeeper located in Grom'gol Base Camp in the contested territory of Stranglethorn Vale.

See List of Stranglethorn Vale NPCs.

External links