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Druid | Hunter | Mage | Paladin | Priest | Rogue | Shaman | Warlock | Warrior
Subtlety Sap (Requires Stealth) - Knocks the target out for X seconds. Must be Stealthed. Only works on humanoids. Any damage caused will revive the target. Only one target may be Sapped at a time. Sap will not work on a target that is in combat. Targets have a chance of waking up before the duration ends. Players have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds.
Distract - Throws a distraction, attracting the attention of all nearby monsters for X seconds. Does not break Stealth. Distract is effective against creatures that are already distracted.
Blind - Blinds the target, causing it to wander at X% of move speed confused for up to Y seconds. This requires Blinding Powder. Any damage will cancel the Blind effect. Blind cancels combat when used.
Vanish
Allows the Rogue to vanish from sight, entering an improved Stealth mode, but reducing the speed to X% of normal for Y seconds. Spellcasting against a Rogue that successfully uses Vanish will now be interrupted. Vanish breaks root and snare effects. Vanish cancels spells in progress and missiles in flight if they are being cast at the vanished player. If a DoT is active when you use Vanish, unless it is a snare as well, it will remain and break Vanish the next time it does damage.
Pick Pocket (Requires Stealth)
Pick the target's pocket. You can use this ability to get some free loot off the monster. It does not take away loot that would be normally received when killing the monster. Pick Pocket is a special chance to loot the monster. Typically minor amounts of cash or items are found. You can find valuable gems at higher levels. Combat Backstab (Combo Move) - Backstab the target, causing +X% weapon damage plus Y to the target. Must be behind the target. This ability uses a lot of energy. You can backstab fleeing monsters. Backstab will automatically target the nearest enemy if no target is selected.
Feint - Perform a Feint, causing no damage but lowering your threat a small amount. The point of this ability is to reduce the amount of monster hate so a target will attack another party member that is better equipped to handle the attack such as a Paladin or Warrior.
Sinister Strike (Combo Move) - A wicked strike that adds X damage to your normal weapon damage. This is typically the main skill used for generating Combo Points.
Gouge (Combo Move) - Causes X damage and dazes the opponent for Y seconds. Target must be facing you. Any damage caused to the target will break Gouge. Cancels combat if successful. This ability can give you time to run, or can allow you to get behind the monster for a Backstab.
Kick - A quick kick that injures a single foe for X damage and interrupts the spell being cast Y% of the time for Z seconds. This ability should be used against spell casters to interrupt them when they are in the process of casting. Watch for the casting animation, and then wait until you have enough energy to Kick. Good Rogue players are always on top of using Kick. Assassination Eviscerate (Finishing Move) - Finishing move that causes additional damage per Combo Point. This is your instant damage SLAM ability that you should use to finish monsters off or take a chunk out of them.
Garrote (DOT)(Requires Stealth) - Garrote the enemy, causing X damage over Y seconds. Must be in Stealth mode behind the target. If you are going to fight the target for a long time it's a wise idea to sneak up and use this skill. The monster will be damaged over time as you fight them.
Rupture (Finishing Move)(DOT) - Finishing move that causes damage over time. Lasts longer per Combo Point. This is another damage-over-time ability that is more useful when you fight the monster long enough so that it reaches the full effect; otherwise, you should use another finishing move.
Ambush (Combo move)(Requires Stealth) - Ambush the target, causing X% weapon damage plus Y to the target. Must be Stealthed and behind the target.
Slice and Dice (Finishing Move) - Finishing move that increases melee attack speed by X%. Lasts longer per Combo Point. You only need to power up this ability enough such that you have the increased speed for the duration of the fight. If you are fighting multiple monsters you might find it useful to power-up on one monster, release, then use the speed on the second monster. This can trigger the Ruthlessness talent.
Cheap Shot (Combo Move)(Requires Stealth) - Stuns the target for X seconds. This ability allows you to start off the fight with some cheap hits on the enemy that they can't respond to. A Rogue could also Stealth during a fight using Vanish (while in a party) and use a Cheap Shot at the end of the fight to prevent the monster from escaping.
Kidney Shot (Finishing Move) - Finishing move that stuns the target. Lasts longer per Combo Point. This ability can also be used to stun a monster to prevent them from escaping or to prevent any further damage. This is subject to diminishing returns.
Sprint
Sprint is useful in two situations. Its main purpose is to act as a special "oh no" ability which gets you out of trouble. If too many monsters come at you at once, if a special monster aggros on you, etc., you can press this button and run away from danger. The second use of Sprint is for a short burst of speed as you're traveling around the world. You can also use it to beat other players in foot races. There are certain timed quests which Sprint can also help with. Place Sprint on your first action bar page so you can always see when it is ready to be used again. Sprint can be used while stealthed.
Evasion
The Rogue's dodge chance will increase by X% for Y seconds. This is another "oh no" ability that you should use in emergency situations.
Safe Fall
Reduces damage from falling. You can use this to jump off high locations without dying. =]
Sap (Sleep) Pull
The Rogue can use Sap to put Humanoids to sleep. If you are alone you can use Sap to break up a group of two enemies. Sneak up on the targets from behind using Stealth. Then use Sap to put a victim to sleep. Then pull the still awake enemy and kill it, and then finish off the sapped target.
Typical Battle
Sneak up behind the monster using Stealth. Perform a Backstab, Ambush, Cheap Shot, or DOT on the monster. Then begin combat with the monster. Start using Sinister Strike to build up Combo Points. Then release with a DOT, or direct damage finishing move such as Eviscerate, or use Slice and Dice. Now build up Combo Points again using Sinister Strike. You should always perform a move the second you have enough energy unless you're building up more energy for a more powerful ability. A common mistake among novice Rogues is to not use their abilities enough.
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