Forum Settings
       
« Previous 1 2 3 4 5 6
Reply To Thread

Updated Rogue Guide [01/15/07]Follow

#1 Jan 14 2007 at 10:58 PM Rating: Excellent
***
1,538 posts
Supplimental Reading

I'm linking all this stuff at the top so it's nice and easy to find. Some of this is linked later in the guide (in the section where it makes the most sense), but this reference will stay up at the top.

If you just want to know how to spend your first talent points, or don't care about the finer points of the class just yet, go here. You'll find a lot of the very basic stuff there, along with a lot of answers to the more simple questions. Consider it a "Hold you by the hand and walk you to level 40" guide.

Osiris has also written a new guide, which can be found here. The more you read, the more you'll know, and consequently the better you will be at the class. I encourage you to read his guide as well.

Demea wrote a very nice build guide (which has replaced the guide here). It's linked in the build section as well.

EonSprinter also wrote a nice guide on keybindings and other such things (vital to PvP). It can be found here.

Theophany has a nice writeup about building a good user interface, including images of his current setup. A good UI is essential to enjoying the game, in my opinion, so I highly recommend giving it a read and playing around with your UI.

How to: 12 Minute BRD. A guide (with video) on how to farm Blackrock Depths for Large Brilliant Shards. Requires a level 70 Rogue with 225 Enchanting.

Introduction

Since 2.0.1 has launched, much of the information contained in the old Rogue guides has become out of date. Hopefully, this guide can help answer the dozens of questions we get every day asking the same questions. This guide will by no means answer all questions, but it's a good place to start on the road to self reliance, and self reliance is the first step in becoming a contributing member of the community. This will be targeted mostly at people very new to the Rogue class, and even those who haven't even created their Rogue yet.


What do Rogues do?

In PvP, our job is to be sneaky and fight when our opponents are least prepared. Killing an enemy when they are already nearly dead and/or out of mana is perfectly acceptable as a Rogue. If you are concerned with your personal honor, the Rogue class isn't for you. Blizzard has chosen to give Rogues very little in the way of survivability in combat with the excuse that Stealth is powerful enough.

In PvE, what we do is very simple. We kill things. We have a few skills to help groups, but for the most part, we're all about doing damage. If you like seeing big, pretty crits and being on top of the rest of the group in damage, Rogue is what you're looking for.


Races

For the most part, the actual stats on each race don't really matter. At 60, the difference in stats will be negligible compared to the gear you're wearing, and even more so at 70. We will instead be comparing racial abilities and traits.

Alliance

Night Elf
- Racial Ability: Shadowmeld. Basically a watered down stealth that doesn't let you move. Also increases your effective stealth level. This is why most Allies choose Night Elf for their Rogues.
- Racial Traits: Quickness (1% increased dodge), Wisp Spirit (50% increased movement speed while dead), Nature Resistance (+10 Nature Resistance)

A solid race to pick for Rogue. Their racial ability can be very nice when fighting other rogues.

Human
- Racial Ability: Perception. Increases stealth detection for 20 seconds. 3 minute cooldown. Also very nice for fighting other Rogues. It goes without saying that you must know the Rogue is there for this to be useful, so don't consider it gank protection.
- Racial Traits: The Human Spirit (5% increased Spirit), Diplomacy (10% bonus to reputation gain), Sword/Mace Specialization (Increased Sword and Mace Skill by 5)

Another solid race. The increased weapon skill is nice for combat, and Perception is nice in PvP. If I were Alliance, I'd have chosen Human.

Gnome
- Racial Ability: Escape Artist. Removes all movement impairing effects. 60 second cooldown. Very nice PvP tool. Quick cooldown makes for very effective use in BGs.
- Racial Traits: Expansive Mind (+5% Intellect), Arcane Resistance (+10 Arcane Resistance), Engineering Specialist (+15 Engineering Skill)

Not the best race for a Rogue, but a good race in general. Escape Artist will save you in PvP more often than you think.

Dwarf
- Racial Ability: Stoneform. 8 Second immunity to poisons, diseases and bleed effects, as well as 10% increased armor. 3 minute cooldown. Nice to use before a Vanish so you don't get knocked out instantly due to Warrior/Rogue DoTs. Not much other use for a Rogue.
- Racial Traits: Gun Specialization (+5 Gun Skill), Frost Resistance (+10 Frost Resistance), Treasure Finding (activate to show treasure chests on the minimap, no cooldown)

Probably has the least useful abilities and traits for Rogues, though any race can make an effective Rogue.

Horde

Orc
- Racial Ability: Blood Fury. Increases Attack Power by 6 + (your_level -1) * 4 for 15 seconds. 2 minute cooldown. That's 242 Attack Power at level 60, and 282 at 70. Decreases all healing effects by 50% for 15 seconds. 2 minute cooldown. This adds a very large amount of damage while it's active, and is a very powerful ability in PvE. Also useful in PvP, but to a lesser extent.
- Racial Traits: Hardiness (15% stun resistance), Command (+5% pet melee damage), Axe Specialization (+5 Axe Skill)

A good choice for a Rogue. The stun resistance will save you against other Rogues very often, and occasionally against Warriors. Blood Fury makes you a PvE powerhouse, where you can throw out 2500 damage Eviscerates in raids when your cooldowns are ready. The best PvE choice for a Rogue.

Undead
- Racial Ability: Will of the Forsaken. Removes all Fear, Sleep and Charm effects, also grants a 5 second immunity to said effects. 2 minute cooldown. An extremely useful PvP ability. If PvP is your primary focus, this alone should be enough to make up your mind, as classes that can Fear repeatedly often give Rogues the most trouble.
- Racial Traits: Underwater Breathing (Stay underwater 4 times longer than other races), Shadow Resistance (+10 Shadow Resistance), Cannibalize (consume a nearby Humanoid or Undead corpse to restore 35% of your health over 10 seconds).

The best PvP choice for a Rogue. People constantly complain about how overpowered Will of the Forsaken is, so enjoy it.

Troll
- Racial Ability: Berserking. Increases attack speed by 10% to 30% for 10 seconds. The lowest benefit is obtained at full health, and vice versa. 3 minute cooldown. Not a bad ability, but if you're just looking for a damage increase ability, Orcs are better.
- Racial Traits: Regeneration(10% increased health regeneration, 10% health regeneration allowed in combat), Beast Slaying (5% increased damage against beasts), Throwing Weapon Specialization (+5 Throwing Weapons Skill), Bow Specialization (+5 Bow Skill).

Not really a very good Rogue race compared to the others available. Trolls were designed more with Hunters in mind.

Blood Elf
- Racial Ability: Mana Tap. Activate to drain 50 mana from your target and charge yourself with arcane energy for 10 minutes. Stacks 3 times, 30 second cooldown. Scales with level.
- Racial Ability: Arcane Torrent. Silences all enemies within 8 yards for 2 seconds and restores 10 energy/12 mana per Mana Tap affecting you. Scales with level.
- Racial Trait: Arcane Affinity (+10 Enchanting Skill), Magic Resistance (+5 all resistances)

Promises to be a very powerful PvP race. With the new post-60 silence effects Rogues are getting and Improved Kick, it would be possible to keep a caster silenced for an extended period of time, while still dealing decent damage.


Choose Your Weapon!

A very common question these days. Rogues can use a great many weapon types, so it's completely understandable to want to know which you should use when you first start. The answer, however, is not quite so simple. You ultimately must make the decision yourself, but I can help you to do that by explaining what each weapon excels at.

There are four weapon types (excluding ranged) that you can use as a Rogue. One-Handed Swords, One-Handed Maces, Daggers and Fist Weapons. Each type has its strengths, though most Rogues either use Daggers or Swords. Maces are less common, but still more or less mainstream. Fist Weapons are rarely used at all, as good ones are hard to come by.

Daggers

A very popular choice. Daggers excel at doing a lot of damage in a very short period of time. Ambush, Backstab and Mutilate have ridiculously high base damage, along with exceptional crit chance for the first two. Daggers, however, have been plagued by poor Combo Point generation, which made the talent Seal Fate a popular pick. With the addition of Mutilate (the single most energy efficient CP generation), this is no longer such a huge problem for Dagger builds. Daggers also have the highest crit chance of any weapon, as the Dagger talents such as Improved Backstab/Ambush and Dagger Specialization add crit chance, and lots of it. I'm personally nearing 40% with full raid buffs as Combat Daggers. Daggers make for excellent raiding builds, and decent PvP builds. Mutilate is a very nice jack-of-all-trades build, and also happens to be superb for raiding at level 60, and not a far off second to Combat Daggers at 70.

Swords

Probably the best weapon to use with PvP, as it allows for high instant attack damage without having to be behind your target or stealthed. Particularly slow swords (2.8 or slower) combined with a high attack power (in the 1800+ range) can be used with Hemorrhage with great success. Swords are also the strongest grinding build, as you are not reliant on stunning your target to do high damage instant attacks.

Maces

A close second in grinding power if you can find a good one. The Mace Specialization stun effect is extremely useful in all situations. Aside from the Mace Specialization talent, you can treat these exactly as you would a sword. There are some very nice maces out there, but Blizzard really needs to show Maces and Fist Weapons a little more love.

Fist Weapons

Think of Fist Weapons as Swords with the Dagger Specialization talent. Their Damage and Speed is about the same as a Sword (they're a little bit faster on average), but Fist Weapons have the added bonus of having some very, very fast weapons should you desire that in your offhand. An excellent weapon type plagued by poor itemization (that means there aren't many good ones). If you've got a nice set, by all means use and enjoy them, but don't go out there expecting to be fist specced from the start.

Main Hand versus Off Hand

A very common question, and for good reason. The question of what weapon type seems to be the most common, and the answer is very simple. If you're not Mutilate specced, your offhand weapon type makes absolutely no difference aside from the Combat talents that effect only one weapon type.

That being said, what you actually do put in your offhand is a bit more involved than that. Your offhand weapon does 50% damage (75% with Dual Wield Specialization maxed out), so getting higher damage weapons will have a much lower effect than doing so on your main hand. This applies to attack power bonuses as well. The off hand weapon is not used for instant attacks, aside from Shiv, either, so that frees up all damage range considerations entirely.

Now, the end all, be all answer. All other relevant stats equal (DPS, base stats, attack power, etc), faster is better for every build except Mutilate. There are three reasons for this.

1. Poisons are a set proc rate, and are not normalized to weapon speed like Enchantments are. This means that if Weapon A is exactly twice as fast as Weapon B, Weapon A will proc your poisons exactly twice as often (on average, though I realize an exact average is an oxymoron).

2. More swings means more spell interrupts. Most classes get talents that reduce this chance, but frequent interrupts can be the difference between life and death in a very close match. Granted, it's not a big difference, but if the stats are identical between weapons, why not take any advantage you can get?

3. Combat Potency. If you're combat, each offhand hit gives you a chance to gain energy. More attacks means more energy. More energy is more damage. More damage means a better Rogue.

Edited, Jan 15th 2007 11:56am by Nooblestick

Edited, Jan 15th 2007 1:49pm by Nooblestick

Edited, Jan 15th 2007 12:43pm by Kaolian

Edited, Jan 20th 2007 1:52am by Nooblestick

Edited, Jan 22nd 2007 4:01am by Nooblestick

Edited, May 20th 2007 4:58am by Nooblestick

Edited, Jun 24th 2007 2:20am by Nooblestick

Edited, Aug 30th 2007 11:42am by Nooblestick

Edited, Aug 30th 2007 11:42am by Nooblestick

Edited, Sep 25th 2007 10:25am by Nooblestick

Edited, Oct 24th 2007 5:28pm by Nooblestick

Edited, Aug 2nd 2008 7:27pm by Darqflame
#2 Jan 14 2007 at 10:59 PM Rating: Excellent
***
1,538 posts
Rogue Talents, Explained

This section is going to be fairly exhaustive, so if you're looking for a little bit better of an explanation for a particular talent than the tooltip gives, feel free to skip down to the part that interests you. If you want to make your own build, and don't know where to start, try to read as much of this as you can stomach, then read the build making section for more specific help.


Assassination

Historically, this has been mainly a supplemental tree, used to round out either Combat or Subtlety. There are some very nice talents here, but you end up wasting a lot of points on things you don't need to get what you want. With the addition of the 41 point talents, this has changed drastically, with some very powerful talents deep in the tree.

Improved Eviscerate: 0 Points in Assassination Required
3 Point Talent, +5/10/15% damage to your Eviscerate finisher. Fairly standard talent for most Rogues. This will be your standard finisher when grinding, so if you're still leveling, or plan to farm a lot, get 3/3. This will likely remain your standard finisher unless you are raiding, in which case Slice and Dice will add much more damage.

Remorseless Attacks: 0 Points in Assassination Required
2 Point Talent, +20/40% critical strike chance for 20 seconds after landing the killing blow on a mob that yields experience or a player that yields honor. Very nice for grinding, as it not only gives you a good damage bonus, but it also makes sure you try to minimize your downtime between kills. If you're grinding, this is a nice choice, but it should generally not be in your final build due to the rarity of landing killing blows in BGs and Raids.
Synergy with
Improved Ambush (You can go over 100% crit chance), Mutilate (Huge crit bonus for a very high damage attack)

Malice: 0 Points in Assassination Required
5 Point Talent, +1/2/3/4/5% critical strike chance. You can essentially consider this +5% damage from all sources you deal. More with Lethality. A very nice talent. You should put your first 5 points in Assassination here. Every build needs 5 points here.
Synergy with
EVERYTHING!

Ruthlessness: 5 Points in Assassination Required
3 Point Talent, 20/40/60% chance to add a combo point to your target after performing a finishing attack. This is better than it seems. It allows you to keep stunlocks going longer, and helps you get those 5 points to fire off your finisher again that much faster. A very nice talent to have. Not a must have, but nice.
Synergy With
Builds that generate CPs slowly

Murder: 5 Points in Assassination Required
2 Point Talent, +1/2% damage to Humanoid, Giant, Beast and Dragonkin. Not a terrible talent, but you'll need the points later in the Assassination tree, and there are better options for getting deeper.

Improved Backstab: 5 Points in Assassination Required
3 Point Talent, +10/20/30% critical strike chance on Backstab. An extremely powerful talent. This is what made Rogues top the damage charts for so long. If you're planning on using a main hand Dagger, and are this deep into Assassination and don't absolutely need the points elsewhere, get this.
Synergy With
Lethality, Malice, Dagger Specialization, Seal Fate

Relentless Strikes: 10 Points in Assassination Required
1 Point Talent, +20% chance per combo point (100% chance at 5 CPs) to restore 25 Energy after performing a finishing move. This is an amazing talent to have. It makes your Kidney Shots free the vast majority of the time, and allows you to keep going after throwing out a finisher.
Synergy With
Ruthlessness, Vigor (More Energy and more Combo Points means more damage!), Energy Inefficient builds (such as Combat Daggers)

Improved Expose Armor: 10 Points in Assassination Required
2 Point Talent, +25/50% additional armor decrease from Expose Armor. Not very useful in 99% of situations, and not good for getting deeper into Assassination. There are better ways to kill high armor targets than this, skippable for all builds.

Lethality: 10 Points in Assassination, 5 Points in Malice Required
5 Point Talent, +6/12/18/24/30% Increased critical strike damage bonus from Sinister Strike, Gouge, Backstab, Ghostly Strike, Mutilate, Shiv and Hemorrhage. Amazing talent for any build. Must have with dagger builds that take advantage of high critical strike potential.
Synergy With
Improved Backstab, Dagger Specialization, Fist Weapon Specialization

Vile Poisons: 15 Points in Assassination Required
5 Point Talent, +4/8/12/16/20% damage from Poisons and Envenom. A good talent for increased DPS, but Improved Poisons gives a larger bonus. Common to have both talents maxed out in Mutilate builds to maximize DPS. Also boosts Envenom damage to extraordinary levels. Like seeing 4k crits on something with 10k+ armor? I know I do.
Synergy With
Improved Poisons, Mutilate

Improved Poisons: 15 Points in Assassination Required
5 Point Talent, +2/4/6/8/10% chance to apply poisons to your target. Not the most amazing talent until you consider Mutilate, which recieves a 50% damage bonus against poisoned targets. Nice for PvP, essential for Mutilate, provides a nice boost to Instant Poison damage (essentially +50%).
Synergy With
Vile Poisons, Mutilate

Fleet Footed: 20 Points in Assassination Required
2 Point Talent, +4/8% Movement Speed increase, +5/10% resistance to movement impairing effects. The speed increase stacks with Camouflage, but nothing else. This talent will make it harder to be kited, and is convenient to have. At this point, it's hard to spare the points to get deeper into the tree. Moderately useful in PvP, marginally useful in soloing (to get away from mobs easier), worthless in raiding. A fun talent nonetheless.

Cold Blood: 20 Points in Assassination Required
1 Point Talent, your next offensive ability has +100% chance to be a critical strike. This is why most people go this deep into Assassination. Usually used with a 5 combo point Eviscerate or Envenom to quickly kill wounded targets, or with Mutilate to guarantee a 3 CP return and get a nice damage bonus. If you're this far into Assassination, you need this. Does not break stealth.
Synergy With
Improved Eviscerate, Lethality, Mutilate

Improved Kidney Shot: 20 Points in Assassination Required
3 Point Talent, targets effected by your Kidney Shot will take an additional 3/6/9% damage from all sources (including those other than yours). Very nice in PvP, and has amazing synergy with Mutilate and Find Weakness. More useful than you'd think in raids, as 20+ people hitting the target for those 6 seconds and gaining 9% increased damage will provide more damage than one Eviscerate (provided the mob is susceptible to Stun).
Synergy With
Find Weakness, Mutilate

Quick Recovery: 20 Points in Assassination Required
2 Point Talent, +10/20% healing effects from all sources, -40/80% energy cost of failed finishing moves. This is another talent that is better than it looks. With this maxed out, your Heavy Netherweave Bandages will restore 510 health per tick, and you can spam your finisher until it finally hits a target. Great for raids, good for PvP, good for soloing.

Seal Fate: 25 Points in Assassination, 1 point in Cold Blood Required
5 Point Talent, your critical strikes from abilities that add combo points have a 20/40/60/80/100% chance of adding an additional combo point. Another great talent. This is amazingly useful with Malice, Dagger Specialization and Improved Ambush to help generate combo points faster (which daggers are notoriously bad at). This is the talent that really makes Mutilate a semi-viable raid spec, as the combo point generation is rather poor without it.
Synergy With
Dagger Specialization, Improved Ambush, Improved Backstab, Mutilate, Fist Weapon Specialization, Malice, Ruthlessness, Remorseless Attacks

Master Poisoner: 25 Points in Assassination Required
2 Point Talent, -2/4% chance your poisons will be resisted, +15/30% chance to resist poisons yourself. An interesting talent, but being this deep into Assassination, and having so many other, much better, talents to pick from makes this not very viable. Would be nice to see this moved lower into Assassination.
Synergy With
Vile Poisons, Improved Poisons, Mutilate

Vigor: 30 Points in Assassination Required
1 Point Talent, +10 maximum energy. This talent basically helps your combo point generation by giving you more starting energy to work with. It also allows for better stunlocks. Not much else that can be said.
Synergy With
Ruthlessness, Relentless Strikes, Mutilate, Hemorrhage

Deadened Nerves: 30 Points in Assassination Required
5 Point Talent, -1/2/3/4/5% Physical Damage Taken. A nice PvP talent, though a bit late in the tree to be useful in most builds. Pretty straight forward, and easily forgettable.

Find Weakness: 35 Points in Assassination Required
5 Point Talent, your finishing moves increase the damage of all your offensive abilities by 2/4/6/8/10% for 10 seconds. This is the single most critical talent to have with Mutilate, and is just plain nice in general. Using this with Improved Kidney Shot and Mutilate in PvP allows for completely ridiculous damage in a very short period of time. If you perform a 5 CP Kidney Shot with at least 85 Energy, you can get the 10% damage bonus on your following 5 CP Eviscerate/Envenom. If you're speccing Mutilate, get this, and all 5 points. No excuses.
Synergy With
Improved Kidney Shot, Improved Backstab, Mutilate, Cold Blood

Mutilate: 40 Points in Assassination, 1 Point in Vigor Required
1 Point Talent, instant attack that consumes 60 energy, requires daggers in both hands, deals 150% damage against poisoned targets, generates 2 Combo Points. Explaining the mechanics of this ability is beyond the scope of this guide. There is a very extensive breakdown of the skill, including mathematical analysis and comparison to Ambush and Backstab, in this thread.

Edited, Jan 15th 2007 11:57am by Nooblestick

Edited, Jun 24th 2007 2:39am by Nooblestick
#3 Jan 14 2007 at 10:59 PM Rating: Good
***
1,538 posts
Combat

This tree has remained more or less unchanged in principle since launch. This is all about increasing your damage with skills you already have. You'll gain a new skill here and there, but their point is to enhance skills you started out with. You will see a great deal of "Improved X" and "Y Expertise" talents here. If you want raw damage output without really changing the way you play, Combat is where you need to go.

Improved Gouge: 0 Points in Combat Required
3 Point Talent, increased the duration of Gouge by 0.5/1.0/1.5 seconds. Seems pitiful, but after 5 seconds of not being in combat, you can restealth, and use another opener. This means that with at least 2 points, you can restealth after a Gouge, though due to lag you'll need to run off a bit first. A very nice talent for PvP, be sure to get 3/3 if you plan to PvP much.

Improved Sinister Strike: 0 Points in Combat Required
2 Point Talent, -2/5 Energy cost of Sinister Strike. Another one that seems kind of bad, but is amazingly useful. That extra 5 energy will stop you from being able to use a third Sinister Strike after one tick of energy, and will continually eat into your energy unnecessarily. As a rule, if you're not specced into Mutilate, Improved Backstab or Hemorrhage, you need both points into this. I'd still recommend getting 2/2 in everything but a Hemorrhage build.

Lightning Reflexes: 0 Points in Combat Required
5 Point Talent, +1/2/3/4/5% chance to dodge. Complete waste of points, you don't need this for any reason, forget it exists. Looks nice, but in fact does not really do anything you'll ever notice. In Raids, you shouldn't be getting hit. While soloing, this might save you an attack or two a minute. In PvP, it's minimally useful, but there are better PvP tools you could be spending these points on.

Improved Slice and Dice: 5 Points in Combat Required
3 Point Talent, Increases the duration of your Slice and Dice ability by 15/30/45%. One of the best talents you can have for raiding. Pretty useless in PvP. If you plan to raid a lot, try to find a way to get this, though it might be hard since Mutilate is basically the new Combat Daggers raiding spec. Stacks with Blade Flurry.
Synergy With:
Blade Flurry, Relentless Strikes, Ruthlessness

Deflection: 5 Points in Combat Required
5 Point Talent, +1/2/3/4/5% chance to parry. Pretty useless if you're not picking up Riposte. It just so happens, however, that Riposte is amazingly useful in both PvP and solo play, so it's common to see this in most builds that go into Combat farther than the second tier.

Precision: 5 Points in Combat Required
5 Point Talent, +1/2/3/4/5% chance to hit with melee weapons. This is one of the best talents Rogues get, for a couple reasons. First of all, you have a base 5% chance to miss against mobs with a defense skill equal to your weapon skill (essentially, mobs of equal level). Dual wielding also incurs a 19% increased chance to miss on all non-instant attacks, so this helps with the massive amounts of misses you see. Very nice talent for all purposes.

Endeurance: 10 Points in Combat Required
2 Point Talent, reduces the cooldown of your Evasion and Sprint abilities by 45/90 seconds. Good if you like to farm BGs and blow cooldowns a lot. Not really much other use for this, since you shouldn't be needing those abilities all that often.
Synergy With:
Improved Sprint

Riposte: 10 Points in Combat, 5 Points in Deflection Required
1 Point Talent, Instant Attack available only after parrying an attack, 6 second cooldown, 10 energy. Deals 150% weapon damage and disarms the target for 6 seconds. Extremely useful when soloing against mobs that carry weapons and against melee classes in PvP. Worthless in raiding, since if you're getting hit, you're not doing your job properly. If you're going very far into combat, it's probably a good idea to go ahead and get this, since it's basically a Sinister Strike for 25% of the energy that disarms, but doesn't give CPs.

Improved Sprint: 10 Points in Combat Required
2 Point Talent, your Sprint ability has a 50/100% chance to remove all movement impairing effects. Must have for PvP if you're in Combat already. Helps immensely against mages and other classes that like to snare you or otherwise try to kite you. This will not clear Daze.
Synergy With:
endeurance

Improved Kick: 15 Points in Combat Required
2 Point Talent, your Kick ability has a 50/100% chance to silence the target for 2 seconds. Nice against casters in general. I've never been a huge fan, since two seconds is relatively short, and you should be keeping your target stunned as much as possible anyway.

Dagger Specialization: 15 Points in Combat Required
5 Point Talent, +1/2/3/4/5% chance to get a critical strike with Daggers. Another amazingly useful talent. Crit rate is good wherever you can get it, and 5% is a lot. Not much else to be said here.
Synergy With:
Improved Backstab, Improved Ambush, Seal Fate

Dual Wield Specialization: 15 Points in Combat Required
5 Point Talent, +10/20/30/40/50% damage to all offhand attacks. Applies to instant attacks that use the offhand as well as normal attacks. Very nice for a scaling DPS bonus. *NOTE* This brings the damage from 50% to 75%, not to 100% as it would seem (multiplicitive effect, not additive).
Synergy With:
Mutilate, Improved Slice and Dice

Mace Specialization: 20 Points in Combat Required
5 Point Talent, +2/4/6/8/10 Maces Skill, +1/2/3/4/5% chance to stun your target for 3 seconds when struck with your mace. This makes Maces a very powerful tool, though poor itemization makes it hard to use Maces in general. If you've got a good set of Maces, pick this up and be amazed at how much it helps.

Blade Flurry: 20 Points in Combat Required
1 Point Talent, 2 minute cooldown ability, +20% attack speed, all your attacks hit one additional nearby target as well, 15 second duration. This is the skill that makes Combat the best build to grind with. This essentially doubles your damage output for 15 seconds, on top of increased white damage speed. Must have for anybody this far into Combat.

Sword Specialization: 20 Points in Combat Required
5 Point Talent, +1/2/3/4/5% chance to get an additional swing when dealing damage with your sword. Another nice grinding talent. Combined with a slow, hard hitting main hand sword, you can do some massive damage in a very short period of time, It can proc off itself. You will occasionally go on crazy proc sprees and get five or six extra attacks in a row, which will completely destroy most mobs while grinding, and severely wound other players.
Synergy With:
Proc Based Weapon Enchants

Fist Weapon Specialization: 20 Points in Combat Required
5 Point Talent, +1/2/3/4/5% chance to get a critical strike with fist weapons. Basically the same as Dagger Specialization, but you don't get the amazingly powerful instant attacks daggers do. Poor itemization plagues Fist Weapons as much as Maces. If you're in Combat, and are using some nice Fist Weapons, go ahead and pick it up. Crit is always nice to have.

Blade Twisting: 25 Points in Combat Required
2 Point Talent, 10/20% chance to daze your target for 8 seconds when striking with Sinister Strike, Shiv, Gouge and Backstab. Worthless talent, probably the most worthless one Rogues get. Crippling Poison II procs more often, slows more, lasts longer and doesn't require talents. The only benefit this has it that it can't be cleansed, but it's so unreliable that it doesn't even matter. Don't get it.

Weapon Expertise: 25 Points in Combat Required
2 Point Talent, +5/10 Weapon Skill with Sword, Fist and Dagger weapons. Weapon Skill makes you get parried less, miss less, get blocked less and crit more. A very nice bonus for only two points. Pick it up if you're this deep in.
Synergy With:
All Weapon Specialization talents except Maces

Aggression: 25 Points in Combat Required
3 Point Talent, +2/4/6% damage from Sinister Strike and Eviscerate. A good talent to pick to get higher in the tree, but not a whole lot else. 6% damage is nice, but you'll likely only pull off 2 Sinister Strikes and 1 Eviscerate while grinding, which is basically what Combat is best at. Assassination and Subtlety both do better in raids and PvP now.
Synergy With:
Improved Sinister STrike, Improved Eviscerate, Surprise Attacks, Adrenaline Rush, Blade Flurry

Vitality: 30 Points in Combat Required
2 Point Talent, +2/4% Stamina, +1/2% Agility. Depending on how high your stats are, this could be either be amazing or completely worthless. This one is really hard to say whether you should get it or not, because it's so dependant on what kind of gear you've got.

Adrenaline Rush: 30 Points in Combat Required
1 Point Talent, +100% Energy regeneration rate for 15 seconds, 5 minute cooldown. This is an absolutely amazing ability. Toss this up with Blade flurry and watch everything in the general vicinity explode. If you've got more than 26 or so points into Combat, go ahead and get this too, it's that amazing.
Synergy With:
Blade Flurry, Improved Backstab, Improved Sinister Strike

Nerves of Steel: 35 Points in Combat Required
2 Point Talent, +5/10% resistance to Fear and Stun effects. Great for PvP. If you're this far into Combat, and are going to PvP, pick it up. That stun or fear resist could very easily be the difference between winning and losing in PvP.
Synergy With:
Orc Racial Trait: Hardiness

Combat Potency: 35 Points in Combat Required
5 Point Talent, your offhand melee attacks have a 20% chance to generate 3/6/9/12/15 energy. With a 1.5 Speed offhand weapon, this will generate 2 Energy per second on average. The faster your offhand, the better this is. That 15 energy could also easily let you fire off your Eviscerates significantly earlier. An interesting talent, though not the best choice for all builds.

Surprise Attacks: 40 Points in Combat Required
1 Point Talent, your finishing moves can no longer be dodged, increases damage done by Sinister Strike, Backstab, Shiv and Gouge by 10%. A powerful talent, though I still think it needs a bit of a buff to really be on par with the other 41 points. It's got both PvP and PvE potential. Kidney Shots being undodgeable will help against other Rogues a great deal, and the flat 10% damage bonus is very nice, especially with good high damage weapons to maximize the actual damage benefit.

Edited, Jan 15th 2007 12:05pm by Nooblestick
#4 Jan 14 2007 at 10:59 PM Rating: Good
***
1,538 posts
Subtlety

This tree is all about rewarding you for being in stealth, helping you stay in stealth, getting you back in stealth, and otherwise revolving around being a sneaky SOB. You'll also find a great deal of increased damage talents for attacks from stealth, or from behind the target. This tree also has the vast majority of Rogues' utility skills.

Master of Deception: 0 Points in Subtlety Required
5 point talent, increases your stealth rating by 3/6/9/12/15. You gain 5 levels of stealth rating per level, so this effectively makes your stealth as though you were 3 levels higher. Useful in a wide variety of situations, stealth instance runs, PvP, normal raids that require sapping, etc. A common choice to get the 10 points required to get higher in the tree.
Synergy With:
Camouflage, Improved Sap, Stealth Increasing Items

Opportunity: 0 Points in Subtlety Required
5 Point Talent, increases your damage when striking from behind with Backstab, Mutilate, Garrote and Ambush by 4/8/12/16/20%. If you're planning on using any of the listed abilities often, you need all 5 points here. 20% is a very large damage bonus, especially when stacked with Lethality on a crit (the 20% gets multiplied as well). A very, very powerful talent.
Synergy With:
Mutilate, Improved Backstab, Improved Ambush, Dagger Specialization, Dirty Deeds, Master of Subtlety, Shadowstep

Sleight of Hand: 5 Points in Subtlety Required
2 Point Talent, reduces your chance to be critically hit by melee and ranged attacks by 1/2% and increases the threat reduction of Feint by 10/20%. I've never met a Rogue who actually used this, though it has its merits for both PvP and raiding. The problem is that there are other talents you can pick instead for a bigger bonus. The threat reduction of feint is also inconsequential if you've got a good tank, and you can use Vanish to shed all aggro, or use Evasion to tank it for 15 seconds until the tank gets aggro back.

Improved Sap: 5 Points in Subtlety Required
2 Point Talent, your Sap ability has a 50/100% chance of returning you to stealth. This is an amazing talent, for both PvP, raiding and solo play. In PvP, you can sap one player, and then still get an opener off on the other. In raiding and solo play, this makes pulling much easier, since you can single pull things you would otherwise not be able to, and still get an opener off.

Camouflage: 5 Points in Subtlety Required
5 Point Talent, increases your speed in stealth by 3/6/9/12/15% and reduces the cooldown of your stealth ability by 1/2/3/4/5s. This is mainly a convenience talent, though it has its merits in PvP. The only true usefulness of this comes when making stealth instance runs go much faster, or stealth instance farming. All in all, a nice talent, but I wouldn't take it unless you needed the points to get higher in Subtlety.

Initiative: 10 Points in Subtlety Required
3 Point Talent, gives you a 25/50/75% chance of adding an additional combo point with Cheap Shot, Garrote and Ambush. One of the best talents you can get in the Subtlety tree. This helps with pure DPS and stunlocks, since you need combo points for both. Very nice to have for any build. If you're going higher than the second tier in Subtlety, you should pick this up.
Synergy With:
Improved Ambush, Dirty Deeds, Seal Fate

Ghostly Strike: 10 Points in Subtlety Required
1 Point Talent, instant attack that costs 40 Energy, deals 125% weapon damage and increases you chance to dodge by 15% for 7 seconds. Also awards 1 combo point, 20 second cooldown. Nice to have in PvP and solo play with any weapon types, especially good with a slow weapon with a high damage, as it can easily outdamage Sinister Strike. With this, Evasion and Deflection, you can achieve 100% melee invulnerability for short bursts (with the exception of attacks that cannot be dodged/parried).
Synergy With:
Setup

Improved Ambush: 10 Points in Subtlety Required
3 Point Talent, increases the chance to get a critical strike with Ambush by 15/30/45%. If you plan on using Ambush as your opener, get this if at all possible. 45% is a massive amount of crit, and Ambush hits really hard. With this and Improved Backstab combined with a high damage dagger, you can sometimes kill cloth wearers in a matter of just a couple seconds.
Synergy With:
Improved Backstab, Dagger Specialization, Opportunity, Initiative

Setup: 15 Points in Subtlety Required
3 Point Talent, gives you a 15/30/45% chance to add a combo point to your target when dodging their attack (won't work on others' attacks) or fully resisting one of their spells. A fun talent, you can occasionally get some pretty crazy combo point generation with the use of Ghostly Strikes and Evasion, but for the most part not terribly reliable. Powerful, but not reliable. For this reason, many Rogues (including myself) skip it, since there are more reliable and equally or more powerful talents deeper in the tree.
Synergy With:
Ghostly Strikes

Elusiveness: 15 Points in Subtlety Required
2 Point Talent, reduces the cooldown of your Vanish and Blind abilities by 45/90 seconds. Like Endeurance, good essentially only for farming BGs, though a 90 second Blind cooldown is quite powerful if you can afford to use it that often. Not a terrible choice to get higher in the tree if you're not planning on using Daggers.

Serrated Blades: 15 Points in Subtlety Required
3 Point Talent, causes your attacks to ignore 1.6/3.3/5 Armor per level and increases the damage done by your Rupture ability by 10/20/30%. The armor negation isn't really enough to be noticable, but the damage increase to Rupture can be very nice against Warriors that you're kiting, since it ignores armor completely. Generally used only to get to Hemorrhage.

Heightened Senses: 20 Points in Subtlety Required
2 Point Talent, Increases your Stealth detection and reduces the chance you are hit by spells and ranged attacks by 2/4%. I'm not sure of the actual amount of Stealth detection added at the time of writing this. The 4% chance to not be hit by ranged attacks and spells is nice, but not everyone you'll be fighting will be using those kinds of attacks. It's generally better to get talents that work against all opponents instead of just a few, so this is usually skipped.

Preparation: 20 Points in Subtlety Required
1 Point Talent, instantly finishes the cooldown of your Evasion, Sprint, Vanish, Cold Blood, Adrenaline Rush and Premeditation abilities, 10 minute cooldown. A very, very powerful cooldown. A Rogue with all their cooldowns available, and this, can usually beat nearly any opponent. Primarily a PvP tool, though it has its uses in PvE as well. If you have the points in Subtlety to get this, you should take this without question.

Dirty Deeds: 20 Points in Subtlety Required
2 Point Talent, reduces the Energy cost of your Cheap Shot and Garrote abilities by 10/20. A very nice ability if your primary opener is going to be Cheap Shot or Garrote. Do NOT get this and Improved Ambush. The flexibility is always a good thing, but in practice you'll only use one 99% of the time, and the points in the other will be wasted. A popular choice in Stunlock builds, as it allows you more energy to use in the extremely limited time available.

Hemorrhage: 20 Points in Subtlety, 3 Points in Serrated Blades Required
1 Point Talent, instant attack that deals damage modified by a non-normalized attack power (that means slower weapons hit harder, just because they're slower, even if the damage is identical), increasing physical damage dealt to the target by 3/5/7/10 for 15 seconds, or 30 times, whichever comes first. Costs 35 Energy. This talent is primarily used to generate Combo Points cheaply, as its damage is lower than Sinister Strike. The debuff is relatively weak, and you will not notice any real damage gain unless you're in a raid and have many people hitting the mob very quickly. It's not a good idea to take this in a Dagger build, since there are far, far better options to pick. Very nice, however, for slow weapons when you have a lot of attack power (over 1000), as it can actually do more damage than Sinister Strike.

Master of Subtlety: 25 Points in Subtlety Required
3 Point Talent, attacks made while in stealth, and for 6 seconds after leaving stealth cause an addidional 4/7/10% damage. Very nice to stack on the additional damage with Opportunity and shadowstep for Dagger builds. On the Test Realm, I was able to achieve nearly 3,000 damage Ambushes with these talents. *NOTE* Some or all of these talents do not appear to be working as intended at the time of writing this guide.
Synergy With:
Opportunity, Shadowstep, Deadliness, Sinister Calling, Improved Ambush, Improved Backstab

Deadliness: 25 Points in Subtlety Required
5 Point Talent, increases your attack power by 2/4/6/8/10%. At low levels of attack power, this talent is not very good. At higher levels (700+), this adds a significant amount of damage. A very nice talent for increasing your damage in any build that's gone this deep in Subtlety.
Synergy With:
Sinister Calling

Enveloping Shadows: 30 Points in Subtlety Required
3 Point Talent, increases your chance to avoid area of effect attacks by 5/10/15%. Not the greatest talent, since you do not often get hit with AoE attacks anyway. I could see this being useful in very specific raid situations, but should not really make it into most builds. There are better options to take.
Synergy With:
Heightened Senses

Premeditation: 30 Points in Subtlety, 1 Point in Preparation Required
1 Point Talent, adds 2 combo points to your target within 30 yards, requires stealth. The combo points are lost if not used or added to within 10 seconds. A nice talent to have, as it helps both solo play, raiding and PvP. If you're already this far into the tree, pick it up.

Cheat Death: 30 Points in Subtlety Required
3 Point Talent, gives you a 10/20/30% chance to completely avoid any damaging attack that would otherwise kill you. This means no damage is dealt at all. Extremely nice when it goes off, though not terribly reliable. Unless you plan to PvP a lot, I'd recommend skipping this in lieu of the damage increasing talents available, though it's common to put a point or two to get to the deepest parts of the tree.

Sinister Calling: 35 Points in Subtlety Required
5 Point Talent, increases you Agility by 3/6/9/12/15%. This adds a LOT of attack power and crit chance, as well as dodge. You should max this out if you're planning on getting the 41 point talent.

Shadowstep: 40 Points in Subtlety Required
1 Point Talent, teleports you behind your target, increases the damage of your next Ambush, Backstab or Garrote is increased 20%. Costs 10 Energy, 20 second cooldown. An amazingly fun talent. You can really rack up the damage with this, along with not worrying about being caught sneaking up on something. The 20 second cooldown is a little restricting while grinding, and will be available every other mob or so, though it's still good for solo, along with PvP and raiding.
Synergy With:
Opportunity, Improved Ambush, Master of Subtlety, Improved Backstab, Dirty Deeds

Edited, Jan 15th 2007 12:08pm by Nooblestick

Edited, Jan 24th 2007 3:18pm by Nooblestick
#5 Jan 14 2007 at 10:59 PM Rating: Good
***
1,538 posts
Building an effective...build

This section will no longer be updated. Demea has written a very good, well thought out guide to Rogue talent specs. You can find it here. The general advice here will always remain true, but specs become outdated, and talents change, so check Demea's thread for up to date info on specific builds.

Now that you have read the section that explains all the Rogue talents (hopefully), many of you probably have some ideas for a buid you might want to make. Before you run out and respec, take the following advice to heart.

1. The most important part of any build is synergy. While Talents A and B might both be good talents, they might not work together as well as A and C might. For example, Adrenaline Rush and Blade Flurry is a very powerful combo that can devastate several targets at once, while Blade flurry and Preparation are not nearly as powerful together.

2. Some talents rely on a specific weapon type. While it's possible to swap out weapons mid battle to perform attacks such as Backstab, it penalizes you by resetting the global cooldown each time you do (1 seconds of doing nothing but white DPS and moving). If you want to use Daggers, pick a Dagger spec. You can only do so much, and trying to do too much will only make you worse all around.

3. Certain talents excel in PvP or PvE, but not both. For instance, Blade Flurry is very nice in PvE, but is hard to effectively use in PvP (that's not to say it doesn't have its PvP uses).

4. Don't be afraid to ask for help, but be as specific as possible. Include a link to your build that you've created with a talent calculator, and describe what you want your build to do. A little humility goes a long way. If somebody criticizes you heavily, don't overreact, think about what they said, and if you don't understand something they suggested, ask for clarification.

5. Respecs happen. To be the most effective, it's wise to put your first two points into Combat (Improved Sinister Strike), the next several into Assassination (Malice, Improved Eviscerate and Remorseless), and then continue putting points into combat until 40. Once you hit level 40, you have access to 31 point talents, so it's wise to respec and put all 31 points into Combat to get Adrenaline Rush (the best grinding talent). It's ok to respec once or twice on the way if you realize you've made a mistake, too.

Sample builds.

Pre-60 Builds
Level 22 Assassination. Since you don't have access to the deeper Combat talents, this is the best bet to level quickly. Remoreseless gives you stronger crit power after each kill and keeps you going fast. Improved Eviscerate helps kill things that much faster. This build is pretty simple, just kill things as fast as you can.

Level 35 Daggers. A fairly potent build. With Remorseless and Improved Ambush, you can achieve ~100% crit chance on Ambush, guaranteeing that your targets start at very low health. Improved Backstab was skipped because stuns are required to use that while soloing, which is not efficient solo play. Much less boring than the standard sword build, and more potent in PvP as well.

Level 40 Combat Swords. This build is the basis of a Combat Swords grinding build, which is arguably the most efficient method of leveling. It's highly advisable to get a pair of strong swords at 40 and respec to this to help you on your way to 60. Stacking Blade Flurry and Adrenaline Rush will completely destroy 3 or 4 mobs that are within melee range. Intentinally overpulling with the assistance of Evasion every 5 minutes really racks up the experience.

60+ Builds
Level 60 Mutilate Grinding. Mutilate isn't a terrible build for solo play. This build allows for heavy burst damage and a good deal of control. Improved Kidney Shot combined with Find Weakness makes it not a waste of combo points/energy to stun during solo play, as it massively increases your next round of attacks' damage. Not the best grinding build, but not a boring one either.

Level 60 Combat Swords. Basically the same as the level 40 version, but with more toys and damage increasing talents. It was the best to 60, it will probably be the best after 60, though I cannot presume to know what I have not yet experienced.

Level 60 ZOMG ONESHOT Build. This worked for me on the test realm, but the damage talents in the Subtlety tree are not working properly at the moment. In my experience on the test realm, I was getting close to 3,000 damage Ambushes, which was more than enough to one-shot many mid 50s mobs. My personal planned build post 60 if the talents are fixed.
*Note* Talents have been fixed *Note*

Level 70 Builds

WEll, with enough experience with several builds at level 70, I've decided to add this section finally.

Combat Mutilate. This is one of the best raiding builds out there (probably second only to combat Daggers). Played the same as pretty much any other Mutilate build, but your finishers will differ. Your sheer CP generation power will allow you to cycle between Slice and Dice and Envenom to push your damage to new heights, while maintaining Slice and Dice 100% of the time.

Hybrid Mutilate. Similar to the above build, but the last 7 points in Combat have been moved to Subtlety. This gives higher damage on your Mutilate, but lowered white damage output. You also pick up Imp. Sap (which will be removed next patch anyway). A very strong 5 man build, when Imp. Sap is required, and when battles don't last long enough for the increased white damage to matter as much.

Subtlety Mutilate. Another strong 5 man build. The points in MoD can be moved to Camouflage if you wish, and the last 4 points could really go anywhere you want. Improved Stealth, more of the Assassination goodies, Imp. Gouge if you want to PvP with it. Pretty much anything you like to have. The main selling point of this build is Imp. Ambush and Initiative. This means 3 CP Ambushes (occasionally), which are very nice.

ZOMG ONESHOT (level 70). You won't really be one-shotting much at 70, but the build is an extension of the level 60 one where that is indeed possible. There are many variations on this build that I won't list, as most changes are personal preference. Plays pretty straightforward. Amp up, blast your target with a huge Ambush, and finish them with stuns and Backstabs. A ridiculously overpowered build against clothies, as Ambush -> Blind -> Amp -> Shadowstep Ambush will do 7-8k damage, while the person has only the duration of the global cooldown to respond.

Adrenaline Rush/Prep. A powerful solo build, and a powerhouse in the Arenas as well. Increased stamina, fear and stun resist make you harder to stop, and Adrenaline Rush, Blade Flurry and Preparation make you a force to be reckoned with. The points in Dual Wield Spec can be moved to a weapon spec of your choice.

Combat Daggers. I have limited experience with this build, so it's likely not optimum, but this isn't a bad build either. Will do tons of damage in raids, not so much in 5 mans (things die too fast and this build is geared towards longer battles). Your only finisher is going to be Slice and Dice. Weapon Expertise was skipped because, well, it sucks after the changes made to weapon skill. The points in Deflection can be moved there if you really want, but you won't see a difference in damage (a few tenths of a percent maybe).

[http://www.wowhead.com/?talent=f0ebovZGcqbbVzx0Got]Combat Swords[/link]. A simple "smack them until they stop moving" build. Simple to play, high damage output. Replace Sword Spec with the spec of your choice if you don't want to use swords. Good raid and solo build, decent in arenas, pretty bad for other PvP.

Don't like my builds?
By all means experiment. If you want to see how the pros do it, look up the best raiding guilds in the armory, see how their rogues are specced. Chances are they're better than I am, and you can take their specs to the bank, so to speak.

Still have questions?

By all means, ask away, but before you do, check this post out. It contains some general guidelines for effectively getting help, as well as links to many sites where you might be able to quickly answer the question for yourself.

Quick Links
Rogue Lockpicking Guide
Rogue Poison Guide
Old Rogue Guide (Some or all of the information might be outdated)


Edited, Jan 15th 2007 2:03am by Nooblestick

Edited, Jan 15th 2007 2:01am by Nooblestick

Edited, Jan 15th 2007 12:07pm by Nooblestick

Edited, Jan 15th 2007 6:10pm by Nooblestick

Edited, Jan 22nd 2007 3:20pm by Nooblestick

Edited, Apr 30th 2007 2:57pm by Nooblestick

Edited, May 20th 2007 5:01am by Nooblestick

Edited, May 24th 2007 11:25am by Nooblestick

Edited, Jun 29th 2007 4:37pm by Nooblestick
#6 Jan 14 2007 at 10:59 PM Rating: Good
***
1,538 posts
RPZip's Poison FAQ (I did not write any of this).

Follows is the official WoW Rogue forum poison FAQ, since I got a greenlight to remake the original so that mine was the first post. Pertinent questions will be added to the FAQ section at the end.

******

Version History
Version 1.2: Updated for TBC.
Version 1.1: A few new FAQ questions added.
Version 1.0: First version.

How do you train in the ability to create poisons?

You'll need to complete a quest first to gain the ability to create poisons. This quests requires you to be level 20 before you can receive it.
For the Alliance: http://wow.allakhazam.com/db/quest.h...wquest=2360
For the Horde: http://wow.allakhazam.com/db/quest.h...wquest=2460
Once you complete the fairly short string of quests you will be able to train in specific poisons from any Rogue trainer.

Where do you get the materials to make poisons?

Find a Shady Dealer, Poison Vendor, Poison Supplier or another similar-sounding name. They are usually around Rogue trainers but are also often found in other locations around town or in areas without Rogue trainers (i.e. outposts).

What effect does each poison have?

Instant Poison - Each strike with your weapon has a 20% chance to deal an additional amount of nature damage. My (and most Rogues) favorite for PvE encounters. May be learned at levels 20, 28, 36, 44, 52, 60 and 68.

Deadly Poison - Each strike with your weapon has a 30% chance to apply a twelve-second Nature-based Damage over Time ability to your opponent. This DoT will stack up to five times on your opponent. If the poison gets all five 'ticks' to do it's damage the damage dealt is about equal to Instant Poison, but Deadly Poison is 10% more likely to be applied. Deadly Poison may be trained at levels 30, 38, 46, 56, 60, 62 and 70. NOTE: Many Rogues don't like this poison for two reasons. a) Often, especially while soloing, the DoT component won't complete all of its ticks, thus causing you to lose damage when compared to Instant Poison, and b) It essentially prevents the use of all of your Disorient abilities (Gouge, Blind) because every three seconds the poison will deal damage and break those abilities. However, this poison has become vastly more popular in both PvE and PvP due to the advent of Mutilate (increased damage when the target is poisoned) and the raising of the debuff limit to 40 prevents the poison from being 'pushed off' by other effects in most situations.

Crippling Poison - Each strike with your weapon has a 30% chance to reduce your target's movement speed by a good amount (50% at the first rank, 70% at the second rank) for 12 seconds. A terrific PvP tool, as well as being useful in PvE when fighting Humanoid mobs that will run when low on health. May be trained at levels 20 and 50.

Mind-Numbing Poison - Each strike with your weapon has a 20% chance to increase your target's casting time on spells for 14 seconds. Good in PvP against casters for obvious reasons, as well as some specialized PvE situations (some raid bosses, caster mobs). May be trained at levels 24, 38 and 52.

Wounding Poison - Each strike with your weapon has a 30% chance of applying a debuff to your target that will reduce the effect of all healing abilities on that character by 10% for 15 seconds as well as dealing damage. It will stack up to five times. This poison is now _incredibly_ useful in PvP (when fully stacked it has the same healing debuff as Mortal Strike, and stacking both on one target - such as a Warsong Flag Runner - is incredibly effective) and the addition of damage (around a third of Instant Poison's damage, admittedly) makes it useful against non-healers as well. May be trained at levels 32, 40, 48, 56 and 64.


FAQ:

Q: Can I apply poisons to the weapons of other players?
A: No.

Q: Can I use both a Sharpening Stone and a Poison on the same weapon?
A: No. Each weapon has a limit of a single buff, so you cannot have use both poisons and a sharpening stone on the same weapon - the buff will overwrite whatever was already on the weapon.

Q: Help! I can't train in [Generic Poison, but usually Mind-Numbing Poison]! It's not on the list of abilities from my Rogue trainer.
A: The reason is because you need a specific skill to train in poisons, so if you haven't created enough poisons you won't be able to learn that ability. In most cases the problem is with Mind-Numbing poison, which requires a Poisons skill of 100 to learn. After Mind-Numbing Poison you won't usually notice this limitation, but it's an issue in this case because it's quite likely that you won't have created 100 poisons between levels 20 and 24, and that's assuming that you did the Poison quest as soon as you possibly could.

Q: Do you know where I can the stuff to make Blinding Power?
A: Well, it's not really related to poisons, but it's still a good question. Blinding Powder is created from Fadeleaf, so you'll need to find a Herbalist (or be one yourself) to get the regent for the Blind ability.

Q: Why is Crippling Poison II worse than Crippling Poison I?
A: It's not. The problem is that Blizzard changed the format of the spell effect. Crippling Poison II is better, go and read them again.

Q: Can I apply a poison to an enchanted weapon? Will it overwrite the enchant?
A: No, it will not. Go ahead and Crippling Poison up that Dagger of yours if you want, it won't overwrite the enchantment placed on it.

Original Post

Edited, Jan 15th 2007 12:17pm by Nooblestick
#7 Jan 14 2007 at 10:59 PM Rating: Good
***
1,538 posts
Aen's Lockpicking FAQ (I did not write any of this)

This give you some ideas on where to level up your lock picking and what level certain items are to open.

http://forums.worldofwarcraft.com/thread.asp...276&P=1

Found a chest that is 100-175 (goes gray). Its south of ratchet on the boats where all those pirates are.

Here is the post
______________________________

Hi, since it's been asked so many times I was hoping to compile a list of what items require what skill in lockpick and when they become trivial. This is still not complete, I NEED input from everyone.

Q. How do I get the skill lockpicking?
A. A rogue trainer (a major city one) will give you a quest at level 16 that gets you thief tools (for free) and teaches you the skill.

Q. Okay, I have the quest, but my skill is super low I can't complete the quest, what now?
A. In the same area as your lockpicking quest, there should be some chests you can level up on. These chests are orange at skill level 1 (see below for color explanation) and don't go grey until about 100. Also, see down below for a 1-300 skillup guide.

Q. What do these colors mean? Red? Orange? Grey? I'm colorblind!
A. Every lock you pick has a 'skill level'. Just like with tradeskill items, they are color coded.
Red = can't pick the lock at your skill level
Orange = guarenteed skill up
Yellow = good chance for skillup
Geeen = low chance for skillup
Grey = no chance for skillup
There is a list down below for commonly items and their skillup numbers in reference to lock difficulty.

Q. Do I have to visit a trainer to get journeyman/artisan/safecracker rank in Lockpicking?
A. You don't. Your skill scales with level: every level you gain as a rogue translates into 5 extra points to your lockpicking cap.

Lockpicking Guide from 1-300
1-100 - Keep picking the instant respawn chests near the lockpicking quest.

100-175 - You can pick the Polly quest chest (Horde LP Quest chest), OR you can use either of the chests in the Poison quests (Alliance OR Horde) you get at later levels. You will have to click on your lockpicking skill first, then click the chest. (If you have the reading and inference skills of a legaly "mentally deficient" person: YOU HAVE TO READ BELOW IN THE TRIVIAL LIST.) (I have just insulted retarded people everywhere, I've seen mentally retarded people with more smarts than half the people in this board.)

For the Polly/Poison Tower chests: You NEED to activate (CLICK) your lockpicking skill icon first, then (CLICK) on the chest as your cursor will not change automatically like it did during the quest or before it.

175-225 - Pickpocket mobs for Sturdy Junkboxes. Several mobs drop them, check thottbot and pick the best location for you. I recomend mobs in instances, that way you can pick it clean, reset the instance, then go to town again. You can also pick doors in instances at this range. I personally picked the door in the Scarlet Monestary cathedral from 180-225 one day by repeatedly resetting the instance.

225-280 There is no real easy way that I've found to skill this range other than to keep doing junkboxes. You can use the gates in the NE corner of Searing Gorge, but there is no reliable way to reset them (see notes below for more information). Also opening lockboxes in your faction's major city will get you skillups.

280-300 There are 3 doors in Blackrock Depths that are very close to the zone in that you can use to skill up this.


Trival list
If your skill is lower than "orange" number, you won't be able to pick the lock (It won't even let you try). If your skill is higher than the "grey" number, you won't get a skillup from that item. A "?" marks information that might be wrong, multiple "???" mark missing information.

Pickpocketted stuff:

Battered Junkbox (Orange: 25? Grey: 100?)
Worn Junkbox (Orange: 100? Grey: 175)
Sturdy Junkbox (Orange: 175 Grey: 275?)
Heavy Junkbox (Orange: 250 Grey: never?)

Dropped Chest - These are extremely random, so don't try to camp them.

Please see note above

Heavy Bronze Lockbox
Ornate Bronze Lockbox
Iron Lockbox (Orange: 75? Grey:???)
Strong Iron Lockbox (Orange: 125 Grey:???)
Steel Lockbox (Orange: 175 Grey: ???)
Reinforced Steel Lockbox (Orange: 225 Grey: never)
Mithril Lockbox (Orange: 225 Grey: never)
Thorium Lockbox (Orange: 225 Grey: never)
Eternium Lockbox (Orange: 225 Grey: never)

Doors:

Doors in the normal world (aka not in instances) are usually on some sort of timer. In other words, you can't repeatedly pick the same door over and over again for skillups. The mechanism of the timers are not well known. Some people say if you pick something else (anything else) inbetween attempts that it will reset some timers. Others say that if you pickpocket a mob, or kill a mob, or so something else, that this will reset the timers. It may be different for every door. Suffice to say that reset an instance always (to my knowledge) resets any doors inside, so use that method when you can. I am leaning towards the pickpocketting theory for now.

Gnomeregan (Orange: 150? Green: 200)
Scarlet Monastery (Orange: 175 Green: 226 Grey: 275?)
Searing Gorge Gate (Orange: 225 Grey: never)
BRD Shadowforge Gates (Orange: 280 Grey: never )
BRD Prison Cells (Orange: 250 Grey: never )
Scholomance (Orange: 280 Grey: never )

From Fishing:
Battered Chest
Small Locked Chest
Reinforced Locked Chest
Sturdy Locked Chest
Ironbound Locked Chest (Orange: 175 Grey: 250?)

Other Stuff:

Most of these are chests used in quests that you can pick after you complete the quest. Note that you will probably need to activate your picking skill first, then click on the item as your cursor will not change automatically like it did during the quest or before it.

Insta-chests from respective lockpicking quests (Orange: 1 Grey: 105)
Main chest in lockpicking quest (Orange: 75 Grey: 175)
Poison quest chest (Orange: 90 Grey: 175)
Polly chest (Orange: 90 Grey: 175) (See note 5 below)
Engineered Practice Locks (Green: 1 Grey: 90?) (You can only pick these ONCE, so they are WORTHLESS)
Cozzle's Lockbox (house by the Venture Co. STV, it's on a ~20m timer) (Orange: 150? Grey: 250?)

Links for lockpicking quests with respective insta-chests:
Alliance: http://thottbot.com/?q=1165
Horde: http://thottbot.com/?q=799

List of things that increase Lockpicking:
Dark Leather Gloves (+5 LP) (http://www.thottbot.com/?i=5538)

Various notes and other information:

1. Alliance rogues using the Klaven tower (Posion quest) chest: I just did this at 39, go to Westfall to where the poison quest is at, top floor, Klaven can take me down to half health at 39 if I don't dual-ambush so he kinda hurts. Hopefully you can also be outside his aggro range to practice. To do this just go behind his table (after he spawns he walks around the top of the tower, wait until he is done and ends up a bit away from you), there should be two chairs, jump over the chair closest to the chest and from behind the chair pick the lock. Don't worry about Touch of Zanzil: a death or Jungle Remedy from STV or cure poison from a high enough player should make it all good.
You must be of a high enough level not to aggro Klaven!

2.You can skill up 8 times on the doors to SM, there are 4 doors, 2 inside instances and 2 outside. They are on timers which can be reset.
(See confirmed information 1, above)
Only about half the chests are pickable and are trivial at 175.

Library: Chest in a cubby before the Gallery of Treasures, guarded by 3 mobs. Another chest that spawns in one of the hallways close to Doan himself, guarded by typically 2 mobs + one roamer.

Armory: Chest either in the Training Grounds (guarded by 2 mobs + 1 roamer) or inside the first part of the armory (guarded by 2 mobs + 1 roamer.) Can't remember location of other chest off the top of my head.

Cathedral: Chest on either the left or right side of the fountain. Another chest that spawns either by the monk guarding Fairbanks' hiding spot, or spawns on the other side of the cathedral (guarded by 3 mobs + 2 that roam close but may or may not aggro.)

5.South of Ratchet along the coast a short way is a beached pirate ship. No pirates around ship, they are camped south of it. Bit tricky getting the jump up onto the prow of the ship so you can get onboard, but can try repeatedly with no hassles. The chest is by itself downstairs in the back. Just keep opening it til you hit 175. No fuss, no muss and NO FIGHTS! (This is the location of the Horde lock picking quest and is in Horde controlled territory. Not recomended for Alliance characters on a PvP server).

Thanks to: Too many people to list so I thank: The Rogue Board!

You should thank Tyknee because he has like 10x more patience to deal with you guys than I do and reworked the whole post so that it's really idiot proof.

Thanks for the sticky Blizzard


For the Polly/Poison Tower chests: You NEED to activate (CLICK) your lockpicking skill icon first, then (CLICK) on the chest as your cursor will not change automatically like it did during the quest or before it.


Original Post

Edited, Jan 15th 2007 12:19pm by Nooblestick
#8 Jan 14 2007 at 11:12 PM Rating: Good
***
1,538 posts
Special Thanks to Theophany the Sly, sensemeister and Dwittle.

Edited, Jan 15th 2007 1:46pm by Nooblestick

Edited, May 24th 2007 11:27am by Nooblestick
#9 Jan 15 2007 at 10:35 AM Rating: Decent
***
1,538 posts
Added some nicer formatting and added the Poison FAQ and Lockpicking FAQ. Feel free to post any questions or suggestions.
#10 Jan 15 2007 at 11:35 AM Rating: Decent
*****
13,048 posts
This is rediculous. I've written a few guides before, but this is rediculous Nooble.

Good job.
#11 Jan 15 2007 at 11:51 AM Rating: Good
***
1,538 posts
Thanks for the encouragement. The part I wrote (not the poisons and lockpicking section) was just under 16 pages long. Took the better part of 3 days to write.
#12 Jan 15 2007 at 12:09 PM Rating: Good
****
4,596 posts
WOW. Thanks, exactly what I've been looking for. This is incredible!
____________________________
Nicroll 65 Assassin
Teltorid 52 Druid
Aude Sapere

Oh hell camp me all you want f**kers. I own this site and thus I own you. - Allakhazam
#13 Jan 15 2007 at 2:26 PM Rating: Decent
*
89 posts
/rogue community bows before nooblestick

awesome guide! really really like your explanation of talents, no more wasted gold on respecs (the synergy you add at the end help a TON).

Edited, Jan 16th 2007 1:56am by Tallysien
#14 Jan 15 2007 at 10:14 PM Rating: Good
Atta boy Nooble. Well done all the way. Always a pleasure to read your posts.
#15 Jan 16 2007 at 8:14 AM Rating: Decent
***
1,330 posts
Wow Nooble, you have really outdone yourself with this one...how are you going to beat this Smiley: boozing
#16 Jan 16 2007 at 11:51 AM Rating: Decent
Nice work!!
#17 Jan 17 2007 at 1:23 AM Rating: Decent
Fantastic! Nice one mate! :)
#18 Jan 17 2007 at 9:02 AM Rating: Default
u realy did get tired of those realy stupide people posts that have been poping up a whole lot since TBC was first tried and people trieded some builds.
#19 Jan 19 2007 at 11:59 PM Rating: Decent
***
1,538 posts
Thank you all very much for the praise. It's a nice feeling to know that your hard work is appreciated.

Updated the guide, by the way. Added a section to explain off hand weapon choices, which is one of the most common questions we get, and ironically I completely forgot about it.
#20 Jan 20 2007 at 6:41 PM Rating: Decent
aww...my rogue mentor..i am confused..i specced mutilate and love it..then, low and behold, FIST WEAPONS!! OH NO><:)DUH TIME...i dont understand how to consider fist weapons..are they considered daggers?..swords?...both?.well you get the picture..can you explain for me please..can i keep my mutilate spec and use fist weapons?.off hand? or do i sword spec for them?..HELP.!!
#21 Jan 20 2007 at 6:43 PM Rating: Decent
aww...my rogue mentor..i am confused..i specced mutilate and love it..then, low and behold, FIST WEAPONS!! OH NO><:)DUH TIME...i dont understand how to consider fist weapons..are they considered daggers?..swords?...both?.well you get the picture..can you explain for me please..can i keep my mutilate spec and use fist weapons?.off hand? or do i sword spec for them?..HELP.!!
#22 Jan 20 2007 at 6:46 PM Rating: Decent
sorry for the double post ..having gateway probs at allakhazam site..and i messed up..excuussseee me...!!
#23 Jan 20 2007 at 8:26 PM Rating: Decent
Nooblestick, your guide is great. I learned a lot of things I should be considering. I never would have thought about much of this stuff until I had to scramble for an answer.

Actually, speaking of scrambling for answers... that's what brought me here in the first place. You see, I am having trouble pickpocketing people. I can't seem to find a valid target.

I have only tried to pickpocket friendly targets. I have only tried one target that was lower level. He was two levels below me, is that not enough difference in levels? Am I targeting the wrong type of npc? I play on an RP server, if that makes any difference. I can't imagine why it would, but there were lots of things I couldn't imagine before I started playing this game.

The only thing I can think of is that I need to target neutral npc's. Am I close? Please help. It will be a while before my rogue makes it to neutral terratory, I'd just like to know if that's what I'm doing wrong. So, thanks in advance if you find time to answer my questions.

You have a talent for explaining things. So is there any possibility of you creating a Rogues Guide to Thievery? If you did, I bet it would be awesome.


#24 Jan 22 2007 at 1:58 AM Rating: Decent
***
1,538 posts
Quote:
aww...my rogue mentor..i am confused..i specced mutilate and love it..then, low and behold, FIST WEAPONS!! OH NO><:)DUH TIME...i dont understand how to consider fist weapons..are they considered daggers?..swords?...both?.well you get the picture..can you explain for me please..can i keep my mutilate spec and use fist weapons?.off hand? or do i sword spec for them?..HELP.!!

They're considered Fist Weapons. Their actual use is what I was referring to. They tend to be about the same speed as a sword, with about the same DPS and damage range. Their specialization talent is identical to the one for Daggers. Anything that specifies a certain weapon type works only with that type, and no exceptions. I guess I need to add a bit of clarification there, I can see how it was a bit ambiguous.

Quote:
You have a talent for explaining things. So is there any possibility of you creating a Rogues Guide to Thievery? If you did, I bet it would be awesome.

I'd be more inclined to do so if I ever used the skill, but I really don't know anything about it. I've used it for quests that required it, and that's about it.

As for your problem, you can only pickpocket things that have pockets (you can't pickpocket a bear, for instance), and it must be attackable. If for some reason you need to pickpocket something that you've gained reputation with, like the Timbermaw for the final Rogue quest chain, you must first declare war on them in your Reputation sheet. You cannot pickpocket other players, or NPCs that you could not in some way attack.
#25 Jan 22 2007 at 4:29 AM Rating: Decent
Now I understand perfectly where I was making my mistakes. Not that I've tried to pickpocket any of the wildlife, but I also didn't try to pickpocket anyone neutral. ;-)

My thanks, again, Nooblestick.
#26 Jan 22 2007 at 12:55 PM Rating: Decent
so mutilate wont work with fist weapons...cuz its a dagger required move?.right.is there any plus in using fist weapons?...and also..your ZOMG(8/2/41) build sounds interesting. Can you give us an idea of weapons main/off hand?.im thinking dagger/sword.and an idea of how an open/finishing move would go..and have the talents been fixed for this build?thanks for the advice and knowledge in this.
« Previous 1 2 3 4 5 6
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 130 All times are in CST
Anonymous Guests (130)