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Rogue performance in groups, how to do best?Follow

#1 Feb 08 2008 at 9:02 AM Rating: Decent
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Hi people! I am now leveling my Rogue, and it's great. She's level 59 (Gnome Female, pink pigtails, it's awesome, flame along) and closing in on level 60. I have already started to run some Ramparts for Shadowrend Longblade, and I am struggling with how to perform best.

I am mostly opening with Cheap Shot after the initial sap (if there is one), then either SnD or just go SS until I can Eviscerate (or if healer / others are getting pummeled, I throw a KS to let them get some time), and nothing more.
On bosses, I am not sure if I should open with Garrote or what, being a Combat Swords Rogue.

If you have any tips on instances and group play, please help. It's been ages since I ran an instance on this toon. Last one was Gnomeregan or something :)
#2 Feb 08 2008 at 9:22 AM Rating: Good
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704 posts
NEVER stun in a group setting with a warrior. If a mob is stunned, it isn't hitting the tank and you are depriving them of rage, which they need to increase threat. It may be a bit more acceptable to do on trash, but not on bosses.

For boss fights in particular, you will want to open with Garrote, then SS, SnD with 2 combo points, then SS x 4 or 5 and then rupture. Keep the 2x SnD/5x Rupture going and you will top the charts easily.

Edit: Also, avoid using expose armor, since it prevents warriors from using Sunder Armor, which is another threat generator.

And I have a female gnome warrior with pink pig tails named Pwnerpuff. She is going to be my 19 WSG twink.

Edited, Feb 8th 2008 12:23pm by AtrophyGFour
#3 Feb 08 2008 at 9:36 AM Rating: Good
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3,202 posts
AtrophyGFour wrote:
NEVER stun in a group setting with a warrior. If a mob is stunned, it isn't hitting the tank and you are depriving them of rage, which they need to increase threat. It may be a bit more acceptable to do on trash, but not on bosses.


Never say never. It's good advice not to stun when you have a Warrior or Druid tank (both rely on rage generated by getting hit) BUT stunning a mob (especially when your kick is on cooldown) that is casting some spell or channeling something nasty is quite acceptable. I also don't mind it when a Rogue stuns a mob when I'm low on HP and my Healer is low on mana. The survival of the group is more important than my rage at that point. You are also quite free to stun any mob that is going after some other DPS or the Healer as it buys me a little time to go get control of it.

That being said - don't stun a mob right off the pull before it gets to the tank. That is one of the most annoying things I have seen Rogues do while I'm grouped with them. Stunning during the fight can be annoying but I usually won't say anything if the group is otherwise doing well.
#4 Feb 08 2008 at 10:12 AM Rating: Good
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704 posts
morghast wrote:
AtrophyGFour wrote:
NEVER stun in a group setting with a warrior. If a mob is stunned, it isn't hitting the tank and you are depriving them of rage, which they need to increase threat. It may be a bit more acceptable to do on trash, but not on bosses.


Never say never. It's good advice not to stun when you have a Warrior or Druid tank (both rely on rage generated by getting hit) BUT stunning a mob (especially when your kick is on cooldown) that is casting some spell or channeling something nasty is quite acceptable.


Point well taken and I agree. I was referring more to the OP's description of the fight which made it sound like they are stunlocking throughout the fight, which is a big no no.

As Morghast said, save your stuns for those "oh $#!+" situations.
#5 Feb 08 2008 at 10:20 AM Rating: Good
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2,826 posts
It's perfectly acceptable to stun mobs with warrior tanks under a few situations.

If your group is light on CC and the warrior is tanking 3-4 mobs, stunning 1 of them won't gimp his rage generation but will make the healer's job easier. Of course in this situation you want to stun the primary kill target.

As Morgast said, if you need to interrupt a spell, whether damaging or healing, and your kick is on cooldown, don't be afraid to throw out a kidney shot to do it. Although you may want to consider blinding instead since the first bit of damage the mob takes will break the incapacitate and allow the warrior to start building rage again.

Also, the 2s/5r (2 SS, SnD, 5 SS, Rupture) cycle is fine at 70. At level 60 you probably don't have all of the energy and combo point building talents you will need to keep it up and may want to consider a 3s/5r cycle instead. At least until you have 5/5 combat potency, relentless strikes, and ruthlessness.

Edit: On bosses, start off with a normal cycle, then after 2 cycles (in other words as the 2nd rupture is ticking), vanish, garotte, and pop blade flurry and adrenaline rush. At this point do 2 SS, Slice and Dice, 5 SS, Eviscerate, then go back into your normal 3s/5r cycle. If your timing is good you should be putting another rupture up about 2 seconds after the last one ended and you should have SnD up the entire time.


Edited, Feb 8th 2008 12:23pm by Bigdaddyjug
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