Q: What is the best (Horde/Alliance) race for a rogue?
A: The differences between starting stats are minor, at best. The amount of health
and stats you gain per level is based solely on your class, so by the time you get
to level 60, the difference in stats is basically nonexistant.
As for racial traits, they are not designed to make a clear-cut best or worst race
for a class. Generally, I recommend picking a race not based on the racial traits,
but based on which race you want to play the most. While it is true that certain
traits are not useful for the rogue (such as axe specialization or added
intelligence), the ones which can be useful will rarely turn the tide of a battle. The
traits are merely bonuses; they do not make or break your play.
With that being said, it still is a hot topic of debate, and I'm sure you'll find many
posts on it arguing one way or another.
Q: What is the best weapon for a rogue?
A: This depends on what abilities you want to use. Backstab and Ambush can only
be used when you have a dagger equipped in your main hand. However, if you
plan on using Sinister Strike all the time, and not Backstab, you are better off
using a sword or mace, since those weapon types will generally do more damage
with SS.
Q: Is it possible to be a viable ranged weapon rogue?
A: No. The only use you have for a ranged weapon generally is pulling enemies, or
for the stat boost it may provide. You cannot, however, do any reasonable damage
with a ranged weapon. The only class which can do so is a hunter.
Q: Is it possible to be a viable fist weapon rogue?
A: No, not really. Fist Weapons basically have all of the disadvantages of a dagger,
without the advantages of one. Not to mention, there are so few fist weapons in
the game currently (less than 10 blue/green fist weapons). If you happen to get
one with a good DPS, though, there's no harm in putting it on your off-hand.
Q: What are good profession combinations for a rogue?
A: There's quite a few combinations to look at...
Engineering/Mining - Engineering has some nifty gadgets you can make, like the
Gnomish Net Gun and Catseye Goggles, which can be quite useful, especially in
PvP. Also, as a rogue you often can survive party wipes, and with Goblin Jumper
Cables you have 25-50% chance of saving the wipe. Mining is basically essential
as a support skill. A drawback here is that you won't really be able to make
anything that will sell to other players, beyond explosives and mechanical
squirrels. Most of the gadgets require some skill in engineering.
Blacksmithing/Mining - This can be very profitable, but the problem is you won't
really be able to make that many items that are useful for a rogue. There are only
a handful of daggers and other one-hand weapons you could use, and all the
armor would not be equippable.
Alchemy/Herbalism - Herbalism is nice, since two rogue items require herbs
(Thistle Tea and Blind Powder). Also, Alchemists can make some nice potions, and
some pretty good money at the same time (especially from transmuting).
Leatherworking/Skinning - Prior to this patch, there was very marginal use for
leatherworking at the endgame, since there were no patterns past 250 skill. There
are now some, and seeing some of the patterns (like Stormshroud Pants) has
made me consider keeping it for release. It will remain to be seen, though, how
many nice patterns there really are out there. One other thing to consider is that
leatherworkers don't really have anything they make that will sell to non-leather
users. Armor Kits are nice, but at higher levels people will usually want
enchantments instead.
Some Combination of Mining, Herbalism, and Skinning - This can be a good way to
make money, as there is always a market for people who want to buy materials. If
you go this route, it is probably best to get Mining OR Herbalism, and then throw
in Skinning. You can only actively be "finding" one type of resource, and you'll be
killing lots of animals anyways, so why not skin them?
Enchanting + Gathering Skill - Enchanting can be a decent way to make money,
and doesn't require a gathering skill in the strict sense, as you get your mats from
disenchanting blue/green items. This may seem like an "odd" set of skills for a
Rogue in the RP sense, but it's still a useful skill to have. A variation on this would
be to get Tailoring, so you have a constant supply of greens for disenchanting.
Enchanting/Tailoring is not really a rogue combination, though .
Q: What secondary skills should I learn?
A: You should learn them all, since you can. Cooking is good to get up to at least
60 skill, so you can make Thistle Tea. First Aid is very nice for reducing downtime,
and for popping on during a stun or gouge on the enemy. And finally, fishing can
be a good way to kick back (or get meat for cooking).
Q: Where do all my abilities on the toolbar go when I stealth?
A: When you go into stealth, it automatically changes to a special "stealth"
toolbar. You will have to drag and drop the abilities you want to use there from
your spellbook (press P).
Q: Is there any way to increase my total energy, or how fast it regenerates?
A: The highest-tier Combat talent, Adrenaline Rush, will give you the ability to
double your regeneration rate for 15s, with a cooldown of 6 minutes. The highesttier
Assassination talent, Vigor, will increase your total energy by 10. Beyond that,
there is no way to affect your energy.
However, there is a drink called Thistle Tea which can be made with 60 cooking,
that you can drink to instantly restore 100 energy. The cooldown for the drink is
also 6 minutes.
Q: What Rogue quests are there?
A: There's basically three quest series we have. At level 10, there's the
pickpocketing quest you get, and the reward is a dagger. At level 16, you have the
lockpicking quest, and at level 20 you get the quest to learn poisons. There is now
also an early 30s quest at Ravenholdt Manor, but it seems to not be fully
implemented yet.
Q: Where should I go to quest/grind at level X?
A: I would suggest taking a look at Haunted's thread, which does a pretty good
job of listing out areas by level. It's currently from mostly an Alliance perspective,
but it is expanding: WoW Forums -> 404 Page Not Found
t=29182&p=1&tmp=1
Q: What weapons can a Rogue use, and how do I train them?
A: Rogues start out only knowing how to use daggers and throwing knives.
However, you can train one-hand swords, one-hand maces, fist weapons,
crossbows, bows, and guns. You can train these weapons with a weapon master
trainer in a major city. The cost is 10s per weapon style you want to learn. Once
you are in a major city, to find the weapon master, simply ask one of the guards.
However, each trainer only has certain weapons they can train.
Alliance:
Darnassus - Bow, Fist
Stormwind - Sword, Crossbow
Ironforge - Gun, Mace, Fist
Horde:
Orgrimmar - Bow, Fist
Undercity - Sword, Crossbow
Thunderbluff - Gun, Mace
Q: I've heard that Night Elves can't use guns, and X race can't use Y. What gives?
A: There was a time in the Closed Beta where there were also racial restrictions on
weapons, one of which was that Night Elves could not use guns.
However, it was changed so that the weapon restrictions are only per-class. Your
race no longer has any bearing on which weapons you can and cannot use.
Q: Can I train two-hand weapons?
A: No, you cannot.
Q: Can I use a shield?
A: No.
Q: Can I train mail or plate armor?
A: No. I would imagine it is difficult to be agile in mail or plate .
Q: Can I dual wield weapons? Should I?
A: Yes, you can dual wield weapons. You learn the ability from your rogue trainer,
at level 10. And yes, you should dual wield weapons (for more details, check the
dual wield question in the â€oemechanics†category).
Q: Are there any restrictions as to which weapon combinations I can dual wield?
A: In terms of type of weapon (eg., 2 maces, 1 sword/1 mace, 1 dagger/1 sword,
etc.) there are no restrictions. You can use whatever combination you want to, as
long as you are trained in the weapon types.
However, there is one restriction. Weapons which are listed as "Main Hand" can
only be used in your main hand, and cannot be equipped in your off-hand.
Likewise, weapons listed as "Off-Hand" can only be equipped in your off-hand.
Weapons which are listed as "One Hand" can be used in either hand.
Q: Is there any way to disable dual wield once I've learned it?
A: The only way to disable it is to equip something which is not a weapon in your
off-hand. This can be a fish, flower, torch, or any non-weapon item that can go
there. There is some debate over whether or not this will actually disable the dual
wield penalty, but it is nothing which has been extensively tested, as far as I
know.
Q: How do I train poisons?
A: At level 20, Alliance characters train poisons with a quest from the SI-7
operatives in the Stormwind Barracks. Horde characters can get this quest by
speaking with the rogue trainer in the Cleft of Shadows in Orgrimmar. For more
information about poisons, look at section VI of this FAQ.
Q: Why is my dodge/crit chance going down as I level?
A: It is actually not going down as you level. The tooltip which shows your
dodge/crit percent (press P and look at your attack/dodge abilities) shows your
chance to crit versus an enemy that is your level. This chance to crit is solely
based on your agility, talents, and +crit gear.
So, suppose you are level 1, and have a 15% chance to crit listed. This means that
you have enough agility to crit 15% of the time versus level 1 enemies. When you
level up to level 2, let's suppose it says your crit chance is 14.5%. Your crit chance
versus level 1 enemies is still 15% (in fact, it is a little bit higher because your
agility went up when you leveled). However, you only have enough agility to crit
level 2 enemies 14.5% of the time.
The reason for this is basically that as you level, your agility goes up, and you also
have better equipment which will raise it, as well. For the first few levels, though,
your crit chance will spiral down as there really isn't much +agility gear you can
get.
One thing to note here is that if your weapon skill is not capped out, it will
adversely affect your crit chance with that weapon.
Q: How does my strength/agility add to my melee attack power?
A: Your strength and agility both add directly to your attack power, in a 1:1 ratio.
So 10 agility will add to 10 melee attack power, as will 10 strength.
Q: How does the attack power bonus work?
A: The attack power bonus is a pure DPS bonus. Roughly 15 points in attack
power equals 1 point of DPS bonus...I don't believe it scales by level.
Since it is a DPS bonus, and not a damage bonus, it works in an interesting way.
Suppose you have a 20 dps attack power bonus, so roughly 300 attack power. For
argument's sake, lets suppose you have a main-hand weapon which is 1.00 speed
with an average damage of 20. For this weapon, 20 dps means 20 damage per per
hit. So your average damage in your main hand will go up 20 damage points due
to the attack power bonus.
Weapon #1:
20 average damage, 1.00 speed = 20 dps
+20 average damage = 40 average damage, 40 dps
Now let's say you have another weapon which is 20 dps, but 2.00 speed. So, it's
average damage per swing is 40. For this particular weapon, 20 dps = 40 damage
per hit. So in this case, your average damage will go up 40 damage points due to
your attack power bonus.
Weapon #2:
40 average damage, 2.00 speed = 30 dps
+40 average damage = 80 average damage, 40 dps.
Both weapon #1 and #2 have the same DPS, but weapon #2 is a much better
mainhand weapon. Obviously there are no 1.00 speed weapons, but the point still
holds.
All this explains why, for instance, the Toxic Revenger ends up having a slightly
higher damage range than the Black Menace. Black Menace has an average
damage of 44.5 @ 1.5s. Toxic Revenger, on the other hand, has an average
damage of 39 @ 1.9s. The Black Menace has a much higher DPS, but since the
average damages are so close, you'll notice that your tooltip damage range will be
slightly higher with the Revenger, assuming you have a reasonable attack power.
This raises a very interesting dilemma when choosing a main-hand weapon. How
much DPS are you willing to give up on the weapon for a higher damage range?
Q: How much agility do you need to add 1% to your crit or dodge chance?
A: This is based on your level. At level 60, it is roughly 30 agility for each 1% crit.
I'm not certain about dodge chance, though it does require less agility per percent.
Q: Why is my Eviscerate not doing the damage as stated on the tooltip?
A: The tooltip damage does not take into account the armor of the enemy. Since
most enemies have armor, your non-crit damage will rarely be as high as the
tooltip states.
Q: Why does my Backstab/Ambush do less damage than the "+ X" damage on the
tooltip?
A: Same answer as above.
Q: Why would I ever want to use Backstab instead of Ambush? Ambush does more
damage!
A: The key difference here is that Ambush can only be used while in stealth,
whereas Backstab has no such restriction.
Q: What is the dual-wield penalty?
A: The dual-wield penalty is that your base chance to miss for each weapon, on
normal attacks, is 24%. Furthermore, your off-hand weapon does 50% damage
(though it can be increased with talents). If you don’t dual-wield, your base
chance to miss on a normal attack is 5%. Your base miss chance on special
attacks is always 5%, the dual-wield penalty does not apply to them.
Remember here that base chance is different from effective chance. There's
several other factors which determine whether or not you hit the enemy, including
their level versus yours and your weapon skill. Also, misses are different from
dodges and parries.
However, in spite of this it is recommended you train dual-wield and use it, as
your damage per second (DPS) will be increased by about 10-15%, assuming
similar DPS weapons. Furthermore, it gives you another equippable weapon, which
means you can have more stat boosts on your character.
Q: How does the off-hand damage penalty work? How is it affected by the dual
wield spec talent?
A: The off-hand normally just does 50% of what it normally would do. So:
(Weapon DPS + Attack Power DPS Bonus) * 0.5
WIth the dual wield spec 5/5, the off-hand does 75% damage, so just subtitute
0.75 for 0.5.
The tooltip for the off-hand was previously bugged, causing numbers which did not
make sense. If you had the talent, a weapon would be listed as doing more
damage in your off-hand than in your main. Some data posted prior to the tooltip
fix suggested that the tooltip was bugged. The change to the tooltip seems to
confirm this.
Q: How does the stealth check work? Are there any differences in PvP?
A: The details of this are not entirely known. However, a few things are known.
Whether or not you are detected by an enemy is based on the following factors:
your subtlety skill, the level of your enemy, whether you are in the 180 degree arc
in front of the enemy, and how close you are to the enemy. Your base subtlety is
5x your current level. So, at level 60 you have 300 subtlety.
Once you are within a certain radius of the enemy (based on your subtlety skill
versus their level), and within the 180 degree arc in front of them, periodic stealth
rolls are performed. If you lose the roll, you are detected and dropped out of
stealth.
When you are behind the enemy, you will never be dropped out of stealth.
However, if your level is substantially lower than the enemy, they will almost
always turn around to face you.
The only difference I am aware of in PvP is that stealth checks may be performed
with greater frequency. Also, I do not know how stealth detection items really
factor in, but I would imagine the roll is your subtlety vs. (enemy level x 5 +
stealth detection).