Hey, there. So far, most of the rogues I see is are badly gemmed,have bad gear choices, enchants or don't know when exactly they should use their CDs in PvE. I'm here to tell you everything you need to know about rogues, how to be successful with them at any aspect of this game. I've played a rogue at 2700+retail rating and I have been raiding in a top25 worldwide guild. I've been around for a while on mmowned.com, only read though, never posted. And I decided to make a rogue guide
1. PvP
2v2 comps with rogue
---Disc priest Mutilate Rogue [pros/cons/specs and strats/
Pros:
-A very good setup if you play offensive (Which doesn't mean you have to blow up your cooldowns for nothing though.)
-Can win almost ANY setup if played well.
-Very good damage output and MS effect.
-Both defensive and offensive dispels.
-A lot of peels and CC /fear,crippling poison,kidney shot,cheap shot,gouge,blind,sap/
Cons:
-Very hard and to win very easy to die if the rogue is out of cooldowns.
-The rogue may get kited a lot vs casters especially. /mobility issues/ - the best way to counter this is to force your priest to spam dispel you.
-Very hard to beat others while playing defensive vs most setups. /just because the rogue still uses cooldowns and eventually dies./
-Beating some comps is based on RNG - dispels, dodges, misses are annoying as hell. Especially if you're vs a DK pala and Mass Dispel misses a few times, the paladin gets away, heals himself and the rogue gets CoI spammed. The game is lost then.
Rogue spec:
The World of Warcraft Armory
This is the standart envenom spec. Don't even bother speccing for Lethality instead of Ruthlessness. Lethality is a bad talent and the less points you put in it, the better it is. You can switch the 3 points from Find Weakness to Focused Attacks, personally I like Find Weakness more. I rather go for Focused attacks if I have Heartpierce though.
Priest Spec:
The World of Warcraft Armory
That's the standart smite spec. Really helps a lot with the dps at needed times. Other specs such as 57/14/0, 58/13/0, 60/11/0 or anything else are not as effective as this one for the setup and there's no point going for them since they're trash. Imp fort shouldn't be taken because it's like 400hp and low hp is not why you die.
Match-ups:
Just a few things to keep in mind, always be aggressive on the opposing healer with mana burns and fears (avoid the other priests fears by having your rogue gouge/stun him so you can freely walk up and fear), Make good use of the power infusion change to get mana burns faster if you manage to get a fear on whatever has mana. As well, do not get frustrated if you lose to a certain setup a lot, just improve yourselves and you will hopefully manage to beat them. Also, use poisons to your advantage, it’s good to have 2 OHs so you can just change your weapon, this gives you a huge advantage. /Swap weapons and shiv with Anesthetic poison for example. It removes warrior enrages, Berserker Rage and druid's savage roar enrage which gives them 30%+ dmg . So be sure you have an extra weapon with Anesthetic/.Also, be sure to take advantage of blind\vanish\sap, this can be a huge thing as your priest will probably have fear up so if the guy isn't dead by the time the sap is over you can always fear or MC.
And now, the match-ups
Druid Warrior:
This is one of the tough match-ups because warriors can literally 2shot you while your priest is in a cyclone. Fear ward should be on you, not on your priest, to begin with. And keep track of it, refresh it every CD. And if there's alot of pressure on the rogue, the priest should use it on himself.
Arena gates open. The very first things you need to do is to get a shield on yourself, stealth and try not to get revealed by the warrior but try to get a sap on him.
Now versus Druid Warrior you have two strategy choices - to go offensive on the druid or to stick to the warrior. The second is more of a defensive thingie and I prefer going for the first one. Get a SAP on the warrior, while avoiding shouts, you may also sprint if you feel insecure. It's better to pop sprint and sap him instead of getting revealed. But if he gets you out with a shout, you should sprint up to the druid with a gouge on the warrior so he can berserker rage /at higher rating this won't happen very often so the sap is very important./ The whole thing with the sap is to make him use berserker rage, you can either dispel it with Anesthetic poison that is on your 2nd off-hand weapon or just wait it out till the enrage expires and get a fear on him. The best situation is when you get a sap, he Brages and after it expires you get a double fear on them. In this double fear you shouldn't do anything but auto-attacks, the priest dispels the hots and puts dots if they have expired.Since you have already used kidney shot and spammed envenom few times, you'll be low on energy and you should let your energy regen for a while. If the warrior trinkets, you just wait till diminishing retuns finishes on him (fear/blind) and get a full blind-vanish-sap,Bs rage for sure again and then fear again, by then the druid should be dead though. If you get revealed you should try not to auto-attack him because you may proc deadly poison and that will break your gouge. On the druid, in the beginning, you should go really offensive - all dots from the priest, shadowfiend, tricks of the trade the priest
, offensive dispels for hots and holy fire-smite spam.
The other strat is to sit on warrior, with your priest healing you up and going really offensive on the druid /run towards him for a fear and constantly burn him when he's in caster form. Though, if he isn't in caster form and refuses to leave, he could just dps the warrior./
Disc Envenom Rogue /mirror/:
This might be both very easy and a very hard match-up. Totally depends on saps. Personally, I hate being a victim of RNG and I just don't ever try to find the rogue, well, yeah I spam my sap macro, but I don't turn around like an idiot and depend on that sap on the rogue. So, here's your strat - ZERG THE PRIEST ! Offensive dispels, dots, burns on him, anything is useful. Get an early blind on the opponent rogue and run back to the priest. It's best if you get a sap on the priest and he gets dispelled, you then basicly both open on him and he has to use PS to survive and it might also make his rogue play defensive. So, if you don't get that kind of an opener, get 3 saps on priest, your priest will get tripple-sapped aswell. Just open on him, your priest should be spamming dispel on the opponent priest if there's a GCD window that the opponent rogue leaves for him. Cheap shot, kidney, blind the rogue and keep dpsing the priest. After the rogue trinkets, you should pop either evasion /25% miss chance on his blind/ or vanish if you think you can time it with his blind, they blind at that time. I recommend popping evasion instead of vanish though. If you get lucky on evasion or you vanish his blind, it'll give you a huge advantage vs them. You should tell your priest when you have kidney and time it with his fear /I.e he fears the rogue and you kidney shot the priest at the same time, so he can't dispel it/ If it doesn't get dispelled, you should sprint->vanish-> sap the rogue. That's pretty much it, the one who zergs the priest faster wins. In order not to get kicked, your priest should cast mana burns at the opponent priest so he can get kicked.
DK/paladin:
It's a very hard setup. You should go very offensive on the paladin and dispel CoI,freedom and mass dispel his shield ASAP. Make the priest keep shields on you as much as he can. If the dk sticks to him, he should mana burn so he get's mind frozed on shadow and not on healing school. If you can't kill the pala, you should go peel the dk and your priest should burn the pala. But if you don't kill the pala, they'll just outlast you and you'll eventually lose.
DK/druid:
You should go on the druid with all CDs, He'll die. If he doesn't go for the DK with your priest either burning the druid or dpsing the DK.
Priest/Mage:
A hard match-up. Completely depends on how good your priest is with Shadow Word: Death. He should watch his globals,sw:d sheeps and dispel you when you need dispels.
Fear ward should be on the rogue. You should go for the priest. In the beginning the mage usually uses invisibility, you can't go sap the priest because the mage will get you out of stealth and your priest will be too far away, you'll have to use cds and then you'll have much lesser chance of winning them. Wait out invis, try to get a sap on the mage and open on the priest. Your priest should dispel him and start doing damage. If the mage trinkets sap -> fear him. Save your blind to interrupt some of the mage's casts /preferably polymorph when your priest is feared or deep frozen/. You should take advantage of Blade's edge arena. They'll want to fight up, your priest should try to MC the mage and throw him down. Blade's edge is also the toughest arena to meet mage priest, simply because there isn't much distance, los and the bridge is tight which makes your priest vulnerable to fears and sheeps. On any other arena, your priest should stick to a pillar and come out of it for a dispel/damaging spell or a heal. He shouldn't run in for a fear unless the opponent priest is stunned or gouged. Save cloak of shadows for when your priest is sheeped, don't waste it. Vanish can be extremelly good when you're in a frostbite with many debuffs and the mage is shattering you while you're at ~15k hp. While vanishing, you evade the incoming shatter and reopen on the opponent priest. Take restealths if they let you. Play a bit more defensive when your cloak is on cooldown.
Paladin Warrior:
Strat 1:
Sap warrior, go on paladin, get a double fear after berserker rage runs out. If the warr trinkets, blind him after diminishing returns end and vanish sap him when there's like 1 sec left of blind on and if you're not too far away from him. Dispel Bubble asap, dispel freedoms and sacred shield asap.
If this doesn't go very well, you should go on the warrior /Strat 2/ which is based a bit more on RNG. Your priest must dispel sacred shield off the warrior, sacred plea off the paladin, go fear the pala and burn him. It's very wrong if he fears the pala and starts burning him right after, that'll break the CC. Instead of breaking the CC he could dps the warrior a bit. You can and should vanish->sap the pally if he doesn't trinket. Go very offensive on those burns. If you go low on hp, you should get back to your priest and kite the warrior. Take restealths if they let you do that.
Druid/Warlock:
Sap lock, priest goes on mount and fears the druid while you stunlock the pet. Kill the pet and go on the lock. Don't even bother trying to kick feldom if you are not uber pro. Keep the kicks for the warlock's shadow school spells. Watch out because he's gonna fake-cast.
It's not very easy to beat such setup. Druid Warlock is one of the hardest out there, with their undispellable fears and roots /Unstable Affliction/. I mean, they're dispellable but you're taking a high risk by doing that. If there's only UA and fear, okay, go for it, dispel. But you should really watch it out.
Going for the druid isn't a good idea at all, a good druid will never die to a rogue. Oh well, with help, maybe. But don't forget there's a warlock aswell, who'll be CCing and slowing your a$$ all the time.
Lock Shaman:
Sap lock, go on pet. Your priest should run around the shaman and destroy his totems and fear. The 2 most important totems to be destroyed are tremor and cleansing. With him not destroying the totems, this setup might be a nightmare for you.
Kill the 2 pets, kill the lock eventually. Cloak only when your priest is CC'd, he shouldn't let you drop when he isn't. Interrupt the warlock's new pet summons at all costs. Watch out for fake-casts. Kidney shot and Kick him on shadow school only.
Lock Priest:
Stick priest, dispel fears. Pretty easy match-up.
Mage Rogue:
Okay, so if the mage uses invis, they sap your priest and the mage starts spellstealing him, don't let him frostbolt him. They'll usually both open on your priest and will force Pain sup. If you open on the rogue, you'll get sheeped and your priest will probably get CS'd so he can't dispel you. So open mage and blind the rogue. Switch to rogue after his trinket and kill him, it's good if you use cloak on that switch so the mage can't sheep/DF you.
Mage Destro lock/Elemental shaman:
Stick to the shammy/lock. Blind the mage on some cast. Your priest should spam dispel you. You shouldn't go down on Blade's Edge vs destro locks if you haven't got vanish, they'll just port up and kite you, you'll die eventually. If it's an ele sham, always stay in such way that he doesn't throw you away a lot with his thunderstorm, that's crucial. Try to be as smart as possible on that one. Let's say, on blade's edge, with him facing the rope (entrance) of the pillars, you want to stay near that "entrance" so you don't get thrown down. Or on Nagrand, when he's near the pillar, you always want to stay in such way that you hit the pillar when he uses his TS. That will dramatically reduce the knockback distance.
Shammy War:
Sap shaman, go warrior real hard. You priest should dps him, take down totems /cleansing and tremor/ and fear the shaman. Nothing can go wrong here.
I can't think of more setups you could meet, if you see that I have missed any, type it here.
Muti Rogue Resto Shaman
I personally find this comp very fun to play. It's not very popular but it's a very competitive one. I really recommend going as mutilate and not with ShD with it, mutilate works far better here. The comp hasn't got many counters.
Shaman gear,spec and glyphs
0/14/57 spec:http://eu.wowarmory.com/talent-calc....13531120331251
gear: Aim for 80spell penetration,4% hit and 1300+ resilience. My shaman preferred to go with around 250 haste.
glyphs:
-Major: earth shield, lesser healing wave, Stoneclaw totem
-Minor: ghost wolve, water shield
Rogue gear, spec and glyphs:
44/4/23 spec: http://eu.wowarmory.com/talent-calc....20000000000000
gear: aim for 5% hit/165 hit rating/, 1000resi /recommended/ and max attack power
poisons: deadly on main hand, wound on off-hand, as usual.
glyphs:
-Major: sprint, mutilate, vigor
-Minor: vanish, distraction
Match-ups:
Feral Disc Priest
If you're not lucky enough to find and sap the feral just sap priest, spam purge him, replace grounding on each cd to try to get instant cyclone.You can focus priest or feral, avoid fear by slowing priest with focus shiv /crippling poison/. Avoid mana burn and try to purge innervate. Don’t use ghost wolf to avoid the Hibernate of the feral. I advise you to go for the priest just because the feral isn't a very comfortable target and may kite you a lot, ferals also have shitloads of dodge chance. You should win unless something goes very wrong.
Priest Rogue
Now this is a bit harder than feral priest due to the more stuns and ms effect. Here your shaman must be focused on these things - getting 20-25 yards away from the priest /to avoid fear/, to watch and put the tremor totem every time the priest destroys it /this is one of the top priorities/, put ES on the rogue, LoS/Wind Shear mana burns and put hexes. You can also help your shaman not to get feared by just shiving the priest once, so he gets criplling poisoned and moves very slowly.
What you aim for in the opener: Sap the priest and spam purge him, open on priest. When the rogue pops out your shaman should hex him and use a shock on the rogue at the end of the hex, so he cannot stealth. Your shaman should assist DPS if he can, though If the priest puts shield on, he should purge instead of trying to DPS through it.
Your shaman can keep you alive pretty easily with earth shield riptide and lesser healing waves.
As easy as it sounds, it's not. The shaman may have problems surviving if they get on him. The thing you should do is to switch to the rogue while your shammy runs away in ghost wolf form. The rogue you're facing won't be shd to shadowstep to him, simply because shd rogues don't put much pressure on shamans ;D /their wound falls off to cleansing totem etc/
SP Rogue
Get on the SP with a hex on the rogue if he's on you and with a blind on him if he's on the shaman.He'll trinket one of the CC and get into another basicly, or just stay in the first and trinket the second but it'll be too late because you can kill his SP very fast. This should be pretty easy unless you get sapped. If you do get sapped, your shaman should watch it and put ES on himself and get into combat ASAP. Or if they open on you, he should put ES on you and start spamming heal. He should pop bloodlust/heroism and start spamming heals with a grounding totem up /for silence and PHorror/.
Priest Mage
This is a hard matchup and gets even harder for shaman/rogue at very high levels. On ring of valor the only strategy is to blow up all cds on the priest to get a fast kill because there are not enough pillars to try another strategy. On any other arena, you should go for the mage and try to get him oom. Spam purge and interrupt him, don't interrupt the priest's heals unless the mage is really close to dying.
Your shaman should mainly interrupt sheeps, LoS and ground them.
You should save cloak for when your shammy is CC'd or for when you're at like 6k and a frostbite procs. Don't waste cloak to survive if you can Line of Sight when your shaman is CC'd. Your shaman shouldn't trinket unless you haven't got anything. I personally like trinketing dangerous Deep Freezes.
Warrior Paladin
This should be a very easy match-up for shaman rogue. Get a sap if possible on the paladin and stick to the warrior, spam purges on him to get sacred shield off, purge the paladin's plea when he pops it. Throughout the game the warrior will use all his CDs and eventually die when his pally is hexed. Blind the paladin when his warrior is under 50% so you force his trinket. Have a hex on him for after that trinket /diminishing returns should be over on sap and hex/. This will probably make him bubble or the warrior will use shield wall. You should disarm him offensively, so try to disarm the warrior and try to burst him down.
Priest Hunter
Get on the priest, would be great if you can get a sap on the hunter. Have your shaman assisting with the dps in the beginning. Use cooldowns when your shammy is scatter->trapped. Your shaman should stay Near you so you can go get the traps for him ONLY if you have a dot on you. /you'll usually have one on you or the hunter will break it with dmg/. Don't risk it much, though. You rather get your shaman trapped than getting the fight reseted with the priest at full hp, 30yards away with no deadly poisons on him and you being slowed. Have cleansing totem up because that ****s up the hunter's dmg a bit /serpent sting->chimaera shot/ and removes viper sting.
Mage Rogue
This is a very hard setup for you, you'll mostly lose every game to it. Good that almost nobody is playing it nowadays. So here, as usual, you want to LoS/interrupt sheeps. Purge icy veins off the mage. Keep in mind that they can kill any of you while the other one is CC'd. Try to hex the mage as soon as possible and fake the CS. This depends highly on how the rogue rogue fight goes. You can lose even if you play if perfectly. Not much I can say for here.
Feral Rogue
This is also a hard comp because they can blow you up very fast. If they go on the shaman, you should open on the rogue with a blind on the feral and switch to the druid once he trinkets. Have your shaman pop grounding as much as he can, because of cyclones. You cannot trinket a cyclone, try to cloak it instead. if you trinket it, you'll get into a full blind and then it's gg. If your shaman's grounding grounds another of the druid's thingies and the druid has instant proc, you should cloak immediately in order not to get cycloned. Your shammy should pop lust/heroism as soon as possible and fake the rogue's kick.
Druid Warrior
This pretty much goes the same as Warrior Paladin. They'll want to peel your rogue off so try to ground/LoS/wind shear cyclones and roots. Your shaman shouldn't get rooted behind a pillar because shaman's cannot get out of roots /lost many games because of that/ and he can then get cycloned twice and feared from the warrior when his tremor is down, this will be crucial if he hasn't got trinket at that point.
Purge the warrior hard if there's 0-1 lifeblooms and something else but not when he has 2-3 lifeblooms+rejuv. Pop Heroism/Bloodlust after the warrior's shield wall. Also pop evasion so you don't get raped by retailiation. Keep Dismantle for Bladestorm, or if badly used, keep it offensively. I mean, if you're the only one the Bladestorm hits, you could simply just Feint and not disarm it. The same if it hits you and your shaman and he doesn't have MS. Or when your shammy is not CC'd. Just don't disarm it then. You is offensively and try to get a kill within it. The whole game there won't be any CCs on the druid, keep that in mind. Just blind him on a cast when your shaman can't get it.
Paladin DK
Sit on the DK with your shaman purging him. Cleansing totem should be up. Ground, LoS, hex, blind, wind shear the pala. It's nice if you get a sap on him in the beginning, aswell. If you get kited with CoI by the DK, you should use your CDs - vanish, sprint, cloak.
Against very good teams, you will have to score a kill on the paladin in order to win the match. To do it, you will need some luck and skill because you will need to ground, vanish or cloak grips of the dk, purge quickly bless of freedom, purge sacred shield, lust after the pally bubble.
Shaman lock
Sap lock, kill pet. Wind shear the shaman's cast. Tunnel the lock after killing the pet, or if you don't get a kill on it, keep switching between the pet and the lock. It'll eventually always die. Hex on CD but make sure it doesn't get grounded -> cast it till half-cast and then use a shock so the shaman's grounding goes down. Wind shear, kick, kidney the warlock's cast so he doesn't get any pressure. DO NOT WASTE CLOAK.Keep tremor up.
Frost shock the lock after he portals. You won't lose to this unless you get blade's edge, and even there, you're pretty much likely to win the game.
Druid Lock
Tunnel lock and his pet. Wind shear the druid's and the lock's casts, depends on what they are. Your best opener is to sap the lock and open on the pet, windshearing the druid if he casts anything. If they pet doesn't die, go for the lock and switch to his pet once it doesn't have any hots. Wind shear the warlock's health funnel while on the pet. Have your shaman be ready to wind shear fel dom ;D Just to wind shear once the lock uses fel dom. Try to kill the 2nd pet really fast, pop CDs on it if needed. This is usually a long match, lasts around 10 minutes.
OPTIMAL PVP GEAR SETUPS FOR ROGUES
Non-human rogues:
For casual raiders: character planner . casual raider - chardev.org
Optimal PvP/PvE gear setup: character planner . best in slot - chardev.org
Human Rogues:
Optimal PvP/PvE gear: character planner . best in slot human - chardev.org
-You basicly want over 165 hit rating, max attack power and 1000+ resilience.
PVE
Something that values a lot to all specs: Use speed potsYou can use one before the fight and one in the fight, if you want to shine on the dps meter - use two per fight.
Specs you can choose from: Mutilate, Combat and Subtlely
Mutilate is more of a single-target dps spec. It's best of all specs for single-target encounters where you don't have to stop DPS. It has only 2 DPS cooldowns /Cold blood and Vanish/, 3 if you count sprint, too. Mutilate does NOT benefit from ArP as the other two specs because high percent of the spec's damage is from poisons and envenom goes through armor. It benefits the most from haste and attack power. You must be hit-capped for poisons /315 hit rating, 237 with a boomkin or a shadow priest, 210 with a draenei, moonkin and a shadow priest./
You must also be expertise-capped, which is 214 expertise rating. Expertise is a MUST as mutilate.
On White Hit Cap as mutilate:
The White Hit Cap was a stat that Rogues would previously shoot for in vanilla WoW and TBC, specifically due to the fact that such a large portion of a Combat Rogue's damage came from white (auto) attacks. Now that Mutilate is in vogue, as well as the fact that poisons now make up a significant portion of our damage, reaching the WHC is not only irrelevant: it's nearly impossible without gimping your other offensive stats.
Things important for the mtuilate spec rotation: Keep Hunger for Blood up, keep the envenom buff as much as possible.
The opener is important for the Mutilate spec, you shouldn't go w/o being stealthed, because Stealth gives you the overkill buff /increased energy regen after leaving stealth/.
You should open with garrote, slice and dice with that 1 point, put hunger for blood up, mutilate once and then envenom. After that, you just envenom as much as you can, trying to keep the buff on as higher uptime as possible. If there's another rogue in the raid make him cross tricks with you, if there isn't - tricks the tank.
Check for Tricks of the Trade macro in the bottom of my guide, I'll post macros aswell.
For when you play mutilate on bosses that need switches to kill adds or sth, better envenom just before you switch to the mob. That'll help you stack deadly poison faster. You should use Instant poison on main hand and deadly poison on off-hand. Main-hand dagger should be 1.8 speed and the off-hand one should be 1.4speed.
Here's the standart mutilate pve spec: The World of Warcraft Armory
Glyphs: Mutilate, Hunger for Blood, Tricks of the Trade
Combat: Combat is also a good single-target spec. The good thing Combat is actually better than mutilate on most encounters due to it's many cooldowns and being much better when you have to switch to another target. Switching to another target is not as big dps loss as it is while you're mutilate. It's much easier to get expertise-capped as combat, because there's the talent that gives you 10 expertise. Also, if you're a human rogue, you can make it even easier while wielding swords, though the best weapon in-game is the 284ilvl axe from LK hc25. As combat, Armor Penetration should be your main stats, you should aim for hard cap /which means 1400 armor penetration/. Combat is best with swords/axes.
Glyphs: Sinister Strike, Killing Spree, Tricks of the trade.
Standart Combat PvE spec: The World of Warcraft Armory
Combat PvE with Rupture: The World of Warcraft Armory
Important things for rotation: Don't let Slice and Dice fall off. Eviscerate/Rupture when SnD is up. If there's another rogue in the raid make him cross tricks with you, if there isn't - tricks the tank.
Check for Tricks of the Trade macro in the bottom of my guide, I'll post macros aswell.
Subtlely - Don't play this spec in pve, you have to put 2 times the effort than with the other specs to do 2/3 of their dmg. It's not worth it.
PvE Tips and tricks
Hallion:
Shockingly, you can use cloak of shadow to clear the debuff (fire/shadow) as your own cleanse.
Tricks - Not really ICC-specific, but very useful in DPS races. If you have good affliction locks or marks hunters, coordinate with them to give them your first Tricks. They can use it to roll Corruption/Serpent Sting with the 15% bonus for the whole fight. Doesn't apply to heavy target switches or fights where you have to stop casting regularly (Dreamwalker, Sindragosa).
Deathwhisper
- In heroic, burn KSpree and Blade Flurry immediately on every cooldown, assuming there are not mind controlled people in range. She is exceptionally fond of using them in concert if she MCs you, and it is very easy to gib a couple of people, especially since you are immune to most CC during the KSpree.
- Feint reduces damage from ghost explosions. When in doubt, feint.
- On heroic, save CoS for the eventuality that she gets a frostbolt volley off right before ghosts spawn on the melee. You'll need to cloak the snare to get clear quickly enough, likely.
- Cultists can be dismantled, which is a lifesaver if you have a slow tank.
Putricide
- Assuming hardmode positioning (Putricide on the green side of the room all the time), save Blade Flurry for when the green ooze pops. You'll be able to get at least half of the duration with Flurry reflecting onto Putricide if your tank is moving him right.
- Expose Armor the oozes. Even a 1-pointer can produce an appreciable damage increase on them.
-Tear Gas is VANISHABLE => which means that you can vanish when it's 0,2 or 0,1 on the cast and not get stunned. The Putricide guy does 2 of these for the whole fight. One at 80% and one at 35%.
Blood Council
- Killing Spree doesn't count as movement for the purposes of Shadow Prison. You can use it as a gap closer on a prince if necessary.
- If you're going to eat an empowered shock vortex anyway, try to position yourself to get launched back onto your target.
- Non-empowered shock vortexes can be used as movement boosters, particularly on a target switch from one side of the room to the other.
- Blade Flurry and KSpree don't hit shadow orbs. When you're on the shadow Prince, feel free to use them. Given how he likes to stand and then run around, KSpree can be wonderful for maintaining contact time.
Blood Queen
- If a melee was bad and dropped a fire right behind BQL, feint just before you KSpree. You'll end up in the shadowfire, but it won't hurt too badly, and will let you move out safely.
- Feint will let you survive one tick of her enraged AOE pulse, which can buy you a few ten thousand extra damage done and might be enough to put her over the edge if it's a close fight.
Dreamwalker
- Combat can run Mind-Numbing+Crippling for this fight. Mind Numbing on Liches buys you a ton of margin on the frostbolt casts, ensuring that your portal healers never lose their stack due to a frostbolt snare. Crippling lets you shiv zombies as they shamble past, making your kiters' job trivial. You can FoK crippling onto Suppressors as they spawn, giving you a ludicrous amount of time to DPS them down. Your DPS isn't really critically important here anyhow, so improving control is a good thing here.
Sindragosa
- Saving AR + BF for tombs in 25-man lets you put out an obscene amount of damage on them. Very useful if your tomb DPS is generally slow, or if you just want to pad the meters. Be careful to not pop a tomb early, but if you use Blade Flurry as often as possible, you should get full duration out of it for each tomb phase. Assuming your raid is dropping tombs properly you should be able to reach at least 4 with FoK.
* Expose Armor on the Ice Tombs in P3 can be tremendously useful.
Lich King
- In phase 1, with Blade Flurry up, stand right on top of LK and target a ghoul. Spamming FoK will mirror all of the BF damage onto LK, which can give you a truly impressive damage spike and put a dent in the phase time.
- On ledge transitions, Expose Armor the Spirits if they aren't being tanked by a warrior.
- If you have spirits up coming out of the transition, Feint when the tank starts moving them. You can eat their cone nuke and survive easily if the tank gets them pointed the wrong way on the move in.
- In phase 3, you can soak Vile Spirits with Feint. Don't pick up more than 3 at a time, and be ready to hit a healthstone if you do hit 3-4, but you can trivialize them if you're smart.
Macros
Blind/Focus Blind
#showtooltip
/cast [nomodifier] blind
/cast [modifier:shift, target=focus] blind
/stopmacro [nomodifier]
Blind Mouseover
#showtooltip
/cast [target=mouseover, exists] Blind; blind
Startattack Mutilate - because of switches, if you have no energy and no macro, you won't start attacking unless you do this ability at least once.
/startattack
/cast Mutilate
Startattack Sinister Strike - same as the one above
/startattack
/cast Sinister Strike
Startattack Fan of Knives - very good for when AoEing
/startattack
/cast Fan of Knives
Spammable Sap Macro
#show sap
/cleartarget
/targetenemy
/cast sap
Sap Focus - very good for when you want to vanish->sap somebody
/cast [target=focus] Sap
Focus Shiv
/cast [target=focus] Shiv
Startattack Shiv
/startattack
/cast Shiv
Shadowstep Focus
/cast [target=focus] Shadowstep
Shadowstep Mouseover
/cast [target=mouseover] Shadowstep
Tricks on Tank/Focus
#showtooltip Tricks of the Trade
/cast [help] [target=focus, help] [target=targettarget, help] Tricks of the Trade
Tricks on your certain partner in pve/pvp
#showtooltip Tricks of the Trade
/cast [target=INSERTHISNAMEHERE] Tricks of the Trade
More reliable vanish - some vanishes get broken by auto-hits, this is a way to prevent that.
#showtooltip
/stopattack
/cast Vanish
Dismantle Focus
/cast [target=focus] Dismantle
Focus Kick
/cast [target=focus] Kick
Focus Gouge
/cast [target=focus] Gouge
This was my guide for my rogue fellows, I hope you guys liked it. Tomorrow, I promise to add more 2v2 rogue comps and their match-ups to the 2v2 arena section. Might also add 3v3. If you have any questions about any match-up strategy you struggle with, feel free to ask.
+Rep if you think I deserve it.