At the end of this path, you will have gained more damage from Reverberation and Combat Meditation. Conduits are passive buffs that you can use to fill empty slots in your Soul bind Trees.
Deeper Daggers makes Eviscerate increases your Shadow damage after using it. Perforated Veins makes Shadow strike increase the damage to your next Backstab.
This can be useful for increasing your burst damage when you are generating Combo Points with Shadow strike. Recuperate makes Slice and Dice heal you over time.
This is great for increasing your survivability, as you will often have Slice and Dice active while using your burst rotation. Cloaked in Shadows gives you a shield when you enter stealth.
Quick Decisions reduces the cooldown of Shadow step and increases its range. Prepared for All is a versatile Conduit that helps reduce the cooldown of some important defensive.
This increases your Critical Strike chance for a few seconds after Stealth breaks. This gives you short windows to do large amounts of damage to enemy players.
15 Master Poisoner Elaborate Planning Blindside 25 Night stalker Subterfuge Master Assassin 30 Vigor Deeper Stratagem Marked for Death 35 Leeching Poison Cheat Death Elusiveness 40 Internal Bleeding Iron Wire Prey on the Weak 45 Venom Rush Alacrity Exsanguinate 50 Poison Bomb Hidden Blades Crimson Tempest While the above table provides a generally accurate overview of the viability of talents, some finer points are discussed in the sections that follow, and we recommend you read those for a deeper understanding. For example, you can use Marked for Death for an instant Kidney Shot on an enemy.
Just make sure to use Feint before you think you are about to get stunned or when the enemy team uses their burst cooldowns. This gives you an additional Bleed and makes Kidney Shot a very crucial stun to use on your main target.
This will make it, so you will rarely run out of Energy, as you should always be hitting an enemy that has poisons on them. This is a solid talent to increase your sustained and burst damage.
The top three choices are the most useful, but can be replaced with other PVP talents, depending on your team's goal. The enemy healer will not be able to heal, and you will easily secure a kill while Smoke Bomb is active.
This is not done often, but you can use Smoke Bomb on your healer to prevent enemies from crowd controlling them. System Shock reduces the enemy's movement speed by 45% when you use an Envenom with 5 Combo Points on a target with Garrote, Rupture, or any lethal poisons.
This is great for keeping a mobile target from kiting your damage or to peel for teammates that are in trouble. This is also a good choice to play when your main target is the enemy healer.
Maneuverability makes Sprint suppress all movement-impairing effects for 4 seconds when used. This is a great talent versus teams with multiple slows.
Versus teams with multiple stuns when they are trying to kill you, this is a talent that should be considered. 15 Weapon master Premeditation Gloom blade 25 Night stalker Subterfuge Shadow Focus 30 Vigor Deeper Stratagem Marked for Death 35 Soothing Darkness Cheat Death Elusiveness 40 Shot in the Dark Night Terrors Prey on the Weak 45 Dark Shadow Alacrity Enveloping Shadows 50 Master of Shadows Secret Technique Shrike Tornado While the above table provides a generally accurate overview of the viability of talents, some finer points are discussed in the sections that follow, and we recommend you read those for a deeper understanding.
This will give you more time to do more damage, rather than having to spend Combo Points on Slice and Dice. This talent will make Shadow Dance an even stronger cooldown.
The increased damage and control you have while Shadow Dance is active make Subtlety Rogues very powerful. You can use Marked For Death and get a full Kidney Shot on your kill target or for crowd control.
Elusiveness is an all-around solid choice, and the best talent in this tier. This makes it, so you can not only reduce the cooldown of Shadow Dance, but you get a second charge of it as well.
This is crucial to maximizing your control and damage throughout an arena match. This will allow you to regenerate Energy quicker while you are in Stealth or while Shadow Dance is active, increasing your sustained damage.
The top three choices are the most useful, but can be replaced with other PVP talents depending on your team's goal. Cold Blood instantly deals 10% of the enemy players' health when you use Cheap Shot or Shadow strike.
This is a good offensive cooldown and a great ability when using your burst rotation. The enemy healer will not be able to heal, and you will easily secure a kill while Smoke Bomb is active.
This is not done often, but you can use Smoke Bomb on your healer to prevent enemies from crowd controlling them. Maneuverability is a very strong PVP talent versus teams with multiple slows.
You can also use it to keep track of your completed quests, recipes, mounts, companion pets, and titles! Rogues often initiate combat with a surprise attack from the shadows, leading with vicious melee strikes.
When in protracted battles, they utilize a successive combination of carefully chosen attacks to soften the enemy up for a killing blow. Rogues must take special care when selecting targets so that their combo attacks are not wasted, and they must be conscious of when to hide or flee if a battle turns against them.
Rolling a rogue is the discovery of an entirely different world than that experienced by any other class save druid, the world of stealth, mystery, and most importantly, awesome Eve and PVP. Still, all it takes is a little of dedication and some gaming skills to stand head and shoulders above the crowd.
A couple of days later the Rogues received a little love from the Devs and were one or two-shotting everything with their Ambushes. So did Warlords of Drano, Legion, Battle for Zeroth, a ND And probably every other expansion in the future.
Blizzard is doing a mostly decent job of class balance these days, so get down with the new abilities and then sneak up and kill something. Back in Warlords of Drano Liz decided that various classes had too many abilities.
Hit, Expertise, Resilience, and Reforging all bit the big one. Also, there are some tertiary stats, still working in BFA, such as Leech, Avoidance, Speed.
The Stat Squish went live in Warlords and was unchanged in Legion. If you don’t want the experience of being ranked while leveling, just keep War Mode off, and you’re good.
Turn it on if you like PVP and take advantage of the +10% experience bonus. Glyphs and Perks died in Legion and are still dead in BFA.
You’ll also find your way into another realm entirely and meet up with various groups of entities. Finally, and everyone who has War Mode activated will most likely agree with me on this one: rogues are one of the better banking classes in the game.
We not only possess the tools to avoid an attempted bank and survive quite easily, but are also pretty good at returning the favor. Look into the Spy add-on to keep an eye on potential player enemies.
Some quick Rogue Details Scroll down the page for more info on all of these items. Outlaw doesn’t care, but likes one hand weapons because they hit harder than daggers.
Gem slots are uncommon these days, but go for: Agility and your best secondary stat. Stamina scrolls are also pretty cheap on the Auction House or from someone with Inscription.
One nice change in Shadow lands is in acquiring the Allied Races, such as Mechanizes. Night borne requires the Legion expansion Mag’heir Orc, Kandahar Troll, and Gulper, Requires Battle for Zeroth expansion.
Void Elf requires the Legion expansion Dark Iron Dwarf, KUL Iran, and Mechanize, Requires Battle for Zeroth expansion. Each will also come with Heritage Armor and other goodies, in addition to various racial traits.
If you have the latest WoW expansion you will have potential access to all races. Alliance: Humans (for the escape and a little extra damage) and Night Elves (Shadow meld) Horde: Orcs for the Blood Fury and stun resistance, Blood Elf for Arcane Torrent (removes buffs) and Energy restoration.
You get to choose whether your will join the Horde or the Alliance, once you leave the starting area. Andean can, with a quick strike of their Quaking Palm, stun an opponent for 4 seconds.
Your Inner Peace gives you improved Rest XP, making for faster leveling. The Human Spirit : You gain 2% more of all secondary stats (Haste, Critical Strike, Mastery, Versatility) from all sources.
A small damage increase and improvement to energy regeneration. And since you are skilled at Diplomacy you have a 10% faster rep gain with everyone than does any other race.
Useful at times, especially if you want the perks that come from “Exalted,” such as access to the various allied races. This removes all poison, disease, curse, magic, and bleed effects and reduces all physical damage taken by 10% for 8 sec.
You’re a tunnel dweller and Dungeon Delver, and you’ve learned how to move 4% faster while indoors, plus your people have the Mole Machine : While out or doors you can summon a Mole Machine that tunnels through the earth and can pop you up in a variety of places. Being tough you have your Forged in Flames ability, and take a bit less (1%) physical damage.
This is the achievement to earn Dark Iron Dwarf: Ready for War The Gnome Rogue Your Escape Artist ability allows you to break the effects of any immobilization or movement speed reduction effect, but not stuns.
Your Expansive Mind increases your “resource:” (such as Energy, Rage, etc.) You also have a bit of Arcane Resistance, and so take 1% less damage from the stuff.
The Mechanize Rogue Hyper Organic Light Originator summons a couple of images of you to distract your foes. Master craft : You function as a personal Blacksmithing Anvil, Cooking Fire, and Mining Forge.
Skeleton Pinkie : Allows opening of locked chests and doors at your current level x 5, so at level 100 you can unlock chests that require 500 skill. The KUL Iran Rogue Wind up, then unleash your mighty Haymaker upon your foe.
Doesn’t hurt much, but does stun then for 3 sec and knocks them back substantially. Your Child of the Sea ability lets you swim a bit faster and hold your breath longer than anyone who is not Undead.
The Night Elf Rogue Shadow meld : Activate to slip into the shadows, reducing the chance for enemies to detect your presence. Any threat is restored versus enemies still in combat upon cancellation of this effect.
Against certain spells, if you have wonderful timing, you can S’meld after it’s cast and thus dodge it. Touch of Elude gives you a bit more (1%) CRT by day and Haste by night.
You can activate this, then change direction, hit it again, and be back to the original spot. You take 1% less Shadow Damage from your Chill of Night racial and your Ethereal Connection gives you cheap Void Storage and Transmogrification.
Then your Dark flight activates your true form, increasing current movement speed by an additional 40% for 10 sec. And your innate Viciousness increases critical strike chance by 1%.
The Orc Rogue Enrage (Blood Fury) to increase your Attack Power every 2 min. The Troll Rogue Breaking increases your Haste by 15% for 12 seconds, one a 3-minute cooldown.
Generally useful for Rogues, since it reduces cooldowns and gives you faster resource regeneration. The Voodoo Shuffle gives you a nice 20% reduced duration of movement impairing effects, such as snares, slows, etc.
You’ll be chopping up lots of beasts while leveling, so this is a nice bonus. Pretty good ability for damage dealers like you.
The Blood Elf Rogue Your Arcane Torrent removes one beneficial effect from any nearby enemies (8 yards) and restores some of your Energy. Naturally your Arcane Affinity gives you +10% to the Enchanting skill.
The Undead Rogue Your Will of the Forsaken removes fear, sleep, and charms. Your Touch of the Grave is a passive ability that will add a small amount to your overall damage and self-healing.
Just go full zombie mode and eat the brains of what you kill. The Goblin Rogue Can Rocket Jump forward and away from, on into, stuff.
Note that any effects that slow falling will be suppressed for 10 seconds. Your relentless urge to try “Crazy New Things” gives you the Better Living Through Chemistry ability, which adds +15 to your Alchemy skills.
Check your bank stash from anywhere, every 30 min, with your pack Hobgoblin. The Nightbourne Rogue You can do an Arcane Pulse, which damages all nearby enemies and reduces their speed for 12 seconds.
Note that this will break most “crowd control” effects you might have on those enemies. Your love of lore and Ancient History give you +15 to your Inscription skill.
Rogue skills and talents are quite fun to play around with, all the abilities will likely remain in common use due to the simple requirement of variety to remain viable as a rogue. A bit on the Assassination Spec Sneak up and attack with poisons and bleeds.
Plus, the Venomous Wounds talent returns some energy if the opponent is bleeding and poisoned. This means, of course, that if you forget to apply your poisons (it happens) then this spec will be far less effective than otherwise.
A bit on the Outlaw Spec You’re the only Rogue spec with any real “strike more than one opponent” abilities, other than Fan of Knives or Shrike Storm, though you’re far from being able to tank groups. !” comments you sometimes see in chat were probably brought on by encounters with subtlety rogues.
Not so hot for long fights, but pretty fine for banking players and mobs. Assassination Rogues have better poisons, though, allowing you to apply extra damage, Dots, and other effects.
You cast them like any spell and you no longer apply them directly to your weapons (as you do with Enchants.) Wound Poison (38) does a small amount of damage and suppresses enemy healing by 8%, stacking up to 24%.
Crippling Poison (38) slows your opponent’s movement (30% chance per hit.) Numbing Poison (54) has a 50% chance, per strike, of slowing your opponent’s attack and/or casting speed by 15%.
Poisons the target (30% chance to apply with each strike) over 12 seconds and additional applications deal instant damage. The caster takes poison damage every time they cast a spell.
The main use for Lock picking is to unlock the various boxes that are found throughout the game, some of which may actually, on occasion, contain something interesting, such as healing potions. Pick pocketing is a fun little skill that, like lock picking, can sometimes result in some interesting finds.
Your Fence is summoned by a Secretive Whistle, which you will quickly find while picking pockets in Drano. Summon the fence, sell your goods and gain… dingy coins.
The automatic pocket picking will result in several gold over the long haul as well as those items to sell to your fence. The second one is great for wandering through an area of NPC enemies and picking the pockets of each one.
Great for setting up ambushes, slowing flag carriers, keeping a mob out of combat in Eve, and so on. Causes no damage, stuns the opponent for 4 seconds, and takes you both out of combat.
If the enemy takes damage or has any kind of bleed or DOT effect then that will break your gouge. Distract is neither an interrupt nor a stun, but it does turn non-player opponents, for about 10 seconds, allowing you to slip past them or set them up for an attack.
In PVP it will turn and stop an opponent, which will change their run or otherwise “distract” them, possibly setting you up for an attack or other action. Opens your attack by stunning the opponent for a short time and generating 2 Cps.
Interrupt spells and any damage to the target, as with Gouge, will break the effect. It can stop a mounted opponent and doesn’t require stealth.
At higher level keep the Star and start looking for more Agility. Other stats that are useful and start appearing on gear at higher levels.
Versatility adds directly to your offense, any healing you do, and your damage reduction. Pretty decent for PVP, a little less interesting for max DPS in the raid.
High end enchants will be on the class guides, linked at the Top of the Page If you want to buy the best enchants, fund all of your alts, donate to the guild, etc., but don’t have the cash, then see what the Rigor Gold Add-on can do about improving your situation.
The crafting skills are generally way too expensive, unless you have a good cash flow or a generous benefactor. You’ll be able to make some useful stuff while leveling or for your leather or mail wearing alts.
At 91, you can make item level 640 gear (see above, ) which is nice for starting raids or PVP. Inscription makes all the glyphs, all the high level shoulder enchants, a few nice items for your caster buddies, and some misc items, including Fortune Cards.
Engineering has a number of useful gadgets and may be worth the expense, but watch for side effects. Drano engineering is easier, faster, and lets you make rockets, shields, and other useful items.
Blacksmithing has a couple of useful weapons, but is a very expensive profession to level if you want those. It’s easier to buy the mats and hire a Blacksmith to make your items.
Creator Blacksmithing will let you make item level 630 weapons. If you need gems or enchants its much easier just to buy them from a crater or off the AH.
Buy bandages and potions off the Auction House or from a Tailor or Alchemist. Secondly Cooking combined with Fishing can ease the price of food while leveling should you feel like picking them up.
Certain fish and some cooked foods sell well, so there’s gold potential here. Neither of these skills take up a profession slot making it easy enough to pick both up.
Still, there are thousands of quests and a bazillion mobs to kill (not to mention other players, but they don’t count here.) Rigor’s is an in-game guide, and it nearly automates the whole leveling process: you just pick your starting point, at any level, and the guide tracks which quest you’re on, tracks the quest objectives, and automatically advances and updates as you complete your tasks and quests.