Rogue Template:
Posted: Thu Feb 03, 2005 6:42 pm
Since a lot of you fuckers are rolling up Rogues, I might as well post what I've read and found out from playing one. I think at this point I am going around 23 assasination, 26 Sub, and the 2 eill either go into combat, or whatever else I figure out as I continue to play.
Improved Eviscerate - 3/3 points
Increases the damage done by your Eviscerate ability by 15%. A 5 pt Evis is pure and utterly deadly, especially with Cold Blood. This is a must have.
Malice - 5/5 points
Increases your critical strike chance by 5%. You have to do this.. it would be stupid not to.
Ruthlessness - 3/3 points
Gives your finishing moves a 60% chance to add a combo point to your target. This will help with longer fights. As I will 90% always open with cheap shot, its nice to vanish and have an extra skill pt as I basically work my way up to 5 pt Evis.
Relentless Strikes - 1/1 point
Your finishing moves have a 20% chance per combo point to restore 25 energy. In combo with Ruthlessness, I think this has a huge chance to cost very little energy pts when added together.
Lethality - 5/5 points
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage ability by 30%. I can't see how you could not do this.
Improved Instant Poison - 5/5 points
Increases the chance to apply Instant Poison to your target by 10%.
This shit is important verse casters. If I am applying my crippling poison to stop runners or the other one to give mages a 40% casting delay, I need to land one, so 5 pts = nice.
Cold Blood - 1/1 point
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, or Eviscerate by 100%. This shit is intense.
Combat Talents (2 points)
Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.
I think I am going to lead this way. I think it might save me some energy, I will either do this or Seal Fate. I am still not exactly sure yet.
Subtlety Talents (26 points)
Master of Deception - 5/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4) I like this because I am not in a huge rush to get to anyone. No one plays a game running around from asasasins. Not being seen is my life blood as a crit rogue.
Elusiveness - 5/5 points
Reduces the cooldown of your Evasion, Vanish, and Blind abilities by 1.3 minutes. From 5 minutes to just over 3. Yes !
Initiative - 5/5 points
Gives you a 75% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability. A Must have. If I vanish and use Cheap Shot again, this is big, can give an extra 2 combo pts.
Improved Sap - 3/3 points
Adds a 90% chance to return to stealth mode after using your Sap ability.
If you want to ever kill 2 players of equal level of a rogue, you need this.
Improved Cheap Shot - 1/2 point
Reduces the Energy cost of your Cheap Shot ability by 10. I like this for 1 pt. I think its worth an extra 10.
Preparation - 1/1 point
When activated, this ability immediately finishes the cooldown on your other Rogue abilities. Duh.
Hemorrhage - 1/1 point
An instant strike that damages the opponent and causes the target to hermorrhage, increasing any Physical damage dealt to the target by up to 3. Lasts 30 charges or 15 seconds. Awards 1 combo point. I think after cheap shot, this will be the shit. A little extra dmg always helps.
At this point I will still have a couple pts to play over with, but I think bar far these are what are most important as a crit rogue. I know some of you might want to go Combat. I think thats a bit better as a pve player, but I am going straight for quick pvp kills. I don't want to fuck around and tank. This spec isn't great for solo'ing, but with a Shaman tank, you can run shit through.
Some things people might want to think about is Improved Ambush for those ultimate crit shots for mages. Or some pts into Seal Fate for an extra 5 pt Evis etc. Even camo if you want or expect to fight a lot of rogues and want to have a better chance of getting the first hit in, after all first hit with rogues = good chance you win.
Basically what I do in pvp fights is Cheap Shot, Sinister a couple times, then gouge. Wait a couple seconds to get some energry and 5 pt evis. At this point, if its a mage, I've usually landed a poison and can kick if he tries anything. Being undead also helps as you will get feared a fuckload of the time, and when they try to run, its nice to have the Forsaken Will and Crippling poison on them. If they are a melee or rogue class, you can always Vanish at this point and cheap shot again, and basically the same thing. When I get Hemmorage, I will add that in after cheap shot for more dot.
Don't forget I still have sprint, elusiveness etc. If shit gets hairy, pop eluvisness and evade like a mad man for 10 seconds. Its nice.
Any comments or spec variations, I'd be glad to hear, I've kinda stolen this from a couple people, and tested it myself. It seems to work. I win a majority of my battles. Pallies are basically iffy because they can immune and heal, and if they do that, just cease combat and use first aid, or just run.
Improved Eviscerate - 3/3 points
Increases the damage done by your Eviscerate ability by 15%. A 5 pt Evis is pure and utterly deadly, especially with Cold Blood. This is a must have.
Malice - 5/5 points
Increases your critical strike chance by 5%. You have to do this.. it would be stupid not to.
Ruthlessness - 3/3 points
Gives your finishing moves a 60% chance to add a combo point to your target. This will help with longer fights. As I will 90% always open with cheap shot, its nice to vanish and have an extra skill pt as I basically work my way up to 5 pt Evis.
Relentless Strikes - 1/1 point
Your finishing moves have a 20% chance per combo point to restore 25 energy. In combo with Ruthlessness, I think this has a huge chance to cost very little energy pts when added together.
Lethality - 5/5 points
Increases the critical strike damage bonus of your Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage ability by 30%. I can't see how you could not do this.
Improved Instant Poison - 5/5 points
Increases the chance to apply Instant Poison to your target by 10%.
This shit is important verse casters. If I am applying my crippling poison to stop runners or the other one to give mages a 40% casting delay, I need to land one, so 5 pts = nice.
Cold Blood - 1/1 point
When activated, increases the critical strike chance of your next Sinister Strike, Backstab, Ambush, or Eviscerate by 100%. This shit is intense.
Combat Talents (2 points)
Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.
I think I am going to lead this way. I think it might save me some energy, I will either do this or Seal Fate. I am still not exactly sure yet.
Subtlety Talents (26 points)
Master of Deception - 5/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4) I like this because I am not in a huge rush to get to anyone. No one plays a game running around from asasasins. Not being seen is my life blood as a crit rogue.
Elusiveness - 5/5 points
Reduces the cooldown of your Evasion, Vanish, and Blind abilities by 1.3 minutes. From 5 minutes to just over 3. Yes !
Initiative - 5/5 points
Gives you a 75% chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability. A Must have. If I vanish and use Cheap Shot again, this is big, can give an extra 2 combo pts.
Improved Sap - 3/3 points
Adds a 90% chance to return to stealth mode after using your Sap ability.
If you want to ever kill 2 players of equal level of a rogue, you need this.
Improved Cheap Shot - 1/2 point
Reduces the Energy cost of your Cheap Shot ability by 10. I like this for 1 pt. I think its worth an extra 10.
Preparation - 1/1 point
When activated, this ability immediately finishes the cooldown on your other Rogue abilities. Duh.
Hemorrhage - 1/1 point
An instant strike that damages the opponent and causes the target to hermorrhage, increasing any Physical damage dealt to the target by up to 3. Lasts 30 charges or 15 seconds. Awards 1 combo point. I think after cheap shot, this will be the shit. A little extra dmg always helps.
At this point I will still have a couple pts to play over with, but I think bar far these are what are most important as a crit rogue. I know some of you might want to go Combat. I think thats a bit better as a pve player, but I am going straight for quick pvp kills. I don't want to fuck around and tank. This spec isn't great for solo'ing, but with a Shaman tank, you can run shit through.
Some things people might want to think about is Improved Ambush for those ultimate crit shots for mages. Or some pts into Seal Fate for an extra 5 pt Evis etc. Even camo if you want or expect to fight a lot of rogues and want to have a better chance of getting the first hit in, after all first hit with rogues = good chance you win.
Basically what I do in pvp fights is Cheap Shot, Sinister a couple times, then gouge. Wait a couple seconds to get some energry and 5 pt evis. At this point, if its a mage, I've usually landed a poison and can kick if he tries anything. Being undead also helps as you will get feared a fuckload of the time, and when they try to run, its nice to have the Forsaken Will and Crippling poison on them. If they are a melee or rogue class, you can always Vanish at this point and cheap shot again, and basically the same thing. When I get Hemmorage, I will add that in after cheap shot for more dot.
Don't forget I still have sprint, elusiveness etc. If shit gets hairy, pop eluvisness and evade like a mad man for 10 seconds. Its nice.
Any comments or spec variations, I'd be glad to hear, I've kinda stolen this from a couple people, and tested it myself. It seems to work. I win a majority of my battles. Pallies are basically iffy because they can immune and heal, and if they do that, just cease combat and use first aid, or just run.