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Archive for September, 2009

Reckful.com, Curse 3: Duel Trailer

Friday, September 25th, 2009

Couple of links I wanted to share today.

Reckful.com

This is already pretty well known but for those of you who don’t know about it, reckful.com is probably the best place to watch streaming wow videos right now. For those of you who don’t know Reckful is the rogue that currently plays with complexity’s rmp. The site hosts lots of streams from players including Reckful, Fusion, Sodah, Pookz, Pyrilus, Yog, Valrath, Euneek, and many more. You can also watch recorded streams as well. Definitely worth checking out.

Curse 3: Duel Trailer

Warcraftmovies

Not much to say, Unmercey linked me this today. Not much to say other than it looks very promising, if at the very least from an editing perspective.

3.22 Launched, Gearing up Casually

Tuesday, September 22nd, 2009

3.22 came out today, you can find the full patch notes here. If you’re experiencing a ton of server / instance problems you aren’t alone. Hopefully that all gets fixed soon.

I haven’t had a chance to try much out yet, but the biggest thing I’ve noticed so far? Feral druids:

Predatory Strikes: This talent now also causes the druid’s finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.

This change to feral druids is enormous. I have to say, I doubt it will stick. Instant cyclones are just too powerful. We’ll have to see how this effects arenas once they start working.

Gearing up Casually vs. Raiding

So for the last while (since about a month after Ulduar’s release) I haven’t been in a raiding guild. Even so, this is going to be the first season where I need to put together my gear myself. One of the big things I’ve noticed about gearing up “casually” is that it takes almost as long as it does when you’re raiding consistently. Doing a few pug raids a week, some heroic dailies, VoA and having to grind out honor while still doing arena you would be doing regardless; gearing still takes time. I end up spending a comparable amount of time to a mid tier raid guild running 3 – 4 nights a week. The big difference, and what I really enjoy about not being part of a guild, is being able to do all this at your own pace rather than sticking to a schedule.

Speaking of gear, I’m planning on running with mostly resil gear this patch, with a few off pieces of PvE 245 lvl items. I’ve been a big advocate of using PvE gear in the past as I felt it accentuated the strengths of the rogue, our ability to shit on people for a set amount of time, until our cooldowns run out. This has changed post 3.2 resilience buff, without hard mode gear the benefits of PvE items for damage don’t come close to outweighing the advantages PvP gear has for survivability in arena. I’m going to get a 245 lvl set piece (either chest or legs, haven’t mathed it out yet) and probably a ring to take care of most of my hit concerns rather than wasting gem slots on hit. I’ll be gemming for attack power this season where possible. I really like the way Excentric is gearing (for an example without the benefit of hardmode loot).

I hope this season lasts longer than last because the worst feeling is when blizz decides to release new gear right as you finish your set for the season / patch. Yeah, I’m aware gear doesn’t last forever, but you want the majority of the playerbase to at least have a few months to use their gear before it becomes outdated.

Back, Video news

Thursday, September 17th, 2009

I apologize for my recent absence but I’ve been extremely busy and haven’t really had a chance to work on the site. I’ve been working a lot this summer and only recently moved back to my home, a student house near McMaster in Hamilton (for those of you who are familiar) where I live during the year. This summer didn’t leave me with as much time to play, and without a serious team to commit to the only thing I’ve been gradually working on is Eviscerate X (or Eviscerate 10, haven’t really decided on the title).

The good news is that things are going well with the video. The majority  of the recording is finished (I’d say 85+ percent but until I’m done this isn’t clear) and I’ve come back into contact with Bizzlesnaff (see Six Silent Shadows) who is helping me with some editing which is great news. Also, I can say that the video itself is going to be longer than I thought it would be (I’m guessing around 30 minutes).

I don’t really want to talk too much about it or over-hype things. My only goal is make a video I’m totally happy with and if people don’t like it I don’t care; that being said I’m pretty happy with everything so far so hopefully people will enjoy it. And like I said in the past it will be no arena, just 1v1 (against the best players I can find), world pvp, 1vn. Although I do enjoy watching and making arena videos, and I realize that current wow, arena pvp really is pvp, I think it’s a bit too easy to put together arena clips and definitely isn’t as memorable or enjoyable a watch for me.

On Blackrock Now

I’ve also transferred to Blackrock along with the majority of top US players. My name there is Akriios (Akrios is taken again ><). I have to say this server feels a lot better than Cho’gall atm, a lot like Cho’gall of Season 4.

Yeah, its a lot hype, and for every good player there are 10 bandwaggoners, but most of the best horde players in America have come here. I think most of the top alliance is still on Tich, making BG9 arena pretty crazy (playing arena you’ll get lots of action against sponsored players or F Glad teams, which is always more fun). It would be really cool if one server held the strongest alliance and horde but for some reason that can never seem to happen, but I’m content for now. I actually spent a few hours in IF / Stormwind yesterday and it’s a lot more fun when there’s more than 4 alliance there (and a lot easier to get clips), as Cho’gall had a depressing amount of alliance.

I should be back to posting regularly again and the video is going really well atm, so I’ll keep you guys updated when I get closer to a release.


3.2 and Rogues

Thursday, September 17th, 2009

Well we are far enough into the season and patch to start to get a real feel for PvP balance in general and specifically for our class. The first thing I can say without a doubt is that the class as a whole feels weaker than it did in the past. The resilience change did have a negative effect on us.

Our class design is not currently and has not been since WOTLK an “outlast” or “outmana” class. Right now this role can be better served in most cases by a warrior for the simple reason that warriors don’t become invariably weaker after using their cooldowns and if anything become stronger as a match goes on. Rogues have weak survivability and a set of cds that allow us to perform for the period of their use at a reasonably high level. This patch has slowed things down slightly and that is never a positive thing for us. We have less personal viability and our role as a support class feels more cemented in this era of the game.

Now before you get the impression I’m just here to cry, I’m not. I don’t think rogues are terrible and that we aren’t very much viable. Although weaker this patch, we still have our place, and it is a strong one. Our best bracket in arena is 3 v 3, and luckily that’s WoW’s most important  and balanced bracket (as decided by the powers that be).

3.2 Rogue Comps

Our best comps still lie in the conventional rogue / caster / healer teams, especially RMP and RLS. Setups of this nature have been viable since the beginning of arena for many reasons, and work best when the healer has offensive dispels or purge and the ability to put out offensive pressure. The big reason an offensive healer is important is because, as always, rogue teams are most successful when games end quickly. Comps of this nature just have so much synergy through controlled burst, lockouts, MS effect, and a ton of crowd control on separate diminishing returns that you can expect rogue / caster / healer to remain strong this patch.

Rogues can also play in cleave setups (double melee + healer) and although you can say that any cleave will always have a chance to win through the raw damage of two physical dps classes, it seems as though priest cleave (specifically ret + rogue + priest) are the best bet for success as a rogue in a cleave. Once again, a priest’s abilities to remain offensive while keeping up their teammates best accentuate the rogue. The problem with running cleaves with a shaman as a healer is that they are far too viable a target to be trained when running a cleave that can’t really control or peel opposing dps classes. Shaman may be generally stronger this patch, but they also lost their bullet heals that were so fast one would have to guess to get an interrupt.

Rogue / Ret / Priest works because you have so many defensive cds that can be used while doing damage that you can drop other teams within the time frame of rogue cds, bubble, and pain supression. At the same time it’s a very difficult team to control with the rogue being slippery and the priest and paladin both having dispel.

Beast Cleave

A big trend thus far in 3.2 has been the presence of the EmG popularized “beast cleave”. The comp of Enhancement Shaman / Hunter / Paladin is named obviously for the fact that it runs a zoo on its target with a pack of wolves and a Bestial Wrathed Pet. This comp is taking some big hits in the next patch:

Hunter

Beast Mastery

  • The Beast Within now reduces the mana costs of all spells by 50% for 10sec. (Up from 20%)

  • The Beast Within: The duration of this talent has been reduced to 10 seconds. In addition, hunters with this talent will do 10% additional damage at all times.
  • Bestial Wrath: The duration of this talent has been reduced to 10 seconds.
Shaman

  • Cleansing Totem: No longer pulses instantly when dropped.
  • Earthen Power: No longer causes Earthbind to pulse a persistent snare immunity aura. It does still remove snares from allies as an instant pulse, but there is no lingering immunity. Earthen Power now also brings Earth Shock’s melee attack speed reduction up to -15%/-20% (with 1 or 2 points in it, respectively).
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I have to commend Blizzard here for promptly adressing the issues this comp had. It was too powerful and far too simple and this isn’t what anyone wants arena to look like. (Talking with Twix about a week ago, when I said how simple BM was he really couldn’t defend it, the only thing he could say was that “he didn’t always play BM”, which really has nothing to do with how simple and easy the comp is).
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Even with these changes, I expect this comp to still remain very much viable. Although it will be a big help to rogue / caster / healer teams to be able to control the hunter much sooner, at the same time a raw 10 percent increase in damage is nothing to laugh about. The Earthen power change should allow for a lot more control as well, but with the raw damage this comp can put out and the lack of a specificly viable target for other teams makes me doubt it’s going to disappear.
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3.22 Rogue Changes
  • Envenom’s scaling has been increased from 7% to 9% of attack power per combo point.
  • Fan of Knives: The damage done by this ability has been reduced by 30%.
  • Talents
    • Assassination
      • Master Poisoner: No longer increases the Deadly Poison application rate following a successful Envenom and instead now provides a 33/66/100% chance of preventing Envenom from consuming Deadly Poison.
    • Combat
      • Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.
    • Subtlety
      • Honor Among Thieves: A 1-second cooldown is now enforced on how often a rogue can gain combo points from his party via this talent.
Most of this is old news but the above is the current official rogue notes for 3.22. The change to envenom should be a big buff for us in PvE, and in many encounters will mean a constant 100 percent uptime for 5 stack deadly poison and never having to wait to envenom.