The Very Basics
- will start in stealth and either silence (garrote) or stun (cheap shot) you out of it
- combo points will be built using basic builders - backstab if he can get behind you or wants extra damage, hemorrage for faster combo points
+ when rogues have enough combo points, they will do one of a few things
- use eviscerate for a good amount of damage
- use kidney shot for a (up to) 6 second stun
- use slice and dice, a personal buff which gives them energy faster
- use recuperate, a personal buff which gives a minor (1% / sec) heal
- use rupture, a minor bleed which makes the rest of their moves do 20% more damage.
- rogues generally will need to have 2 buffs rolling to be dangerous on their own in a sustained environment. Lining up for a kill means starting Rupture, Slice and Dice before starting the big damage sequence. If a rogue has been out of combat for a while, you generally won't be in too much trouble if you have decent PvP gear.
- the big damage sequence happens when the rogue can stack the following conditions:
- you don't have a trinket
- rogue has slice and dice on himself
- rogue has rupture on you
- shadow blades is off cooldown
- shadow dance is off cooldown.
In this scenario, the rogue can land a 6-second Kidney Shot (stun) on you, and with extra energy from slice and dice, extra damage from rupture, extra combo points and damage coming from shadow blades, and the ability to ambush from shadow dance, you will be hurting.
- rogue cc's come in the quick cooldown, long cooldown, and stealth varieties:
- quick: gouge - 15 second cooldown, 5 second disorient that breaks on damage (except the rogue's bleeds/poisons if he talents for it). Usually has to happen from front, but some rogues may glyph this to allow it to be done from any direction.
- quick: kick - 15 second cooldown, a basic interrupt.
- quick: kidney shot - 24 second cooldown, variable time stun, 2 to 6 seconds
- quick: dismantle - 1 minute cooldown, 8 second disarm
- long: blind - 3 minute cooldown, an 8 second disorient that breaks on damage (except the rogue's bleeds/poisons if he talents for it. Glyph will also clear dots on target).
- long: smoke bomb - 8 second AoE "pillar". Cannot cast spells into or out of it.
- stealth: sap - 8 second disorient, breaks on damage. Only useable when target is out of combat.
- stealth: cheap shot - 4 (5 glyphed) second stun
- stealth: garrote - 5 second silence
- stealth: distract - turns your character which ever way the rogue distracts you to. Only useable when target is out of combat.
Rogue defenses come in a few flavors: passive, CC, healing, and cooldown
- passive devenses come from having a parry chance inherent to being a rogue, and a high dodge rate
- CC defenses are shown above. With a decent array of CCs avaialble rogues are decent at stopping damage before it happens
- healing comes from recuperate. This used to be a MUCH stronger ability. As it is, rogues can use it, but it's not nearly as important a priority or helpful as it was in cataclysm
- cooldown abilities used in PvP:
- combat readiness (up to 10% damage reduction stacking another 10% each hit until a max of 50%): When a rogue pops this, don't touch him unless he's at a teeny amount of health. Let it wear off after 10 seconds and then beat him down. Visible effect = red swirling stary-things around rogue.
- evasion: Dramatically increases dodge chance. Ranged/spell stun the rogue or attack him from behind. Visible effect = transparent look to character model.
- cloak of shadows: spell effects won't affect the rogue. Rogue can use this defensively to maintain his health, or offensively to avoid most CCs while tunneling a target. Visible effect = shadow-form-like effect on character model.
- vanish: immediately stealths the rogue and prevents all damage for 3 seconds. Visible effect = "none"
- Use Gladiatorlossa or other mod to let you know when a rogue invokes shadow dance and/or shadow blades. When he does this, he is looking to put a hurting on you. The other common use of shadow dance is to be able to use CC on many people at once. Since shadow dance allows him to use stealth moves out of stealth, he can cheapshot (stun) multiple people in a row without the normal cooldowns.
- Rogue openers are more dangerous than they were in the past due to the first talent tier. Nothing special to know about in particular, look at that tier if you're interested.
- If a rogue has a ranged interrupt, he doesn't have the combat readiness damage mitigator or damage debuff after stuns - those are mutually exclusive talents.
- If you see a rogue casting feint a lot, he probably has feint talented, meaning that he's taking 30% less damage for 5 seconds every time he casts it. If this happens, see if you can pump damage into him after a stun/cc where you know that the 5 second reduction has worn off.
- the following are mutually exclusive: Shadowstep (teleports to a friendly or enemy target) and Burst of speed - breaks roots and/or acts as a sprint. Can be chained as long as rogue has energy. If you see him teleport, you're free to root him and feel safe outside of his cooldowns. If you see him break roots, you're safe using Z-axis barriers.
- the last tier of talents for the rogue are all relatively interesting/valuable, but for a basic guide on rogues, you won't play too different regardless of which they took. For advanced play, it absolutely matters.
- Fairy fire is the rogue's bane. Long-lasting dots are pretty close to being that bad, but faerie fire is horrible. The best ways to piss off a rogue are:
- Use Faerie Fire
- Use bleeds
- Long lasting dots
- Kite him (especially since cooldowns are longer now and mobility is worse than in cata)
- Make him regret his talent choice. If you see him breaking roots a lot, use Z-axis obstacles to taunt him. If you see him teleporting, continuously slow and root him.
It's a pretty bad guide, and I'm sure it's filled with misinformation like exact cooldown times and similar stuff. And I'm sure I suck at rogue. But if I had a cheat-sheet like that for every class/spec done by a person who was actually decent at his class/spec, I'd feel much more comfortable in PvP, especially since MoP changed everything around. Again.
Edited by rivlel, 15 October 2012 - 07:26 PM.