Rogue Leveling Guide 100-110 (Legion 7.0.3)
Table of Contents
- 1. Talent Suggestions
- 2. Useful Skills
- +3. Artifact
- 4. Gear
- +5. Zones, Quests and Dungeons
- +6. Legion Invasions
- 7. Class Hall
- 8. Leveling as a Group
- +9. Misc
This guide outlines how to efficiently leveling from Level 100 to 110 with an Outlaw Rogue.
1. Talent Suggestions
- Level 15: Quick Draw
- Level 30: Grappling Hook or Hit and Run
- Level 45: Deeper Stratagem
- Level 60: Iron Stomach
- Level 75: Dirty Tricks
- Level 90: Cannonball Barrage
- Level 100: Marked for Death
Quick Draw is the best option here. It is passive, generates extra combo points, and buffs your ranged attack which can be useful when running to the next mob. It is very consistent and predictable allowing for the smoothest Combo Point generation and no maintenance is required.
Personal preference here. Grappling Hook can be used to avoid fall damage which can be useful while questing in the world. Hit and Run is also a good choice for the passive move speed from pack to pack.
Deeper Stratagem is the best talent on this tier in all situations, including leveling. The finisher damage is too useful to pass up and the extra Combo Point is helpful as well for finisher flexibility. When playing with this talent you should use finishers at 5-6 CP to avoid overcapping (i.e. do not Saber Slash at 5 CP, use a finisher instead).
Iron Stomach is the only real choice for leveling. It increases your self healing which is essentially for sustainability during leveling.
Dirty Tricks is a great option as it frees up a lot of much needed Energy, and almost every quest mob is vulnerable to crowd control. Very helpful if you accidentally pull more than you can handle, or you want to use the Gouge as a pseudo interrupt.
Cannonball Barrage is good for leveling as it has a short cooldown, good burst damage, and good AoE.
Marked for Death is exceptional for leveling as you will constantly be getting the reset.
2. Useful Skills
You should use Marked for Death on every quest mob for the instant combo point generation. Maintain at least one Roll the Bones buff whenever you are going to be fighting for most of its duration, but do not bother fishing for buff combinations. You can use Cannonball Barrage to burst down a couple mobs whenever it is off cooldown, while relying on your regular skills and Blade Flurry for consistent damage. Try and use Crimson Vial as often as possible to keep healthy.
Throughout the course of your journey to 110, you will accrue a reasonable amount of Artifact Power tokens just from completing quest chains, and usually will end up somewhere in the region of 2000-2500 total gained by 110, which should fund your first 5-6 traits. Make sure to spend them whenever you return to your Class Hall, since any bonus will help you.
Be aware that in situations where you have 2 or more Artifacts, the one you currently have equipped will consume any Artifact Power tokens you use (to the detriment of your non-equipped Artifacts). So, be aware of that and use your tokens on specs that you intend to play at 110!
Whilst there are some traits that can help you out with the levelling process and make it slightly faster such as taking Gunslinger earlier, doing so will hurt how rounded your Artifact is when you hit 110 and begin doing endgame content, so make that choice wisely. For Outlaw, I would strongly recommend sticking to the outlined path elsewhere in this guide and not deviating, as the benefits do not outweigh having a sub-optimal Artifact for the future.
As all gear acquired from quests now scale to your level, that means that rewards increase in power the higher you go. At 100, quest rewards will generally be in the 685~ range, scaling all the way up to 800 when you complete quests at 110. Keep your gear updated along the way with any significant item level upgrades, whilst leaning toward the more powerful offensive stats (those being Versatility and Critical Strike). For trinkets, if you have access to the heirloom Infallible Tracking Charm, stick with that as it scales up with each level you gain, and any passive trinkets such as Chipped Soul Prism for consistency.
5. Zones, Quests and Dungeons
The Broken Isles comes with 4 zones, and all players will have to complete a majority of each of them to reach 110 in most circumstances. They can be broken down into short zones (usually netting roughly 2 levels) and longer zones (netting 3 slightly more). Ultimately, the difference between zones is very small and your decision is not particularly important, as doing a chunk of every zone is required to hit Friendly reputation and unlock World Quests. That said, some notes on the process are below:
It is best to start off with a short zone, as it lines up well with your leveling process and hits a sweet spot for returning to the Class Hall at both 101 and 102 to continue the campaign chain and begin your 4 hour mission. Note that Azsuna can have some quite punishing enemies if you do it later in the process that can slow some bonus objectives, when the effects of gear begins to diminish, which may affect your decision.
Doing a longer zone second again lines up well with returning to your Class Hall at 104/5 to complete further campaign quests and usually fill out time for the 4 hour mission to complete. Finishing on a long zone is also great as you usually will not complete it, but always have quests to make it to Friendly and get to 110 without having to go off track. Highmountain has benefits both as your second or fourth zone as it is the longest zone to wait out the Class Hall mission, but also has the least punishing mob scaling with level.
With all zones, Bonus Objectives really smooth out the process as do some of the more opportune side quests (particularly in Val'Sharah). It is not required to do every single one to reach 110 comfortably, but if you are in an area completing quest chains, it is definitely worth completing them along the way. Also make sure to complete any main chain questlines that you are given breadcrumbs in each area.
5.2. Profession Quests
Profession quests are often very time consuming and can be cross-zone fetch or dungeon quests. If you come across a hand-in for a breadcrumb from Dalaran you are already in, do it for the experience, but do not go out of your way to complete the more time consuming objectives, leave them until 110.
Each zone comes with a subsequent dungeon quest when you finish the main zone storyline, rewarding a piece of Item Level 800 gear and a large boost of experience, usually totalling around 30-35% of a level inside the dungeon. You can do dungeons along the way as they are worth the time, but only if you have the appropriate quest.
- Val'Sharah: Darkheart Thicket
- Azsuna: Eye of Azshara
- Highmountain: Neltharion's Lair
- Stormheim: Halls of Valor
Do not, however, level exclusively through dungeons. The experience they reward is very poor on their own, and they are all quite lengthy compared to simply questing in the open world.
6. Legion Invasions
With the addition of Invasions in Legion's 7.2 patch, if you have the ability to fly whilst leveling your alts, completing these quests will grant a great deal of experience. As such completing all these when an invasion is active is worth the time regardless of the zone it is present in. If you are leveling for the first time and run into a world quest in the zone you are in under attack, it is also advised to complete it, but do not run across the map or to other zones to complete them if you have not unlocked that area.
6.1. Rares and Treasures
Unless you specifically want the rewards, doing any rares or grabbing treasures is not worth the time. If you run into a chest you mightaswell open it for the Artifact Power, but do not go out of your way to grab these, as they do not give any experience unlike in Warlords of Draenor. Rares also give very limited experience for the time taken, so is not worth it.
7. Class Hall
You should always be looking to go back to your Class Hall when new quests are available. This comes at 101, 102 and finally at 104. You can opt out of returning at 102 which will delay that mission, but when you do go back to Dalaran at 102/3 after your first zone, make sure to catch up on everything there.
In general it is worth doing all quests that appear in the Order Hall. You can complete the other Artifact quests immediately, or save them for another time at your discretion.
8. Leveling as a Group
In Legion, leveling as a group confers a lot of benefits (such as shared mob taking and quest items, alongside Bonus Objective progression speed). This can be great and there is not any significant downsides to group leveling, however if you choose to do this it is strongly advised you complete all dungeon quests at the end of each zone and do not skip any Bonus Objectives, as it is much tighter reaching 110 with the diminished mob experience.
9.1. Mob Tagging
Legion has expanded mob tagging to allow for up to 5 players of the same faction to tag any and all mobs in the open world, not just quest enemies. Faction tagging however is still a thing, so be aware of other opposing players around you. Take advantage of this by landing a hit on creatures other players are attacking for bonus credit toward completion.
9.2. Bonus Experience
The guild banners provide bonus experience on a short cooldown and are worth picking up.
- Banner of Cooperation/ Banner of Cooperation
- Standard of Unity/ Standard of Unity
- Battle Standard of Coordination/ Battle Standard of Coordination
If you are pushing as fast as possible, grab some regular consumables to speed up the process. These are just the standard Warlords of Draenor consumables that were being used in raids.
- Assassination Rogue 7.3
- Ilvl logs and how to interpret them
- Elemental Shaman 7.3
- Afflock DPS help!
- Restoration Shaman 7.3
- Super Aspect of the Wild CD
- Twist of Fate v Fortress of the Mind
- Are you going to play WoW Classic?
- Afflock DPS help!
- Feral Druid 7.3
- Super Aspect of the Wild CD
- Destruction Warlock 7.3
- Restoration Druid 7.3
- Elemental Shaman 7.3
- Assassination Rogue 7.3
- Unholy Death Knight 7.3