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Author Topic: The raiding rogue  (Read 1522 times)
Nomine
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« on: April 07, 2008, 12:22:19 PM »

Best posted before anyone sees my actuall dps Wink

So your a rogue and you want to raid.  Do a little bit of heroics, a little bit of Karazhan, poke gruul with that dagger of yours:

I will speak very little about talent builds.  Strongly beliving that a player will preform best with something they like.  Just know your facts.  Combat ( 100% dps ) - Mutilate ( ca 99-98% dps ) - ShS ( 88-83% dps ). 
Sometimes 100% is needed, other times Kara is on farm and things are smooth. 
Also know that a combat build won`t get into its full glory untill you have stacked haste.  ( around T5 )


Karazhan and heroics puts higher demands on both your skill and your gear than the instances that came before it.  Back in the pre mc days a raid could carry serveral members not preforming to their best. 

In 10 man raids we can`t do that any more.  25 mans is even more demanding.  Becaus you won`t only be a lean mean killing machine.  You got to focus on staying alive in longer, harder and more chaotic fights.

So here is what I feel you NEED to even start raiding in Karazhan. 
It is`t just a matter of raiding to gear up.  You need to be able to do your job.  Your job is to kill things.

First of minimum you should have:
25% crit.  +8% to hit and 1250 Ap unbuffed. 

Even a combat spec that gets much of their dps from white dmg,  it still needs that crit to punch through. 

And as you start with a 95% chance to hit, were every level above you the mob are deducts 1% chance, you will need atleast 8% to hit so that your main hand special attacks will hit. 

You should aim for even more to hit when especially combat speced, as your off hand does a lot of your steady dps.  And on your off hand, the miss chance is far greater ( 28 % ).  Also for a combat rogue you got combat potency, so more +hit = more potency proc = more energy = more dps.
 
1250 ap is honestly a bit low for starting.  But we are supposed to be casual, and 1250 is easy to hit. 
It is not worth trading +1% hit for +1% crit untill you have atleast 12-13% +hit. 
It is not worth building more than 1250 Ap untill you have +25% crit and +8% +hit.  From a raiding perspective. 

As I love teasing admins I will post some links after this with starting gear tips Wink

As your raiding progresses your dependancy on stamina increses.  As you hit Gruul and in some parts ZA you should be looking at 9k health unbuffed. 
This so you can handle a bit of dmg and still keep going.
Because a rogue is often on the bottom of the healing list, Healers focus on themself and tanks first.  And lets face it.  Healing a caster/ranged is easier than healing melee these days.

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Nomine
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« Reply #1 on: April 07, 2008, 12:25:46 PM »

Buffs and such.

Self buff:

The newer the content for your group, the more what your buffs are matters.

Flask of Relentless Assult. 120 Ap for 2 hours, lasting through death. 
The single best buff potion avaliable for a rogue currently.  I still use it when I could make do with cheaper potions.  Simply due to its drink and forget bit.

Then you got: Greater Agility ( 25 agility ) slightly better than Onslaught potion ( 40 AP )

Buff food: Warp burgers   ( 30 ap ) are your friend, Same goes for ravager dogs.  Ravager dogs are easier to get by as many find themself killing ravagers when farming Netherdrake rep or for dalies.

Temp buffs:
For a Combat rogue the haste potion is worth gold.  Usually costs gold aswell so it works out Wink.  Secondary is Mighty strenght potion?
Both lasts for 15 sec.  But they are on same cooldown as your health potions.  So use wisely.  Dead rogues do no dps.

Worth noting is Drums of war and Drums of Battle.  Range has been improved on these now, so you will in most situations hit your full team.  Drums of battle is by far the best from a melee perspective.  But hunter dps rotation can be sensitive to haste increases. 
Also, They don`t stack.  So with two people using drums.  Make sure you don`t overlap each others.

Other peoples buffs.

From Paladins: Blessing of Might beats Blessing of Kings. 

Other than Blessing of Might, the Warriors shout gives you the best dps increase.  Worth noting is also that some hunters have a buff that also increases melee dps.

Also windfury is pure gold for a rogue.  Got to love a Shaman for those.  Some Shamans manages to drop alternating Windfury and Grace of Air totems for max dps.  But droping a new totem every 8 sec is taxing on top of everything else. 

Druids leader of the pack is`t as good as it is cracked up to be.  It is nice, but if you have the choice between warriors shout, and a druids buff.  Go for the warrior, give the Tanks the druid instead.

Last advice, if your unsure of a fight.  Go for stamina food.  Gives you better survival, and a little better chance to pull trough. 
« Last Edit: April 07, 2008, 12:38:11 PM by Nomine » Logged
Nomine
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« Reply #2 on: April 07, 2008, 12:26:03 PM »

Enchants:

Mongoose is the best weapons enchant, 120 Agility for 15 sec, can stack if you got it on both weapons.  Aswell as a small speed boost we rogues love.

Executioner Worth looking into if you stack ignore armor gear.  But it still is slightly less interesting  Mongoose.

For those on a budget: +20 Agility on weapons. 

Heads and shoulders should be enchanted with Scryer/Aldor for shoulders and the nifty 90 gold glyph from Cenarion Expedition on head.

Leggings:
Cobrascale 40 Ap and 12 crit.  Epix version is`t worth it unless your insane like me.  The Clefthoof version ( 30 Stamina and 10 agility ) is good while you still look for your good leggings :)

Rest of you:

+6 Stats on chest, Agility on boots or ideally "cats switftness" ( +7 agility and small non stacking run speed bost )
15 Agility on gloves, 26 Attack power on bracers. 



The addons you need:

Omen, a treath meter basicly.  It is more reliable than KTM, even if it is still suffering post 2. 4 patch depression.  Gives you big good warnings everytime you near tanks agro. 

DeadlybossMods. Simply warnings when boss is about to do something nasty to your repair bills.

Rogue power Bar. Makes it easier to keep track of your temp buffs like SnD and various other temp buffs. 

So with Addons, buffs and so out of the way.  Time for a little playstyle.

Playstyle. 

First of all we are brought to do damage, keeping our agro in cheeck don`t work with that.  Both our agro controlling moves are broken in a way or another. 

So our tools are the three. 
tanks skill.  That is the one thing we are always measured up against.  It also makes bladeflurry so funny when you have one tank that takes on two targets. . 

Feint.  Yes. . .  feint. .  it is so nice.  Let me ask you one thing.  If feint really woked properly, would it need to reduce the chance of you being critically hit then?
Feint can be apprently be reisted, dodged and parried.  It also costs energy.  Making it hard to work into a cycle. 

Vanish.  Yes, this is also what vanish does.  Not many rogues use this activly in a raid of some reason. 
When vanish works as intended ( aka not bugging in a non bugging manner according to blizz. . .  ) It whipes your agro.  ( a point for stealth being rogues magic in a rp setting btw )
Important to know is that a treath meter will report you as having droped agro, even if the enemy don`t agree.  But people will look at the same meter, so you are guilt free from a wipe.

Tricks
When in a raid I give the tank 3-5k agro headstart, then I push up to him, doing my best to hit about 100% agro and vanish.  By then a decent tank should have around 15-30k headstart and I can give it all I got.  This is when I start blowing my cooldowns. 

For most boss fights I ( a combat dagger rogue ) Starts with Garrot-SnD-Backstab etc untill I get 3 to 4 combo points and my first SnD runs out.  Then I work on keeping SnD going 100% and use Rupture as a finisher if I got the combo points free.

Of Finishers in a raid setting, all things considered equal the best finishers are: SnD->Rupture->Eviserate. 
Rupture is even better with druid tank but never better than SnD, Expose armor is better than rupture when you got +3 melee and something else than a warrior tank. 

Last words.

I prefer to being secondary on the treath meter for various reason. 
Gives me a target to aim for, and with a good hunter/mage/warlock this can be hard.  Also I have a good chance of Evasion tanking a boss for 15 sec.  Those 15 sec is time were another tank able class can madly work on getting agro.  Its 15 sec were the rest of melee don`t have to chase a mob running around killing healers and casters.  Its 15 more sec with a shoot at it.

I once were in a run through regular SL: Ended up against Murmur, our tank and off tank were dead.  We had taken down about 5-8% of Murmurs health.  So with rogue tanking and two good healers we got him killed.  from 32-0. 



« Last Edit: April 07, 2008, 01:18:01 PM by Nomine » Logged
Nomine
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« Reply #3 on: April 07, 2008, 12:26:25 PM »

Some starting gear tips to help you off:

Head:
Stealther's Helmet of Second Sight( quest )
http://www.thottbot.com/?i=59106


High Warlord's Leather Helm ( pvp )
http://www.thottbot.com/?i=58437

Helm of Assassination ( 5 man instance )
http://www.thottbot.com/?i=58795

Helm of the Claw ( quest )
http:www.thottbot.com/?i=58874

Remember to enchant it with the Cenarion expedition head enchant:
http://www.wowwiki.com/Glyph_of_Ferocity

Neck:
Bone Chain Necklace ( 5 man instance )
http://www.thottbot.com/?i=60161

Traitor's Noose ( 5 man instance )
http://www.thottbot. com/?i=59926

Necklase of the deep ( crafted item )
http://www.thottbot.com/i32508

Shoulders:

Grand Marshal's Leather Spaulders ( pvp )
http://www.thottbot.com/?i=57402


Shoulderpads of Assassination ( 5 man instance )
http://www.thottbot.com/?i=58775

Sun gilded Shoulder caps ( 5 man instance )
http://www.thottbot.com/?i=58943

Blackened Leather Spaulders ( Kurenai rep )
http://www.wowwiki.com/Blackened_Leather_Spaulders


Don`t forget to add your aldor/scryer shoulder enchant to them. 

Chest pice

Tunic of Assassination ( 5 man instance )
http://www.thottbot.com/?i=58797

Chestguard of the Dark Stalker ( Auction house )
http://www.thottbot.com/?i=55687

Hauberk of Karabor ( quest reward )
http://www.thottbot.com/?i=59697

Primal strike chest pice ( elemental LW bop on cration pattern )
http://www.thottbot.com/?i=54449

Grand Marshal's Leather Tunic ( pvp )
http://www.thottbot.com/?i=57405

My appolgies to the moderators Cheesy and this is alll from me for now. 
« Last Edit: April 07, 2008, 01:36:06 PM by Zarx » Logged
Daal
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A Dark Storm Approaches


« Reply #4 on: April 07, 2008, 12:31:13 PM »

Great introduction Nom thanks! Smiley
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The brothers Ravenglade, Daal and Xaal.
Nomine
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« Reply #5 on: April 07, 2008, 01:20:11 PM »

thank you Daal. 
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Zarx
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I see you


« Reply #6 on: April 07, 2008, 01:37:06 PM »

Good read Nomine Smiley

Not too many links so I didn't loose all my fingers Wink

Cheers,
Zarx
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Inkeyes
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« Reply #7 on: April 07, 2008, 03:39:11 PM »

Here is my 2 cents. . . . . . . .

Combat:

Hit > AP > Haste > Crit  Hit should be your primary goal.  The cap is 365 and that is what your shooting for.  Remember white damage counts for over 50% of your total damage.  So the less you miss the more dps your doing.  At this time my hit 363 

Sub/Assin:

Hit > Crit > Haste > AP Over all damage these two talents hurt compared to combat but they are alot of fun though.  The Crit cap is 36% so you will need to get that up there with out hurting you hit to much. 

Gems:

Unless the set bonus is a must you should be using:

1.  +4hit +agility- for red slots
2.  +8 hit- for yellow slots
3.  +16 ap - red if your hit is high enough
4.  +12 agility - meta gem

sorry at work and can't remember the names off the top of my head.  if you need I can find out which is which.

Food:

Spicey Talbeks: best food food in the world, short of buffalo wings ( I like wings  ::) )

Warp burgers: Would be next inline.

Addons:

Omen: this is by far the most acuate threat meter out at the moment and I hate it the stupid thing!!!!!  >:(  I swear the guy that programs it has no life to speak of because he is updating it at least once a day if not more.  The problem with that is everyone in the raid has to have the same update for it to work correctly.  If one person is way out of date then it screws up everyone elses omen. 

Rotation:

SnD- Slice in Dice - should be up 100% of time.  If you can get imp SnD I way recommend it.

Rupture > Evis - only due to energy cost per output. 

Some helpful rotations are as follows:

No T4 bonus: 4SnD/5rupture - if immune to bleed 4snD/5Rupture
T4 bonus: 2SnD/5rupture - if immune to bleed 4snD/5Rupture

Pleas put in your thoughts.  If you want to see what I have.  Im on a USA server, Executus - inkeyes - guild Blood Reign
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Nomine
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« Reply #8 on: April 07, 2008, 04:46:34 PM »

Good to see we 90% agree Inkeyes :)

Hit > AP > Haste > Crit  Hit should be your primary goal.   The cap is 365 and that is what your shooting for.   Remember white damage counts for over 50% of your total damage.   So the less you miss the more dps your doing.   At this time my hit 363 

I feel there is a question of bang for the buck here.  I really notice how much smoother everything goes as my +hit crept over the 200 mark, more off hand procs of mongoose, more energy to play around with.

But before you hit mostly those 25 man raids SSC, BT etc I don`t think you get enough from +hit to shoot much past oh, 250-280 ish.  Simply due to the level of most mobs you face and the gear avaliable to you.  The cost of +hit vs other things you can stack ends up as very expensive. 

I put Crit above Ap myself, this might be due to being a dagger rogue, while a sword rogue might see it differently. 
Also I like having a predictable non spiky dmg curve.  Meaning for me a high crit value, so I know they come more often that not.  That is`t based on any other thing thank actually feeling while playing. 

Worth noting is Expertice, most rankings I have seen on it, puts it as about equal to hit, with a far lower cap.  Around 6% if I recall.  Shard of Contempt from Heroic Magisters terrace sorting out that rather nicely if you want to farm for something. 

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Inkeyes
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« Reply #9 on: April 07, 2008, 05:36:00 PM »

Your right Expertise is way high but hard to come by.  The cap for that as a non-human is a mear 68.  If you get the trinket out of heroic MrT then you should be set.  Not to mention the proc rate o that thing is sick.  If your combat make sure you get the expertise talant as well, at that point you are golden.

To gear for hit isn't  that bad really.  If you get yourself to around 300 you should be set till BT/Hyjal.  At that point you really need to look into capping yourself.  Don't get me wrong the big numbers are great to see but in any fight that takes more than 1min your going to lose the dps race.  My white damage alone would keep up with you and that was before I got geared.  When I was Kara I was at 300 which made that place crazy easy for me not to mention that I was at the top of the dps on pretty much every boss.  White damage is your primary dps, if you never miss your target your white dps goes WAY up. 

Crit > AP for daggers.  That is way true.  You are all burst damage, which means you will way out pace a sword or combat rogue at the start of the fight.  Versus mobs you rule, minus blade flurry of course, but when raid bosses come in your dps drops off by alot. 
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