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Rogue Cooldown Abilities

“Cooldown” Abilities

Blind
Blinds the target, causing it to wander at 40% of move speed disoriented for up to 10 sec. Any damage caused will remove the effect.

This ability is extremely useful for avoiding close calls, with the downside that it requires a somewhat expensive reagent. Blind has a 10 yard range so its use can vary from either giving yourself time to bandage yourself or extending a stun lock combo, to keeping an enemy from running away. The ability has the chance to break early, so you should be careful when relying on it for a timed cast like bandage or applying poisons, or even waiting to go out of combat to re-stealth.

Evasion
The Rogue’s dodge chance will increase by 50% for 15 sec.

This is the Rogue’s foremost defense against other Rogues and warriors, with an interesting exception. Warriors have an ability called overpower that allows them a guaranteed hit when their opponent dodges. Some have a talent for overpower that increases its critical rate by 50%. What this means is, against warriors dodge may make it easier for them to beat you. Some say that it’s better to use evasion and only get hit by overpower. It's extremely situational as to whether this ability should be used against a warrior. Against a Rogue however, it’s an extremely good defense if you are at a disadvantage. Against enhancement specced shaman and paladins this ability is a relatively good form of mitigation, although both are capable of keeping you busy until the effect wears off.

Sprint
Increases the Rogue’s movement speed by 70% for 15 seconds. Does not break stealth.

This move does not necessarily see its only use in combat. Sprint can be handy whenever you need a burst of speed. From just running from place to place to jumping across gaps, when you need a speed boost spring does the trick. Its uses in combat are many, as the Rogue has no other real way to close distance fast the way warriors do, and obviously ranged classes are in no desire to be in melee proximity. Be warned, when you have a slowing affect debuff it will slow your sprint speed too, so you may be better off waiting it out.

Vanish
Allows the Rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects.

One of the Rogue’s signature abilities, this move allows the Rogue to re-enter stealth while in combat. Once vanish is used the Rogue is in an improved stealth for 10 seconds, which makes it harder than normal for enemies to see the Rogue than in normal stealth. This ability will also protect the Rogue against incoming spells, if done fast enough. The major weakness of the vanish ability is the susceptibility to DOT effects, as any damage done while in stealth will bring the Rogue out. For PVP purposes, vanishing effectively removes the Rogue from combat, allowing him to use another opener against his opponent. A Rogue specced for the preparation ability is capable of using an opener against his opponent 3 times in one fight. The first opener from stealth, to start the fight, the second after their first vanish, and the third from using preparation and vanishing again. It is for this reason that a preparation Rogue played properly is capable of beating any class one on one. Of course, one on one encounters can be somewhat rare on a populated server. In PVE this ability is supposed to remove you from combat temporarily, clearing all of the Rogue’s threat. However, at the moment the ability does not remove the Rogue from combat in raid instances. It is unknown whether this is a bug or intended.

   
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