WOW Tips

Rogue Tips

Energy
The Rogue requires energy to perform most abilities. Energy is built up over time. You can only increase your energy pool or the rate at which it regenerates through the use of high-end talents. Abilities cost less energy if they miss or are blocked.

Stealth
Stealth is the ability to remain undetected by the enemy. It is not the same as invisibility. When something is in Stealth mode it can still be seen but only if detected. However, detected players in Stealth mode become clear or transparent and blend in with the background making them more difficult to spot

  • Being behind a target is much better than in front of a target.
  • The better you are at stealth, the closer you can approach a target before he spots you. Although normal speed is reduced rogues can move freely while in stealth mode. In other words, you don't get a bonus for standing still.
  • Abilities will not cancel Stealth/Vanish when they fail to go off.
  • Your success at remaining undetected depends on your Stealth skill level, the direction the monster is facing, and how close you get to the monster.

Using Stealth
By using Stealth you can sneak up behind monsters to perform various abilities such as Sap, Backstab, and Ambush. Without Stealth the monster would simply turn around and attack. Try to predict the movement patterns of the monster and then sneak up behind it at the right moment. This becomes much easier once you reach Stealth level 2 which allows you to move faster. A common way for a Rogue to fight is to first sneak up on a monster from behind using Stealth. The Rogue then uses a Backstab, Sap, Ambush, or Cheap Shot. The Rogue then continues with combat now that the monster is in a weakened state.

Stealth Pulling
Stealth is also great for pulling. The Rogue can activate Stealth, and then sneak up on the enemy without aggroing nearby monsters. Then the Rogue can Sap an extra monster to start the pull. As Rogues' skill in Stealth becomes higher they can become even more effective at pulling and scouting for pullers.

Combo Points and Finishing Moves
There are many Rogue abilities that build up Combo Points which can later be used to perform deadly "finishing" moves.

Combo Points Indicator
After you have earned your first Combo Point, look at the monster's name bar located at the top-middle of the screen. To the right of the portrait you will see a little light-up dot next to other dots that are not lit. This is the combo point indicator. It tells you that you have one Combo Point. If you receive a second Combo Point two dots will become lit. By watching this indicator you can tell how many Combo Points you have stored up and you will know when to release them with a finishing move. Look at the description of the finishing moves in your character's ability screen to see how many Combo Points are required for a particular effect. Combo points will not be removed if the target is deselected. They will only be removed if a different target is selected.

Combo points are removed when your target is dead.

Sprint
Sprint is useful in two situations. Its main purpose is to act as a special "oh no" ability which gets you out of trouble. If too many monsters come at you at once, if a special monster aggros on you, etc., you can press this button and run away from danger. The second use of Sprint is for a short burst of speed as you're traveling around the world. You can also use it to beat other players in foot races. There are certain timed quests which Sprint can also help with. Place Sprint on your first action bar page so you can always see when it is ready to be used again. Sprint can be used while stealthed.

Evasion
The Rogue's dodge chance will increase by X% for Y seconds. This is another "oh no" ability that you should use in emergency situations.

Safe Fall
Reduces damage from falling. You can use this to jump off high locations without dying. =]

Sap (Sleep) Pull
The Rogue can use Sap to put Humanoids to sleep. If you are alone you can use Sap to break up a group of two enemies. Sneak up on the targets from behind using Stealth. Then use Sap to put a victim to sleep. Then pull the still awake enemy and kill it, and then finish off the sapped target.

Typical Battle
Sneak up behind the monster using Stealth. Perform a Backstab, Ambush, Cheap Shot, or DOT on the monster. Then begin combat with the monster. Start using Sinister Strike to build up Combo Points. Then release with a DOT, or direct damage finishing move such as Eviscerate, or use Slice and Dice. Now build up Combo Points again using Sinister Strike. You should always perform a move the second you have enough energy unless you're building up more energy for a more powerful ability. A common mistake among novice Rogues is to not use their abilities enough.

Rogue Combos
Use Gouge to stun a monster during a battle. Then use a Backstab from behind. You will need enough energy for this to work; otherwise the monster will wake up before you can do your Backstab.

Use Sinister Strike to build up Combo Points. Then use Slice and Dice after earning a couple of Combo Points. Now gain more Combo Points using Sinister Strike again. Now release with Eviscerate.

Use Cheap Shot to stun a monster at the start of combat. Then power up additional Combo Points with abilities like Sinister Strike while the monster cannot move.

Away from Keyboard
When you have to leave your computer, enter Stealth mode and move to a spot where the monsters are unlikely to patrol. Using Stealth, the Rogue can go AFK in places that other classes generally can't.

Attribute Points
Rogues should focus on getting more Agility which adds to their Defense, Critical Hit chances, Attack Power, and Dodge chance. Additionally, you could also focus on Stamina for added health.

Weapons
Rogues use daggers by default. You can, however, train in swords if you wish to be different. You can even build up both skills and use the best depending on what weapons you have. At level 10 you can dual wield.

Rogues can also use throwing weapons or train in bows, crossbows, or guns which will typically do more damage. You can use throwing weapons to get some additional damage done to the monster before it reaches you. They can also be used to finish off monsters that are running away. Additionally, these weapons are useful for pulling monsters rather than sneaking up on them in Stealth mode.

Poisoning
The Rogue has the unique ability to create and apply special poisons to weapons. Poisoning can be trained at level 20. To create poisons you will need to buy empty vials and purchase various reagents as dictated by each recipe. At higher character levels the Rogue can train in more powerful and unique poison recipes. There are even additional extremely powerful recipes to be found which require rare ingredients available out in the world. Poisons can be resisted.

Crippling Poison, which can slow an enemy's movement speed, is very effective against monsters that run when they are about to die. This makes the Rogue very useful in a party. Party members become accustomed to having a Rogue around for this helpful ability.

Lock Picking
You can improve this skill on locked chests. You should also create practice locks with engineering, or purchase them from engineers, to develop this skill more quickly.

You can also offer to unlock locked boxes from other players for free to build up skill in Lock Picking.

Only rogues may train in Lock Picking.

Traps
The Rogue can detect and disarm traps. Hunters use traps. Disarming an enemy faction hunter's trap will flag the rogue for PvP.

Footlockers
A number of areas in the world have footlockers in them. These areas are in place for rogues to visit to increase their lockpicking skills. The contents of these footlockers are only token amounts of treasure, but they should allow for a more interesting experience while increasing lockpicking skill. The difficulty of the locks in the area correspond to the level of the zone, so if your lockpicking skill is around 100, you would go to Durnholde Keep in Hillsbrad. But if your skill is 250, you might head to Tyr's Hand in Eastern Plaguelands. The Rogue trainers will point the player to an appropriate area with boxes to unlock depending on the lockpicking skill of the player.

  • Hillsbrad Foothills - Durnholde Keep
  • Redridge Mountains - Lake Everstill
  • Ashenvale Forest - Zoram Strand
  • Stonetalon Mountains - Windshear Crag and Associated Mines
  • Wetlands - Murloc Camps
  • Desolace - Sar'theris Strand
  • Badlands - Angor Fortress
  • Swamp of Sorrows - Pool of Tears
  • Searing Gorge - The Slag Pit
  • Tanaris Desert - Lost Rigger Cove
  • Azshara - Bay of Storms
  • Eastern Plaguelands - Tyr's Hand (elite)
Profession Options
The Rogue can choose whatever trade skill he or she wants, however these skills might be useful:
Enchanting - Rogues can enchant their equipment to make themselves more powerful.
Herbalism and Alchemy - The Rogue can create buff potions or healing potions.
Fishing and Cooking - The Rogue has no healing so the class is dependent on food when no healing party member is available. Fishermen fish up locked boxes which can improve the Rogue's Lock Picking skill.
First Aid - First Aid is a good profession for any Rogue to pick up. It limits your reliance on the healers of your group, as well as reducing the downtime between each fight.
Skinning and Leatherworking - Rogues can create their own equipment and sell it to others as well.