Rogue
Available Races: Human, Night Elf, Dwarf, Gnome, Troll, Orc, Undead

The Rogue:

Rogues are by heart lone wolves. They are quite self reliable and have a style of play better suited to the solo way. However, they still make awesome group members, as they can use their positional attacks to their hearts content while a warrior holds the agro. Rogues are like a melee version of a mage. They deal massive amounts of damage, especially at high level rogue who was wise about his talent selection.

At the heart of a rogue's damage lies Energy. Energy is what a rogue uses to execute various combos and finishing moves for massive damage output. Energy regenerates very quickly and there is a maximum of 100 energy like rage. There is a talent however to raise your maximum to 110.

A rogue starts out combat usually by stealthing up to a mob, pick pocketing it if its a humanoid, moving around behind it and backstab/ambushing it. That move awards 1 combo point. Next they can use sinister strike to do a little bonus damage and get another combo point. Then the rogue might have to let auto attack take over for a couple rounds while his energy regenerates enough to use another combo move. Once the rogue has built up enough combo points that a finishing move would kill it, he can execute that finishing move and do damage or get an effect that gets stronger with every combo point you had before you executed the finishing move. There is a max of 5 combo points before you must use them.

Rogues can also detect and disarm traps and apply poison to their weapons. Check below for a full list of all that a rogue can do.

 


Class Travel: None

Rogues only means of travel is through their mount at level 40. Until then they will be forced to run on foot, use Hearthstones to warp to Inns, and rely on mage's for teleports. Each race will have 1 mount available to it at a cheaper cost for training then the other mounts. Check the race section of the site to find out more.

Rogues do get a sprint ability which boosts their run speed by 50% for 15 seconds, but its got a cool down time on it of 5 min, so you can't use it for travel, only for escape.

Class Popularity

Here are some statistics for how popular the rogue was in the 9 day Stress Test. The full of this information can be found here

16% of characters on Alliance were Rogues.
12% of characters on Horde were Rogues.

Rogues are the 2nd most played class along with warriors on Alliance.
Rogues are the 4th least played class on Horde.

Armor

Cloth
Leather

Rogue is the lightest in armor, non pure caster class there is they start with cloth and leather and end with cloth and leather. So naturally a rogue doesn't want to get hit. And he's good at doing that. His dodge chance is up around 20% to start where everyone else's is around 5%. Plus things don't stay alive long enough to do much damage to the rogue. If things get looking really bad, a Rogue can Vanish or Sprint away. Rogues are very good at surviving even with their leather armor limit.

Weapon Abilities

Dual Wield
Lvl 10
Parry
Lvl 18

Dual Wield's Offhand Damage is penalized by 50%
Upgradable: Remove Penalty with Talent!

Weapons

 

Starting Weapon Skills
Unarmed
Dagger
Thrown
Learnable Weapon Skills
Sword
Fist
Mace
Bow
Xbow
Guns
Rogue Abilities

Here are some things to note when looking through the warrior's abilities. Any attack that's labeled as an Instant, is just that, instant, and is not affected or does not affect any other combat timers. What this means is, you will keep doing your steady, auto hits based on the delay of your weapon, and instants, don't count for an attack round. So essentially, you could lands 2 hits at once...your normal timed auto-attack, and the instant. If the cast time is labeled as Next Melee, then it wont perform the action until your next melee round comes. That is based on your weapons delay. It is not an additional attack, but takes the place of your normal auto attack for that round.

Also, as you will see, there is a # of Ranks next to each ability. For example, Sinister Strike has 8 ranks. This means there are 8 upgrades that follow from the level you get the ability to level 60. You can see what level you get Rank 1 of an ability by looking at the level under the picture for each ability. I did it this way so you could just skim through what a rogue can do, without having to filter through just basic upgrades. There are other sites out there that have this information. This page is intended to help you choose a race and a class, and fill you in on the capabilities of a Rogue.

Interrupting a spell in World of Warcraft just means prolonging the time it takes to cast it by X seconds. Where as stun, will completely stop a stop and abort a spell from being cast and needs to be cast again.

Abilities that require no energy cost will not have one listed. Some abilities may list something like 56-512 damage in Italic. This means the ability starts at 56 damage at rank 1, then grows to 512 with higher ranks.

Some abilities are upgradable with talents. There will be something that looks like this: Upgradable: +15% Damage to show what the ability will max out at if upgraded with talents. You will not be able to get all of the upgrades. You earn one talent point a level starting at 10-60. So thats 50 points you can put towards talents, or only about 1.5 talent trees. Use talent calculator websites to determine what you want, talents listed here are for browsing use.

Subtlety
Italiced words anywhere in ability stats show what is improved with each rank.
Some abilities require you to be stealthed. These abilities will be marked with a icon.

Stealth (4 Ranks)

Level 1

Category: Invisibility
Cast Time:
Instant
Duration: Until Cancelled
Cool Down: 10 (5) Sec
Upgradable: -5 sec Cool Down
Upgradable: +15% Stealth Speed
Description: Allows the rogue to sneak around, but reduces your speed to 50-70% (65-85%) of normal. Can not be used in combat.

Pick Pocket

Level 4

Category: Steal
Cast Time:
Instant
Range: 7 yards
Description: Allows the rogue to open the targets bag and steal from it. Works off a separate loot table then normal kill loot.

Sap (3 Ranks)

Level 10

Category: Mez
Cast Time:
Instant
Duration: 25-45 sec
Energy Cost: 65
Upgradable: Return to Stealth Mode After Sapping Target
Upgradable: +5% chance to hit
Description: Knocks the target out for 25-45 sec. Only works on Humanoids that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.

Pick Lock (3 Skill Levels)

Level 16

Category: Unlock
Cast Time:
5 sec
Requires: Thieves' Tools
Apprentice Level: 75 max skill
Journeyman Level: 150 max skill
Expert Level: 225 max skill
Description: Allows opening of locked chests and doors.

Vanish (2 Ranks)

Level 22

Category: Invisibility
Cast Time:
Instant
Duration: 10 sec
Cool Down: 5 min (3 min 20 sec)
Upgradable: Minus 1 min 40 sec Cool Down
Upgradable: +30% movement speed
Description: Allows the rogue to vanish from sight, entering an improved stealth mode. Can be used in combat.

Distract

Level 22

Category: Position Mob
Cast Time:
Instant
Duration: 10 sec
Energy Cost: 30
Effect Range: 30 yard (36)
Cool Down: 30 sec
Upgradable: +6 yard effect range
Description: Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Does not break stealth.

Detect Traps

Level 24

Category: Reveal
Cast Time:
Instant
Duration: 3 min
Description: Hidden traps will become visible for 3 min.

Disarm Traps

Level 30

Category: Disarm Proximity
Cast Time:
5 sec
Range: 5 yard
Description: Sneak up on the trap in order to disarm it. Don't get too close or the trap will go off.

Blind

Level 34

Category: Crowd Control
Reagent:
Blinding Powder
Cast Time:
Instant
Duration: 10 sec
Energy Cost: 30
Cool Down: 5 min (3 min 20 sec)
Upgradable: Minus 1 min 40 sec Cool Down
Description: Blinds the target, causing it to wander at 40% of move speed confused for up to 10 sec.

Athletics & Abilities
Italiced words anywhere in ability stats show what is improved with each rank.

Evasion

Level 8

Category: Self Buff (Dodge)
Cast Time:
Instant
Duration: 15 (20) sec
Cool Down: 5 min (3 min 20 sec)
Upgradable: Minus 1 min 40 sec Cool Down
Upgradable: +5 sec duration
Description: The rogue's dodge chance will increase by 50% for 15 sec.

Sprint (3 Ranks)

Level 10

Category: Self Buff (Run Speed)
Cast Time:
Instant
Duration: 15 sec
Cool Down: 5 min (3.5 min)
Upgradable: Lower Cool Down 90 seconds
Description: Increases the rogue's movement speed by 50-70% for 15 sec.

Kick (4 Ranks)

Level 12

Category: Dmg + Spell Interrupt
Cast Time:
Instant
Duration: 6 sec
Energy Cost: 25
Cool Down: 10 sec
Upgradable: Add 5 sec of confusion
Description: A quick kick that injures a single foe for damage and interrupts the spell being cast for 6 sec. (Target is also confused for 5 seconds after being kicked)

Adrenaline Rush (1 Rank Talent)

Level 25

Category: Energy Regen
Cast Time:
Instant
Duration:
15 sec
Cool Down: 6 min
Description: Increases your Energy regeneration rate by 100% for 15 seconds

Blade Flurry (1 Rank Talent)

Level 40

Category: Self Buff (Haste)
Cast Time:
Instant
Duration:
15 sec
Energy: 25
Cool Down: 5 min
Description: Increases your attack speed by 20%. In addition, your normal melee weapon swings strike an additional nearby opponent. Lasts 15 seconds

 

Preparation (1 Rank Talent)

Level 40

Category: Reset Cool Down
Cool Down:
10 min
Description: When activated, this ability immediately finishes the cool down of your other Rogue abilities.

Combo Moves
Italiced words anywhere in ability stats show what is improved with each rank.
A maximum of 5 combo points may be awarded at one time.
Some abilities require you to be stealthed. These abilities will be marked with a icon.

Sinister Strike (8 Ranks)

Level 1

Category: Bonus Dmg
Cast Time:
Instant
Combo: 1 Point
Energy Cost: 45 (35)
Upgradable: -10 energy cost
Upgradable: +50% critical strike chance
Description: An instant strike that causes 6 damage in addition to your normal weapon damage.

Backstab (8 Ranks)

Level 4

Category: Positional: Bonus Dmg
Position:
Behind Target
Cast Time:
Instant
Combo: 1 Point
Energy Cost: 60
Requires: Daggers
Upgradable: +15% Damage
Upgradable: +80% critical strike chance
Description: Backstab the target, causing 150% (165%) weapon damage plus bonus damage to the target.

Gouge (5 Ranks)

Level 6

Category: Positional: Mez/Stun
Position:
In Front of Target
Cast Time:
Instant
Combo: 1 Point
Duration: 4 sec (5.5 sec)
Energy Cost: 45
Cool Down: 10 sec
Upgradable: +1.5 sec Duration
Upgradable: +50% critical strike chance
Description: Causes damage, disorients the opponent for 4 sec, and turns off your attack. Any damage caused will awaken the target. Enables you to go around behind and backstab again.

Garrote (6 Ranks)

Level 14

Category: Positional: DoT
Position:
Behind Target
Cast Time:
Instant
Combo: 1 Point
Duration: 18 sec
Energy Cost: 50 (30)
Upgradable: +15% Damage
Upgradable: +5% chance to hit

Upgradable: +45% Chance for bonus Combo Point
Upgradable: -20 Energy Cost
Description: Garrote the enemy, causing bleed damage (+15%) over 18 sec. Must be stealthed and behind the target.

Feint (4 Ranks)

Level 16

Category: Minus Threat
Cast Time:
Instant
Combo: 1 Point
Energy Cost: 35
Description: Performs a feint, causing no damage but lowering your threat by a small-large amount, making the enemy less likely to attack you.

Ambush (6 Ranks)

Level 18

Category: Positional: Bonus Dmg
Position:
Behind Target
Cast Time:
Instant
Combo: 1 Point
Energy Cost: 60
Requires: Daggers
Upgradable: +15% Damage
Upgradable: +95% critical strike chance

Upgradable: +5% chance to hit
Upgradable: +45% Chance for bonus Combo Point
Description: Ambush the target, causing 250% (265%) weapon damage plus extra dmg to the target. Must be stealthed and behind the target.

Ghostly Strike (1 Rank Talent)

Level 25

Category: Bonus Dmg + Dodge
Duration:
5 sec
Cast Time: Instant
Combo: 1 Point
Cool Down: 20 sec
Energy Cost: 50
Description: A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 5 seconds.

Cold Blood (1 Rank Talent)

Level 25

Category: + Crit Strike
Cast Time:
Instant
Cool Down:
3 min
Description: When activated, your next Sinister Strike, Backstab, Ambush, or Eviscerate is guaranteed a critical strike.

Cheap Shot

Level 26

Category: Bonus Dmg
Cast Time:
Instant
Duration: 4 sec
Combo: 2 Points
Energy Cost: 60 (40)
Upgradable: +5% chance to hit
Upgradable: +45% Chance for bonus Combo Point
Upgradable: Lower Energy Cost by 20
Description: Stuns the target for 4 sec. Must be stealthed.

Premeditation (1 Rank Talent)

Level 30

Category: +Combo Points
Cast Time: 1 sec
Energy Cost:
10
Cool Down:
2 min
Description: When used, adds 2 combo points to your target

   

Finishing Moves
Italiced words anywhere in ability stats show what is improved with each rank.
Finishing moves have a stronger effect with the more combo points you have saved before use.

Eviscerate (8 Ranks)

Level 1

Category: Strong Damage
Cast Time:
Instant
Energy Cost: 35
Combo: Finishing Move
Upgradable: +15% Damage
Description: Finishing move that causes damage (+15%) that increases with every combo point saved up before executing this finishing move.

Slice & Dice (2 Ranks)

Level 10

Category: Self Buff (Haste)
Cast Time:
Instant
Energy Cost: 25
Combo: Finishing Move
Upgradable: +45% duration of haste
Description: Finishing move that increases melee attack speed by 20-30%. Lasts longer per combo point

Expose Armor (4 Ranks)

Level 14

Category: Debuff (Armor)
Cast Time:
Instant
Duration: 30 sec
Energy Cost: 25
Combo: Finishing Move
Upgradable: +45% Armor Reduction
Description: Finishing move that exposes the target for 30 sec, reducing armor (+45%) per combo point

Rupture (6 Ranks)

Level 20

Category: Strong DoT
Duration: 6-22 sec
Cast Time:
Instant
Energy Cost: 25
Combo: Finishing Move
Upgradable: +50% Damage
Description: Finishing move that causes damage over time.(+50%) Lasts longer per combo point

Kidney Shot (2 Ranks)

Level 30

Category: Stun
Duration: 1-6 sec
Cast Time:
Instant
Energy Cost: 25
Combo: Finishing Move
Cool Down: 20 sec (14 sec)
Upgradable: Minus 6 sec Cool Down
Description: Finishing move that stuns the target. Lasts longer per combo point

 
Poisons
Italiced words anywhere in ability stats show what is improved with each rank.

Poisons

Level 20

Category: Skill
Description: You can create and mix poisons, with both found and store brought ingredients.

Crippling Poison (2 Ranks)

Level 20

Category: Proc (Snare)
Effect Duration:
12 sec
Poison Duration: 30 min
Proc Chance: 30% (40%)
Rank 1 Skill Req: 0
Upgradable: +25 Charges
Upgradable: +10% proc chance
Description: Coats a weapon with poison that lasts for 30 minutes. Each strike has a 30 percent chance of poisoning the enemy, slowing their movement speed by 50% for 12 seconds.

Blinding Powder

Level 20

Category: Reagent
Used For: Blind Skill
Skill Req:150
Description: Creates the powder used in the Blind Skill

Instant Poison (6 Ranks)

Level 20

Category: Proc (DD)
Poison Duration: 30 min
Proc Chance: 20% (30%)
Rank 1 Skill Req: 100
Upgradable: +25 Charges
Upgradable: +10% proc chance
Description: When effect lands it goes to work fast. Instantly inflicts 28-148 damage. 45-115 charges

Mind-numbing Poison (3 Ranks)

Level 24

Category: Proc (Cast Debuff)
Effect Duration:
10-14 sec
Poison Duration: 30 min
Proc Chance: 20% (30%)
Rank 1 Skill Req: 100
Upgradable: +25 Charges
Upgradable: +10% proc chance
Description: When effect lands it attacks the targets mind. Increasing their casting time by 70-130% for 10-14 seconds. 50-100 charges.

Deadly Poison (4 Ranks)

Level 30

Category: Proc (DoT)
Effect Duration:
12 sec
Poison Duration: 30 min
Proc Chance: 30% (40%)
Rank 1 Skill Req: 130
Upgradable: +25 Charges
Upgradable: +10% proc chance
Description: When effect lands it attacks the target quickly. Poisoning the enemy for 36-108 damage over 12 seconds. Stacks up to 5 times on a single target. 60-105 charges


Rogue Talents
Assassination
Combat
Subtlety

Malice (5 Ranks)
Adds to critical strike chance

Level 10

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%

Dagger Specialization (5 Ranks)
Adds to dagger critical strike chance

Level 10

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%

Master of Deception (5 Ranks)
Adds to subtlety skills

Level 10

Rank 1: 5
Rank 2: 10
Rank 3: 15
Rank 4: 20
Rank 5: 25

Remorseless Attacks (5 Ranks)
Adds to damage bonus to next attack after a kill

Level 10

Rank 1: 20%
Rank 2: 40%
Rank 3: 60%
Rank 4: 80%
Rank 5: 100%

 

Lightning Reflexes (5 Ranks)
Adds to dodge chance

Level 10

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%

Rapid Concealment (5 Ranks)
Lowers Stealth Cool Down Time

Level 10

Rank 1: 1 sec
Rank 2: 2 sec
Rank 3: 3 sec
Rank 4: 4 sec
Rank 5: 5 sec

Improved Eviscerate (3 Ranks)
Adds to Eviscerate damage

Level 10

Rank 1: 5%
Rank 2: 10%
Rank 3: 15%

Improved Sinister Strike (2 Ranks)
Lowers Energy Cost

Level 10

Rank 1: 5 energy
Rank 2: 10 energy

Camouflage (5 Ranks)
Adds to stealth speed

Level 15

Rank 1: 3%
Rank 2: 6%
Rank 3: 9%
Rank 4: 12%
Rank 5: 15%

Hemorrhage (5 Ranks)
Critical strikes
from Sinister Strike, Backstab, Ambush, and Eviscerate cause the opponent to bleed, dealing X% of the damage dealt over 12 seconds.

Level 15

Rank 1: 5%
Rank 2: 10%
Rank 3: 15%
Rank 4: 20%
Rank 5: 25%

 

Improved Gouge (3 Ranks)
Adds to duration

Level 15

Rank 1: 0.5 sec more
Rank 2: 1 sec more
Rank 3: 1.5 sec more

Opportunity (5 Ranks)
Adds to damage dealt with behind positional attacks

Level 15

Rank 1: 4%
Rank 2: 8%
Rank 3: 12%
Rank 4: 16%
Rank 5: 20%

Lethality (5 Ranks)
Adds to critical strike dmg when using Sinister Strike, Gouge, Backstab, or Ambush

Level 15

Rank 1: 10%
Rank 2: 20%
Rank 3: 30%
Rank 4: 40%
Rank 5: 50%

 

Precision (5 Ranks)
Adds to hit chance with melee weapons

Level 15

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%

Elusiveness (5 Ranks)
Lowers cool down for Evasion, Vanish & Blind

Level 20

Rank 1: 20 sec
Rank 2: 40 sec
Rank 3: 1 min
Rank 4: 1 min 20 sec
Rank 5: 1 min 40 sec

Murder (2 Ranks)
Adds chance to hit when using Sap, Ambush, Garrote, or Cheap Shot,

Level 20

Rank 1: 3%
Rank 2: 5%

Improved Backstab (3 Ranks)
Adds to critical strike chance with backstab

Level 18

Rank 1: 10%
Rank 2: 20%
Rank 3: 30%

Improved Sap (3 Ranks)
Adds chance to return to stealth mode

Level 20

Rank 1: 40%
Rank 2: 70%
Rank 3: 100%

Improved Slice and Dice (3 Ranks)
Adds duration

Level 20

Rank 1: 15%
Rank 2:
30%
Rank 3:
45%

Mace Specialization (5 Ranks)
Adds stun effect & chance to mace

Level 20

Rank 1: 2%
Rank 2: 3%
Rank 3: 4%
Rank 4: 5%
Rank 5: 6%

Ghostly Strike (1 Rank)
Gives New Combo Ability

Level 25

A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 5 seconds. Awards 1 combo point
Energy: 50
Duration:
5 sec
Cool Down: 20 sec
Cast Time: Instant

Ruthlessness (3 Ranks)
Adds chance to finishing moves to gain combo point

Level 20

Rank 1: 20%
Rank 2: 40%
Rank 3: 60%

Sword Specialization (5 Ranks)
Adds to sword's chance to hit

Level 20

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%

Initiative (3 Ranks)
Adds chance to receive bonus combo point when using Ambush, Garrote, or Cheap Shot

Level 25

Rank 1: 15%
Rank 2: 30%
Rank 3: 45%

Improved Expose Armor (3 Ranks)
Adds to armor reduction effect

Level 25

Rank 1: 15%
Rank 2: 30%
Rank 3: 45%

Improved Evasion (2 Ranks)
Adds to duration .

Level 20

Rank 1: 3 sec
Rank 2: 5 sec

Improved Garrote (2 Ranks)
Lowers energy cost

Level 25

Rank 1: 10 energy
Rank 2: 20 energy

Cold Blood (1 Rank)
Active
: Land critical strike with next Sinister Strike, Backstab, Ambush, or Eviscerate

Level 25

When activated, your next Sinister Strike, Backstab, Ambush, or Eviscerate is guaranteed a critical strike.
Cool Down:
3 min
Cast Time: Instant

Improved Kick 2 Ranks)
Adds confusion effect for:

Level 25

Rank 1: 1.5 sec
Rank 2: 2.5 sec

Premeditation (1 Rank)
Active:
Adds 2 Combo Points

Level 30

When used, adds 2 combo points to your target.
Energy:
10
Cast Time: 1 sec
Cool Down:
2 min

Enduring Poisons (5 Ranks)
Add # of charges to poisons

Level 30

Rank 1: 5
Rank 2: 10
Rank 3: 15
Rank 4: 20
Rank 5: 25

Adrenaline Rush (1 Ranks)
Adds 100% to Energy Regen Rate

Level 25

Increases your Energy regeneration rate by 100% for 15 seconds
Duration: 15 sec
Cool Down: 6 min
Cast Time: Instant

Setup (3 Ranks)
Gives chance to add a combo point after dodging an attack

Level 30

Rank 1: 15%
Rank 2: 20%
Rank 3: 45%

Improved Rupture (3 Ranks)
Adds to Rupture Damage

Level 30

Rank 1: 10%
Rank 2: 20%
Rank 3: 30%
Rank 4: 40%
Rank 5: 50%

Improved Sprint (3 Ranks)
Lowers Sprint Cool Down Time

Level 25

Rank 1: 30 sec
Rank 2: 60 sec
Rank 2: 90 sec

Improved Ambush (3 Ranks)
Adds to Ambush critical strike chance

Level 30

Rank 1: 15%
Rank 2: 30%
Rank 3: 45%

Vile Poisons (5 Ranks)
Adds to poison proc chance

Level 35

Rank 1: 2%
Rank 2: 4%
Rank 3: 6%
Rank 4: 8%
Rank 5: 10%

Dual Wield Specialization (5 Ranks)
Adds to off-hand weapon damage

Level 25

Rank 1: 10%
Rank 2: 20%
Rank 3: 30%
Rank 4: 40%
Rank 5: 50%

Rank 5 basically removes the entire off-hand penalty!

Improved Cheap Shot (2 Ranks)
Lowers Energy Cost

Level 35

Rank 1: 10 energy
Rank 2: 20 energy

Improved Kidney Shot (3 Rank)
Lowers Cool Down by

Level 35

Rank 1: 2 sec
Rank 2: 4 sec
Rank 3: 6 sec

Throwing Weapon Specialization (2 Ranks)
Adds to max range of throwing weapons

Level 30

Rank 1: +5 yard
Rank 2: +10 yard

Improved Vanish (3 Ranks)
Adds to movement speed while vanished

Level 35

Rank 1: 10%
Rank 2: 20%
Rank 3: 30%

Relentless Strikes (1 Rank)
Adds chance to restore 25 energy with finishing moves

Level 35

Rank 1: 1101004800%

Yes it says 1101004800% in game....

Deflection (5 Ranks)
Adds to parry chance

Level 30

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%


Improved Distract (2 Ranks)
Adds to radius of distract effect

Level 35

Rank 1: 3
Rank 2: 6

Vigor (1 Rank)
Adds 10 to maximum Energy

Level 40

Rogue has a total of max of 110 energy with Vigor

Fist Weapon Specialization (5 Ranks)
Adds to fist weapon critical strike chance

Level 30

Rank 1: 1%
Rank 2: 2%
Rank 3: 3%
Rank 4: 4%
Rank 5: 5%

Preparation (1 Rank)
Active: Resets
All Cool Down Timers

Level 40

When activated, this ability immediately finishes the cool down of your other Rogue abilities.

Cool Down: 10 min

  Riposte (1 Rank)
Adds parry counter-attack.
Level 35

A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 10 seconds.

 

 

Blade Flurry (1 Rank)
Self Buff
Level 40

Increases your attack speed by 20%. In addition, your normal melee weapon swings strike an additional nearby opponent. Lasts 15 seconds
Energy: 25
Duration: 15 sec
Cast Time: Instant
Cool Down: 5 min

 



Which Race to Choose...

Every single race but one in the game can be a Rogue. Its one of the only classes where you are not limited to a certain set of races. Each race has its advantages and disadvantages to being rogue, and each race is a viable choice, you can not gimp yourself by choosing the wrong race. The races were balanced well. One of the most important factors in choosing a race is choosing one you like the look and feel of. Get a few choices in mind then look at the charts below to help you finalize that decision. You may think undead looks like a poor choice for rogue, but read under things to consider and you may change your mind.

Rogue Stats by Realm

Green - Great
Yellow - Good
White - Poor
Red
- Worst
Rogue Attack Power/Dps is obtained by taking the average of str + agi combined

Alliance
Race
HP
STR
AGI
STA
INT
SPR
Power
Armor
Dodge%
Crit%
Human 54 21 23 21 20 20 26 48 18.97 9.58
Dwarf 78 23 20 24 19 19 25 42 16.47 8.33
Night Elf 46 17 28 20 20 20 27 58 23.13 11.67
Gnome 46 16 26 20 23 20 24 56 21.47 10.83
Horde
Race
HP
STR
AGI
STA
INT
SPR
Power
Armor
Dodge%
Crit%
Orc 70 24 20 23 17 21 26 42 16.47 8.33
Troll 62 21 25 22 17 21 28 52 20.63 10.42
Undead 62 20 21 22 17 25 23 44 17.3 8.75

Rogue Olympics
Award
1st
2nd
3rd
4th
5th
6th
7th
Hit Points
Dwarf
Orc
Troll/Und
Human
Nelf/Gnm
Damage Per Second
Troll
Night Elf
Hum
Orc
Dwarf
Gnome
Undead
Armor, Dodge & Critical Hit Chance
Night Elf
Gnome
Troll
Human
Undead
Dwf
Orc
Learning Speed
Gnome
Hum/Nelf
Dwarf
Orc/Trl/Und
Health Regen, Proc Chance
Undead
Orc/Trl
Hum/Nelf/Gnm
Dwarf

Racial Population
Night Elf
Human
Dwarf
Gnome
Undead
Orc
Troll
36%
35%
18%
11%
38%
19%
15%

These stats were collected during the WoW Stress Test via this website

These stats do not reflect classes, only how many people played each race.


Things to Consider...

Racial differences affect you through-out your character's life.

What I mean by this is, say I had a level 14 Tauren Warrior with 34 AGI from rings & buffs. A level 14 Night Elf warrior with 34 AGI, and Identical Armor, will still have more armor then I do. He will still get critical attacks more then I do, and he will still dodge more then I do. Its the same vice versa too, he will never hit as hard as I do, block as much damage as I do, have as many hit points as I do. So know that your choice will affect you for the rest of your character's life.

Remember to look at Racial Traits as well.

Night Elf get Shadow Meld, and Nature Resistance. Human get bonus skill points. Dwarves have treasure finding & cold resistance. Gnomes currently have nothing, but check the racial section for estimated guesses on what gnomes racial traits will be

Undead cant be mezzed or charmed. Orc & Troll currently have nothing, again check racial section for guesses.

Procing/Hp Regen & The Rogue.

While undead may not a first glance appear to be much of a viable choice for a rogue, there is a major factor you need to consider Rogues have the use of poisons, which when applied to their weapon give the weapon a chance to proc the poison effect. Undead by far have the highest chance to proc these effects which more then makes up for their lack of attack power. They also will regenerate their hp well. Consider this: you're fighting in pvp, no one can mez you...you are popping in and out of stealth, killing stragglers. You get caught and rooted. Then you get ganged up on and beaten until you are almost dead. Then you use your vanish ability. The enemy's have no idea where you went and can not find you to finish you off. You then stealth away and regen your HP very fast as an undead. You go back for your revenge shortly after due to fast HP regen. Rogues are a lone wolf on the pvp field and wont have friends to heal them. So choosing undead for the anti-mez and self reliable hp regen makes sense if your a pvp person.


Key & Formulas

Damage Reduction Formula:

Damage Reduction = (.3*(Armor Class-1)/(10*Level+89))

Okay, so lets make some sense of this formula. Lets say I want to figure out the damage reduction of a naked level 1 night elf rogue who has 58 armor.

So lets see, Armor Class - 1 = 57 * .3 = 17.1
10 * Level 1 + 89 = 99
17.1 / 99 = 0.1727
Which means 17.27%

Lets apply this to a higher level character now.

How about a level 13 Tauren Druid, wearing leather armor, fully buffed & in Bear form. He has 562 armor. So if we do the math the dmg reduction turns out to be about 77%

Abbreviation
Meaning
Abbreviation
Meaning
DD
Direct Damage   Mez To mesmerize a target, stops it from fighting
DoT
Damage over Time   CC Crowd Control - process to fight 1-2 monsters at a time
HoT
Heal over Time   Buff A beneficial spell that improves your character
Proc
To trigger a magical effect in a weapon   Debuff Opposite of Buff
AoE
Area of Effect   Snare To slow run speed
PBAoE
Point Blank Area of Effect   Haste Makes your character attack faster with melee
DPS
Damage Per Second   Threat What monsters use to judge who to attack. Whoever has the most has the monsters attention
PVP
Player vs Player   Nuke See Direct Damage
PVE
Player vs Environment   Mob Mobile/Monster/Hostile NPC
DMG
Damage   Agro Aggression - when a mob wants to kill you
HP
Hit Points or Health Points   PC Player Character - human controlled
MP
Mana Points or Magic Points   NPC No Player Character - computer controlled
STR
Strength   Pet An NPC friend that follows your commands
AGI
Agility   DS Damage Shield - A buff that hurts mobs who touch you
STA
Stamina   Bleed Damage over time
INT
Intellect   Rez To resurrect a player (bring them back from dead)
SPR
Spirit   Taunt To get the monsters attention so it attacks you and no 1 else
Regen
To recover   Wake Process of waking anything that is mezzed
Lull
To lower the radius in which the monster will attack   Dispell to remove a magical effect
  • Strength
    • Adds to your Attack Power, Damage-Per-Second, Amount of damage blocked with shield in part by Strength (and other part by your shield)
  • Stamina
    • Increases Hit Points
  • Spirit
    • Increases Health and Mana regeneration in & out of combat. Spirit also increases your chance to 'proc' with weapons.
  • Armor
    • Protection gained from spells and armor. Higher yields more damage absorb.
  • Dodge
    • Chance to dodge a melee attack.
  • Agility
    • Increases chance to Critical Hit. The amount of bonus is higher per point on Rogues. Agility affect Dodge. Rogues get more Dodge per points of Agility then other classes. Agility Adds Directly to Armor.
    Intellect
    • Increases Mana Points as well as chance to Critical Hit with magic spells. Intellect also grants a higher chance to increase melee skills. Does not affect trade skills.
  • Power
    • Melee Attack Power Rating (higher yields more damage)
  • Crit
    • Chance to Critical with melee only. Intellect reflects crit chance for spells