Archive for the ‘Blogroll’ Category

PREPARATION BUILD

Monday, May 19th, 2008

PREPARATION BUILD (known as 21/8/22)

The very basic concept of this build is exactly the same as the seal fate build, which is maximum burst damage through backstab. However, while seal fate relies on the combo point generation of the talent to make stun locks and additional eviscerate damage easier, preparation works to give the Rogue a little more versatility in his cooldown usage. I’m going to use the start of the Seal Fate build as a template and say that the talents are roughly the same in assassination up until cold blood, and that is the last talent you will take from assassination, spending only 21 points. Combat is exactly the same as in seal fate, although without improved kidney shot you may feel inclined to take lightning reflexes instead, although improved gouge is still useful in most situations. Going into subtlety, you have a lot of options once you’ve put points into opportunity. Elusiveness (reduced cooldown on evasion, vanish, and blind by 1.3 minutes) is useful but considering the goal is the talent preparation (ability that finishes cooldowns on all Rogue abilities when used) the talent points are better spent elsewhere. It is recommended that you base your template after opportunity around initiative (75% chance to add an extra combo point using ambush, garrote, or cheap shot.) As without seal fate you have to be a lot more sparing with your combo points. After initiative you have several options. The recommended one is improved ambush, as ambush is a significant source of burst damage against most classes, and a critical opener can be the difference between win or lose for some. Some alternative are ghostly strike (instant attack that deals 125% weapon damage and increases chance to dodge by 15% for 7 seconds) and improved vanish (movement speed during vanish increased by 30%). Ghostly strike uses a lot of energy but the damage output isn’t that high. This talent is really only suggestible if you’ve put points into lightning reflexes or have an otherwise high dodge rate. Improved vanish can be called a leveling talent, because while it may help you escape an enemy that tries to gank you it has no direct effect on your damage output or defense. Improved garrote (increase duration of garrote by 6 seconds but decreases the damage done by 10%) is often considered a “joke” talent, as this talent would seem to be seldom used. It would seem to have a practical application fighting a Rogue that’s sure to try and run away, but beyond that garrote’s use is altogether limited, and the fact that this talent reduces the damage done doesn’t work in its favor. The next talents to look at are improved rupture (increases rupture damage by 30%) and improved sap (gives 90% chance to return to stealth after using sap). Improved sap has a lot of PVE and PVP utility, though in both it is often outweighed by polymorph when it is readily available. Rupture is an extremely useful ability when coupled with deadly poison and the vile poisons talent, as damage over time effects ignore armor. As long as the Rogue can outlast his own DOTs they can deal significant damage to the enemy. The goal in this tree is simply to reach preparation, and after having put 5 points into opportunity it’s mostly preference as to which talents you take. The strength of the preparation build is the ability to bring all your cooldowns to bear on your opponent, including cold blood, and do it again in the same fight. It is one of the most powerful specs for one on one fighting simply because of that reliance. But at the same time it can be said that a prep Rogue is relatively weak whenever preparation itself isn’t up.
Related Topics:

Rogue Leveling guide

Tuesday, May 13th, 2008

Leveling Guide

The Rogue is a relatively painless class to level, considering that a Rogue is designed to kill mobs quickly. However, the best way to level any character or do anything for that matter is focus and commitment to the task at hand. The level ranges given are just a rough idea of what you can expect to be doing at any particular time. In most cases the mentioned zones will have a plethora of quests to finish for a lot of xp.
1-10

For horde or alliance Rogues this will consist of beginner area quests, though at this point a Rogue can kill mobs so easily that any gaps between quests will easily be filled by a little bit of monster killing. Gear has no particular significance at this level so you should feel free to equip whatever you can find, and perhaps save up enough cash to train in swords.
11-20

Here’s where it starts to get interesting.

The horde has an early instance option called rage fire chasm, located in orgrimmar itself, in the cleft of shadow. This instance isn’t until roughly level 15-17 for most classes, but there are still many quests to be had in durotar or mulgore and particularly the barrens or silverpine will have quests of interest, as well as easily grindable monsters.

For the alliance you are without an instance for a little while longer, but there are many quests in loch modan and particularly good quest chains in westfall that will help you with your experience grinding.
21-30

At this point many horde and alliance will start leveling in the same places, doing the same instances etc. Obviously, this can be somewhat dangerous. But you’re a Rogue! That’s what it’s all about. Both horde and alliance tend to share the ashenvale stonetalon and one thousand needles zones, as they both have quests there for ranging through the 20s. Both factions may take an interest in each other’s home zone instances (Wailing Caverns, Dead Mines) though it may not be possible to obtain more than 1 or 2 quests for the opposite instance. As you reach 23-25 roughly both the alliance and horde will have Blackfathom depths open to them, which is actually a very entertaining instance with many useful drops for most classes.

Initially, alliance will want to do the Deadmines instance in westfall, as a major quest chain ends there and decent initial upgrades can be found. Afterwards ashenvale is a relatively safe place for the alliance to level, and as you get higher in the 20s duskwood is as well.

The horde will be eyeing Stonetalon Mountains as well as ashenvale, and one thousand needles becomes a viable leveling group towards the mid 20s as well, but first horde will have a productive instance in the form of Wailing Caverns, with several quests even being given right above the entrance. The instance isn’t as large as Deadmines, but is actually quite full with many bosses and even a large boss at the end that requires all the other bosses to be defeated.
31-40

Probably the most enjoyable level range in the game, this one is all about Scarlet Monastery. There’s a little something for everyone in scarlet monastery, and with 4 instances of varying levels most classes could pretty much level this whole range inside of it. Because of this it is usually extremely easy to get groups at any time of the day. If you’re planning on questing, the zones of Stranglethorn vale Desolace and shimmering flats section of one thousand needles are good places to go.
41-50

Most veterans will agree, this is the most annoying level range in the game. Though it may be, the addition of quests by blizzard shortly after release softened it up a bit. The first thing you’ll want to do if you’re done with Scarlet Monastery’s Cathedral is run Razorfen downs. A lot of people dislike this instance but it has several bosses and good gear available from it, though few quests. The instance is somewhat easy if you have a tank and healer that know what they’re doing. After Razorfen Downs you should be in the mid 40s, and you’ll be ready to do Zul’farrak. This would be a good time to take a break and do some quests, as several of the quests in hinterlands relate to an encounter in Zul’farrak as well as a chain quest or two that originates in tanaris, which is a great place to quest at this time as well. Along with tanaris the Badlands are suitable for questing at the beginning of the level range, dustwallow marsh and swamp of sorrows will help you along as well and there are a large number of quests from camp mojache in feralas. Towards the end of the level range you’ll likely want to start doing maraudon, a 47+ instance in desolace, as it has 3 sections all which contain invaluable upgrades for most classes, things you’ll be using until level 60 in many cases.
51-60

The home stretch. Though it requires more experience then probably the first 3 level ranges combined, it is probably the one you’ll notice the least. Who notices a little hardship when victory is so close?

You will probably still be doing maraudon by level 52, trying to get specific items unless you got really lucky on your previous runs, but at this point you can begin doing sunken temple in swamp of sorrows. Sunken temple contains mostly caster upgrades but if you’re a skinner you stand to bank pretty well off of it, as one of its sections is completely filled with green dragonkin. Sunken Temple is usually avoided once you can do Blackrock Depths however. On the other hand, Blackrock depths is probably the biggest 5 man instance in the game, there are a plethora of upgrades and items to get. Specifically, one of the best obtainable Rogue daggers outside of Molten Core and Battlegrounds drops off of Plugger Spazzring in the bar of Blackrock Depths, called the Barman Shanker.

At 58 (57 might be stretching it a bit) you can probably begin doing endgame instances such as Strathholm, Scholomance, and Blackrock spire and begin collecting your blue set from these instances.
Related Topics:

Rogue Guide- part 1

Thursday, May 8th, 2008

First of all, we are most probably the most distrustet and despised class of the game, one reason is that some rogue guys do act like thieves (we’re not!!!!) you can hear the complaints all over the place. Another constant problem is PvP and the effectiveness of the class… Yeah we can dish out huge chunks of damage and we can defeat most classes in PvP (as most classes if played right can defeat us in PvP, so it realy comes down to luck and skill), and we can kill monsters in 15 secs… but guys for that we have no armor (I wear some of the best stuff available and still I only have 1.8K armor…), we have significantly less health than a warrior and if we take damage then we take a lot, we cannot solo elite mobs of the same or 1 lvl higher than us(or we can but its a flustrating struggle), and after lvl 45 you realy start to have problems with instances too… but I’ll get back to that later.
When you make your char keep in mind that some people will distrust you so much that they’ll kick you out of parties when they realise you’re a rogue (it happened to me even though I play as friendly and as politely as possible. But most of the time after I’ve gone into an instance or some heavy questing with an unknown group at least 2-3 people from the party wants to add me as a friend).

So lets get down to business.

Thx to stealth and some mob controll skills (sap, blade flurry etc.) you can solo well(take a priest with you even one 10 lvls lower then you and you’re invincible), until it comes to fighting high health elites, but with cheap shot, kidney shot and ripose you can manage. Use your abilities well, and acording to the situation, stun is always welcome, against casters kick is neat and handy. Using only evis and ss is not going to cut it… maybe if you’re soling it’s ok, but when in a party… use all your skills, help the casters, and I know its hard but try not to start every fight ‘ (if you do you’ll get significantly more aggro). Yeah aggro management… faint is a must use skill, you just won’t be able to take the damage coming from 2-3 elites and because of your relatively low healt, the healer will have a hard time with you.
Pick the pocket of every possible creature… don’t leave one out… and then kill them! DO NOT LEAVE A PICKPOCKETED CREATURE ALIVE IT’S RUDE, UNETHICAL AND VERY UNPLEASANT!!!!!!!! After lvl 35 creatures tend to have sturdy and whatever lockboxes as loot, they can contain some sweet jewels, amulets and rings.
Help your team in thight places, for exmaple you have a mob of 3 elites headed your way… sap one and lure the other two out to your team… its a significantly easyer fight.
Use your poisons… always… cripling is a must it makes life much easier since those bastartd mobs that tend to run away in fear and pull 10 others your way will be out of luck. Instant poison gives you a nice dam bonus…
Related Topics:

Rogue Abilities- II

Thursday, May 8th, 2008

Expose Armor
Finishing move that exposes the target for 30 sec, reducing armor per combo point.

This ability is most useful as a seal fate Rogue, since you’ll usually have a lot of extra combo points to work with. The armor reduction has a pretty noticeable effect against anything wearing plate, since warrior and paladin defense can mitigate a lot of the Rogue’s damage from backstab and eviscerate. The problem with this move is deciding whether the combo points are more valuable as armor reduction or flat out damage with rupture or eviscerate, or maybe even mitigation through kidney shot. Ultimately it’s very situational and depends on the fight.
Other combat abilities

Gouge
Causes 75 damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.

This move is possibly one of the dagger Rogue’s most important abilities. The stun is guaranteed to last 4 seconds, 5.5 seconds with talents, and provides the Rogue with an opportunity to easily get behind the enemy for a backstab. However, in PVP it has far more utility than to simply guarantee positioning. The gouge can be considered a combo linker, with its improved time you can regenerate 60 energy, more than the cost of the gouge, enabling you to extend your stun lock or damage combos just a little farther. Gouge is also extremely useful to give you breathing room, time to think even, or just a chance to run away out of range. It can even be used just to cancel spell casts or temporarily incapacitate someone when you are fighting 2 enemies. The usefulness of this ability is ultimately up to the creativity of the Rogue. As an added bonus, this attack adds a combo point, which assists greatly in stun lock combos. It’s important to note the 10 second cooldown of this ability, however, so when you time your stun locks or whatever you use it for make sure you allow the stun to linger at least long enough to have it back up when you’ll next need it.

Kick
A quick kick that injures a single foe for 80 damage. It also interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.

An incredibly useful tool against casters, kick gives the Rogue another counter against timed casts by being able to cancel it outright for a minimal energy cost. Kick not only cancels the spell being cast but also makes it so that all spells of that school are instantly set to a 5 second cool down. What this means that, if you kick a mage casting a fireball he will be unable to cast any fire spell for 5 seconds. However, he will still be able to cast ice and arcane spells. Similarly with priests, you may kick cancel a shadow spell only to find them still capable of casting a heal. Be weary of casters with offensive spells from multiple schools, particularly mages and warlocks because some players who are acquainted with the Rogue’s abilities may try to trick you by casting a different spell, allowing you to kick them, and then casting from the school they want. Even trickier druids and shaman will occasionally cast their hearthstone, pretending to be casting a nature spell.

Blade Flurry
Increases attack speed by 20%, in addition, attacks strike an additional nearby opponent. Lasts 15 sec.

This attack is another defining characteristic of the combat Rogue, as it can only be obtained through a talent high up in the combat tree. With its low cool down, this ability will find considerable use both in PVP and PVE since it will effectively double your total damage output for 15 seconds, albeit spread out between 2 targets. While that might seem to be more a PVE advantage, the effect will be extremely noticeable in group PVP situations where the enemies usually have significantly less hit points. Ideally you should pair this ability with your most damaging combos so that the total damage is also dealt to the additional target.

Adrenaline Rush
Increases your energy regeneration rate by 100% for 15 sec.

The 31 point talent for the combat tree, this ability provides huge ability use potential for 15 seconds. Essentially the 20 energy tick becomes a 40 energy tick, which plainly means you can sinister strike once every tick without running out of energy. The important thing to keep in mind about this ability is that any energy tick over your maximum is wasted energy, so it’s important to keep your energy at 60 or lower throughout the duration of this ability. Do this either through damage abilities like sinister strike or various stuns and DOTs. This ability simply provides the Rogue with the means to “go nuts” with his abilities, which is where a lot of creativity will come into play.

Feint
Performs a feint, causing no damage but lowering your threat by a large amount, making the enemy less likely to attack you.

First off, it should be stated that this ability only has an effect in PVE combat. So if you have a preferred hot bar setup for PVP this ability doesn’t belong on it. What this ability does is permanently lower your threat by a set amount. This means that once used the monster is more likely to drop aggro on you in favor of someone else, or will be less likely to aggro you in the first place. However, this ability can be blocked or dodged just like any other, in which case if you were relying on this threat reduction you may need to ease your damage output to prevent getting aggro.
“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.
Related Topics:

Rogue VS ..

Thursday, May 8th, 2008

Strategies vs. different classes follow:
Rogue:

Killing a Rogue is fairly straightforward, evasion is the best defense against their damage but it’s just as likely the
enemy Rogue will use evasion as well. At this time it’s a good idea to consider using blind, since it cannot be dodged
blocked or parried and waiting out their evasion timer before you use your own. Obviously a stun lock technique will minimize
the damage done to you, but depending on whether you are a backstab or combat spec Rogue you may want to just finish the
fight quickly and straightforward, as a dagger Rogue excels at. A sword Rogue may want to take more care to keep the Rogue
under his control, as its very easy for a Rogue to turn the tide of the fight using vanish to perform a second opener, if you
give them enough chance to use it. If you’re afraid a Rogue is going to use vanish, a dot is the best way to keep them
visible. Crippling poison and instant poison is a good combination against a Rogue, to help deal extra damage and keep them
from running away.
Warrior:

A Warrior is one of the tougher opponents for a Rogue to fight, for a few reasons. First, the Warrior has significant damage
mitigation, and the ones with raiding gear have even more in the form of dodge and parry. Second, the Warrior has a move
called Overpower which is active after the opponent dodges. Considering that one of the Rogue’s primary forms of damage
mitigation is dodge, this presents a problem. There are a few different ways to kill a Warrior, however if you are similarly
geared with the Warrior it may always be slightly difficult. For a Warrior that shows a preference for overpower and battle
stance, bleed kiting is a great idea. Such Warriors tend to rely on their overpower crits to deal their damage to Rogues, so
dealing your damage while you aren’t in range is the best way to go. If you can damage them fast enough, a series of stuns
and stun lock may be another possibility. It’s very likely that you won’t be able to keep them stunned long enough to deal
a significant amount of damage to them though, as you’ll be using a lot of energy and combo points through stuns. The
important thing to remember though, is that a Rogue has the advantage in being cheap and tricky. If you have to fight a
Warrior up close, save your gouge for when you dodge, and that way he’ll be stunned until his overpower timer is up. Stay
behind the Warrior as much as possible, since they can’t attack things behind them. Whatever you do don’t allow the Warrior
to just sit in front of you and hit you, as that’s the easiest way for the Warrior to win. If you aren’t using the bleed
kiting method, crippling poison and instant poison is still a good combination. You don’t necessarily need crippling poison,
but if you need a breather it may come in handy to help you get some distance. Be warned when trying to restealth: Warriors
with the appropriate talent place a DOT effect on you when they crit, which will prevent you from vanishing properly or
restealthing. However, you may try to time your vanish so that you can disappear and use your opener before their DOT ticks
again, though this will take some practice most likely.
Mage:

Winning against a Mage depends completely on how prepared you are, and how prepared the Mage is. While a thistle tea combo
may be able to kill a Mage, a well prepared Mage may blink before it is finished. For a lot of mages, once they are able to
polymorph you they can bring all their abilities to bear against you, potentially killing you before you get in range again,
so mages are the most unforgiving opponent in the game for a Rogue. Against any Mage ambush is the best opener, because they
can blink out of cheap shot. Obviously, if you are a combat Rogue cheap shot is practically your only option. In this case
you should cheap shot for the combo points and then run in the direction the Mage is facing, as he will likely blink out of
the stun. You must keep in range of the Mage to kick cancel his casts and damage him. You’ll have to use vanish to get out
of frost nova and blind has a decent enough range that you can stop him from running too far away if you get frostnova’d
again. It’s very likely you will use a lot of cool downs against a Mage, as they have many abilities designed to keep you at
range from them. Good poisons to use against a Mage are mind numbing and crippling, although the chances aren’t as good
against a Mage that you’ll be able to keep them in range long enough to apply them.
Warlock:

A warlock is most dangerous when it has its succubus out, since the succubus can keep you seduced for a while as the warlock
prepares his damage. One way to deal with this situation, if the succubus is not invisible, is to blind or sap the warlock
and kill the succubus quickly, and then wait 5 seconds and restealth to use your opener on the warlock. No matter what a
warlock will get death coil off on you and the best you can do is sprint back to the warlock or blind him if you’re still in
range, otherwise they will likely fear you again. If you have a PVP trinket a warlock is a good opponent to have it ready
for. When they have an invisible succubus you may try sapping the warlock so that it seduces you, using your PVP trinket and
killing the succubus, and then restealthing to kill the warlock. Once warlock pets and deathcoil are not a problem, the fight
is relatively simple. Use kick, as well as gouge and kidney shot to keep them from casting ANY timed casts, such as fear,
corruption or immolate. They will be able to cast a curse on you, usually agony or weakness so they can kite you, but if you
prepare with mind numbing poison and crippling poison you shouldn’t have any problems killing a warlock at this point.
Priest:

The priests only real defenses against a Rogue are Psychic Scream and Power Word: Shield. One backstab is usually enough to
take down a priest shield, and it’s a good idea to gouge to recover your energy. Given 15 seconds a priest will be able to
put their shield up again, which will soak another backstab. So, ideally you should get their shield down and then prepare
for a damaging combo. Keep your eyes open for their heals. If you want to kill a priest while taking minimal damage you must
keep them from healing, as this will only prolong the fight allowing them to likely use psychic scream again. A shadow priest
will follow psychic scream with mind flay, which will slow you and make it difficult to close to melee range again. A good
priest of any spec will also have shadow word: pain DOT on you at all times, so restealthing is not a reliable option here,
by vanish or otherwise. If you’re paying attention you can sometimes catch them right when the DOT wears off, before they
can reapply it. The safest way to handle a priest, especially when there are other enemies around or in a battlegrounds
situation, is a thistle tea ambush/backstab combo. Priests can be dangerous opponents to take your time with. Mindnumbing and
instant poison are a useful combination of poisons against priests.
Hunter:

A hunter is another difficult opponent for a Rogue, depending on the situation. A Rogue’s primary advantage against a hunter
will be the element of surprise, and crippling poison. A hunter that knows you are coming is nearly impossible to sneak up
on, though there are ways. If a hunter knows you are there, they will likely set a trap and stand on top of it. Here’s where
the technical aspect of stealth comes in. Even if you don’t have the Master of Deception talent, stealth detection from
directly behind you is extremely poor. What this means is that you can actually sneak up directly behind the hunter, disarm
the trap, and begin your opener without him even realizing what’s going on. To actually fight the hunter, if you are going
to be using crippling poison it’s a good idea to open with cheap shot to make sure it procs on your target. The first thing
a lot of hunters try to do is run away, which will give you an opportunity to backstab. Some will scatter shot, which will
stun you while they run for melee range. No matter what a hunter decides to do the good ones will almost always put hunters
mark on you, meaning they can see you in stealth. This means that vanish is useless at range against a hunter, although you
may still get use out of it for a vanish opener at melee range. If a hunter gets out of your melee range without crippling
poison and gets concussive shot on you, you can use sprint to close the range but without sprint it will be extremely
difficult to kill the hunter at that point. Don’t forget to use blind to keep enemies from running away, if necessary. It
may be expensive and use a reagent but with its range and length it is invaluable in these situations. The whole ideal for
fighting a hunter is to keep him in melee range where you can damage him, and he won’t be able to do as much damage to you.
The hunter’s pet may be annoying, but in almost all cases it’s a waste of time to try and kill it. Unless you’re just
feeling malicious, of course.
Druids:

Fighting a druid is like fighting a combination of every class in the game. Some will go catform to try and dps you, some
will go bear form to try and soak your damage, some will stay in caster form and try to keep you rooted and at range. The key
to winning a fight against a druid is adapting to their strategy. Fight a bear how you would a Warrior. Stay behind him, DOT
him up and let him bleed while you hammer on him. Fight a cat as you would a Rogue. Fight the caster form as you might a Mage
or warlock. Some of the most dangerous abilities a druid caster has are faerie fire and root. Faerie fire will prevent you
from stealthing, and root will simply keep you in place. Vanish will remove the root effect from you even while faerie fire
is on you, you just won’t be able to disappear. The most important thing to look out for against a druid is a Nature’s
swiftness heal. That is, many druids have a talent that allows them to cast any nature spell instantly. In most cases a druid
will save it for their biggest heal. Usually, there is nothing you can do about this unless you stunlock kill them from a
relatively high amount of life. The alternative is to save your burst damage such as cold blood eviscerate and thistle tea
until after nature’s swiftness has been used. From there you simply have to keep them from casting timed spells, or rooting
you and running away to cast. For this reason mind numbing and crippling poison are probably good combinations for use
against a druid. Against most classes, if you’re confident in your ability to stay in range and cancel casts those poisons
are interchangeable with instant poison, which will provide some more DPS against your target.
Shaman:

Against Shamans there is the similar problem of the nature’s swiftness heal, which many have. Aside from that Shamans can be
very tough depending on their spec. Some Shamans will prefer to melee you with windfury on their weapon, so evasion will be a
good idea. A lot of Shaman damage will come from shocks, so really it’s a good idea to kill the Shaman as fast as possible.
If there are no particularly annoying totems up a stun lock will help you deal a lot of damage unhindered by their shocks and
totems. Keep in mind that like fighting druids, you want to save your cool downs until they try to heal, or if they have it
until after they nature’s swiftness heal. A Shaman with a shield is generally going to have more armor than a hunter and so
your backstabs and sinister strikes will do less damage. Some totems can be very annoying, such as the earthbind totem.
Totems are worth killing if you can do it during a gouge by using auto attack. That way you don’t use any energy or combo
points to kill them. Some Shamans will prefer to frost shock and earthbind kite you. Against this type of Shaman crippling
poison is almost a must. Sprint can be used to cover the gaps when either the poison hasn’t procced or it wears off.
Paladin:

A pretty difficult class to kill, for most classes even. A Paladin’s greatest strength is his survivability, which is rock
solid. You can expect to use consumables such as bandages and even potions against this class. You can start off with either
a cheap shot or ambush, it likely won’t make much difference by the end of the fight. Paladins have a few ways to damage you
and while some of them rely on sheer luck, some of them work completely against you. Some Paladins will have an ability
called reckoning, which will grant then an extra attack against you whenever you get a critical strike against them.
Obviously, this puts backstab Rogues at a severe disadvantage, and even dagger Rogues are better off using sinister strike
until later on in the fight. Fighting a Paladin can be a lot like fighting a druid or Shaman with nature’s swiftness. At
some point during the fight, most Paladins will use their Divine Shield, and the really desperate ones will sometimes even
use Lay on Hands, which will heal them at the expense of all their remaining mana. So you simply need to whittle them down
until they use their shield and heal themselves. This is a really good time to either run a bit and restealth to get the
opener when their shield wears off, or simply bandage yourself. If they are a reckoning Paladin, bleed kiting is an extremely
good idea, since DOTs completely ignore armor in how much damage they do, and also since a Paladin has no offensive ability
at range. They may use cleanse to remove the poison effect, but since deadly poison stacks 5 times they may end up using a
lot of mana to keep it off. Think of a Paladin’s mana bar as a second life bar. Once the Paladin has used his shield, and is
down on mana, you can go in for the kill, and use everything you have.
Related Topics: