May 19 2008

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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.
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May 13 2008

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Rogue Race Choices
Class Overview

The Rogue is a character defined by his lack of presence. By the time you see the Rogue it’s usually too late. The Rogue specializes in very fast, very powerful attacks, though there is a variety of Rogue that prefers a more consistent pounding damage. While a Rogue may be somewhat fragile and easy to take down, the strength of a Rogue comes from its ability to choose its battles, and to start them at its leisure. The Rogue is a versatile fighter with many stuns, bleeds, high damaging and stealth openers in its array of skills. The best way to fight a Rogue is to find it before it kills you.
Playable Races
Alliance:
Humans:

Humans are a typical jack of all trades race, very well suited to most roles and tasks. As a Rogue the human typically can make good use of its racial abilities against other Rogues and in specific roles.
Racial abilities:

The human racial abilities that a Rogue makes specific use of are Perception and Sword specialization. Nothing is more valuable than to be able to see another Rogue before he sees you, as between Rogues that is often enough to decide the fight. Since most Rogues will offhand a sword weapon, Rogues benefit from the additional +5 to sword skill, which translates to better chance to hit with the weapon.
Night Elves:

The night elves, above all other races, are characterized by their agility and grace. To be a Rogue, one has to be stealthy and quiet, manipulative and cunning, all an outstanding quality of the average night elf.
Racial Abilities:

The two abilities that may stand out for a Rogue are Shadowmeld and Quickness. At first shadowmeld seems somewhat useless for a Rogue, but having a second stealth on a second cooldown may be enough to save you when a Horde gank squad comes around your grinding or farming area. Though having to remain stationary limits the usefulness of the ability it is just another type of precaution in the Rogues’ sneaky defense. Quickness adds 1% dodge, which is a primary form of damage mitigation for a Rogue. In other words, the Rogue’s armor being leather, better to not get hit at all than get hit for less.
Dwarves:

The Dwarves are a hardy race, and make use of their diminished size to remain hidden and perform their role. Though not very well suited to be Rogues, and their racial abilities do not lend themselves readily to the Rogue’s repertoire but can still add that pinch of flavor that a player needs to enjoy the game.
Racial Abilities:

The primary skill for a dwarf Rogue to be concerned with is Stoneform. The Stoneform effect will increase your armor by 5% as well as make you immune to bleed, disease and poison effects, which is very useful for a Rogue that needs to vanish and stay vanished. However, some would consider the reduction to 70% movement speed a hindrance to the Rogue with other places to be than in involuntary combat. The gun specialization for a Rogue is arguable, though from time to time having a decent ranged weapon is invaluable when someone is trying to run away from you, which with a Rogue does occasionally happen.
Gnomes:

The gnomes are one of the ideal Rogue races. Their considerably small size and stature lends themselves to staying hidden. You might stand right on top of one and miss it for lack of looking down. Another interesting mechanic of World of Warcraft that a gnome makes use of is the ability to squeeze through small areas, which as a Rogue that kind of mobility and freedom is invaluable.
Racial Abilities:

Escape Artist is likely the first ability to catch anyone’s eye. Since the Rogue relies on proximity to target snare breaking effects are invaluable, especially against a class such as the druid or mage. Being able to break a snare without using the vanish ability allows you to save it for when you really need it. Another ability that a Rogue can benefit greatly from is the racial +15 to engineering skill. Most players would do well to pick a crafting profession their first time through, but many engineering items can be a great supplement to Rogue abilities. Being able to net a running player, toss bombs on them, damage and debuff them in unorthodox ways allows engineering to lend itself to the Rogue play style.
Horde
Orcs:

The orc race is a race of politics, betrayals, assassination and brute strength. The orc Rogue is a brutal enemy, a foe who strikes without mercy at the weakest target to take it down.
Racial Abilities:

Hardiness stands out as being invaluable to the orc Rogue, as this passive ability will give them the upper hand in fights against other Rogues and sometimes hunters as well. Between Rogues, careful timing of stuns is often the difference between win and lose so being able to break up that timing is an incredible advantage. The other Rogue ability of use to an orc is Blood Fury. When you want to hit hard, you can activate Blood Fury for a 25% bonus to your attack power and get that extra damage you need. However, with blood fury it comes with a considerable price. For the duration of Blood Fury heals on the Rogue will be less effective, meaning he may not survive long enough to effectively use his ability. After the buff wears off, the Rogue is debuffed with -25% attack power for 15 seconds. An orc Rogue needs to be able to kill his target quickly to be effective with his abilities.
Undead:

The undead Rogue is merciless and cruel, and attacks without remorse. The forsaken are jaded to life and as such are quick to end it without pity. The undead is possibly the strongest Rogue race for the Horde, considering their racial abilities.
Racial Abilities:

The undead Rogue’s most useful ability is Will of the Forsaken. This ability grants immunity to, or breaks the effect of sleep, fear, and charm effects. This ability is almost overwhelmingly useful as many classes primary forms of defense are the ability to fear or charm the enemy. This ability is often used as a debuff breaker, but with proper timing and anticipation can be used to prevent the debuff from even taking place, however with a 5 minute duration for the effect it can be very difficult to use it that way. Another useful Rogue racial ability is the ability to cannibalize, or regenerate health by feeding off of corpses. In PVP combat you don’t know where your next heal is going to come from, so the ability to regenerate some health from the corpse of your latest victim may save you in your next encounter. It’s also useful to minimize downtime during grinding or farming periods.
Troll:

The trolls are an outcast race of Azeroth. Though they claim an affiliation with the horde based on honor, they take great pride in their own tradition of combat. With barely even a home to call their own they cling strongly to what is still theirs. The hilt of a dagger or sword is not unfamiliar to a troll and many will use them as Rogues, with great precision and deadly force.
Racial Abilities:

The showcase troll ability is berserking, a scaling increase in attack or casting speed dependant on the health of the user. Depending on your health level you can expect between a 10% and 30% increase in attack speed. Here’s where it gets tricky. A dagger Rogue that relies on single hit massive damage does not benefit very much from this ability, while a combat Rogue that prefers a flurry of attacks over pinpoint stabbing precision may appreciate the increased attack speed. Another racial trait to be aware of the +5% damage bonus to beasts. If the Rogue picks up a skinning profession this talent may have noticeable benefit to productivity and leveling. Finally, like the dwarf the usefulness of the +5 to bows skill is arguable, but may come in handy in a pinch.
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May 09 2008

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Five-person dungeons are a cornerstone of World of Warcraft. The experience of teaming up with a small group of fellow players to take on challenges –and gain rewards — beyond the reach of a single player has lasting appeal. With Wrath of the Lich King, dungeon design is being pushed to a new level of immersion, refinement, and sheer fun.
We sat down with the World of Warcraft design team to get insight into the overall philosophy behind five-person dungeon design in Wrath of the Lich King. In the process, they gave us some details on one of the first dungeons players will experience in Northrend, Utgarde Keep, as an example of these ideas in action.

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May 07 2008

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Additional Tips
1. Heal yourself if you can and save the healers MP for the tanking classes.
2. Let the party attack first then when the enemy is distracted get into the fray attacking the enemies clothes.
3. Dont focus on one target semi kite your targets in the battle. Fight the whole party not just part of it.
4. When you are acting as the scapegoat for the enemy to attack use sprint to run around the enemy and let the party attack them from the back.
5. Rogues also need to be wary of other Alliance/Horde that will come into the battle with the parties. If you see one inform your party so you can take immediate action.

Like I said before Critiscism is appreciated and if you have any tips PM me or Post them and I will add them to the guide.

This is the intellectual property of Randall Mottwiler(Vashna/Galgaros). If you wish to re post this anywhere just ask me it will be allright(as long as you arent trying to sell it).

-Vashna, Troll Rogue, Warlord Kharma Trolls, Illidan server.
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May 05 2008

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The staple of almost any dagger build is the inclusion of the talents “Improved Backstab,” which increases Backstab critical chance by 30%, “Malice,” which increases your critical chance by 5%, and “Lethality,” which increases critical strike bonus damage of most Rogue abilities by 30%. Notice that the talents improved backstab and Lethality are a necessity, as the dagger build gets its damage from consistent backstab criticals, on which Lethality improves the damage bonus by 30%, a very large amount. The issue with this is then that any Rogue build which relies on critical damage MUST have Lethality to be effective, thus limiting your options as you stray from the assassination tree.
SEAL FATE BUILD (often known as 31/8/12 or 30/8/13)

One of the most common dagger specs, seal fate is characterized by the 25 point talent in assassination called “Seal Fate.” This build is the best talent build for maximum output burst damage. With the combo point build up generated by Seal Fate and talent “Cold Blood” a smart Rogue can possibly dish out a 4k damage combo in the space of 4-5 seconds.

The important end talents to note are Seal Fate in assassination, improved backstab in Combat, and improved ambush in subtlety. The interchangeable end talent points are either 1 point in vigor in assassination, and extra 10 max energy, or a third point in improved ambush in subtlety, yielding 45% extra critical chance instead of 30%. Many Rogues prefer vigor, as with careful timing of energy ticks an extra 10 energy can make the difference in a pure stun lock, or efficient opener combo. Whereas with only 2 points in improved ambush it still has the same critical strike chance as improved backstab.

Besides these end points there are several interchangeable points in the build, though many are preferred as one talent or another there are several that are purely preferential.

The assassination tree starts with 5 points in Malice (+5% critical rate), a requirement for this build, and usually 3 points in improved eviscerate (+15% eviscerate damage). Abilities that improve damage done are essential to the dagger Rogue as they prefer to damage as quick as possible, leaving the enemy little to no time to react. Ruthlessness (60% chance to add a combo point on finisher) and relentless strikes (20% chance per combo point on finisher to add 25 energy) is also preferred, as the 25 energy bonuses from using a 5 point kidney shot can help you get the necessary backstabs off quickly, and possibly even have enough energy to continue the lock with a gouge when kidney shot wears off. Once points are placed in Lethality (30% critical damage bonus for most Rogue specials) you have more leeway with your choices to customize to your preference. At this point the goal is to reach Seal Fate (ability criticals have 100% chance to add an extra combo point) and maybe Vigor (+10 Max energy), depending on your preference. At this point you can either put points into vile poisons (+15% poison damage), improved instant poison (instant poison proc chance increased 10%), or you can take talents from earlier in the tree. You now have 3 points to use before you get to cold blood, and so here is where many Rogues’ preferences come into play. You have murder (+3% chance to hit on openers and sap), Remorseless attacks (after killing a mob or player, 40% extra critical chance on most Rogue abilities for the next 20 seconds), improved expose armor (+45% additional armor reduction from expose armor) and improved slice and dice (+45% duration on the slice and dice ability).

There’s a lot of division on preference here just because these talents here have very different uses and at times can dictate what you do better against and what you don’t. For instance, improved slice and dice gives you higher white damage output for a longer period of time than usual. What this really means is that you get the original effect for less combo points. This talent is more noticeable as a PVE benefit, however. Murder is good for the Rogue that hates missing, that needs that crucial sap/opener/damage. For a Rogue with a decent amount of +hit% stat, it’s a noticeable benefit. Remorseless attacks is interesting, and very debatable. It requires the killing of a mob that either gives experience or honor, so at level 60 is not exploitable to guarantee a critical opener, but in a hectic PVP battleground or chain pulling an instance this talent may come into play substantially to basically hop from victim to victim, though the spree is not likely to last long if the Rogue is without heals. Finally expose armor is a favorite among dagger Rogues that like to duke it out with Warriors and Paladins. Considering the damage mitigation from armor they get having expose armor on them is like extra damage waiting to happen, and is a nice advantage considering that a plate wearer can be a tough nut to crack for a Rogue.

Back to the talent build, assuming you’ve picked your 3 points you now have enough points in the assassination tree to pick the cold blood (100% of Rogue abilities when activated) talent. At this point you still need 4 more points in order to put points into seal fate. So you have your choice of earlier talents, improved deadly poison (15% increase chance to apply deadly poison), and improved kidney shot (reduce cooldown on kidney shot by 5 seconds). Improved kidney shot is preferred because it is almost essential in order to carry off an extended stun lock. However, many seal fate build Rogues will take other options, relying on brute force or mitigation to make up for the lack of stuns. Improved deadly poison is generally not preferred, because deadly poison will impair your ability to gouge your opponent and stun them for an easy backstab. After those points are chosen 5 points in seal fate completes the assassination tree, unless vigor is desired.

The combat tree is the easiest to allocate for, as you only put 8 points into it in general for this build. The first 2 points should always be improved sinister strike (reduce the energy cost of sinister strike by 5). Even though backstab is the primary damager you will always need an attack for when you can’t get behind your enemy or just need that one last combo point. Decreasing the energy cost of this attack is vital for efficient combos. After that you can get a little choosy. Most seal fate Rogues prefer improved gouge (increase gouge effect duration by 1.5 seconds) because with this talent, the total gouge time is 5.5 seconds, enough time to get out of combat and restealth, a very tricky move that some Rogues live and die by, not to mention its obvious benefit in prolonging stun locks, and the fact that with 5.5 seconds you can regenerate the 45 energy cost of the move and more before it wears off. The alternative is putting points into lightning reflexes (increases dodge chance by 5%). Most Rogues prefer to have less dodge than normal simply because of the Warrior ability overpower, which almost guarantees them a critical against you if you dodge them. However, some Rogues are of the opposite opinion on this, preferring to only get hit by overpower by having as much dodge as possible, and dodge normal attacks. After you have allocated your first 5 points, the rest is very simple. 3 points in improved backstab (+30% critical chance on backstab) finishes the combat tree.

Finally, the subtlety tree at this point isn’t that hard to allocate either, as you only have 12 or 13 points to use here. First will be your choice between rapid concealment (5 seconds reduction on stealth cooldown), master of deception (reduce chance of enemy to detect the Rogue in stealth), and camouflage (increase stealthed movement speed by 15%). It is virtually a toss up between camouflage and master of deception, as many Rogues will swear by both. Rapid concealment is preferred for farming, as you can restealth immediately after killing monsters quickly. It also has a PVP use in much the same manner, for a quick kill and restealth. Beyond the tier one talents, if you are planning to go improved ambush as most do you will have to put your remaining points first in Opportunity Increase damage with backstab, garrote or ambush by 20%) and then either 2 or 3 points, depending on whether you took vigor, in improved ambush (+45% chance to critical with ambush). Notice that opportunity improves backstab critical damage as well as ambush damage, therefore it is a very detrimental talent to be without, though you may forgo improved ambush and opportunity altogether for other talents.
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May 05 2008

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SWORD BUILDS

The primary benefit of any sword build is some degree of consistency in damage dealing, as well as a few tricks and useful abilities provided by the Combat tree. The ability to disarm opponents who attack you and hit multiple targets at once through blade flurry put the combat Rogues in a unique position to defend themselves as well as more easily farm monsters for items and gold. The adrenaline rush talent makes up for the loss of cold blood by the sheer damage output that can be obtained when all the energy generated is put to use.
ADRENALINE RUSH BUILD (20/31/0)

From the Assassination tree, the Rogue talents’ blessing and curse is the Lethality talent. There is no Rogue build that does not benefit from this talent in a significant way. So as before, you can expect to take at least 15 points in assassination. Improved eviscerate is a must, 5 points into Malice. At this point you can decide whether or not to put the full 20 points into assassination or just 15 to get Lethality. If you spend only 15 points in Assassination you will have 5 points left over for either various talents in combat or a full bottom tier talent in Subtlety. This is not recommended however, as many of the leftover talents are novelty or utility, and do not serve much practical use in dealing damage and defeating your enemy. Many Rogues prefer the inclusion of 3/3 ruthlessness and relentless strikes. For the combat Rogue especially, the last 3 points of the tree are well spent on either improved expose armor or improved slice and dice, as the combat Rogue is well suited to dealing damage even through auto attack damage (often called “white damage” as the damage is not caused by specials).

Obviously, the rest of this build takes place in the Combat tree. Unlike dagger builds, no points in subtlety are required, as opportunity does nothing to improve the damage of sword abilities. The Combat tree should start off with 3/3 improved gouge and 2/2 improved sinister strike as before. And this is where we start delving into actual sword Rogue talents. From the tier two talents you should put 5 points each into Deflection (Increase Parry chance by 5%) and Precision (Increases melee chance to hit by 5%). These talents may seem somewhat insignificant but the importance of these can be explained by the talents that follow them. From the third tier after Deflection you should take Riposte (available after parrying, does 150% weapon damage and disarms the target for 6 seconds). This talent is extremely useful for fighting Warriors and other Rogues. Though many Warriors and Rogues have gauntlets with an immune to disarm effect on them, many times this ability will save your life. Also considering that it only costs 10 energy, the extra damage output attained is an added bonus. The next talent should be 5 points into Dual Wield Specialization (increases the damage done by your offhand weapon by 50%). If you’re coming from a dagger spec this may seem somewhat odd, as many dagger Rogues rely solely on backstab and ambush damage to subdue their opponent, but you may be interested to know that with this talent a Rogue will deal more white damage than a Warrior with dual wield spec (theirs is only 25% extra damage) with the same weapons. Add to this more damaging specials that don’t reset swing timers, and the ability to have 30% haste to attack speed constantly active, and an equivalently geared combat Rogue can blow away a fury Warrior in terms of constant DPS in a PVE situation.

The next talent you should take is blade flurry (Increases melee attack speed by 20% and attacks hit one additional target). This provides a lot of the sword Rogue’s unique ability as it is melee haste and hits 2 targets at the same time. The 20% haste stacks with Slice and Dice as well, allowing a huge attack speed boost when needed. The damage done is added directly to the second target, which can be a huge advantage considering that unlike the Warriors’ cleave, damage is copied directly including criticals.

At this point in the talent tree you have 3 options. Considering that many good weapons for a combat spec are hard to obtain, you may want to decide your weapon specialization based on what you have, or what you are soon to get. The three choices are Maces (5% chance to stun the target for 3 seconds), Swords (5% chance for an extra attack), and Fist weapons (+5% critical rate). All three are useful in their own right but mostly will be decided on based on whatever weapon you use anyway. The next talent to take after this is Aggression (increases sinister strike and eviscerate damage by 6%). This talent, coupled with improved eviscerate and lethality from Assassination, will add more punch to your sinister strikes and eviscerates. Finally you should take adrenaline rush (increases energy regeneration rate by 100% for 15 seconds). However, it is important to note that at this point you can take cold blood instead of Adrenaline rush. On the whole adrenaline rush will put out more damage, but it is very easy to circumvent in PVP, as the opponent can stun you, crowd control you or run away for the duration, rendering it useless. The cool down on adrenaline rush is also twice as long as cold blood’s, so that is important to take into consideration.
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May 05 2008

Filed under: Blogroll, Uncategorized

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.
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May 05 2008

Filed under: Blogroll, Uncategorized

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:

May 05 2008

Filed under: Blogroll, Uncategorized

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:

May 05 2008

Filed under: Uncategorized

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