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Soloing the Rogue 41-60

Posted Thu, Feb 26, 2009 by jeffprime



Congratulations! You’ve survived the first 40 levels as a rogue - proud card-carrying member of the shadowy brotherhood. To continue, we’ll now look at some tips and tricks of the trade to help keep you healthy and wealthy as you solo through levels 41 to 60. Please remember that this is a play guide, not a leveling guide. You won’t be told to take this particular quest or to follow a chain of events. This guide is here to help you get the most out of your rogue’s abilities as you fight your way to fame and fortune. As usual, we’ll hear some nuggets of wisdom from the legendary rogue, Adrian “Seven Fingers” Slotsky, who is now living like a king in some undisclosed location.

Fighting

The basic fight sequence that you should be using during these levels is shown in the chart below. Looks the same as the chart from the levels 1-40 article, right? Well, that’s because it is the same chart. Your basic fight sequence doesn’t change and the same rules still apply. One quick note. You should be using swords by this time. If you’re still using daggers, well…..it’s your funeral. Swords give you a higher damage output as that Sinister Strike is based upon base weapon damage, and a sword usually has higher weapon damage than a dagger.

Basic Attack Sequence
Open with Step 2 Step 3 Finishing Move
Backstab

OR
Garrote
Slice and Dice
Sinister Strike (1-5x)
Eviscerate

OR
Rupture

Always attack from stealth, if possible. If you’re worried about adds, then pull your enemy using a ranged attack. If facing one opponent, the basic attack sequence above should drop them quickly. If there are two opponents, use Sap on one and then attack the other. By the time the first soon-to-be-corpse comes out of being stunned, you would have already killed the other opponent and have your energy recharged. If there are three opponents, Sap the first, then Garrote and Dismantle the second, then switch your attention to the third opponent and drop him. Naturally, you do all this after sneaking up on them, using Distract to get their attention away from you, and using Pick Pocket on all them! As Seven Fingers points out, “a good rogue loots his dead foes, while a great rogue picks their pockets and loots their dead body!” If things get a little hairy, don’t forget about using Evasion, Blade Flurry, and Adrenaline Rush.

Magic users continue to deserve your primary attention. Sure, they’re physically weak and spend lots of time drinking foo-foo juice after every fight. The downside is that their spells usually pack a huge amount of damage and could have differing effects upon you, such as slowing your attack speed or rooting you in place. The best way to deal with them is to open up with Cheap Shot (while stealthed), then Slice and Dice to increase your attacks, which greatly enhance your DPS. Use Sinister Strike to build combo points, but also use Kick or Gouge when you see them casting a spell. Timed right, they might not even get off a single spell before you drop them.

If things go against you in combat, run! Use Vanish to pop back into stealth, or use Gouge or Kidney Shot to stun your foe, and use Sprint to haul butt. Waiting a minute or so to recharge your abilities is much easier than running halfway across a zone to rez at your dead body. There’s nothing wrong with turning tail. It doesn’t mean you’re a coward, it means you’re smart. Just listen to ol’ Seven Fingers. “Dopey warriors fight to the last man. However, he who fights and runs away lives to loot another day!” If facing a single opponent, use Blind on your foe and bandage yourself.

Poison

Your blades should always be coated with poison. At this stage of the game, you should be using Wound poison on your blades. While they tend to do a little less damage per hit, they have an increased chance (50% as compared to 20%) to hit. If you’re having foes run off, then use a Crippling poison on your main weapon.

Talents

You should continue picking talents mostly from the Combat school during this time. After Adrenaline Rush (which you got at 40), pick up Vitality, which increases your energy regeneration. Then pick up Combat Potency, which gives a chance your off hand attacks generate some energy. The more energy you have, the faster you can use your moves, such as Sinister Strike. Surprise Attacks should be next. This baby makes your finishing moves unable to be dodged, plus a great deal of your abilities, such as Sinister Strike, hit for 10% more damage. As Seven Fingers tells it, “fighting ain’t magical theory. You hit harder, they fall quicker!” Follow with picking up Unfair Advantage and Savage Combat.

At level 55, you should consider picking up Relentless Strikes from the Subtlety school. This ability gives a 20% chance per combo point (if the talent is maxed out) of restoring 25 energy. Energy boosts are always good. Finally, at 60, pick up a rank in Malice from the Assassination school.

Glyphs

At level 50, you pick up the ability to have a second minor glyph (the first one was picked up at level 15). There are 3 really good minor glyphs. The first is the Glyph of Blurred Speed, which allows you to run on water if your sprint is active. Great for outrunning the bad guys. The second is the Glyph of Vanish, which increases your movement by 30% while Vanish is in effect. The third is the Glyph of Safe Fall, which increases the distance that you can fall safely. The Glyphs of Vanish and Blurred Speed are my preferred two.

Lockpicking

Every level of experience gives you an additional five points of lockpicking. Thus, at level 50, you can have a maximum lockpicking of 250. Listed below are some areas where you can improve your lockpicking. By level 50, you shouldn’t really need to go looking for a place to improve your lockpicking. Since you should always be using Pick Pocket on your foes before you kill them, chances are that you’ll get plenty of junkboxes off of them. If your lockpicking skill is maxed out and you have additional lockboxes in your possession, put them in the bank and save them for the next level.

Lockpicking Areas
Area Lockpicking Level Faction Notes
Badlands - Anger Fortress 150-225 Both Battered Footlockers (min 150 skill) and Dented Footlockers (min 175 skill)
Desolace - in the ocean off the NW Shore (37, 21) 150-250 Both Waterlogged lockboxes - underwater
Tirisfal Glades - Scarlet Monastery 175-250 Both Can pick locks on doors to instances - doors have a long cooldown
Searing Gorge - Slag Pit 225-275 Both Dented footlockers
Blackrock Depths 250-300 Both Doors able to be picked
Eastern Plaguelands - Tyr's Hand 250-300 Both Scarlet Footlockers

Gear

Since you’re still soloing, you won’t have the best gear possible, which drops in instances and dungeons. However, your quest rewards and sporadic drops should give you decent gear. You should also keep an eye on the Auction House and see if anything better turns up. Look for gear that adds Agility, then Stamina, and finally Strength. Strength adds to attack power, but is less needed than Agility or Stamina. Also, look for bonuses to your attack power (which increases your damage per second), critical strike (increases your percentage to inflict crits), expertise (decreases the chance an enemy dodges or parries your attack), and to hit (which reduces your miss percentage). The most important of these bonuses is attack power, which affects your damage.

Loot

A minor mention about loot, or as Seven Fingers call them, “physical manifestations of happiness!” Anything that isn’t grey should be put on the Auction House. You’ll need every coin you can get your hands on to buy glyphs, better gear, and your mounts. Items that are white on up, put them up for auction. You’ll get a better deal than you will get from a vendor. Vendor prices are so low, they’re practically thieves!

Zones

Now that you have gained in stature, you’ll need fresh areas to conquer and new foes to vanquish. Listed below are the various zones that you’ll go through on your way to level 60.

Eastern Kingdoms
Zone Level Faction Notes
Stranglehtorn Vale 31-45 Contested
Badlands 35-45 Contested
Swamp of Sorrows 35-45 Contested Geared towards Horde
The Hinterlands 40-50 Contested
Searing Gorge 45-50 Contested
The Blasted Lands 45-55 Contested Dark Portal to Outland
Burning Steppes 50-58 Contested
Western Plaguelands 50-58 Contested
Eastern Plaguelands 53-60 Contested
The Scarlet Enclave 55-58 Contested Death Knight starting area
Blackrock Mountain 49-60 Contested
Deadwind Pass 55-70 Contested

Kalimdor
Zone Level Faction Notes
Desolace 30-40 Contested Geared towards Horde
Dustwallow Marsh 34-45 Contested
Feralas 40-50 Contested
Tanaris 40-50 Contested
Azshara 45-55 Contested
Felwood 48-55 Contested
Un'goro Crater 48-55 Contested
Winterspring 53-60 Contested
Silithus 55-60 Contested


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