By: Twikster

This is an extension to our Rogue Guide. It goes into detail about Rogues as of WoW patch 2.3. It's a must read for any Rogue. This page goes into detail about various tactics for the Rogue. Click here to return to the previous page.

Tactics:

The tactics section will be separated into 5 sections.

  • Basic combat: solo (PvE)
  • Basic combat: group (PvE)
  • Basic combat: PvP
  • Use of Poisons
  • Combo Points and Combinations

Basic Combat: Solo (PvE)

In order to excel in combat, you must take into consideration all the abilities and attributes that the Rogue offers:

  • Stealth and Opening Moves
  • Instant Damage and Damage over Time (bleed damage)
  • Finishing Moves
  • Escape

Stealth and Opening Moves:

There are two main ways for a solo Rogue to start combat (not counting getting caught off guard).  You can either use an Opening Move, or use your thrown weapon to pull the enemy to you.

            – If an enemy is alone or far enough away from his friends that you can safely approach and confront him, then you will use an opening move.

            – If an enemy is too close to his friends (mobs of the same type) but not so close to be linked to them, you will use a ranged weapon to attract his attention.

The preferred method between these two is to use an opening move.

Opening Move

An opening move is always performed from stealth.  In stealth mode, sneak up behind your opponent and strike before he knows you are there.  Sometimes you will be detected, but if you are careful and circle around to the back (or use Distract to make him turn away), then it will be less likely you will be detected.

At this point, or even earlier, you must evaluate your opponent.  I ask myself 3 questions:

  • Will he run when his health gets low?
  • Does he have higher than average armor?
  • Is he a caster?  A healer?

A yes answer to any of these questions will result in special tactics.  We will discuss Poisons later, but the answer to these questions may mean a change in poisons.  Crippling poison for runners, Deadly Poison for high armor targets, Mind-Numbing poison for casters. 

The choice of Opening Move will depend on these factors. 

  • Ambush or Backstab (only if you don’t have Ambush) is the preferred attack.
  • Bleed Damage ignores armor so Garrote will be the preferred attack for high-armor targets if they are not immune.  You may also want to use Garrote on runners if you know you can get them down to running status quickly
  • Cheap Shot is useful for casters if you have the speed and abilities to perform a “Stunlock” (See Combo Points and Combinations for more on Stunlock).  Cheap Shot is also the only opening move that does not require you to be behind your target.  If it isn’t safe for you to get behind the target, but safer to be in front, Cheap Shot may be an option.  However, Cheap Shot does no damage.  It does generate 2 CP though.

Pulling

If you must pull your target to you, remember you will not be able to do an opening move.  So, we must improvise.

Depending on your range, you will get one or two shots in before the mob is in melee range.  It’s a good thing shooting/throwing does not use energy, because you will need it.

When the mob is within range, Gouge.  If the mob does not resist the stun effect, run behind the mob, spin around and Backstab.  This takes some practice to get used to, but after a few tries, you should be able to do it almost without thinking about it.

If the backstab does good damage or crits, it can be almost as effective as an Ambush.  Plus you’ve already built up 2CP before the mob got more than one hit on you.

If you find the need to do this maneuver after combat has started, make sure your Energy is at least 80-85.  This will ensure you are not standing behind the mob for long (if at all) before Backstab becomes available.

If the mob resists the Gouge, or the Gouge misses, then move on to normal combat tactics.

Instant Damage and Damage Over Time

Most of your other combat abilities consist of instant damage with a cool effect thrown in here and there. 

The staple of the Rogue’s attacks is Sinister Strike.  It does decent damage, based on the damage of the dagger in your main hand.  It also adds 1CP if it hits.  This attack does cost a good amount of energy, though, especially at high levels.  Use it as often as possible, though, until you get an ability that is better (Hemorrage is cheaper, Riposte disarms, and Blade Flurry attacks multiple enemies) through talents.

The Rogue also has multiple DoT attacks, namely Garrote, Rupture and Deadly Poison.  These attacks are useful against high armor targets (as mentioned) and runners.  Rupture is especially useful against runners because many runners will root you to the ground with a snare ability before running, preventing you from following (unless you are a Gnome).  Throwing a dagger or shooting a bow may not be sufficient to fell the coward before he gets help, so a good DoT can kill a runner before he joins his friends and comes back for you.

Finishing Moves

Finishing moves are irrevocably dependent on Combo Points.  The more CP you have built up, the more powerful the finishing move will be.  However, don’t wait to build up the max of 5 points in every battle. 

At low levels, up to 30 or so, it will only be necessary to build up to 3-4 points (mostly 3) before hitting a finishing move.  If the enemy is especially tough, and the battle will last more than 15 or 20 seconds, go ahead and max out CP. 

At high levels, hopefully you will choose talents that give free CP when certain conditions are met.  At this point, you may find yourself with 5CP before you strike the 2nd blow.

In summary, don’t fret over building CP; early on, it doesn’t matter, later on, you’ll have them.

Your choice of finishing move will depend on the same factors as your opening move. 

  • Eviscerate normally
  • Rupture for runners and high armor targets
  • Slice and Dice in long battles or to increase Poison procs. (Usually 1-2 CP is sufficient for an effective Slice and Dice)
  • Kidney Shot to interrupt casters or to continue a stunlock combo. (Max out CP if possible)
  • Sunder Armor for high armor targets when you are in a group (allows others to do more damage).

Escape

Rogues are not Paladins, we do not die for a cause.
Rogues are not Warriors, with a do or die attitude.
Rogues live to fight another day.
In order to live through dire situations, Rogues have 3 abilities.

  • Evasion
  • Vanish
  • Sprint

The first option is Evasion.  Evasion increases your dodge to the point where you will get hit about as much as the mobs missed you before you hit Evasion.  In a close fight, this can turn the tables your way.  In combination with the Subtlety talent Ghostly Strike, you can push your dodge up to 90+% for a few seconds, making you nearly unhittable.

At level 22, you can use Vanish.  This is a super stealth that will allow you to leave combat.  Remember to keep your Flash Powder stocked.  Another reason to pickpocket is to get Flash Powder.

When all else fails, or if your Vanish is on cooldown, you can always turn around and run.  Hit sprint and you can quickly outdistance most mobs.  Remember, sprint doesn’t work in water, so if you jump into a lake, your enemy may catch up.  Also be careful not to run into another mob.

If you do die, make sure to rez as far away from mobs as possible, then hit stealth as soon as you materialize.  You can then make your escape at your leisure, or better yet, take revenge on your murderer (after you’ve healed, of course).

Basic Combat: Group (PvE)

When in a group, the same basic principles apply as above, with a few additions and modifications.

After a battle, always return to stealth.  This is the primary reason to get 5 points in the Camouflage talent; to keep up with your group while in stealth.  If a patrol comes around the corner when least expected, you are ready to hit your attackers from behind with an opening move.

In a good group, the tank/group leader should mark targets with markings that show the order of kills.  Ask the tank (or group leader) to mark your Sap target with a blue square.  That way, you can sneak in and take one mob out of the equation before a battle even starts.  Sap no longer breaks stealth, so it’s perfectly safe to Sap one enemy, wait for the other enemies to pass you once the tank attacks, then come in from behind with an opening move.

If the Sap wears off early or is broken accidentally, it’s best to try to draw that mob close to the tank, so the tank can take aggro.  Try to keep the mob from targetting any casters or healers in your group.  If the sapped target is a caster or ranged melee, you may have to draw it to the tank yourself.  If you attack the mob, then back off very slowly, the mob will follow you, if you just run, it will use it’s ranged attacks.

During battle, it is your job to take out the tank’s main target, so the tank can move on to another target.  You want to wait until the tank gets a solid threat level with the mob.  You can use your pickpocket skill to pick the pockets of the mobs that are aggroed on the tank.  Pickpocket doesn’t add to your threat.  By the time you’ve done that, it should be safe to start wailing on the target. 

Hit the enemy from behind.  Spam Backstab whenever it is off cooldown.  If you get sufficient CP, hit Expose Armor.  Otherwise, just hit with normal attacks.  Use Instant Poison on both blades unless you are fighting runners, then keep Crippling Poison on one blade.  In a group, Deadly Poison won’t be effective.  You could also use Mind-Numbing Poison in instances where most mobs are casters.

Keep an aggro meter up (Omen or KTM) and make sure you stay below the tank on the aggro meter.  If you are in danger of beating the tank, do not use any special moves.  You may be critting too much or the Tank may not be doing his/her job.  In extreme circumstance, you may need to back off for a bit to allow the tank to build aggro.

If you draw aggro, stop all your special attacks.  The tank should quickly regain aggro.  You can also try Feint.  If that doesn’t work, hit Vanish, back off until the tank gets aggro again, wait a few seconds, then move back in with an opening move.

One etiquette note: If you find one of the group isn’t doing his/her job whisper the group leader (unless it IS the group leader).  If the leader doesn’t know how to handle it, let it be.  Do your job to the best of your ability and try to get through your time with the group the best way possible.  No use risking the split of a group by griping and whining.  If the group is going to split, don’t let it be your fault.  Most groups that are formed in chat channel (called Pick Up Groups or PUG’s) are notoriously difficult to keep together.  Frankly, most people don’t know how or don’t want to do the job his/her class was built for.  Again, don’t be the reason your PUG dissolves.

Basic Combat: PvP

Timing is everything in a PvP fight. Watch your cooldowns and use them to your advantage. Also as a rogue you have the advantage in that you can pick the time and the place for any PvP. Surprise can win the fight all by itself a good majority of the time.

Battlegrounds are the best place to learn how to PvP. The best thing to do is to watch how a good rogue works...follow him watch his moves and see what works and what doesn’t. Chances are he/she has spent a lot of time perfecting their combat routine. A lot can be learned just by watching. You should try and learn something from every fight you are in.

  • In PvP you want to constantly keep moving.  Try to stay behind your target, as they cannot attack you if they are facing the wrong way.  Learn the jump and twist.  Jump forward and Spin around using the mouse and right mouse button, so you are behind them but facing them.
  • Watch the castbar.  Hold off on the Kick unless it’s a spell you know will kill you or it’s a healing spell.  Healing spells should take priority for interrupt.  The last thing you want is your opponent’s health bar going UP.  If your Kick is on cooldown and a healing spell is cast, use Gouge or Kidney Shot.
  • Learn to Stunlock!  I have seen rogues dominate an opponent only because the opponent had no opportunity to attack.
  • Use all your abilities all the time.  Don’t wait for max CP to execute that Eviscerate.  A good crit from a low power Eviscerate can still end a fight.  If you have the energy and the ability is off cooldown, use it.  Make a priority list in your head on what abilities to use when.  Here is mine (I am subtlety spec with Hemorrhage and Ghostly Strike):
                            – Ghostly Strike (always hit if off cooldown)
                            – Sinister Strike
                            – Hemorrhage
    This list is in order of energy availability.  If Hemorrhage is up alone (it will be sometimes because it’s cheap), then I will hit Hemorrhage.  But if Sinister Strike and Hemorrhage is available, I will choose Sinister Strike, as it generally does more damage.  Your list will differ depending on spec and what abilities you have.
  • Players have better stealth detection than PvE mobs.  If you catch someone of equal level by surprise, count yourself lucky, especially if you do not have Master of Deception.  Still, if you want to try it, stay behind your opponent.  A good PvP opening move is Cheap Shot, as it’s the start of the very effective Stunlock combo.
  • Equip Crippling Poison and Mind-Numbing Poison in PvP.  The two dangers of fighting players is kiting, where your opponent tries to keep distance so they can hit you without getting hit, and casting heals.  Crippling poison will impair kiting, and Mind-Numbing poison will give you extra time for your Kick or one of your stuns to come off cooldown.
  • If a player “Bubbles” (casts a shield spell to prevent damage), hit the bubble with your most powerful attacks.  All Bubbles have damage limits, and if you hit hard enough you should be able to break a Bubble rather quickly.  Hopefully fast enough to prevent a heal.

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Last Updated: Mar 13, 2016

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