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I am not good with rogues personally but this helped me alot
Rogues are mainly used for PvP so here's what i found on another wiki.
Since many of the rogue's most powerful abilities are used from stealth, the mastery of bringing your rogue back into stealth in the middle of a fight is an important skill and may greatly improve survivability and damage output. Following is a list of methods for a rogue to get back into stealth during combat.
- [Vanish]. Using the vanish ability on a 3 minute cooldown.
- [Blind], run out of combat.
- [Gouge], [Sprint], run out of combat.
- Apply [Crippling Poison] on the target and simply run away from combat.
- [Kidney Shot], run away from combat.
From stealth, a rogue has many unconventional options available to him:
- [Sap], bandage.
- Sap, wait for his own debuffs or an enemy's buffs/shields/heal-over-times to run out.
- Sap, [Cheap Shot], run away and re-stealth for extra combo points on the target.
Against melee characters, stuns and disables are very important. Melee characters usually have high chances to parry/block melee attacks. Since all the rogues moves are melee, this can easily throw off your timing. Stunning an opponent (and running behind them, forcing them to turn around) removes his ability to parry, block, and dodge your attacks, and lets your moves go through much smoother.
Against melee characters wielding a slow weapon, stuns are even more important. A carefully timed Kidney Shot/Gouge can mean avoiding an ugly chunk of [Windfury Weapon]. The best time to stun them is right before they swing. The worst time to stun is right after a swing. Just think of [Cataclysm's Edge] as a big spell with a 3.50 casting time. You want to interrupt it as late as possible.
Since an enemy melee character relies heavily on their damage output with their weapons, as opposed to casters who rely on spells, Dismantle can prove an effective way of rendering an opponent unable to produce any significant damage output.
Against pure casters (and even paladins and other classes like Elemental shamans which rely heavily on spells), consider opening with a [Garrote] instead of Cheap Shot. Since Garrote (starting at rank 7) silences the opponent for three seconds (completely shutting down mages, priests, and locks), you can think of it as a three second Cheap Shot that costs 10 less energy and leaves a significant DoT on the opponent. The silence effect is especially important now that PvP trinkets can remove any CC effects.
In general, a rogue has three different play-styles available to him or her, namely: rush-down, control, and burst. Of these three styles, each talent build will tend to be strong in one and adequate/weak in the others. This section will cover each style in detail, including how they're used against opponents and to which talent builds they correspond.
Knowing how to play a rush-down style is utterly important in high level PVP. To summarize, "rushing down" an opponent means playing as aggressively as possible, using most of your combo points for offensively-minded finishers such as [Slice and Dice] or [Rupture] and burning your cooldowns to drop an opponent as soon as possible. In a pure rush down style, Vanish is usually used to avoid attacks and get in a quick Cheap Shot. The preferred opener is Garrote to maximize DOT damage and the preferred poisons are Crippling and [Deadly Poison]/[Wound Poison]. In a rush-down style, constant movement is crucial to keeping an opponent disoriented and sticking to your target's back. Timing your Kicks and Gouges is essential when rushing down casters since you will be using your combo points for finishers other than Kidney Shot. Rush-downs are best used against players with high health because it puts out the highest damage over time. It is, however, vulnerable to classes that can CC you easily since you spend most of your time out of Stealth.
Back in the days before the Burning Crusade, control was king. It was possible to stun-lock most classes from 100-0 and the mark of a good rogue was one who never used his/her cooldowns to win a duel. With the release of The Burning Crusade, however, it became impossible to beat anyone as a rogue without using one's cooldowns due to the high amount of health/armor/resilience players now have. Stun-locking a player from 100-0 now is a near impossibility, unless there is an extreme gear discrepancy between the rogue and his/her opponent.
With this in mind, knowing how to maintain control over an opponent is still an important skill for PvP- it is just not as important as it used to be. With a pure control style, you should try to avoid using DoTs since Gouge and Blind are crucial to keeping an opponent locked down. Putting a Gouge in-between a Cheap Shot and a Kidney Shot gives you an extra combo point for your Kidney Shot and allows you to regenerate energy for your Kidney Shot combo. Careful use of Blind will allow you to re-Stealth and re-open or will give you an opportunity to bandage up. Kicks must be carefully timed - against a caster class, you should try kicking the opponent as soon as their stun wears off to maximize your chance of interrupting a spell. With Improved Kick, it is even more imperative since the added silence effect gives you a 2-second window for your next CC should you fail to interrupt a spell.
Using a control style, you run the risk of drawing out a battle too long to the point where you run out of cooldowns and are basically dead. Since you sacrifice a lot of DPS to keep an opponent locked down, it is best used against medium or low health opponents. Using a control style is also the best way to take out a healing opponent; whether it be a Restoration shaman, Restoration druid, or a Holy priest; since the frequent interrupts will prevent them from healing through your damage. Control however requires a little luck to pull off smoothly- should one of your Kidney Shots get dodged/parried, you'll lose momentum and may have a hard time recovering afterward.
The term "burst" refers to the technique of doing high amounts of damage in short periods of time. A pure burst style thus requires re-Stealthing and re-opening several times to execute multiple bursts of damage- needless to say, it is something unique to Subtlety rogues. For Shadowstep rogues, a Premeditation into a Shadowstep Ambush will take out a huge chunk of health in the very first strike and will also give you 3-4 combo points to build upon or with which to execute an early finisher. For Seal Fate/Premeditation rogues, a Premeditation into an Ambush may yield anywhere from 3-5 combo points in the opener with which you can use a Cold Blood Eviscerate for maximum damage upfront.
The key to playing a burst style is to re-Stealth as much as possible and stay Stealthed until you can land the opener. Since there is a significant amount of dead time in-between bursts, it is not wise to use it against healing classes unless you are certain you can kill the target in 1-2 bursts. Otherwise, the target will simply heal through your bursts and you'll have wasted a lot of cooldowns. This style is best used against lightly-armored targets, especially those who cannot be locked down easily- most specifically, the mage. It also excels in rogue vs. rogue duels since Stealth, more often than not, is the key to victory in such duels.
With these three archetypes established, it is important to note which talent builds are best and worst for rushdown, control, and burst styles. In short:
- Assassination/Mutilate builds are second to none for control, good for rush downs (assuming you have Dual Wield Specialization), and weak at bursting since their primary burst comes in the form of Cold Blood, a three minute cooldown.
- Combat builds are the best for rush downs due to their high sustained DPS, poor at control, and decent at bursting with Blade Flurry and Adrenaline Rush.
- Subtlety builds are superb at bursting, weak in rush downs due to their lack of white damage and slow out-of-Stealth combo point generation, and decent at control (provided they re-Stealth multiple times in each encounter).
- Seal Fate/Premeditation builds are also great at bursting, good at control due to a high combo point generation along with Quick Recovery to minimize energy loss in case of a missed finishing move, and weak at rush downs due to a lower sustained DPS compared to Assassination and Combat builds.
As of Patch 2.1.2,
- "Insignia of the Alliance, Insignia of the Horde, Medallion of the Alliance, and Medallion of the Horde have all been redesigned. The trinkets for all classes now have the same effect: Dispels all movement impairing effects and all effects that cause loss of control of your character."
This means that Kidney Shot and Cheap Shot, but also the Deadly Throw debuff, poisons, Sap, Blind and Gouge can be removed by any class at any time. Daze (from Blade Twisting) is surprisingly also affected - this misconception exists because there is in fact a difference between player Daze and mob Daze. Mob Daze is in fact only removable by complete immunity effects (paladin bubble, Ice Block), while player Daze is treated as any other movement-impairing effect.
This also means that the 3 second silence from Garrote is more important than ever, completely shutting down casters without the threat of being removed.
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