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At home in the shadows and skilled at disappearing from sight, the Rogues of Azeroth are most comfortable when acting in the background. Twisting events to their favor, striking only when advantage is greatest: this is where a Rogue excels. With their cunning tricks, physical abilities, and mastery of concealment and disguise, Rogues have no trouble finding employment as thieves, cutthroats, spies, and assassins.
The Rogue is a very involved and fun class to play. There is a lot to take in, but players can master the Rogue with knowledge and experience. Here are a few sample skills available to Rogues.
Strengths:
Stealth abilities allow the Rogue to reach places more easily than most classes
Strong lock picking abilities/access compared to other classes
Sprint ability allows the Rogue to more easily escape battle and get a free short burst of speed in traveling
Weaknesses:
More susceptible to damage than Paladins/Warriors because Rogues can only wear cloth or leather armor
Information
Class Role
The stealthy Rogue is an up-close damage dealer. Like the Mage, they can rip through mobs quickly and brutally using their wide range of combination moves. They are also worthy scouts, being able to sneak past monsters if they are skilled enough to see what lies beyond. And there's no one better than a Rogue at the end of a dungeon when a locked chest or door stands between you and hard-earned riches. We're not telling you how to play the game - one of the fascinating practices of this genre is the ingenuity exercised by the players every day!
Challenges
- Mastering Stealth Usage
- Managing monster hate/aggro so that tanks can take the majority of damage when possible
- Learning and using effective combos
Allowable Races : Human, Dwarf, Night Elf, Orc, Undead, Gnome, Troll
Standard Bars : Health/Energy
Allowable Equipment : Cloth, Leather
Allowable Weapons : Daggers, Thrown, Swords (with training), Bows (with training), Crossbows (with training), Maces (with training), Fist Weapons (with training), Guns (with training)
Other Information
This page does not have a complete listing of all abilities that are available. Look for more once our database section is active.
Energy
The Rogue requires energy to perform most abilities. Energy is built up over time. You can only increase your energy pool or the rate at which it regenerates through the use of high-end talents. Abilities cost less energy if they miss or are blocked.
Stealth
Stealth is the ability to remain undetected by the enemy. It is not the same as invisibility. When something is in Stealth mode it can still be seen but only if detected. However, detected players in Stealth mode become clear or transparent and blend in with the background making them more difficult to spot
- Being behind a target is much better than in front of a target.
- The better you are at stealth, the closer you can approach a target before he spots you. Although normal speed is reduced rogues can move freely while in stealth mode. In other words, you don't get a bonus for standing still.
- Abilities will not cancel Stealth/Vanish when they fail to go off.
- Your success at remaining undetected depends on your Stealth skill level, the direction the monster is facing, and how close you get to the monster.
Using Stealth
By using Stealth you can sneak up behind monsters to perform various abilities such as Sap, Backstab, and Ambush. Without Stealth the monster would simply turn around and attack. Try to predict the movement patterns of the monster and then sneak up behind it at the right moment. This becomes much easier once you reach Stealth level 2 which allows you to move faster. A common way for a Rogue to fight is to first sneak up on a monster from behind using Stealth. The Rogue then uses a Backstab, Sap, Ambush, or Cheap Shot. The Rogue then continues with combat now that the monster is in a weakened state.
Stealth Pulling
Stealth is also great for pulling. The Rogue can activate Stealth, and then sneak up on the enemy without aggroing nearby monsters. Then the Rogue can Sap an extra monster to start the pull. As Rogues' skill in Stealth becomes higher they can become even more effective at pulling and scouting for pullers.
Combo Points and Finishing Moves
There are many Rogue abilities that build up Combo Points which can later be used to perform deadly "finishing" moves.
Combo Points Indicator
After you have earned your first Combo Point, look at the monster's name bar located at the top-middle of the screen. To the right of the portrait you will see a little light-up dot next to other dots that are not lit. This is the combo point indicator. It tells you that you have one Combo Point. If you receive a second Combo Point two dots will become lit. By watching this indicator you can tell how many Combo Points you have stored up and you will know when to release them with a finishing move. Look at the description of the finishing moves in your character's ability screen to see how many Combo Points are required for a particular effect. Combo points will not be removed if the target is deselected. They will only be removed if a different target is selected.
Combo points are removed when your target is dead.
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