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We now return you to your regularly scheduled ataclysm Assassination Guide
A nice dagger? - Just a few gold off the Auction House or a raid/vendor drop.
A back to stick it in? Well, there are plently of mobs and players around.
The right weapon and skills in the right place at the right time? Priceless
Assassination is a high burst damage. as well as somewhat
high sustained DPS build, capable of matching, and probably exceeding,
the combat
rogue for damage output, just with a little bit more effort due
to a more varied selection of attacks.
Also called a Mutilate build this spec builds combo points
very quickly and, just out of stealth, will also regenerate Energy very
quickly, making it a nice burst spec. Frequently after the opener and
one strike you will have 5 combo points availalbe. Mobs go down very
quickly and if your target is a player, well, he might just go down
very quickly as well.
The only downside is a certain lack of mobility. There are no teleports,
shadowsteps, charges, blinks, and sprint only lasts for a few seconds.
So use those seconds, and your stealth, to properly position yourself
for the kill.
Increased attack speed is a small DPS increase in all situations.
Rocket jump is much like the Mage's "Blink," and has definite
escape use in PvP and certain PvE situations. It breaks stealth,
so it's not a cheap "Shadowstep."
Improved alchemy will help you get into those nice potions
that much sooner.
Orcs
Blood
Fury provides a comparable DPS increase to
the Landslide enchant.
It's also a very good pvp ability since it's a cooldown.
Resistance to stuns has definite PvP use and occasional PvE
use.
Expertise with Axes and fist weapons: If axes and/or fist
weapons are the best available weapons then it still doesn't
matter, since you're using daggers, though it might matter
for Combat or Sub.
Trolls
A decent DPS cooldown, Berserking,
provides 20% attack speed (again not haste which would give
you more energy regen) every 3 minutes which can be used in
conjunction with every Vanish. Fire off Berserking, break stealth
and attack.
Trolls also have reduced snare/root duration which has PvP
and occasional PvE use.
if there ever is a boss classified as a beast, Trolls would
be the clear dominate race for DPS with Beast
Slaying. As it is, they'll level just a bit faster
with so many beasts in the game.
Blood Elf
Arcane Torrent generates some energy every 2 mins. and does
an AoE silence (also interrupts non-player targets.) This gives
it both PvP and PvE use.
Forsaken
Their racials have no DPS use
Will
of the Forsaken has definite PvP value and could
allow you to deal some extra PvE damage by washing away
applicable boss mechanics.
UNderwater breathing is nice in those areas with many underwater
quests.
Alliance:
Worgen -
the 1% add to crit rating is the best of the Alliance DPS
racials and has some PvP utility.
The run speed special has situational PvE use and greater
mobility is always nice in PvP.
Gnome -
The dagger expertise (and you're using daggers, anyway) saves
a few points to put somewhere else, so is a small PvE DPS increase.
Escape artist has definite PvP use and situational PvE use.
Night Elf
A bit more Agility and a bit harder to hit both have some
value.
Shadowmeld has some small PvP utility in that you're that
much harder to detect while lurking in stealth. Great
for ambushing players passing by.
Increased speed while stealthed has its uses.
Human
No useful DPS abilities, since their Exertise doesn't apply
to daggers.
"Every man for himself" has definite PvP use and occasional
PvE use. Their perception increase, useful for finding sneaky
things, is gone with 4.0.
Increased rep gain is nice for all that faction grinding that
you'll be doing.
Dwarf
No useful DPS abilities for the Mutilate Rogue, though Stoneform
has PvP value and might have occasional PvE value.
In 4.06 the Stoneform will also decrease damage by 10%, which
has many uses.
Certain professions provide self-only buffs/enchants. Some of these
are of more use than others, but none are wildly better. A few points
of Crit (skinning) instead of Ag (leatherworking) won't ruin the raid,
though you might be punted from the MinMax club.
Best min/max? Leatherworking and jewelcrafting.
Best for cash, but still being useful? Herbalism and mining. If you
don't PvP then mining has less utility.
Leatherworking -
Draconic Embossment - Agility provides 130 Ag. Also Dragonscale Leg
Armor is pretty nice.
Jewelcrafting - Self only gems, such as Delicate Chimera's Eye,
can replace the Delicate Inferno Ruby. You get three of these which
gains a total of 81 net Agility, a mighty 1 more Agility than the
rest of the craft professions.
Blacksmithing -
Two additional sockets (Socket Bracers and Socket Gloves,) each of
which will take a Delicate Inferno Ruby, for a total of 80 more Agility.
Alchemy - Your passive Mixology buff increases the effect of Flask
of the Winds by 80 Agility. Additionally, the buff doubles the
duration of your flasks. Alchemists are also able to create a Flask
of Enhancement for 80 Agility.
Enchanting - Enchanters are able to enchant their rings with Enchant
Ring – Agility for a total of 80 Agility.
Inscription - Scribes are able to put Swiftsteel Inscription for
80 more Agility than Greater Inscription of Shattered Crystal.
Tailoring - Swordguard Embroidery procs a 15 second long buff (1000
AP) which works out to a value of about 74.5 Agility.
Engineering - Does not have much in the way of a direct DPS boost
for rogues, which doesn't mean the available items aren't fun and
otherwise useful.
Herbalism - Lifeblood provides a heal over time and which also
grants you 480 haste rating for a short time, which is about 80 haste
rating averaged out over a long fight. This is clearly the best gathering
profession for Combat rogues.
Skinning - Skinners gain Master of Anatomy which gives a passive
80 crit rating, again crit is the weakest stat for Combat rogues
making skinning a very weak profession.
Mining - Miners have
120 stamina from Toughness which provides no DPS gain other then
additional survivability. This would seem to make ait a better PvP
profession.
The Assassination build is also referred to as a Mutilate build
since Mutilate becomes the bread and butter strike for this
build. Once you aquire Mutilate you will be using daggers,
but there are some pretty nice daggers in-game at the moment so it's
good. In 4.3 Rogues can maybe get those nice legendary
daggers.
It's a nice leveling (in case youre not yet level capped) and grinding
build, you'll find that mobs go down very quickly. It also works well
enough for PvP since it's damage heavy, but you're giving up some mobility.
Where it realy shines is in PvE content, i.e. dungeons and raids.
Want to try some light-weight tanking (maybe because you
keep pulling aggro from the tank?) Or just get better survivability?
Make sure you take...
Deadened Nerves for less damage
Quickening to get more out of the heals thrown your way
Improved Recuperate (combat) for faster regen and less
damage taken
Relentless Strikes (Subtlety) for more energy regen.
Your openers will then become Stealth > Open > build to 5
cp > Recuperate.
Keep in mind that you'll still be be far from a real tank and you
have no threat talents, other than damage, so that mage might peel
aggro right off you.
Assassination Specific Abilities
Does being the "poison using assassin" appeal to you? Then this is your specialization. It's a solid spec for raiding and is quite good for PvP, despite mobility issues.
At level 10 you pick your first talent point and then you're locked
into the Assassination tree until you have spent 31 points (at level
69.) After that you can expand outward.
This spec requires daggers and is pointless without them.
If you don't like daggers than go to either combat or subtlety.
Mutilate becomes the "bread and butter" strike
at level 10 and the tree definitely awards using daggers throughout.
Assassin's Resolve is a sweet talent,
combining a higher energy cap and extra damage when using daggers.
Improved Poisons increases the chance
of successfully applying Instant and Deadly poisons.
Mastery: Potent Poisons increases poison
damage, Each point of Mastery from your gear and buffs will
add to the bonus poison damage of this ability.
Level 85 Assassination Rogue DPS Build
(31/2/8)
This build is aimed at maximum DPS, not max suvivability. If you're
taking a lot of aggro and your healers are running a bit low on mana,
and/or you're taking too much aggro, then you might want to look into
some of the suvivability talents, such as Deadened Nerves or
Combat's Improved Recuperate.
Coup de Grace - Rank 3/3 - Increases the damage done
by your Eviscerate and Envenom abilities by 20%.
Lethality - Rank 3/3 - Increases the critical strike
damage bonus of your Sinister Strike, Backstab, Mutilate and
Hemorrhage abilities by 30%.
Ruthlessness - Rank 3/3 - Gives your melee finishing
moves a 60% chance to add a combo point to your target.
Quickening - Rank 2/2 - All healing effects on you
are increased by 20% and your movement speed is increased by
15%. This does not stack with other movement speed increasing
effects. With healer mana being at a premium in Cataclysm this
talent helps to lighten that load a bit. Extra movement speed
is also generally nice and gets you in position for a Sap or
Garrote that much more efficently.
Puncturing Wounds - Rank 3/3 - Increases the critical
strike chance of your Backstab ability by 30%, and the critical
strike chance of your Mutilate ability by 15%.
Deadly Brew - Rank 1/2 - When you apply Instant,
Wound or Mind-Numbing Poison to a target, you have a 50% chance
to apply Crippling Poison. Basically a filler point, bet there
are times when a slow is handy and this one costs
no energy. This should proc often enough that you don't need
two points.
Cold Blood - Rank 1/1 - When activated, generates
25 Energy and increases the critical strike chance of your
next non-periodic offensive ability by 100%. Stick this in
a macro along with Envenom
Vile Poisons - Rank 3/3 - Increases the damage dealt
by your poisons by 20% and gives you 100% of the normal chance
of applying poisons from your equipped melee weapons when you
use the Fan of Knives ability.
Seal Fate - Rank 2/2 - Your critical strikes from
abilities that add combo points have a 100% chance to add an
additional combo point.
Murderous Intent - Rank 2/2 - When you Backstab an
enemy that is below 35% health, you instantly recover 30 Energy.
Overkill - Rank 1/1 - While stealthed, and for 20
seconds after breaking stealth, you regenerate 30% additional
energy.
Master Poisoner - Rank 1/1 - Increases the spell
damage taken by any target you have poisoned by 8%, causes
your Envenom ability to no longer consume Deadly Poison, and
reduces the duration of all Poison effects applied to you by
50%.
Cut to the Chase - Rank 3/3 - Your Eviscerate and
Envenom abilities have a 100% chance to refresh your Slice
and Dice duration to its 5 combo point maximum. If your timing
is decent then you should only have to cast SnD once for
the entire fight.
Venomous Wounds - Rank 2/2 - Each time your Rupture
or Garrote deals damage to an enemy that you have poisoned,
you have a 60% chance to deal 675 additional Nature damage
and to regain 10 Energy. If an enemy dies while afflicted by
your Rupture, you regain energy proportional to the remaining
Rupture duration.
Vendetta - Rank 1/1 - Marks an enemy for death, increasing
all damage you deal to the target by 20% and granting you unerring
vision of your target, regardless of concealments such as stealth
and invisibility. Lasts 30 sec. Nice for PvP, loses value if
you have to switch targets a lot. Nice for long fights on one
target.
Combat (2 Points)
Precision - Rank 2/3
Increases your chance to hit with weapon and poison attacks by 4%.
Subtlety (8 Points)
Nightstalker - Rank 2/2 - Increases your speed, while
stealthed, by 15% and reduces the cooldown of your Stealth
ability by 6 sec. In theory this will allow for more "attack
from stealth" situations.
Relentless Strikes - Rank 3/3 - Your finishing moves
have a 20% chance per combo point to restore 25 energy.
Opportunity - Rank 3/3 - Increases the damage dealt
with your Backstab, Mutilate, Garrote and Ambush abilities
by 30%.
The Prime glyphs are pretty much set, since youir talents will refresh Slice and Dice anyway. There's a bit more flexibility with the majors, but the first three are most generally useful.
Buy all the glyphs you might think you need and swap them as necessary.
Prime
Glyphs
Glyph of Mutilate - Reduces the cost of Mutilate by 5 energy.
Glyph of Rupture - Increases the duration of Rupture by 4 sec.
Glyph of Backstab - Your Backstab critical strikes grant you
5 energy.
Alternate: Glyph of Slice and Dice - Increases the duration
of Slice and Dice by 6 sec.
Major
Glyphs
Glyph of Tricks of the Trade -
Removes the energy cost of your Tricks of the Trade ability
but reduces the recipient's damage bonus by 5%.
Glyph of Feint - Reduces the energy cost of Feint by 20.
Glyph of Sprint - Increases the movement speed of your Sprint
ability by an additional 30%.
Glyph of Blind - If you use Blind often then this glyph is
important as it will remove your DoTs (poison and bleed) from
the target, allowing the Blind to stick.
Minor
Glyphs
Glyph of Safe Fall - Increases the distance your Safe Fall
ability allows you to fall without taking damage.
Glyph of Poisons - You apply poisons to your weapons 50%
faster.
Glyph of Blurred Speed - Enables you to walk on water while
your Sprint ability is active.
Mists of Pandaria note:
Prime glyphs are going away, you will have only Major and Minor glyphs, six total glyphs at level 90.
Talents will be completely overhauled, as well. Many of the Cata talents will be rolled into the abilities list and some of these will be unique to each spec. The new talents will be available to any Rogue spec.
Hit: If you need the Hit then take a point out of Opportunity and drop it into Precision.
Deadly Momentum - Has its uses when fighting a group of
mobs and maintaining your SnD (and Recuperate,) but is probably a
DPS loss when fighting tougher stuff since the points could be better
spent elsewhere.
Blackjack - Better in PvP. Since Sap won't work on bosses
the damage mitigation is only good Vs sapped trash mobs.
Deadened Nerves - More for PvP, but the less damage you
take the less damage the healers have to heal. So the value of this
depends on your group and how much damage you're taking.
Improved Expose Armor - This effect is probably
already provided by others in the group, so is redundant. Generally
it's not a DPS gain. It does, however, have definite situational uses.
Improved Ambush - Garrote is probably a better opener
due to the energy regeneration characteristics of Venomous Wounds.
Bleeds are also a group DPS increase depending on the exact makeup
of your group.
Improved Recuperate - More of a PvP talent, but if you're
taking too much damage in PvE content then it has its uses and takes
some of the load off your mana-starved healers.
Are you playing in 2s? 3s? 5s? BG PuG? BG Rated? World? Duels? Ganking
players at 50% health or lowbies? Have a partner or are you a solo
death machine (or doormat?) All of these will have an effect which
talents are perfect for your game. Then, of course, it depends on exactly who you're
fighting, his skill set, and who his partners are.
This is a more defensive build than some. Think of it as
a starting point and adjust to fit your game.
Assassination (31 Points)
Coup de Grace - Rank 3/3 - Increases the damage done
by your Eviscerate and Envenom abilities by 20%.
Lethality - Rank 2/3 - Increases the critical strike
damage bonus of your Sinister Strike, Backstab, Mutilate and
Hemorrhage abilities by 20%.
Ruthlessness - Rank 2/3 - Gives your melee finishing
moves a 40% chance to add a combo point to your target.
Quickening - Rank 2/2 - All healing effects on you
are increased by 20% and your movement speed is increased by
15%. This does not stack with other movement speed increasing
effects.
Puncturing Wounds - Rank 3/3 - Increases the critical
strike chance of your Backstab ability by 30%, and the critical
strike chance of your Mutilate ability by 15%.
Deadly Brew - Rank 2/2 - When you apply Instant,
Wound, or Mind-Numbing Poison to a target, you have a 100%
chance to apply Crippling Poison.
Cold Blood - Rank 1/1 - When activated, generates
25 Energy and increases the critical strike chance of your
next non-periodic offensive ability by 100%.
Vile Poisons - Rank 3/3 - Increases the damage dealt
by your poisons by 20% and gives you 100% of the normal chance
of applying poisons from your equipped melee weapons when you
use the Fan of Knives ability.
Deadened Nerves - Rank 3/3 - Reduces all damage taken
by 10%.
Seal Fate - Rank 2/2 - Your critical strikes from
abilities that add combo points have a 100% chance to add an
additional combo point.
Overkill - Rank 1/1 - While stealthed, and for 20
seconds after breaking stealth, you regenerate 30% additional
energy.
Master Poisoner - Rank 1/1 - Increases the spell
damage taken by any target you have poisoned by 8%, causes
your Envenom ability to no longer consume Deadly Poison, and
reduces the duration of all Poison effects applied to you by
50%.
Cut to the Chase - Rank 3/3 - Your Eviscerate and
Envenom abilities have a 100% chance to refresh your Slice
and Dice duration to its 5 combo point maximum.
Venomous Wounds - Rank 2/2 - Each time your Rupture
or Garrote deals damage to an enemy that you have poisoned,
you have a 60% chance to deal 675 additional Nature damage
and to regain 10 Energy. If an enemy dies while afflicted by
your Rupture, you regain energy proportional to the remaining
Rupture duration.
Vendetta -
Rank 1/1 - Marks an enemy for death, increasing all damage
you deal to the target by 20% and granting you unerring vision
of your target, regardless of concealments such as stealth
and invisibility. Lasts 30 sec. Like Hunter's Mark it will
go away if the target Vanishes.
Combat (2 Points)
Improved Recuperate - Rank 2/2 - Causes your Recuperate
ability to restore an additional 2% of your maximum health
and reduces all damage taken by 6% while your Recuperate ability
is active.
Subtlety (8 Points)
Nightstalker - Rank 2/2 - Increases your speed while
stealthed by 15% and reduces the cooldown of your Stealth ability
by 6 sec.
Relentless Strikes - Rank 3/3 - Your finishing moves
have a 20% chance per combo point to restore 25 energy.
Elusiveness - Rank 2/2 - Reduces the cooldown of
your Vanish and Blind abilities by 60 sec and your Cloak of
Shadows ability by 30 sec. Depending on your game you can take
these two points and drop them into ...
Opportunity - Rank 1/3 - Increases the damage dealt
with your Backstab, Mutilate, Garrote, and Ambush abilities
by 10% (30% with /3/3.)
Prime Glyphs
Glyph of Mutilate (Prime Glyph) - Reduces the cost
of Mutilate by 5 energy.
Glyph of Vendetta (Prime Glyph) - Increases the duration
of your Vendetta ability by 20%.
Glyph of Slice and Dice (Prime Glyph) - Increases
the duration of Slice and Dice by 6 sec.
Major Glyphs
Glyph of Blind (Major Glyph) - Your Blind ability
also removes all damage over time effects from the target.
Glyph of Garrote (Major Glyph) - Increases the duration
of your Garrote ability's silence effect by 2 sec.
Glyph of Sprint (Major Glyph) - Increases the movement
speed of your Sprint ability by an additional 30%.
Minor Glyphs
Glyph of Safe Fall (Minor Glyph) - Increases the
distance your Safe Fall ability allows you to fall without
taking damage.
Glyph of Poisons (Minor Glyph) - You apply poisons
to your weapons 50% faster.
Notes:
The Improved Sprint talent (combat) might be worth picking
up for the excape effect, but since it's a 2nd tier Combat talent
you'll lose some of those nice Sub talents.
Leveling with Assassination
You will find an Assassination build and lots of leveling info in
our Rogue
leveling guide. Keep in mind that you'll be a bit energy starved
until 61 or so, when you get the Venomous Wounds talent. Consider starting
with Combat or Sub build until that time, only because they're a bit
easier for leveling purposes.
At level 77, assuming that you're leveling,
you should buy the Cataclysm greens off the Auction House.
Main Hand DPS is your #1 "stat."
Agility is your #1 stat over all others. Each point of Ag provides
2 Attack Power, some Crit, and another 5% agility is gained by wearing
leather in all slots.
Hit to the spell (poison) cap (13% with this build, 1332 rating)
Does this mean that you should reforge crit
to another stat? Yes.
When reforging you need to keep track of your numbers. There's
no point in reforging crit to hit if you're over the hit cap, for
example.
Notes:
For the fastest Energyregen you
want to have Garrote and/or Rupture up at all times, Venomous
Wounds provides the energy regen off the damage ticks. This
is not optimal for long fights, though, where you will want to start
Rupture about the time that Garrote ends.
Note that while Rupture's damage is poor, Venomous Wounds makes it better,
and the energy regen from VW is good. Also, since R's a bleed, it adds damage
to any other class's abilities that like bleeds on the target.
Mutilate is your primary combo point
builder when the mob is over 35% health,
Backstab is it when opponent health is
below 35%. This is from the Murderous Intent talent, which
makes Backstab more energy effective than Mutilate when
the mob is at low health. This is mostly of value for PvE content,
since reliable "from behind" attacking in PvP is iffy unless the
target is stunned.
Slow main-hand dagger, fast off-hand dagger.
Instant poison in the main-hand, deadly poison in
the off-hand.
DP is a set proc rate, so on a faster weapon you get more
procs = more stacks = more damage. Once 5 stacks are up each
additional proc causes the other weapons poison to apply.
Open with stealth into Garrote. Garrote simply
does quite a bit more damage than Ambush with this build as well
as getting your energy regen started. You can also open with Mutilate which
seems to do similar damage, but I like Garrote for the energy regen.
Opening with Cheap Shot is also viable if positioning into Garrote
is awkward or if you need to get off a fast interrupt.
You are a melee, so try to be behind your target
all the time to avoid annoying dodges/parries from the enemy player.
CC'd targets can't dodge. If you're not able to go behind the target, you can
just Gouge or Cheap shot him then work into a good Kidney Shot. You're teammates
can also fear the target to get a clean Kidney Shot.
Stealth openers can't be dodged/parried.
Shiv: It’s impossible to parry/dodge Shiv. It
also dispels enrage effects. When you Gouge/Sap a Warrior he will
probably use Berserker Rage to remove Gouge/Sap, then shiv dispel
it and your partner can fear the warrior easily. Use it against Rogues
with Evasion up to get CPs.
Shiv also works against PvE mobs that enrage.
Vendetta is great Vs. a single target that you
will be fighting for awhile, such as a boss or a tough player. It's
useless when target switching and of little use on short fights.
Use Vanish, when you can, for the Overkill buff.
This works best if you can combine it with Vendetta and any trinket,
or other, cooldowns.
Envenom counts
as Nature Damage and so at least part of the damage bypasses
armor, even plate armor, making this talent more effective than Eviscerate
for damage. It's usless if you can't get at least one stack of Deadly
Poison on the target.
Spell Penetration - consider a Spell Penetration enchant
for your cloak as this will help with your poison damage.
PvE Rotations
Stealth > Garrote > Slice and Dice > Mut > Envenom
(refreshes SnD to the max) > mut to 4 or 5 cp > Rupture
Vanish, when it's up, for the Overkill buff.
Then Garrote, etc.
Rupture provides faster energy regen.
Shiv to remove enrage effects
Keep SnD and Rupture up at all times.
Depending on the fight you might want to add Recuperate to
your rotation.
PvP Rotations
Slow main-hand dagger, fast off-hand dagger.
Instant poison in the main-hand, deadly poison in
the off-hand. Deadly Brew applies your crippling poison.
Throwing Weapon: Mind-Numbing Poison or
Wound Poison
The requirements for these gems should be fixed in 4.06,
at which point the first two of these will be the best choices.
Chaotic
Shadowspirit Diamond - +54 Crit and 3% Increased Crit
Damage. Currently requires more blue than red gems. This
requirement should be fixed in 4.06.
Relentless
Earthsiege Diamond - +21 Agility and 3% Increased
Crit Damage, Requires more Blue gems than Red gems and at
least 1 Yellow gem. This requirement should be fixed in 4.06.
Arcanum
of the Savage Gladiator, the tooltip shows Horde Expedition,
but this is also available through Alliance Vangard quartermaster,
exalted rep required.
Gouge, then Bandage
Gouges your opponent then starts bandaging you. It will work even if you have
no opponenet. Change the bandage name to the one you're using. You can also
use Blind with this macro.
/cast Gouge
/stopcasting
/use [target=player] Heavy Netherweave Bandage
Tricks of the Trade Macro
Use this for your T of T button. Fill in the name of the party
member who will be the focus of your T of T. Fire it off, he gets
the benefit, and you don't have to fuss with target picking or focus
changing. This macro will not deselect your current target:
#showtooltip Tricks of the Trade
/cast [target=YourPartyMemberHere] Tricks of the Trade
Startattack:
Any attack that you will use to start a fight should be used with
this macro. It ensures that your auto attack is actually running,
even though you might not have the energ for the man attack. Useful
for target switching. The [nostealth] command removes certain bar
lag issues.
Replace abilityname with your attack, such as Mutilate,
Backstab, Shiv.
We don't have an item list at this time, but
you can use this info (and above) to make a good guestimate. Keep
in mind that small changes at high level will make zero pretty much
zero detectable difference in anything.
For Assassination: DPS > Agility > Hit to 8% > Hit to 17% (poison cap) > Mastery > Haste > Expertise > crit
Crit seems to be weak since a lot of Assassination damage is from poison related
stuff and that has a 150% crit damage bonus. So we get less from crit than Sub
or Cbt will.
Mastery increases all poison damage, so is good.
PvP - More hardcore PvP types seem to be stacking 3200 resilience,
or better, and recommend that. So much damage is getting thrown about that lots
of res is probably a really good idea even though it drops your damage stats
a bit. Lots of resilience and a pocket healer and talented recup make you
somewhat tough to kill.
Stam, of course, has lot more PvP value than PvE. That said, I'm
taking enough damage in dungeons (no raids yet) that I value stam and the talented
recup. (also makes things a bit easier on the healers.)
Depending on where your stats already are:
This item has
X Agility
Y Stam
150 hit
150 mastery
that item has
X Agility
Y Stam
150 Mastery
150 crit
The first is better, if you don't already have
a lot of hit. Generally speaking...
10 agility on an item = 20 Mastery = 30 Crit
(approximately)
Keep an eye on what your numbers are in your
character pane. Reforge weaker stats into better ones.
With the 4.0 (Cataclysm) item changes there is not a lot of difference between
two items of the same ilevel. Nice Rogue daggers no longer have spirit or any of
that silly stuff.
If the new item has a higher ilevel and the stats look like they're what you need
(at the moment, for your gear set) then it's an upgrade.
If it's real close then don't sweat it. Slight changes will make zero detectable
difference in anything.
At some point we may post a pre-raid gear list.
If your character pane shows and average ilevel
of 329 or higher then, gear-wise, you're ready to think about heroics. Skill-wise
is a whole 'nother ball of wax.
1-85 Rogue Leveling Guide
Now you're all ready to start assassinating the opposition,
but you're not yet 85. To get there all you have to do first is
complete thousands of quests and kill a bazillion mobs or
all sorts. Just in case you don't already have the entire
1-85 leveling path memorized might we suggest a full blown Rogue
leveling guide?
Zygor's
Guide is the solution. What it does is show
you where to go and what to do for you entire leveling
path, whether you're going from 79 to 85 or 1 to 85. Quests
and tasks are automatically updated as you complete them
and not only will you never again wonder where you have
to go you will not have to look up any of there "what do
I need to do here..." stuff,
it's all in the guide. Zygor's shows you what to do and
where to go every step of the way.
Like to level in the dungeons and battlegrounds, as well
as through questing? No problem! Zygor's guide has been gemming
for Int and is smart enough to always point you where you
need to go next, regardless of how many levels you gained
in the dungeons or by killing players. It'll even clean up
your obsolete quests.
Zygor's is
100% Cataclysm 4.3 ready and comes with some nice goodies,
but you'll have to check their home page to see those. You
can get the full details on Zygor's Guide, and grab your
own copy, here.
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