New Comic on wow.com

•December 2, 2009 • Leave a Comment

Kelly Aarons, the creative force behind the long running Wow, Eh? webcomic has really been on fire lately. Known to many as Cadistra, her WoW alter ego, or as Cadychan over at Deviant Art, Kelly won the World of Warcraft Comic of the Month in September. This was followed up by an interview for 15 Minutes of Fame on WoW.com in October. Then early November brought the launch of her brand new original comic series on WoW.com.

Why does this matter to you? Because this weekly strip (every Tuesday) features Byron the Tauren Rogue. “But… but…”  Yeah, I know. So read the comic already! Kelly is super talented, and from what I’ve read over at the Wow, Eh? site, she is super nice. Make sure you check out her work soon!!

Horde Rogue Racials

•December 2, 2009 • Leave a Comment

These are the advantages that you will see when selecting any of the rogue playable Horde races in World of Warcraft. These racial benefits are sometimes known simply as racials. To see the Good Rogues recommendations for race, check this post. To explore the math behind those recommendations, check out ShadowPanther’s spreadsheet. Descriptions of the various races are taken from the World of Warcraft Race pages.

Horde

Orcs

The savage, green-skinned Orcs are one of the most prolific races of Azeroth. They are commonly believed to be brutal and mindless, possessing no humanity or empathy for other races. Born on the hellish world of Draenor, the Orcs were brought into the kingdom of Stormwind through the dimensional gateway known as the Dark Portal and forced to wage war on the Humans. Although few are aware of their history, the Orcs once cultivated a noble, Shamanistic society on the world of Draenor. Tragically, the proud Orc clans were corrupted by the Burning Legion and used as pawns in the Legion’s invasion of Azeroth. The Orcs managed to rebel, however, and they were ultimately able to help turn the tide against their demon masters. Led by the young Warchief, Thrall, the Orcs have reclaimed their strength and honor. Now, the Orcs stand ready to fight not for the sake of conquest, but for their right to survive in their adopted world.

  • Blood Fury:  Increases Attack Power by ((Level *4)+2) per character level (322 at 80).  Lasts 15 seconds.  2 minute cooldown.
  • Hardiness:  Duration of stun effects reduced by an additional 15%.
  • Command:  Damage done by Death Knight, Hunter and Warlock pets increased by 5%.
  • Axe Specialization:  Expertise with Axes and Fist Weapons increased by 5.

Blood Elves

For nearly seven thousand years, the high elves cultivated a shining magical kingdom deep within the forests of northern Lordaeron. But five years ago, the undead Scourge invaded Quel’Thalas and drove the elves to the brink of extinction. Led by the evil death knight Arthas, the Scourge destroyed the mystical Sunwell, thereby severing the elves from the source of their arcane power. Though the scars of that conflict are evident, the remaining elves have banded together and retaken much of their homeland. Calling themselves “blood elves”, these grim survivors are committed to regaining the vast powers they once commanded. Inspired by the leadership of their beloved prince, Kael’thas Sunstrider, the blood elves now seek out new sources of arcane magic and the means of defending their land against the undying horrors of the Scourge.

  • Arcane Affinity:  Enchanting skill increased by 10.
  • Arcane Torrent:  Silences all enemies within 8 yards for 2 sec and restores 15 of your Energy.
  • Magic Resistance:  Reduces the chance you will be hit by spells by 2%.

Undead

Having broken free from the tyrannical rule of the Lich King, a renegade group of undead seek to retain their own free will while destroying all those who oppose them. Known as the Forsaken, this group is dedicated to serving their leader, the banshee queen Sylvanas Windrunner. These dark warriors have established a secret stronghold beneath the ruins of Lordaeron’s former capital city. Situated deep beneath the cursed Tirisfal Glades, the labyrinthine Undercity is a sprawling bastion of evil. Within its shadowy confines, Sylvanas’ royal apothecaries scramble to develop a devastating new plague – one which will not only eradicate their hated Scourge rivals, but the rest of humanity as well. To further their dark aims, the Forsaken have entered into an alliance of convenience with the primitive, brutish races of the Horde. Holding no real loyalty for their newfound comrades, the Forsaken have duped them into fighting against their common enemy – the Lich King. Only time will tell how these disciples of doom will fare in their mission of vengeance.

  • Will of the Forsaken:  Removes any Fear, Charm or Sleep effect.
  • Cannabilize:  When activated, regenerates 7% of total health every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect.
  • Underwater Breathing:  Underwater breath lasts 233% longer than normal.
  • Shadow Resistance:  Reduces the chance you will be hit by Shadow spells by 2%.

Trolls

The vicious Jungle Trolls, who populate the numerous islands of the South Seas, are renowned for their cruelty and dark mysticism. Barbarous and superstitious, the wily Trolls carry a seething hatred for all other races.

One tribe, however, was forced to overcome its prejudices when it encountered the Orc Warchief, Thrall, and his mighty Horde. The Trolls of the Darkspear tribe, long since exiled from their ancestral lands in Stranglethorn Vale, were nearly destroyed by a band of aquatic Murlocs, but Thrall and the Horde managed to save them. In return the grateful Trolls swore an oath of eternal allegiance to the Horde.

Led by the cunning Shadow Hunter, Vol’jin, the Darkspear Trolls now make their home in Durotar along with their Orcish allies. Their village, named after their fallen tribal elder, Sen’jin, lies along the eastern coast of the harsh, rocky land. The Darkspear tribe also occupies tracts within the nearby jungles of the Echo Isles.

As part of the Horde, the Trolls have extended their loyalty to the mighty Tauren, but they have little trust for the manipulative Forsaken, whom they believe will visit only misery and strife upon their allies.

  • Berserking:  Increases your attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec. 3 minute cooldown.
  • Regeneration:  Health regeneration increased by 10%. 10% of total Health regeneration may continue during combat.
  • Beast Slaying:  Damage dealt versus Beasts increased by 5%.
  • Throwing Specialization:  Your chance to critically hit with Throwing Weapons is increased by 1%.
  • Bow Specialization:  Your chance to critically hit with Bows is increased by 1%.
  • Da Voodoo Shuffle:  Reduces the duration of all movement impairing effects by 15%. Trolls be flippin’ out mon!

Alliance Rogue Racials

•December 1, 2009 • Leave a Comment

These are the advantages that you will see when selecting any of the rogue playable Alliance races in World of Warcraft. These racial benefits are sometimes known simply as racials. To see the Good Rogues recommendations for race, check this post. To explore the math behind those recommendations, check out ShadowPanther’s spreadsheet. Descriptions of the various races are taken from the World of Warcraft Race pages.

Alliance

Humans

The Humans of Stormwind are a resilient breed, having survived an invasion by the savage Orcs during the First War. During the Second War, the armies of Stormwind rallied with the Alliance to reclaim their homeland of Azeroth. After the success of the Second War, Stormwind was rebuilt and Human civilization began to flourish once again throughout the southlands. With the recent invasion of the Burning Legion – which left the northern kingdom of Lordaeron in ruins – Stormwind now stands as the last bastion of human civilization. Following the heroic examples of the legendary Sir Lothar and King Llane, the defenders of Stormwind are considered to be among the fiercest warriors in the land. They stand resolute in their charge to maintain the honor and might of humanity in an ever-darkening world.

  • Every Man for Himself:  Removes all movement impairing and loss of control effects.  2 min cooldown
  • Perception:  Increases your Stealth Detection
  • Diplomacy:  Reputation gains increased by 10%
  • Human Spirit:  Spirit increased by 3%
  • Mace/Sword Specialization:  Expertise with Maces and Swords increased by 3

Night Elves

The reclusive Night Elves were the first race to awaken in the World of Warcraft. These shadowy, immortal beings were the first to study magic and let it loose throughout the world nearly ten thousand years before Warcraft I. The Night Elves’ reckless use of magic drew the Burning Legion into the world and led to a catastrophic war between the two titanic races. The Night Elves barely managed to banish the Legion from the world, but their wondrous homeland was shattered and drowned by the sea. Until recently, the Night Elves closed themselves off from the rest of the world and remained hidden atop their holy mountain of Hyjal for many thousands of years. The Legion’s invasion brought the Night Elves out of their long period of slumber. They now have renewed interest in shaping the world, and for the first time are allying themselves with other races to insure the continued survival of Azeroth. As a race, Night Elves are typically honorable and just, but they are very distrusting of the ‘lesser races’ of the world. They are nocturnal by nature and their shadowy powers often elicit the same distrust that they have for their mortal neighbors.

  • Shadowmeld:  Activate to slip into the shadows, reducing the chance for enemies to detect your presence.  Lasts until cancelled or upon moving.  Any threat is restored versus enemies still in combat upon cancellation of this effect.  2 minute cooldown.
  • Elusiveness:  Reduces the chance enemies have to detect you while Shadowmelded or Stealthed.
  • Quickness:  Reduces the chance that melee and ranged attackers will hit you by 2%.
  • Wisp:  Transform into a wisp upon death, increasing speed by 75%.
  • Nature Resistance:  Reduces the chance that you will be hit by Nature spells by 2%.

Dwarves

The stoic dwarves of Ironforge are an ancient race of robust humanoids who live beneath the snow-capped mountains of Khaz Modan. The Dwarves have always been fast allies with the Humans, and they revel in the prospects of battle and storytelling alike. In past ages, the Dwarves rarely left the safety of their mountain fortresses. However, whenever the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor. Due to a recent discovery that uncovered fragments of their ancient origins, the Dwarves have undergone a remarkable transformation. The discovery convinced the Dwarves that the mighty Titans created them from stone when the world was young. They feel that their destiny is now to search the world over for more signs and proof of their enchanted heritage and to rediscover the Titans’ hidden legacies. To this end, the Dwarves have sent out their Prospectors to all ends of the world in the hopes of discovering new insight into their shrouded past. These journeys led to Dwarven excavation sites all over the known world, some of which serve as outposts and some of which serve as potential hunting grounds for enemies of the Dwarven race.

  • Stoneform:  Removes all poison, disease, and bleed effects and increases your armor by 10% for 8 seconds.  3 minute cooldown.
  • Gun Specialization:  Your chance to critically hit with Guns is increased by 1%.
  • Mace Specialization:
  • Frost Resistance:  Reduces the chance you will be hit by Frost spells by 2%.
  • Find Treasure:  Allows the dwarf to sense nearby treasure, making it appear on the minimap.  Lasts until cancelled.

Gnomes

The eccentric, often-brilliant Gnomes are one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, it’s a wonder that any Gnomes have survived to proliferate.

Thriving within the wondrous techno-city of Gnomeregan, the Gnomes shared the resources of the forested Dun Morogh Peaks with their Dwarven cousins. Though the dwarves of Ironforge also have a propensity for technology and engineering – it is the gnomes who provide the critical, visionary designs for most of the Dwarves’ weapons and steam vehicles.

The Gnomes served the Alliance well during the Second War, but strangely, they refused to send any personnel to aid their allies during the Burning Legion’s recent invasion. Though their designs helped turn the tide against the Legion, the Dwarves and Humans were shocked by the Gnomes’ decision to withhold their courageous troops and pilots.

When the war ended, the Alliance discovered the reason for the Gnomes’ sudden withdrawal. Apparently, an ancient, barbaric menace had risen from the bowels of the earth and invaded Gnomeregan. Knowing that their allies’ priority was defeating the Burning Legion, the Gnomes decided to make their stand alone. Though they fought valiantly to save their beloved city, Gnomeregan was irrevocably lost.

Nearly half of the Gnomish race was wiped out during the fall of Gnomeregan. The ragged Gnomes that survived fled to the safety of the Dwarves’ stronghold of Ironforge. Committed once again to the Alliance’s cause, the Gnomes spend their time devising strategies and weapons that will help them retake their ravaged city and build a brighter future for their people.

  • Escape Artist:  Escape the effect of any immobilization or movement speed reduction effect. 1.75 minute cooldown.
  • Expansive Mind:  Intellect increased by 5%.
  • Arcane Resistance:  Reduces the chance you will be hit by Arcane spells by 2%.
  • Engineering Specialization:  Engineering skill increased by 15.

Lonika Stillblade Quotes

•November 30, 2009 • Leave a Comment

RogueRaider recently posted up some great quotes from LonikaLonika Stillblade Stillblade over at his blog, RogueRaider’s Adventures in Warcraft. This former Rogue Academy leader is now stuck drowning her sorrows at the World’s End Tavern in Shattrath after giving up her space to aid the influx of refugees to Shat.

Check out her particular slant on rogue wisdom here.

Best Race for a New Rogue?

•November 30, 2009 • Leave a Comment

Good question. First, I will tell you what I’ve gathered from available resources for your easy Good Rogues answer, and then we’ll get more into the “why”.

For Player vs Environment (PvE) Rogues

Play what race you feel most comfortable with and/or enjoy playing the most.

For Player vs Player (PvP) Rogues (w/racial weapons bonus)

  • Human
  • Night Elf
  • Dwarf
  • Orc
  • Blood Elf
  • Gnome
  • Undead (Post 3.3 patch)
  • Troll

I’ll start off by saying that everyone will have a different opinion, and won’t mind sharing it, based on what race they like and have played in the past.  The thing that matters most in playing any class is THE SKILL OF THE PLAYER.  There are some horrible human rogues in PvP as well as some fantastic troll rogues. This is just a consensus based on player feedback from various forums and some mathematical figures gleaned from ShadowPanther’s wonderful rogue resource site.

For PvE rogues, I just don’t see that any racial ability is going to hinder or help that much to make a huge difference in leveling. There are things that are helpful for various races, like the extra bit of stealth for Night Elf Rogues or the extra bit of stealth detection for Human Rogues. But no deal breakers. You should play what you enjoy the most.

For PvP rogues, I will defer to the gifted spreadsheet creator and mathematician, ShadowPanther, for his racial spreadsheet to show you why I’ve listed the races under PvP like I’ve done.

For a detailed look at racial abilities as they pertain to rogues, click here for Alliance rogues, or click here for Horde.

But in a recent discussion about a nerf of Will of Forsaken on the WoW Rogue Forums, a level 80 human rogue named Eyeheartpie had this to say…

You can choose a race for the racials, but be prepared when they change. They WILL change. If you choose a race solely for the PvP benefits of its racials, then don’t be surprised when Blizzard uses PvP as an excuse to change the racials. When that good rogue you met IRL told you to go undead just for the racial, you could have been assured that the racial would change. Whenever something is seen as indispensable, a must-have, a requirement to do well, then you can be assured Blizzard will catch on and nerf it.  When you re-roll human (again for the PvP benefit of the racial), don’t be too surprised when a nerf follows after.

Or as French philosopher François de la Rochefoucauld said…

The only thing constant in life is change.

Rogue Class Game Direction (Rant)

•November 28, 2009 • 1 Comment

Merriam-Webster defines a rogue as…

1) a vagrant, tramp  2) a dishonest or worthless person: scoundrel  3) a mischievous person: scamp

Greg Street, also known as Ghostcrawler and the Lead Systems Designer for World of Warcraft, said this in a recent Q&A session:

Rogues were once the best dps class hands-down, and a lot of the other classes were just there to buff rogues. Rogues were supposed to be selfish and not bring many buffs or utility of their own. We’re not really happy with that design any longer, and have pushed rogues to be a little more normal — great damage in the right conditions, but also some good utility and synergy as well.

“…have pushed rogues to be a little more normal”?  What!?!  For me, I don’t want to be a little more normal. I want rogues to be the scoundrels sitting over in the corner, smoking cigars and sharing a flask before the raid, only taking interest when it’s time to kill stuff. I don’t want to be able to buff, I don’t want to be helpful, and I don’t want to be responsible for other people. I want my raid usefulness to be the ability to burn down an enemy faster than anyone else in the game, up close and personal. Other than that, I WANT to be a mischievous, dishonest, and worthless toon. I want to be selfish and I want the most DPS of any class. THAT’S my utility. THAT’S my synergy. THAT’S my purpose.

Rogues should be sitting around snickering at the warriors nervously checking their armor and shield straps before throwing themselves between their friends and the enemy. Rogues are the ones scoffing at the paladins in their prayer circles. They’re checking out the butts of the cute girl priests blessing those who are about to die, and giving directions to their room at the local inn to the sexy warlock they just met just in case they survive. They don’t CARE. They don’t want to care. That’s their strength. Rogues understand that those who live by the sword die by the sword, and death is just the beginning of another great adventure. They live for the moment and just kill until they can’t kill anymore.

It doesn’t make them bad. It’s just that  there are certain people in the world you would rather have for you than against you. They have the tools, constitution and willpower to get the job done right no matter the cost. And they aren’t bound by the black and white of good and bad. They walk the grey path knowing that sometimes the ends DO justify whatever means are necessary to get there. Maybe this is the ultimate rogue…

What’s going to happen when everybody is finally balanced? Everyone can deal great damage? Alright!! Everyone can bring group wide utility to the raid? Yes!! No one has an advantage over anyone in PvP anymore? Finally!! But as Syndrome says in The Incredibles…

I know this oversimplifies the problem, and I understand the difficulties that the programmers and designers must face trying to balance the classes. I don’t envy them their job at all. And despite this post (and other things I imagine I will say), I appreciate Blizzard and everything they do for us. What an amazing game they have developed for us to play and enjoy and critique.

I also understand that a lot of the changes that are being made to World of Warcraft make a ton of sense economically for Blizzard and it’s shareholders. Faster leveling; making various classes “a little more normal” for wider appeal; earlier access to mounts; very little classic type attunement for epic quest lines and dungeon entry; changing various skills to require less reagents (cooking, poison creation, etc.); all these changes should get more people “hooked” faster.

But it also eliminates the need to be a better player  earlier on, if ever. This has a lot of folks at level 80 still not really knowing how to play their class. Which is, of course, irritating to the rest of us who had to learn how to balance the various choices we had to make as young players. (Wood and Flint? Vanish Powder? Poison ingredients? Man, I’ve got to start saving for that awesome brown sack!) And yes, I raided uphill both ways in a firestorm, with sandwiches for shoes which we ate during the bio break before the last boss.

My suggestions would be these… Leave us all with our own unique characteristics. Especially for a “pure” class. Make it so a class truly feels like home. Let our weaknesses be as evident as our strengths, and make it so that smart players can take advantage of the one to make up for the other. Balance risk vs. reward in fights. If I’m hugging ogre ass in leather armor out of necessity in Gruul’s Lair, I expect to be rewarded by higher DPS on a single target, than a mage, warlock, hunter, or boomkin firing from the safety of distance, or someone hitting him in plate. Plus the AoE damage they get on trash? C’mon! But… you guys have Fan of Knives now!

That’s UTILITY!! That’s normalcy!! That’s homogenization. Who needs those fireworks? I don’t give a damn about AoE, so long as when I am at the top of my game and gear, I can expect to inch out any other class on DPS. If those other classes want to top DPS charts, make them start a rogue.

Why a Rogue?

•November 26, 2009 • Leave a Comment

The official World of Warcraft site describes the Rogue class like this…

Rogues are a lightly armored melee class capable of dealing massive damage to their enemies in a flurry of attacks. They are masters of stealth and assassination, passing by enemies unseen and striking from the shadows, then escaping from combat in the blink of an eye. Rogues can also craft poisons that damage or cripple their enemies, reducing their effectiveness in battle. Groups will find rogues valuable, for not only do they deal massive damage, but they can open locked doors or chests, and disarm hidden traps as well.

When I first started in WoW I was looking for a very self-sufficient class. The idea of being able to open my own lockboxes and have access to places behind locked doors, the intelligence of not having to fight every being in the game to accomplish a task, and the unique benefit of poisons that no one else had were all very appealing.  And who wouldn’t want to deal “massive damage to their enemies in a flurry of attacks?”  Wow!

The philosophy of the class at that time also drew me to start a rogue as my first toon.  A recent Q&A with Greg Street (aka Ghostcrawler and Lead Systems Designer for WoW) states how rogues were originally viewed.

They’re a premier melee dps class — the personification of skulking and swashbuckling flair. It’s their primary and only role — they’re not going to turn into tanks or healers.

Rogues were once the best dps class hands-down, and a lot of the other classes were just there to buff rogues. Rogues were supposed to be selfish and not bring many buffs or utility of their own. We’re not really happy with that design any longer, and have pushed rogues to be a little more normal — great damage in the right conditions, but also some good utility and synergy as well.  (For this rogue’s humble opinion on this new direction, click here.)

Rogues also have a unique and complex resource system that gives them the opportunity to use active abilities throughout a fight, rather than being so reliant on passive abilities. For me, this balance of energy vs. action makes playing a rogue very interesting. Do I go ahead and hit this guy with another Rupture now, impaling and smashing his internal organs thereby increasing his internal bleeding over time? Or would it be better to let that last internal bleed go on, and Eviscerate him, hitting him with big damage in a single blow? And these decisions happen second by second throughout the fight, as the rogue recovers his/her energy. I think that’s better than throwing on an aura and going to town.

Balancing threat is also interesting for a rogue. Sometimes while grouping with less than stellar tanks, rogues have to carefully balance killing as fast as they can, while using other Tricks of the Trade, Feints, Evasion, and their unique ability to Vanish to keep an enemy from turning on them and their relatively soft leather armor. And we are always so close. Where a mage, hunter or shadow priest has a few precious steps to recover should they create more threat than their tank, all a mob has to do is whip around and one shot the careless rogue who has done so. Man, that’s exciting!

Through training, rogues can learn to use any one handed weapon in the game. Daggers, swords, maces, and most recently axes, are all usable by rogues. They can also become very deadly by maxing out their unarmed skill, through the use of simple fist weapons. (Fancy brass knuckles.) Bows, crossbows, and thrown weapons (daggers, throwing stars, etc.) are all available to rogues, as well.

While we’ve only mentioned a handful of the rogue’s abilities, the names of both the abilities and talents a rogue can choose are AWESOME! Are you kidding me? Malice? Remorseless Attacks? Ruthlessness? Blood Spatter? Puncturing Wounds? Dirty Tricks? And that doesn’t even get past the second level of any talent tree! Bahahaha! And if you’re Alliance, you get to do all those things and STILL be a “good” guy! How cool is that?

To be honest, every class has weaknesses, and rogues are no different. We have no real party buffs, though this has changed some with the homogenization of the classes in recent World of Warcraft updates. With the ability to only wear either cloth or leather armor, rogues tend to be relatively squishy when compared to the warriors and paladins of the world.  But if you’re dumb enough to be attacking powerful things head on, rather than using your unique abilities and maximizing the stats that ensure your survival, then let survival of the fittest reign. Rogues also have no natural ability that allows self healing.  Pfft, smart play and maxing out your First Aid skill let you keep on killing practically non stop.

I have played around with pretty much every other class, and while I enjoy some, I always come back to my rogue when I really want to play and play intelligently. And just in case, if after all of this you are still on the fence, check this out…

Welcome to Good Rogues

•November 24, 2009 • Leave a Comment

This blog is designed to cover the middle ground between the bad rogues who don’t know their ass from a hole in the ground, and the Elitist Ivory Tower of Rogue Theorycraft. I’ve been playing a rogue as my main World of Warcraft Character for the last 3+ years. He is a Level 80 Combat Specced Night Elf Rogue, currently raiding in Trial of the Grand Crusaders and Ulduar. I have decent gear, normal raiding spec, and know a few things about playing the class. I’m not a bad rogue. I’m not an exceptional rogue, but I do come out in the top few of most every DPS chart I participate in.  I am, like many of you, just a good, solid rogue.

I am in my early 40s, own a successful business, have a beautiful wife and a wonderful son. While I enjoy the escape that World of Warcraft provides me, I do realize that it’s also a black hole that can capture the easily addicted. It’s the whole basis of the game genre. I spend enough time in the game to raid with my wonderful guild, and keep myself in coin with dailies and transmutes. I read enough outside game time to be knowledgeable, but I don’t have the time to go crazy with research. Sorry.

In looking around the web for quick up-to-date info fixes for rogues, there just aren’t that many to be found. And the majority of what you can find is badly oudated.  The “Alpha and Omega” of Rogue Theorycrafting is apparently found at Elitist Jerks. And if you have time to dig through the last 150 pages of posts from the last 12 months on that specific topic, it’s a great place to find information. However, during that year the community’s opinion has gone from the far left to the far right, and settled somewhere 1/3 of the way between the two. No easy answers, and that’s okay. Rogues are a very mathy and sometimes contentious community.

But I don’t usually have time for that. So the goal here at Good Rogues is to provide guidance, all in one place, quickly and easily.  I want to take you from your Race’s starting point to the point of being a good, decent, knowledgeable rogue. No more, no less. There are other places to go to have someone berate you with, “PUT IT IN THE SPREADSHEET, NOOB!”, if you’re trying for that last 2 or 3 DPS on your stack of 9.5K. Yeah. That’s not me.

I will be abiding by the simple philosophy that…

If you backstab a mob for a rogue, he will loot today.  But if you teach the rogue close quarters combat for himself, he can loot forever.

I want to provide you with basic to upper level knowledge, with links to what you need to know, and simple answers. We won’t critique your gear, but will try to teach you how to compare items for yourself. I won’t blast your spec, but will try to give you the resources to choose talents that make sense for your in-game goals. I won’t tell you that everything is “in the spreadsheet”, because it’s not. But if you want to learn about them, I’ll try to help you start using them and understanding why it can help you.

For the future, let me give you a few hints to get your road to roguedom started smoothly…

  1. Both the Real Life world and the World of Warcraft are filled with people who know everything. Even when they don’t know, apparently they don’t mind telling you they do. I think the only thing they don’t know is that there is always more to learn. I’m not one of those people. I DON’T KNOW EVERYTHING. I believe my job is simply to help normal players get from knowing nothing to where they are longer an embarrassment to our class. Elitist Jerks can take them the rest of the way, if they want to go.
  2. It’s R-O-G-U-E, not R-O-U-G-E. And don’t get crappy with me when I let you know at level 17 that you’ve misspelled it in your name. I just saved you 63 levels of being labelled every day as an idiot.
  3. I don’t PvP, don’t have time for it. I do good to keep myself geared, gemmed, and enchanted to maximize DPS in raids. So most of our info here is going to be focused on PvE. Though I may occasionally link some info about PvP for our community’s sake, it will not be our focus.
  4. Consistently level your lock picking.  Don’t embarrass yourself by having to tell people at level 80 you can’t open their lockboxes when they whisper you.  (And since we’re on the subject of crappy leveling, level your fishing and cooking all the way through.  You’ll thank me later when you are a self sufficient and self buffed rogue.)
  5. Check back here often for updated information.  Become a part of this rogue community.  And be nice to one another.  Stupid, short-sighted degrading comments will never see the light of day.  I’m open to criticism, but if you have nothing constructive to add to the discussion, jump on your WoW forum troll, and failpost to your stupid heart’s content.

Whew, I feel better.  Alright let’s get the rogue party started!

 
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