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2011年7月3日 星期日

Encrypted Text: Leveling a rogue, level 71-80

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the rogue class. This week, we talk about leveling a rogue from level 71 to level 80.
Your goal is firmly in sight: your rogue is ready to being his or her assault upon the Lich King's lands. With only a fleeting few levels between you and the level cap, these last few minutes are among the most important in your rogue's development. With nearly every trick available and our DPS rotations fleshed out, your rogue will be feeling more and more like the level 80 you are about to become.

All three talent trees are fairly viable for leveling, and so this is by far the most flexible period of the leveling process. As I mentioned in the last installment, experimenting with different specs, rotations, and playstyles will only become harder and harder to do once you reach level 80. During these important formative levels, max out your respect costs and give every build a fair shake. You'll be a better rogue for it in the end.

New abilities:
While there's only really two new moves between level 71 and level 80, one of our earliest spells gets a complete makeover. Feint, which we learn at level 16, finally becomes the spell we always knew it could be. If used, it reduces all AoE damage that a rogue will take for 6 seconds. This spell alone will save you a hundred times while raiding, as there is plenty of AoE damage being thrown around. You won't pick up Rank 8 (the version with the bonus)until level 78, but be sure to use it in any dungeons you explore while leveling up. Sap sees a similar change at level 71, with its Rank 4 version offering a rogue the ability to sap Beasts, Demons, and Dragonkin in addition to its normal effects. This is great for sapping the pets of your opponents, and since there's such a large variety of fauna in Northrend, you'll be using it lots. -Thanks for catching this, Shadowmute!

Prior to that, you'll be receiving one of, in my opinion, our "signature moves". Tricks of the Trade is our threat redirection / damage boost combo, which sees extensive use in both PvE and PvP. In a raid or dungeon environment, it becomes the tank's best friend, and can really make your dungeon experiences much smoother. In certain fights where DPS gain significant buffs (like Hodir), Tricks of the Trade is crucial to a tank being able to maintain aggro on a mob. It can even be a DPS buff to share with another rogue during "burst phases" of certain fights. Tossing this to your partner in PvP can often be enough to score a kill, as the damage bonus is significant. 

One of the reasons I see TotT as so integral to the WotLK rogue is its integration into the new T10 set. The 2 piece set bonus makes TotT yield energy instead of costing it, resulting in a significant DPS boost for everyone involved. We want to cast it more often, it allows more threat to be redirected due to increased energy, and it results in a higher uptime on friendly DPS classes. Imagine it as a poor level 80's Renataki's Charm of Trickery: pop it when you're low on energy to give you just enough juice to extend that stunlock a few more seconds.

If you're leveling with a partner (either a tank or DPS), be sure to toss them TotT every time it's up. It takes the pressure off of you for incoming damage (and rogues are pretty frail in that regard) and boosts their damage, making the entire leveling process much quicker. You can check out my guide to macros to find a great TotT macro that will let you set it to an easy keybind and forget about targeting someone to cast it on.

The final move a rogue receives on their journey is also their just reward for reaching level 80. Fan of Knives has become a true game-changer for the way that rogues play. We're no longer relegated to throwing grenades or making campfires in the back of the raid during AoE phases. Fan of Knives has been one of the top AoE abilities in the game today due to its unique scaling and properties. If you want to learn more about this ability, I wrote a full article dedicated to all of its intricacies. Let it suffice to say that if it weren't for FoK, rogues would be nowhere near our current spot at the top 10% of the damage meters. Yogg+0 and Anub'Arak hard mode are two fights where FoK simply outshines every competitor, and resulted in both world first kills of the last two "end bosses" seeing rogues at the top of the meters.

Posterity:

While I strongly recommend you go crazy experimenting with specs while leveling, I would also caution you that due to the repetition of leveling and grinding, bad habits will eventually work their way into your subconscious. If you start letting Slice and Dice drop while you're farming the Scourge, it will work against you later, when it's actually pretty important. Start reading up on raiding rotations and playstyles, and try mimicking those as much as possible.

If you're playing as Mutilate, it's a great time to work on keeping Hunger for Blood up full time, while trying to maintain a good Slice and Dice uptime via Cut to the Chase + Envenom or Eviscerate. As Combat, keeping Slice and Dice up full time should be your goal, while also using your cooldowns wisely to take out 2+ mobs when Blade Flurry is available and destroying elites with Evasion and Killing Spree. Subtlety rogues should be looking out to also keep Slice and Dice up (I told you it was our most important ability!) and keeping the Hemorrhage debuff active while also using good energy management to maximize your finishers.

By doing the little things like keeping the right poison on both weapons, using the right gems (even if they're just green quality), and starting to work on your end game rotations, you'll be building the foundation for a long and prosperous life as a rogue. Take pride in your achievement of nearing level 80, and focus on refining your playstyle to the point that it becomes second nature. I talked about a few combat opener / sequences last time, and finding out how to go from an opener to a dead opponent in the most efficient way should be your objective. 

Reputations:

While this will certainly change once Cataclysm is released, the message is still relevant today: focus on reputation quest hubs. There's several reputations you'll want access to once you hit level 80, and working on their quests while they still give experience is simply making them twice as awesome. The Sons of Hodir are key for their shoulder enchants (and decent starting weapons), while the Knights of the Ebon Blade will sell you a great helm enchant if you perform enough of their dirty deeds. Read up on which reputations yield what gear, and then go to their areas and quest your heart out. Anything that you can do while leveling to give you an easier time at level 80 is like pure gold.

Level 70 gear:
One last tip for the leveling rogue, you can often find level 70 gear that players had stashed in their banks available on the AH for mere fractions of their original price. Level 70 BoE gear, epic gems, and consumables will greatly increase your leveling speed, so check the AH for any relics from level 70 that are left over that you can score for yourself. I find that the old DPS flasks and BoE level 70 blues are typically only a few gold total, which should be affordable with all of the questing and grinding you've been doing.

Conclusion:

I know that many of you are already level 80, and you're interested in reading about the things that are affecting us now. However, there are still a ton of rogues that are leveling up, and we honestly need the fresh blood as the "great rogue to death knight reroll exodus" ofWotLK left us pretty decimated. Look at the bright side, you won't have to read another leveling column until Cataclysm! To those rogues who are just entering the fold at level 80, we welcome you with open arms, and we look forward to stabbing those cursed cloth-wearers and praying for Armor Penetration trinkets at your side. 


Encrypted Text: Leveling a rogue, level 11-50

Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the rogue class. This week, we talk about leveling a rogue from level 11 to level 50.
As we discussed in the comments last week, rogues play fairly simple for the first several levels. Without any real finesse techniques and the simplest of opponents, there's no reason to do anything besides run up to an enemy and just start swinging away. It may not seem very rogue-like in nature, but that is because low level rogues are still learning the tricks of the trade.

The trip from 11 to 50 will be much of the same. We receive a few awesome new abilities that help us in a few situations, but until level 50, we don't really see any of rogue that you can expect to play at 80. Luckily, at 50, you get a completely new skill set that will rewrite how you play your rogue. With the mount changes to allow low levels to ride epic mounts, you'll be jetting around and having a great time questing and finding enemies to slay. Let's not get ahead of ourselves, you've still need to get to level 50 first, and so read on for full details on the process.

New abilities:
We receive several new ranks of the spells that I covered last week, which simply increase the potency of those attacks. The new techniques that are of interest include our full set ofStealth openers, a new pair of finishing moves, and a slew of utility abilities that you'll want to put on your hotbar ASAP. Combat will remain mostly the same, with your procedure being to spam Sinister Strike and Eviscerating / Slice and Dicing depending on the mob's remaning HP. Remember to pull one mob at a time and focus on quick individual kills instead of attacking multiple enemies at once. Rogues are designed to be single-target assassins and if you keep that idea in mind, your leveling experience will be far more enjoyable.

Openers:
Starting with our new opener at level 14 we receive Garrote, one of our strongest openers against high armor mobs. This move alone should have you stealthing before every pull, so you can open with a Garrote and then start attacking. Unfortunately, we also receive Ambushat level18. Ambush is significantly more potent while leveling, especially if you have your hands on a good dagger. An Ambush will typically take a mob's life down significantly, and so you'll want to be using it exclusively.

Until you receive Cheap Shot, that is. Our true signature opener, Cheap Shot is the perfect mix of defensive and offensive potency. The mob is stunned for 4 seconds, meaning that it is unable to attack you. You also gain 2 combo points and the mob is similarly unable to dodge or parry any of your attacks. This allows you to gain combo points very quickly, and allows you to Eviscerate sooner, ending the fight. Once you hit level 26, make your way back to a trainer to pick this up. You'll be opening with it 95% of the time.

Finishers:
The first finisher you'll see while leveling is Expose Armor at level 14, though you won't be using it too often. It's nice against an elite, but you will typically want to use either Rupture or Eviscerate, depending on the mobs remaining life. Don't bother worrying too much about having a hotkey for EA. Our final finisher for the trip to 50 is Kidney Shot, received at level 30. It's a great move to use if you're low on life or fighting against a hard-hitting mob, but while leveling you typically care more about damage and less about control.

Utility:
Thanks to some of the changes in WotLK, rogues have some new utility moves. We still receive Kick at level 12 (which should be a core hotkey like 'E' or 'Q') and Feint at level 16(which is useless until you receive its highest level rank), but you should be focusing on the special technique we get at level 20. Dismantle worked its way into our arsenal at the expensive for the disarm effect from the talent Riposte: a fair trade by any measure. Dismantle is relatively cheap on energy, has a very short cooldown, and will significantly lower the DPS of a melee class attacking you. Use this every time it's up!

At level 22 you'll receive a rogue's signature defense: Vanish. Don't worry that the PTR change to Vanish was reverted, Ghostcrawler has already said that they're cooking up a newer, stronger fix! Vanish will save your life dozens of times while you're out questing and grinding. It can save you from a would-be ganker who now can't find you, or it can save you from an accidental over-pull. It works (pretty much always) if you're out fighting by yourself, and so if you're in trouble, don't hesitate to Vanish and think it over.

While you're in stealth, you can also use your other new ability you receive at 22: Distract. It used to see more use in the past where rogues were able to sneak past bosses and mobs in instances, but is almost unused in today's environments. I use it occasionally in the arena, and so I suggest using it a few times on mobs and players and observing their reactions. We also receive Safe Fall at level 40, which allows a rogue to fall from higher distances without taking damage. Now that you can take fall damage and remain in stealth, it's less important to know "exactly" how high you can drop without hurting yourself, but be sure to test this thoroughly and learn you falling limits!

Finally, we receive Blind at level 34. It's our core CC ability, usable in combat, no longer requires a rare and expensive reagent, and is on a measly 3 minute cooldown. It's awesome for situations where you pull an extra mob or a player is trying to interfere with your leveling. Blind them, Vanish, and get out of there! You can also use a macro to use Blind and then use a bandage, allowing you to safely heal while engaged in combat.

Builds:
Rogues have 3 talent trees, all of which provide unique and interesting playstyles. Some rogues prefer the dagger-based Assassination tree, the brute force of the Combat tree, and the stealth and finesse of the Subtlety tree. I will be designing leveling specs for each of the 3 trees, and you can choose which you think is the best fit for you. I would suggest using Combat until level 50, as that is when the three trees really diverge from each other and bloom into their full potential. Up until that point, you're really going to be doing the same thing: beating up mobs using Sinister Strike.

If you decide to level as Assassination, here's a quick Assassination build you can work your way up to. We receive our first glyph slot at level 15 (one major, one minor), a second minor at level 30, and a second major at level 50. While leveling to 50, you should focus on matching your major glyph with the spec of your choice. Assassination will be using the Vigor glyph the Eviscerate glyph to start with, as it has great synergy with Improved Eviscerate. Once you receive Mutilate at level 50, grabbing the Mutilate glyph is a no-brainer. This spec focuses on poison damage and can be used as a Backstab build via daggers as well.

Combat rogues have a fairly simple playstyle, but their power early on is unquestioned. You'll be able to take on multiple mobs (well, 2!) and your toe-to-toe power is amazing. However, you're also likely to get pretty bored while playing it. Here's an example Combat build to follow. I don't focus on a particular weapon spec, as it allows you to use any weapons that drop as you're leveling up. Grab the Sinister Strike glyph as soon as you can, and you'll be getting extra combo points from critical Sinister Strikes. At level 50, the Adrenaline Rush orBlade Flurry glyph will likely serve you best.

Subtlety can have two flavors: daggers or slow weapons. I prefer a slow weapon Sub build, focusing on the strength of Hemorrhage (once glyphed). This build will provide the best energy management with Relentless Strikes, Hemo's low base energy cost, and Dirty Deeds to save you energy on your opening attacks. Opening with an Ambush is also desirable with this build, as Sub houses a ton of Ambush-boosting talents. With a potent opener and rapid strikes immediately afterwards, this spec comes into its own once you gain Shadowstep and all of its utility.