Encrypted Text: Rogue arena comps in the 2v2 bracket
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'll discuss the best arena compositions for Rogues in 2v2.Ask anyone; Rogues are an easy choice for the DPS component of almost any 2v2 arena team. We've got the cooldowns to tip short fights in our favor and we have the burst capacity to drop a target even with enemy healers furiously spamming Holy spells. I believe that as some of the truly overpowered spells are toned down (I'm looking at you Explosive Shot, Sacred Shield, and Chains of Ice) that Rogues will claim their stake as one of the top PvP classes worldwide.
Rogues have the luxury of being one of the most potent classes in small-scale PvP environments. While we often make little difference in a vast war scenario like Wintergrasp, we are the masters of isolated combat. Due to our flexibility in both offensive and defensive abilities, we can hold our own with or without a healer to support us. This allows us to choose from a vast range of partners and playstyles. Read on to see what team compositions (comps) work best to compliment a Rogue's abilities.
Mage / Rogue:
Mages have long since been the Rogue's favorite partner for double DPS comps. Both classes have amazing crowd control and burst damage capabilities, as well as the escape abilities necessary to survive the fast-paced 2v2 world. Mage/Rogue synergy has been constantly tweaked by Blizzard, ensuring that it's powerful but not too strong. Polymorph and Sap share the same Diminishing Return category, meaning it's often easier to have your Mage use Polymorph on a target instead of you spending Vanish to get a Sap. Kidney Shot and Deep Freeze are also now on the same DR category, shortening the length of our combined stun lock by a few seconds.
However, I'll be honest: many Mages are currently carrying this comp. A Mage I know (who will remain nameless) is currently floating well above 2000 rating with a Rogue in modest gear and mediocre skills. The Mage in question has 2200 Spell Power unbuffed (2500 when he uses his Mana Gem, don't even talk about when a trinket goes off) and can single-handedly destroy any target in just seconds. The Rogue's job is to simply Sap one target and Cheap Shot -> Kidney Shot another, while the Mage goes wild. If you know a friendly mage who is sporting some great PvE gear, see if you can recruit them for a few games and watch your enemies explode before they can react.
The key to playing Mage / Rogue is communicating your crowd control abilities. Between the two of you, there's over a dozen different ways to stop an opponent. It's very important to coordinate these efforts, as Blinding a Counterspelled healer will waste a few precious seconds of CC that could be used to finish off your kill target. Learn what CC abilities a Mage has, and communicate with your partner ahead of time to ensure you're not stepping on each other's toes.
Resto Shaman / Rogue:
This comp was not very popular before Wrath due to the fact that Druids were essentially the only viable 2v2 healer. There's also the fact that Shamans were terrible in TBC unless played perfectly, and very few were able to accomplish that level of play. With the introduction of Hex (think Dismantle + 10 second silence) and Riptide (Shaman's actually get an instant heal), Shamans are now among the top 2v2 healers. While they can't compete with a Holy Paladin for raw output or survivability, the ability to destroy a healer with Hex while dispelling the kill target's buffs make them a true competitor.
In my experience playing Shaman / Rogue, I focus on destroying an enemy healer while crowd controlling the DPS as much as possible. If we can force the healer to trinket, the healer is immediately Hexed and we destroy him during the 10 seconds of silence (which is easily followed with a Kidney Shot). Your mileage may vary, depending on the healer and DPS in question.
The key to playing Shaman / Rogue is to remember that the Shaman has no "get out of jail free" cards. After Nature's Swiftness has been used, the Shaman is incredibly vulnerable to being trained by the enemy. Use your defensive abilities like Blind, Vanish -> Cheap Shot, and Dismantle to save your Shaman if he/she is losing the healing vs damage war. It's more important to keep your healer alive than it is to finish a wounded target (in most situations).
Holy Paladin / Rogue:
Combining the completely overbalanced (sounds nicer than overpowered, eh?) Holy Paladin with the most evasive DPS class in the game creates a comp that is frustratingly difficult to fight, let alone defeat. A Holy Pally can clear stuns from their Rogue on a regular basis, ensuring that enemy Rogues and Retribution Paladins are completely thwarted in their kill attempts. The ability to tack an extra 4 seconds on our stun lock with a Hammer of Justice is similarly awesome.
One key to playing successfully is knowing when to call for Hand of Freedom or Protection. While we have many ways to avoid damage, it's often "cheaper" to have the Paladin help you out instead of spending too many cooldowns to get away. Bleeds are a perfect example. Calling out for HoP when another Rogue has Garroted or Ruptured you will clear the DoT and give you time to recover. Also, call out to your partner before you unload a burst into your target: a Holy Shock / Judgement / Hammer of Wrath combo can drop a target from 30% to 0% in just a couple Global Cooldowns.
The key to playing Holy Paladin / Rogue is to let the Paladin handle himself in most situations. They're a very powerful and resilient class to kill, nearly impossible for many DPS. If your Paladin is in trouble and needs help, they should be calling to you for assistance. This allows you to focus on the kill target instead of worrying about your healer's HP pool. The Paladin assists his DPS, not the other way around. If you are both playing defensively, your lack of offensive pressure can allow the opposing side to drink or bandage.
Discipline Priest / Rogue:
Part of what made the Restoration Druid so powerful in Season 4 was their ability to play offensively and yet maintain primary healer status. Cyclones, Entangling Roots, and Wrath spam (for the Resto-kins) were what defined the 2v2 druid playstyle. Priests have captured that in Season 5, with Mass Dispel and Penance giving them significant offensive potency. As Paladin and Mage teams have become more and more prevalent, having a Mass Dispel available to prevent the enemy from resetting the fight has become a godsend.
Mana Burn is still incredibly potent after the change in 3.0.8, and is actually MORE potent against higher mana targets than it was previously. A Disc Priest playing offensively can burn through a Paladin or Mage's mana in seconds and completely remove all of their defensive cooldowns; an opportunistic Rogue can then simply discard them at their leisure. This comp has one significant weakeness, specifically versus other Rogue teams. Without the ability to dispel poisons, Priests are often unable to keep you alive through Wound Poison and an enemy Rogue's damage.
The key to playing a successful Priest / Rogue team is to set up the potent Psychic Scream -> Sap combo. The Priest will fear a target, and as the fear effect is winding down the target will leave combat (note that this doesn't work on classes with active pets). Once the target is out of combat, you can Vanish -> Sap, giving you 2-on-1 access to the remaining enemy. Following the Sap with a Blind (into another possible Sap or Fear) essentially removes the target from the remainder of the game. It's important that you force the CC target to use his or her PvP trinket (and possibly their Undead racial) before attempting this CC combination.
Conclusion:
While just about any combination of Rogue / PvP-viable-spec will work, the previously mentioned 4 classes have the most synergy with the Rogue playstyle. I recommend talking with your partner extensively before starting your matches, as communication about expectations (if I see you get stunned, I'll assist) and CC combinations BEFORE you begin playing will make these discussions far simpler. Trying to call out a complex CC chain mid-fight can be tough, but learning to communicate effectively with your team will take you over the top.
Also, don't fret if you are getting farmed by Blood Death Knights who simply pop Hysteria and Icebound Fortitude and go immune to nearly every CC in the game, or if an Arcane Mage two-shots you with some instant cast crits. Their time is coming, and every team is vulnerable to losing if they are completely outplayed.
Filed under: Rogue, PvP, (Rogue) Encrypted Text, Wrath of the Lich King, Arena






Reader Comments (Page 1 of 1)
Healtuff Feb 4th 2009 11:11AM
The one thing I've always disliked is how rogues can vanish and be healed to full...
Lore wise - wouldn't a healer have to see said rogue in order to heal them also?
GG rogue... keep running...
nbcaffeine Feb 4th 2009 11:24AM
Lorewise, shouldn't a tree druid have to stand still, trees don't move.
Lorewise, shouldn't holy shock damage everyone it hits
Lorewise, a shadow priest's mount shouldn't also be in shadow form
Lorewise, shouldn't a 50 foot abomination just split everyone in half?
They're called game play mechanics. Sorry you can suspend your disbelief about elves and magic and dragons, but not about healing someone stealthed.
Healtuff Feb 5th 2009 12:59PM
nbcaffeine...
Tree forms are elementals... not trees....
As far as holy shock... defibrillators can be used for both good and bad...
While I agree with you about shadow priest mounts, it doesn't really affect the game. It is merely an aesthetic choice.
Should a 50 foot abomination just split everyone in half? David and Goliath is all I have to say.
All your other examples a moot because I am not speaking about the difference between Real and Imaginary. The reason for this? Because invisibility does not exist in the real world anyways.
How do I know how magic would act if it were real. All I know is that if invisibility were real it would no work like that.
Rilandune Feb 5th 2009 2:50PM
Healtuff, your response post was absolutely hilarious! Ingenious ways of bringing real world scenarios into lore! : )
This is a great article and gives me some things to think about as I get prepared for going into the arena. Well done, thank you!
~Rilandune
Dante Feb 9th 2009 8:04AM
Less QQ please. Or else I shall the magic of Toddonia to be unleashed upon you.
If you are going to criticise rogues, at least some reasonable arguments :/.
ZaVaZ Feb 4th 2009 11:31AM
would you please go into the Hunter/ Rogue combo...
THX!!!
willrock Feb 4th 2009 11:32AM
how does a rogue dk combo work
Lemons Feb 4th 2009 12:43PM
The DK destroys everything while the rogue takes a nap.
Jacob Feb 4th 2009 9:53PM
Wow, a rogue calling Explosive Shot and Sacred Shield overpowered.
Yawn.
Allen Feb 4th 2009 11:49AM
I'd like to make a comment about Rogue/Shaman.
I currently run this comp, and I personally love it. I actually put 3 points into Setup and usually go at it with the melee DPS of the other team. Whenever I dodge their attack (22%-ish I think), I gain a combo point; this happens all the time, so I get to use all my finishers, like Expose Armor, Rupture, Eviscerate, and Slice and Dice. We win by running out the mana of the other healer. My shaman has a healing trinket off Malygos that is very good, and he is very skilled. In many ways, the team is carried by the shaman.
If possible, we try to get the healer to blow his trinket. Against anything that isn't holy paladin, I will blind the healer when the guy I'm DPSing gets to about 50%. He will be forced to trinket, and then my Shaman will Hex him. Against Holy Paladin, we use blind early so he is forced to trinket, then he will be forced to bubble out of Hex.
Rogues, start gemming for 8agi/resil + whatever you need for your meta gem. I rolled with about 450 resilience for while, while now I have 711. My partner says it is extremely noticeable how much more survivability I have. Don't be surprised if you get Executed or PoM/Pyro'd for 10k though. It happens, and it is completely out of your control and in the hands of Ghostcrawler.
Lemons Feb 4th 2009 12:26PM
I was wondering when resil would become "noticeable".
I'm sitting at 650 resil and honestly I still get exploded in the BGs quite easily. I don't notice it at all yet, but maybe once I get over 700 it'll finally start saving me from the grizzly deaths I often experience.
Bas1 Feb 4th 2009 11:55AM
Divine Purpose is the 21/22 point ret talent, not holy.
Matt Feb 4th 2009 12:11PM
The catch however is that many holy pallies take that ret talent in pvp.
This can be a great boon to a holy paladins team, however if they encounter a double dps combo the team going against the paladin can split dps and effectively achieve an easy win.
Now if the holy pallies had bacon on the other hand........
Nick S Feb 4th 2009 2:00PM
"I believe that as some of the truly overpowered spells are toned down..."
Unfortunately, Rogue DPS is considered pretty overpowered in the Arenas at the moment, so if some of those spells are toned down you're most likely looking at your own abilities being toned down.
Mutilate is currently such a powerful spec that a Rogue paired with nigh on anything is a good comp, since a Mut Rogue in decent gear is a "heal-beater." Mut Rogue/Disc Priest is one of the hardest comps to touch at the moment, since the opposing healer has to continuously spam heals on an actively evading teammate just to keep him alive at all, which opens him up for Mana Burns and a near-immediate OOM.
Rogues have their weaknesses, fortunately, so I don't think huge nerfs are in order, but some of that damage has to be brought under control.
Lemons Feb 10th 2009 12:20AM
Yup, I know this info wasn't available when you wrote your original post, but yes, mut rogues are getting nerfed. Mut now does 20% extra damage to poisoned targets down from 50%, which is a much needed change.
I may be a rogue, but even I don't enjoy getting stunlocked by a shit geared rogue and dieing in 2 mutilates when I have close to 700 resil.
Ken Feb 4th 2009 4:15PM
I don't get how 2200 sp unbuffed for a mage is considered "modest gear" when the #1 mage on arena (Narfu) only has 2062 sp unbuffed.
Harlequinne Feb 4th 2009 10:46PM
And this is why PvE can't have nice things... :(