Encrypted Text: Rogue tips for raiding Ulduar, part 3
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 a few of the general raiding tips every Rogue should know.As a break in the boss-by-boss breakdown of Ulduar fights, I wanted to go over a few general raiding tips for Rogues. Some of them may be very old ideas that you've been using since level 60, while a few others are new tricks that we've learned in WotLK. Hopefully you'll be able to glean a few good bits of information to take with you the next time you zone into any raid. There's nothing more important than properly preparing for a new fight, but knowing the general tactics for any encounter will make understanding new fights much easier.
First, however, I would like to comment on the new Overkill. Its new form is a significant buff when looking at total energy generated, and also for PvE Mutilate Rogues. However, it is a nerf to our 6-second burst window during a Cheap Shot -> Kidney Shot combo. I feel this will end up being a net buff for Rogues, as relying solely on the first 6 seconds of a fight in PvP has become far to gimmicky for us to rely on.
Feint:
I'll never forget the day that Feint first found its way to my hotbar. I was duo'ing Razorfen Kraul with another Rogue, trying to kill the pig boss (Agathelos the Raging) for his infamous Swinetusk Shank. After stealthing through most of the instance, we finally reached the boss. With creative use of Sap and Blind, we were able to conquer the guards outside his gate. That was the first time I actually used Sap!
After we engaged this gigantic boar, I picked up threat. I obviously used Evasion to reduce my incoming damage, but I had blown Vanish on the mobs outside and was unable to use it to wipe my threat once Evasion had ended. The boss was pounding me, I was sure to die in a few more hits. My friend began yelling furiously in party chat: "USE FEINT USE FEINT USE FEINT!!!!!"
I found it in my action bar just quick enough to press it before I died, and the boss turned to assault the other Rogue. I had exactly 1 HP left after the boar's rampage on me, and was lucky to have survived. So my partner used his Evasion, and the boss died. The Shank even dropped for me!
Feint has come a long way from its humble beginnings. Completely removed from every Rogue's hot bar in TBC, it's finally found its way back to our precious key bindings. By reducing all AoE damage by 50%, Feint is now both useful in PvP (think Bladestorm) and PvE. I've mentioned using it in a few of the specific encounters in Ulduar, but remember that taking less damage can be valuable on nearly any fight with AoE damage. This is especially true for hard modes, where you are often short on healing classes.
Feel free to think outside the box as well. There is so much raid / AoE damage in Ulduar that you can use Feint to some benefit on nearly every fight. Just make sure to remember that you must be in melee range of something in order to activate it, and that moving out of the AoE and taking no damage is often better than staying in and taking 50% damage. Don't use it as an excuse to play sloppy, but rather a buffer to ensure your mistakes don't kill you.
Deadened:
General Vezax, along with a few other mobs and bosses in WotLK raids, has some very important spells that he casts that must be interrupted. Most often this task will be assigned to a team of interrupters, with Rogues being the primary candidates. I would suggest using the mod Deadened to both highlight the spells you will need to interrupt, as well as reporting your interrupts to a particular channel. This will greatly reduce the amount of communication needed between you and the other interrupters in your rotation.
On fights where you will be doing a lot of interrupting, it may make sense for both your DPS and simple logistics for you to use a pair of the PvP gloves. These essentially yield 10 energy every time you have to Kick (and you HAVE to Kick) and so they can provide a ton of value in a long raid encounter. Don't forget that they also allow you to be more reactive with your Kicks, as you are now only waiting 1.5 seconds for the energy to kick (if empty) instead of 2.5 seconds. Just don't log out in them, or else face the wrath of Armory trolls everywhere!
Trade Tricks:
I mentioned this in my key binding article, but I think it bears repeating. Tricks of the Trade is great for generating threat for the tanks, but if you're in a situation where the tank is safely ahead in threat, feel free to use TotT on your highest DPS class (that's not near stealing threat!). You can significantly improve your raid's DPS by assisting your fellow DPS classes in this way. Just be sure to ask for other Rogues to throw their Tricks back to you. It's not typically worth Glyphing for improved TotT, but even the normal version is a valuable additional to your arsenal.
The boss' back is huge:
I have seen quite a few melee classes die to silly things like a spot of fire on Razorscale or a gas cloud on Grobbulus. Their normal excuse is that they need to be behind the boss to maximize their damage. While this is true, remember that you can be ANYWHERE behind a boss, which leaves you with a fairly big arc to work with when attacking. Even though it looks like you're attacking the mob's hip, as long as you are in the 180° arc of his back, you will still benefit from the reduced dodge/block/parry chance of the boss from this position. This is especially important on fights like Mimiron, where knowing exactly where you can stand, in relation to the boss, is half of the fight.
The second half of positioning is to stay as far away from the boss at all times as possible. You want to ideally be just on the outside edge of where he's attackable from. This gives you an advantage in running away from AoE damage or effects, and also gives you a clearer image of the fight. If you are hugging the boss' ankles, you are obstructing your view and exposing yourself to unnecessary problems. This is especially important on Phase 2 and Phase 4 Mimiron, where if you are too close to the center of the boss, you can be instantly killed by his laser attack. For more info on positioning, I would recommend checking out TKoE's article on the topic (PvP focused).
Conclusion:
Next week, you will be able to put all of these tips into action, as we talk about the final two bosses between you and the glory of conquering Ulduar! General Vezax and Yogg-Saron are basically Loatheb and C'Thun (with applicable twists), and I will go into the grainy details of how to defeat these two remnants from the days when the Old Gods walked Azeroth.
Filed under: (Rogue) Encrypted Text, Rogue, Tips, Raiding






Reader Comments (Page 1 of 1)
tedoubledy Jun 3rd 2009 3:57PM
A rogue in my raid besides myself actually dual spec'd for deadly throw, using it to interrupt with throwing specialization. It actually works amazingly well. Much better than trying to rotate kicks between rogues. Its a decent reduction in DPS but if you tricks of trade its not very noticeable and the other members of the raid don't have to worry about interrupting. On KT he interrupted every single icy blast. Its pretty amazing and I highly recommend it if you have a rogue who doesn't mind spec'ing for it. On razor, stopping the chain lighting from the dwarves is awesome too.
Douglas Jun 3rd 2009 4:29PM
That sounds like it would be pretty helpful interrupting Auriya's Sentinel Blast as well.
Deathgodryuk Jun 3rd 2009 6:16PM
using that is amazing on the Thorim fight in the arena
Mask Jun 4th 2009 5:50AM
I actually changed my main combat spec to include Throwing Specialization now because it is useful in so many Ulduar raids. FoK interrupting is amazing.
ezmode Jun 3rd 2009 5:39PM
If only the warlock articles were as good as these....instead we get a lot of useless garbage instead of an article that is going to help us with current content....lucky rogues
Naix Jun 4th 2009 11:31AM
The warlock column should read like this...
Now that you have an 80 warlock you should re-roll...anything because...
1. Fear gets broken on any damage and EVERY class has a fear escape.
2. Dots are a sad form of damage. 18 seconds for3k+ of damage is pathetic.
3. Reverse blink range is short and the enemy knows exactly where you are going.
4. warlock DPS is just sad and nurfed every patch.
JPN Jun 3rd 2009 5:53PM
I would like to see an article about macros for rogues please :) from casuals to hardcores
Brondorf Jun 4th 2009 3:06AM
amen i just hit 80 after 4 months and still have alot of trouble writing a macro that will work
Discrete Jun 4th 2009 10:24AM
Gotta be more specific, but since I'm hopped up on Starbucks this morning, here we go;
http://www.wowwiki.com/Useful_macros_for_rogues is a great place to start. I only have a few macros, personally, and one isn't rogue specific.
This first one will allow me to right click/left click a single button to apply poisons, and using shift, ctrl, alt, or any other combination to apply different poisons (works best if you can limit yourself to 4 or 5 types instead of all 6 types. As combat, I never use instant, for example, and it's not in the macro) Here's what mine looks like:
/use [nomod] Deadly Poison VII; [mod:alt] Crippling Poison II; [mod:ctrl] Mind-numbing Poison III; [mod:shift] Wound Poison V
/use [button:1] 16; [button:2] 17
Another relies on itemID numbers to swap between my Fishing Pole and Hat, to my DPS helm and weapons. The first time the macro fires, it equips fishing gear. 2nd time it's hit (and every time after that) it will cast Fishing. Holding down Alt while hitting this while fishing equipment is equipped will apply a Lure to the pole. Hold Ctrl when it's hit, and it will switch back to Weapons and Helm (unless I just got jumped while fishing, which means I fite the mans in a big floppy brown hat, I'd be in combat and only weapons will switch). To give you a general idea, here's an older version that uses Item Names instead of ItemID#s:
#showtooltip
/equip [nomodifier:alt] Big Iron Fishing Pole
/equip [mod :ctrl] Blade of Infamy
/equip [mod :ctrl] Merciless Gladiator's Quickblade
/cast [noequipped:Fishing Poles] Fishing
/use [mod :alt] Sharpened Fish Hook
/use 16
To retrieve the ItemID#, you can pick up an item with your cursor, and use this script (either copy paste, or bind it to a key temporarily so you don't have to click it, obviously)
/script local infoType, info1, info2 = GetCursorInfo(); if infoType == "item" then DEFAULT_CHAT_FRAME:AddMessage( info1 ); end
The last one I'll show is near and dear to my heart. You must turn on Auto Loot in your interface options for this to work, and make sure that the modifier set up for Non-Auto Loot does not match with any modifiers for openers. eg, if you hold down shift while you loot it will present you with the pane instead of looting all items automagically - in this scenario, make sure none of your openers are Shift + Another button (Shift 1 for ambush or something). Anyway, make a macro for each one of your openers that looks like this:
#showToolTip Cheap Shot
/cast Pick Pocket
/cast Cheap Shot
This will, obviously, pick pocket the mob as you stab or stun or bleed them. The caveat is you cannot immediately after performing the opener use another skill. It will close the window before your client can talk to the server and nab the loot in their pockets. Especially so if you have medium to high latency. I've seen an auto-loot pane flash and then close before I actually looted it where there was something juicy (like a blue gem back in the day), and vanished to reset the mob and get OOC so I can actually cast Pick Pocket and nab the goods.
sizzle Jun 3rd 2009 7:10PM
I use feint all the time now.
• XT Tantrum
• Emalon Nova
• Yogg-Saron Guardian explosions (because we stack on Sara)
• Kologarn swipe
Cat Jun 3rd 2009 11:39PM
Nice article Chase. I've started using the offensive Vanish a lot more and with Overkill it's added a whole new dimension to my rotations. I've always had Feint on my N52, but am very happy with the latest changes to it.
MrGorhath Jun 4th 2009 5:35AM
A simple and effective addon for beeing able to stand at max range is UrbinRange, will show a colored bar depending on your range, green for melee, blue for ranged and red if you are out of range. Makes it really easy to always be at the edge of the hitbox.
theremover Jun 4th 2009 8:58AM
I hate to be a negative nancy, but some constructive criticism:
I wouldn't advise ever using the PVP gloves in a raid scenario. It was more of an issue before the days of the no global cooldown kick.
The general strategy for interrupting should center around pooling enough energy so that you may kick whenever you need to, rather than lowering the cost of kick and hoping you have enough energy to use it. It's foolproof and you're not needlessly cutting out potentially hundreds of DPS from breaking set bonuses and equipping inferior stats.
Discrete Jun 4th 2009 10:27AM
Precisely. Trickery aside, the best way to interrupt using Kick is to always make sure you've got enough energy when the time comes. There are addons out there that will put an Icon for different class skills with either a timer or bar to count down when it's ready again, but you can just watch your cast bar. For example on Freya trash, it's my role to interrupt the Ents and not let them cast Hurricane. Their Hurricane is on a 10s CD, and so is my Kick. I just need to watch Kick, and when it's near the end of its CD, make sure there's a bit of yellow mana to spare when it's off CD.
Z28SSC Jun 4th 2009 10:51AM
To go along with that a bit.. if you're in a raid of anything more than meager competence feint should not be used as threat reduction. The amount of threat dumped is still made up in one or two skills and with vanish, tricks, evasion, dismantle and whatever else a tank will pick it up before I'm blowing energy on feint if I'm on the correct target. In a pug I can understand if you're reluctant to rely on your fellow raid members but in a guild setting a rogue needs time on target and to go all out while on said target. When I moved to a hardcore raiding guild 6 months ago roughly I was amazed how aggressively they started nuking targets.
Chase Christian Jun 4th 2009 11:01AM
Even though the PvP gloves are:
1) Nearly Ulduar iLvL
2) Will save you hundreds (even a thousand?) energy over the course of a fight?
Adrenaline Rush provides a Combat Rogue exactly 150 energy. If you kick 15 times (a 2:30 second fight), the PvP glove bonus is now as powerful as Adrenaline Rush. If you kick 30 times, they're as powerful as two Adrenaline Rushes. The extra energy saved will typically be worth losing a set bonus, but THEORYCRAFT it first. :)
Kirklees Jun 4th 2009 6:51PM
Regarding hit boxes and where you can stand behind a boss, a while back I was playing with a hunter alt while bored, and I found I wanted to better know how far away I could be for my shots. I looked and eventually downloaded UrbinRange and since then it's become invaluable on my rogue!
It displays for me when I'm in melee range (default color is green) and when I move to Ranged (default color is blue.) On some bosses, the hit box is so large, but you see all the melee crunched up around their heels and then unable to run out and avoid any effect that may be coming. It makes fights like Razorscale less about guesswork and more precision, because if there is flame I can easily see and position myself without having the trial and error of "Out of Range"ing while I try and find my sweet spot.
theremover Jun 5th 2009 10:31AM
If there ever is a fight where you need to kick that many times ( I can only think of one or two), you're going to be relying on your bleed damage more than ever before. Nerfing your primary DPS stats and set bonuses in favor of saving 10 energy per kick, you will not be doing your dps any favors. Proper energy pooling is the key - you need to keep a certain amount pooled for kicks to function anyway. With a 10 second cooldown on kick, there are no immediately reflectable benefits mathematically speaking. Rogues aren't supposed to spam their attacks and abilities as soon as humanly (or undeadly) possible.