Encrypted Text: Finesse in PVP
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here.
World of Warcraft is more than just a game. Over the years, an entire ecosystem surrounding the game has developed, created by the gaming community. I've read a few WoW novels and comic books, seen fanfics and fan art featured on the community portal, and I've enjoyed so many awesome pieces of WoW machinima. It's actually quite common for the community to influence the game itself, as we've has seen countless changes implemented after community demand. The fan-created Leeroy Jenkins video, for example, still represents WoW for most of the world.
When I first started playing the rogue, I watched a lot of rogue-centric machinima. Boss encounter videos weren't very popular then, and so most of the machinima was based in PVP. I watched in awe as Grim annihilated everything in his path. I laughed as Happyminti stomped on characters who were 10 levels higher than himself. I sat agape as Hector leaped off of the tower of Karazahn after a mage who tried to escape. My style of rogue PVP has always been colored by the finesse and grace of these rogues, and that still holds true today.
Rogues set the pace
I have always felt that rogues are the ultimate dueling class. Subtlety, in particular, can do some amazing things by abusing Preparation and our vast array of cooldowns. In a one-on-one fight, a rogue has always been able to truly control his opponent. We have an answer for any ability that our enemy chooses. With a strong enough plan, our opponent's demise isn't expected -- it's guaranteed.
If World of Roguecraft taught us anything, it's that rogues in vanilla were nigh invincible while their cooldowns were available. In order to prevent rogues from being unkillable when all of our abilities were ready, the developers have taken several steps to nerf our control. The devs introduced diminishing returns on our stuns to weaken our stunlock, and they even recently put Cheap Shot and Kidney Shot into the same DR category. Our two long-term CCs, Blind and Sap, both saw their durations cut from 10 seconds to 8 seconds in PVP. Preparation has been repeatedly nerfed into a bloody pulp, as Vanish is the only truly useful cooldown it resets. Indirect changes like the dramatic scaling of player health over the past few years have even weakened our ability to lock down a single target.
Energy requires finesse
Warriors always want to be taking and dealing damage. In their ideal fight, they're bleeding all over the place while they pummel their target. The incoming and outgoing damage constantly feeds them rage, which allows them to hit their enemies with even more force. Mages simply want to get the fight over as quickly as possible, as their limited mana resource favors short encounters, as opposed to lengthy battles.
We can't fight a warrior heads-up, as the damage we deal to them only allows them to punish us harder. A freecasting mage will make easy work of a rogue, as we can't handle their raw damage output. If we were to run into every fight blindly, we would be easily slaughtered. The perfect encounter for rogue is a staccato song -- short bursts of action punctuated by silence.
When we rogues engage our targets, we want to unload all of our energy pool into damage quickly, and then we want to retreat until our energy pool fills back up. Our general strategy is to control our target with stuns as we unleash our burst damage onto them, and then use our other CC abilities like Gouge, Blind, and Sap to lock them down as we wait for our energy to replenish itself.
In a PVP scenario, all of our burst damage comes from our special abilities, like Mutilate, Hemorrhage, or Backstab. We don't get enough uptime for our plain melee damage or poisons to make or break an engagement. We'll also get the occasional Eviscerate or Envenom in against our opponents, but I find that Kidney Shot is my most common finisher.
Avoiding instead of absorbing damage
While the virtues of waiting for our energy to regenerate are obvious, it's equally important that we avoid taking too much damage. Recuperate isn't nearly strong enough to keep us alive through any sort of serious pressure, and rogues are particularly vulnerable to incoming attacks. All of the other melee classes are tank-capable hybrids with multiple defensive cooldowns at the ready, while we're typically limited to a single Evasion or Cloak of Shadows per encounter. The only way to survive is to avoid damage, and CC is the best way to accomplish that goal.
A lot of new rogues fail to see the value of an ability like Gouge because they're not able to attack while Gouge is active. The key is that Gouge allows us to regenerate our own energy, reposition ourselves and even use a bandage, all while preventing our enemy from putting more pressure on us. If you want to play a rogue effectively, you need to learn to be patient. Waiting to attack as our energy pools up can be difficult to do, but our only chance of victory revolves around minimizing our damage taken.
When we are forced into open combat with our opponent, we want to make sure we minimize our exposure to damage. Evasion and Cloak of Shadows are our two most potent options for physical and magical attacks, respectively. We can also utilize Smoke Bomb and other line-of-sight mechanics to reduce the number of angles of attack our opponents have. We don't want to take any unnecessary damage, and so if we choose to engage in combat, we need to make sure it's on our terms. Tools like Dismantle and Kick, while not granting us complete control, allow us to dictate how much damage our opponents can deal.
Stealth is our best friend
Stealth is the final key to the rogue PVP experience. While we can obviously deal awesome damage while our energy bar is full and then use our crowd control abilities to lock our targets down, we need Stealth to bridge the gap between those two phases. After 5 seconds of inaction by both ourselves and our opponent, we leave combat and we can restealth at will. Blind and Gouge can both be used to get us out of combat, allowing us to reopen on our targets with a new opener.
After Blinding your target and restealthing, you can even choose to Sap your opponent from Stealth. By choosing to Sap after we Blind someone, we can keep them locked down for 16 seconds, which resets the diminishing return for our stuns and then our next Cheap Shot to Kidney Shot combo will last for its full duration.
Vanish is our final option for restealthing, and it plays a key part in extending our control over an engagement. Even though so many other moves like Evasion have been removed from Preparation, it still resets the cooldown on Vanish, giving us yet another opportunity to restealth. In World of Roguecraft, it's specifically this abuse of the stealth/restealth system that allows for them to destroy their opponents with ease. Every time we stealth, we get an opportunity for a brand new stunlock.
Sneak in every Wednesday for our Molten Front ganking guide, a deep-dive into the world of playing a subtlety rogue -- and of course, all the basics in our guide to the latest rogue gear.
World of Warcraft is more than just a game. Over the years, an entire ecosystem surrounding the game has developed, created by the gaming community. I've read a few WoW novels and comic books, seen fanfics and fan art featured on the community portal, and I've enjoyed so many awesome pieces of WoW machinima. It's actually quite common for the community to influence the game itself, as we've has seen countless changes implemented after community demand. The fan-created Leeroy Jenkins video, for example, still represents WoW for most of the world.
When I first started playing the rogue, I watched a lot of rogue-centric machinima. Boss encounter videos weren't very popular then, and so most of the machinima was based in PVP. I watched in awe as Grim annihilated everything in his path. I laughed as Happyminti stomped on characters who were 10 levels higher than himself. I sat agape as Hector leaped off of the tower of Karazahn after a mage who tried to escape. My style of rogue PVP has always been colored by the finesse and grace of these rogues, and that still holds true today.
Rogues set the pace
I have always felt that rogues are the ultimate dueling class. Subtlety, in particular, can do some amazing things by abusing Preparation and our vast array of cooldowns. In a one-on-one fight, a rogue has always been able to truly control his opponent. We have an answer for any ability that our enemy chooses. With a strong enough plan, our opponent's demise isn't expected -- it's guaranteed.
If World of Roguecraft taught us anything, it's that rogues in vanilla were nigh invincible while their cooldowns were available. In order to prevent rogues from being unkillable when all of our abilities were ready, the developers have taken several steps to nerf our control. The devs introduced diminishing returns on our stuns to weaken our stunlock, and they even recently put Cheap Shot and Kidney Shot into the same DR category. Our two long-term CCs, Blind and Sap, both saw their durations cut from 10 seconds to 8 seconds in PVP. Preparation has been repeatedly nerfed into a bloody pulp, as Vanish is the only truly useful cooldown it resets. Indirect changes like the dramatic scaling of player health over the past few years have even weakened our ability to lock down a single target.
Energy requires finesse
Warriors always want to be taking and dealing damage. In their ideal fight, they're bleeding all over the place while they pummel their target. The incoming and outgoing damage constantly feeds them rage, which allows them to hit their enemies with even more force. Mages simply want to get the fight over as quickly as possible, as their limited mana resource favors short encounters, as opposed to lengthy battles.
We can't fight a warrior heads-up, as the damage we deal to them only allows them to punish us harder. A freecasting mage will make easy work of a rogue, as we can't handle their raw damage output. If we were to run into every fight blindly, we would be easily slaughtered. The perfect encounter for rogue is a staccato song -- short bursts of action punctuated by silence.
When we rogues engage our targets, we want to unload all of our energy pool into damage quickly, and then we want to retreat until our energy pool fills back up. Our general strategy is to control our target with stuns as we unleash our burst damage onto them, and then use our other CC abilities like Gouge, Blind, and Sap to lock them down as we wait for our energy to replenish itself.
In a PVP scenario, all of our burst damage comes from our special abilities, like Mutilate, Hemorrhage, or Backstab. We don't get enough uptime for our plain melee damage or poisons to make or break an engagement. We'll also get the occasional Eviscerate or Envenom in against our opponents, but I find that Kidney Shot is my most common finisher.
Avoiding instead of absorbing damage
While the virtues of waiting for our energy to regenerate are obvious, it's equally important that we avoid taking too much damage. Recuperate isn't nearly strong enough to keep us alive through any sort of serious pressure, and rogues are particularly vulnerable to incoming attacks. All of the other melee classes are tank-capable hybrids with multiple defensive cooldowns at the ready, while we're typically limited to a single Evasion or Cloak of Shadows per encounter. The only way to survive is to avoid damage, and CC is the best way to accomplish that goal.
A lot of new rogues fail to see the value of an ability like Gouge because they're not able to attack while Gouge is active. The key is that Gouge allows us to regenerate our own energy, reposition ourselves and even use a bandage, all while preventing our enemy from putting more pressure on us. If you want to play a rogue effectively, you need to learn to be patient. Waiting to attack as our energy pools up can be difficult to do, but our only chance of victory revolves around minimizing our damage taken.
When we are forced into open combat with our opponent, we want to make sure we minimize our exposure to damage. Evasion and Cloak of Shadows are our two most potent options for physical and magical attacks, respectively. We can also utilize Smoke Bomb and other line-of-sight mechanics to reduce the number of angles of attack our opponents have. We don't want to take any unnecessary damage, and so if we choose to engage in combat, we need to make sure it's on our terms. Tools like Dismantle and Kick, while not granting us complete control, allow us to dictate how much damage our opponents can deal.
Stealth is our best friend
Stealth is the final key to the rogue PVP experience. While we can obviously deal awesome damage while our energy bar is full and then use our crowd control abilities to lock our targets down, we need Stealth to bridge the gap between those two phases. After 5 seconds of inaction by both ourselves and our opponent, we leave combat and we can restealth at will. Blind and Gouge can both be used to get us out of combat, allowing us to reopen on our targets with a new opener.
After Blinding your target and restealthing, you can even choose to Sap your opponent from Stealth. By choosing to Sap after we Blind someone, we can keep them locked down for 16 seconds, which resets the diminishing return for our stuns and then our next Cheap Shot to Kidney Shot combo will last for its full duration.
Vanish is our final option for restealthing, and it plays a key part in extending our control over an engagement. Even though so many other moves like Evasion have been removed from Preparation, it still resets the cooldown on Vanish, giving us yet another opportunity to restealth. In World of Roguecraft, it's specifically this abuse of the stealth/restealth system that allows for them to destroy their opponents with ease. Every time we stealth, we get an opportunity for a brand new stunlock.
Filed under: Rogue, (Rogue) Encrypted Text







Reader Comments (Page 1 of 2)
Cambro Sep 7th 2011 2:21PM
My rogue main became my rogue alt a long time ago. I still enjoy it, but I'm not all that current with rogue techniques. Columns like this really help.
I'm curious about how Smoke Bomb works, I've tried it and still got nailed. If someone already has you targeted and you Smoke Bomb, do they keep you targeted? And, did I read somewhere that aoe works through Smoke Bomb?
Quidamtyra Sep 7th 2011 4:31PM
Smoke bomb will only stop new, targeted attacks from coming in (if there is a spell on its way to you, it will still hit you. If your enemy is standing in the smoke bomb, they can target and attack you. However, an enemy standing in your smoke bomb and their healer standing outside of it means no heals for the enemy in the smoke bomb with you.
All non-targeted attacks (AoE; arcane explosion, blade storm, hellfire, etc.) will not be obstructed by smoke bomb.
Some useful ways to use smoke bomb include (but are most definitely not limited to) stopping a charge from a warrior/feral druid, stunning someone inside it before you blow all your CDs to keep heals off them, using it to drop combat and re-stealth, bandaging inside it, etc.
zEagleEye` Sep 7th 2011 2:31PM
Started a baby sub rogue.
Where can I find resources about techniques to use, especially in PvP?
There are a lot of places to find talent trees and such but not too many for how to actually play the class.
Gear wise, for example, I found out the hard way that main hand dagger is better than other weapons because then I can also use backstab. This is empirically and I still don't know if it holds water - still experimenting.
Please include references for those type of items.
Thanks.
MrJackSauce Sep 7th 2011 5:15PM
The Rogue 101 article(s) on this site are are very good for beginner rogues.
I certainly got a lot of help from them.
(PS: a cookie if you spot the syntax error, it was accidental but amused me nonetheless)
Miguel Orozco Sep 7th 2011 3:53PM
As a new player (I hit 85 yesterday) this article was very helpful. I tend to be a very defensive player, saving cooldowns to the point of non-use. I guess I need to become accustomed to using them and jumping in/out of combat to be successful.
Artificial Sep 7th 2011 5:07PM
Absolutely. I used to be in the same boat. Now I'm a monster on the battlegrounds. The trick is learning to actually USE your cooldowns. You're better off using them at the less than perfect moment than not using them at all. Also, the sooner you use them, the sooner they reset and you can use them again. Trying to save them for the perfect moment makes sure you use them less often, and thus, to less effect.
Ttam Sep 7th 2011 2:41PM
http://www.wowhead.com/item=42968/glyph-of-preparation
Necessary, if only for the Extra Dismantle. An Extra Smoke bomb helps for dealing with pesky healers, but the extra Dismantle is super handy. Most DKs out there (i've run into that is) still runeforge in PVP so no weapon chain. 16 seconds of no Death Strikes definitely helps with their Self Healing. Warriors and Pallys also fall prey to my Dismantle.
I'm Currently running a Survival/Hemo build with Imp Recup and Quickening, so the Self Healing from Recup is pretty influential.
Chase Christian Sep 7th 2011 2:47PM
I like Glyph of Prep, but double Dismantle seems to rarely work well for me, as I run into so many people with Weapon Chains. I agree that it can be very useful though.
Ttam Sep 7th 2011 5:37PM
It may have just been this last week, not running with my reg 2s Partner, but i kept getting into 1v1 situations in arena. A couple of em were with a DK so it def worked out well.
EaterOfBirds Sep 7th 2011 3:01PM
''After 5 seconds of inaction by both ourselves and our opponent, we leave combat and we can restealth at will''
after playing wow for years, i still didnt know exactly how long it was -.- revelatory!
Lemons Sep 7th 2011 3:35PM
Same. I was always under the impression it was 6 seconds. So this is a buff!
Chase Christian Sep 7th 2011 3:37PM
I've heard arguments that it's 5 seconds and arguments that it's 6 seconds, but I most of it comes down to latency.
Artificial Sep 7th 2011 5:17PM
I believe this is one of those cases where the server only checks one per second, so it could be as short as five seconds in theory, but in practice it's always a bit longer and when latency is factored in, six is closer to what you'll see in practice.
Artificial Sep 7th 2011 5:17PM
*once per second, that should read
kingoomieiii Sep 7th 2011 3:20PM
If the AOE ability doesn't require a player target (flamestrike, trap launcher, anything ground-targeted), Smoke Bomb won't prevent it. AOE heals like Healing Rain or Tranquility can be dropped on the smoke bomb in the same way.
kingoomieiii Sep 7th 2011 3:20PM
I KNOW I hit Reply.
SpeedLancer Sep 7th 2011 3:35PM
I only play rogue with an alt, so I don't recognize that set in the image.
Lemons Sep 7th 2011 3:36PM
It's the Wrathful pvp gear from season 8.
SpeedLancer Sep 7th 2011 3:39PM
Ah, thank you very much.
chuparex Sep 7th 2011 3:40PM
This is a helpful article, but the problem I run into is that as an Assassination rogue, my damage is almost exclusively reliant on DOTs, rendering Blind, Gouge, and Sap effectively useless in any prolonged encounter. Situationally, Gouge can be useful for a second or two between damage ticks, but in most cases my CC is restricted to Cheap Shot and Kidney Shot. This makes "controlling my opponents" kind of limited in that sense. Any tips about this, or Assassination PvP in general?