Showing posts with label Abilities. Show all posts
Showing posts with label Abilities. Show all posts

Thursday, January 6, 2011

Fishing for Rogues

I do A LOT of fishing. Not because I find it relaxing or am an avid angler. Rather it is because, as I have stated over and over again, I am cheap and fishing generally provides me with buff food for little more than time. (Beyond that I hear the Omega 3's are great for you.) When I was a skinner, my diet tended more towards the red meats (Ravager Dog or Warp Burger anyone?)  Even after that I wouldn't turn my nose up at a good Mega Mammoth Meal, but I hated leaving behind the evidence of my presence. Fishing doesn't do that.

The irony of this expansion is that very few of our best foods do not come from water sources. Even those you have to hunt down (Baked Turtle, Seasoned Crab, Salted Eye from sea eels and Crocolisk Au Gratin) live in or near the water. Yeah, you could have a Basilisk Liverdog or the Grilled Dragon, but sadly the Dragons mostly give you scales when you skin them and really who wants to eat LIVER? You can make it look like a hot dog all you want but it is STILL liver.

Now beyond all the foods already named there are others we can specifically fish up. The fresh water Boiled Mountain Trout from Mt Hyjal's streams and lakes. Lavascale Fillet and Lavascale Minestrone both come from fishing the lava pools in Deepholm. Skewered Eel is made using Fathom Eels which can be found along the coast of Uldum or Tol Barad making it one of the more plentiful sources out there for us.

There is one difficulty with all these, they do require you to also know how to COOK. However if you have never managed to learn this basic skill you may still be in luck. Many guilds are pursuing their guild achievements Set the Oven to "Cataclysmic" and Time to Open a Restaurant. So you might be able to persuade another guild member to cook them all up for you, since unlike the Wrath recipes they don't require any special spices.  Even better if you state you are working on the That's A Lot of Bait achievement. (Of course this only works if your guild actually CARES about the achievements and the feasts they unlock.) Unlike the Fish Feasts of Wrath these new feasts cater to our most desired stat, like the Fortune Cookies.

For some of you even all of this is not enough persuasion to consider taking up fishing. There have to be additional perks like Non Combat pets or mounts. Well, if you haven't learned by now they already have those in game and have had them for years. There is one overwhelming problem however. The fish all seem to know that when I catch them I plan on eating them. So when it comes to the more "vanity" items you get from fishing, I can't seem to catch any of them to save my life. Now this is only true for Daraia, none of my alts seem to have this curse, but Giant Sewer Rat?, Mr Pinchy? and the very bane of my mount collection the Sea Turtle? They all have played least in site for YEARS while my alts somehow manged to pick them up not even trying. I have some information for you all though, I do know for a fact that you can at least get the Sea Turtle from fishing the high end fishing pools. Tol Barad Eel pools. I love you.

Wednesday, October 13, 2010

4.0.1's changes to the Glyph system for Rogues


Glyphs are PERSONAL enhancements that a player places on their character created within the profession called "Inscription". The practitioners of which are called "Scribes".With 4.0.1 the original design of the glyph system is getting a complete reworking. No longer will it be a simple two type style but will expand to encompass three distinct types of glyphs. (Originally I was going to post this yesterday but a surprise post by the blues made me question some items I had seen on the PTR so I held off.) Many of the original glyphs we had before are still in effect, and any of those you used for your previous specs you will find you already know when you log in. However there have been a couple of new ones added that you may want to pick up so lets review what the changes are, what new glyphs have been added how how this all translates into what we will need to do as we set up to play.

The three types of glyphs are Prime glyphs which deal with our damage output, Major glyphs which augment abilities and spells to granting greater utility, and Minor glyphs which grant minor conveniences.  We are granted three of each at specific level sets, the first set is at level 25, the second at level 50 and the third at level 75 for a grand total of 9. There is also a regent you will need to know about that the first time I saw it I had a major blast from the past. It is called "Vanish Powder" (Now the blue post called it "Dust of Disappearance" but this isn't accurate.) This powder allows you to change out glyphs. Once you have learned a glyph they go into a side panel (They will be lit up to show that you know them, shaded to indicate that you can learn them but don't yet have access to them.) Now I don't foresee us as being a class that frequently changes out our glyphs but some having a stack of 5 on you should get you by. This powder can either be purchased from a scribe or at an Inscription vendor, as a stack of five will only run you 32s this is no hardship.


Minor Glyphs are located in the center of the new glyph interface. They are the smallest of the glyph have circle with no decorative feature around the edge. They are located at the bottom of the glyph list, only one specifically has changed for us this patch. Now I have my personal preferences on these so I will start with those as I go over each.

Safe Fall - This glyph allows you to fall further without taking as much damage. Now there is some debate as to how MUCH further the distance is but I know that several of the event bosses we will be facing for Cata have "tossing" mechanics and this was a nice feature to have as I took NO fall damage while using this glyph.

Distract - Increases the range of distract by 5 yards. With Cata CC is going to be coming back in a big way (basically because we are not all going to be over geared for the instances for a while). So having the extra range to get in and place saps can come in handy.

Poisons - This allows you to apply your poisons 50% faster. Really just for all those impatient us out there. (You know that describes that vast majority of us.) This one may catch some people by surprise because it is actually a new/old glyph. Originally this was the Glyph of Vanish but it was converted into this so you may already know it even though it is new.

Pick Pocket - Increases the range of picking pockets by 5 yards. Now I personally use this one rather than Poisons but that is because I have a MAJOR problem with sticky fingers. What can I say I like presents? Though I am still rather bitter that Arthas doesn't have any pockets.....

Blurred Speed - Allows you to walk on water when you cast Sprint. With Sprint's cool down now reduced to 1 minute from 3 minutes this may increase in popularity with a great many Rogues. I know quite a few who enjoyed playing "Jesus" all the time.

Pick Lock - Allows you to instantly open a locked box. Now this is nice if you are a rogue who does nothing more than open all your guild's locked boxes or stands on the local mail box hawking your skills. However since frankly the amount of those lovely things has greatly diminished in recent years *cry* so has the usefulness of this glyph.


Major Glyphs are located in the middle section of the glyph interface, they are the same size as the minors but have a decorative border similar to a gem socket. Choices in this area are really going to depend on what you are doing with your character. Are you raiding? Pvping? Leveling? Along with this will be what spec you decide to go with as your primary. Only one major change here the others are all glyphs we are already familiar with. So I will start with the change then give the others in no particular order.

If you look in the list of glyphs it will list "Vanish" as a learnable glyph Major Glyph but this is in fact an error. As was stated in the Minors "Vanish" as been converted into the Minor glyph "Poisons" so while it is listed as a learn able glyph it is in fact unavailable.

Ambush - Increases the range of  Ambush by 5 yards. With the resurgence of Subtlety as a viable spec this glyph may actually see some use.

Blade Furry - Reduced the energy regeneration penalty by 50% while Blade Furry is active. For Combat Rogues this is a very good glyph to have.

Blind - Removes all damage over time effects from the target. It is basically our version of Polymorph, minus all the cute, cuddly shapes. This is a new glyph added this patch. For Pvp there is no doubt this is a very useful one to consider.

Cloak of Shadows - When Cloak of Shadows if active you take 40% less physical damage. Again another nice Pvp glyph.

Crippling Poison - Increases the chance to inflict your target with Crippling Poison by 20%. Ok, something nice to say about this glyph....um....yeah...coming up empty here. It helps fill your low level glyph slot? Honestly I can't think of a single reason to use this glyph, EVER.

Deadly Throw - Increases the slowing effect of your Deadly Throw by 20%. Pvpers MAY like this but to be honest I can think of better ways to use a Major slot. Ever since they removed the interrupt ability from Deadly Throw the usefulness of it has been limited.

Evasion - Increases the duration of Evasion by 5 seconds. Again another Pvp, or Rogue Tank glyph. Leveling rogues may also like this one, at least ones who have a difficult time understanding the choose your fight play style of rogues.

Expose Armor - Increase the duration of Expose Armor by 12 seconds. Now this glyph can be very useful if you tend to run 10 man raids without a warrior. While it may not increase your PERSONAL dps it can certainly impact your groups over all dps. It may not be a bad idea to consider keeping a little Vanish Powder just for this glyph and those situations.

Fan of Knives - Increases the radius of your Fan of Knives by 50%. Ah, FoK our AoE loveliness....use this farming, use this for trash, use this to get in trouble with tanks, no wait forget I mentioned that last part....

Feint - Reduces the energy cost of Feint by 20. This glyph's significance has changed due to the change to feint itself with this patch. Before Feint scaled as you leveled up really being a pretty useless ability until you got to higher levels and granted not only the treat reduction but damage reduction from AOE. Now that ability is granted at even lower levels making it a tasty

Garrote - Increases the duration of Garrote's silencing ability by 2 seconds. This glyph has undergone some changes. Originally it increased the damage dealt over the duration of the effect now it only effect the silencing ability, as a result this glyph as really been significantly nerfed. Some Pvpers may like it but I can think of other openers which could be more beneficial.

Gouge - Reduces the energy cost of Gouge by 15. This is a glyph that has undergone some change. Originally it allowed you to use the ability without target needing to be facing you, as that requirement has now been removed the glyph was changed to be a reduction in energy cost for the move itself. As this can also be used as in interrupt it is another major which individuals may find themselves using for specific situations, however not one I see many using regularly unless perhaps as a Subtlety Pvp rogue.

Kick - Increases the cool down of Kick by 4 sec, but this cool down is reduced by 6 second when your kick successfully interrupts a spell. Another glyph that has undergone a great many changes, going from a Vigor/Assassination energy rewarding form to its present wild card. If you time it right you can reduce your kick cool down by 2 seconds, if not, you could be increasing it by 4.  So just how much confidence do you have in yourself? Are you feeling lucky?

Preparation - Your Preparation ability also instantly resets the cool down of Kick, Dismantle and Smoke Bomb. A must have for Subtlety Rogues.

Sap - Increases the duration of Sap against non-player targets by 80 seconds. So if you get this glyph you can sap a non-player target for about 2 minutes and 20 seconds. This is NOT a Pvp glyph obviously but again as we are going into Cata and will be dealing again with the need for CC, this may be a glyph you should look at depending on the situation.

Sprint - Increases the movement speed of Sprint by 30%. About the only time I see this get used is in Pvp. Specifically in Warsong Gulch or Eye of the Storm. If you want wings on your feet, this is the way to go.

Tricks of the Trade - Removes the energy cost of Tricks of the Trade but reduces the recipient's damage bonus by 5%. This is another glyph that was modified. Originally it would extend the duration of ToT by four seconds. Now depending on what you used ToT for you will either consider this a blessing or a curse. Personally I used it more often as a way to offset my threat so I welcome this change with open arms. Those who traded ToT with others will miss the damage exchanges though.


Prime Glyphs are the newest addition and are located on the outer most section of the glyph interface. The largest and most decorative of the sockets, these Glyphs contain both old favorites as well as some new additions with interesting results. I will begin with the newest additions and then go on to the others.

Revealing Strike - Increases the Revealing Strike's bonus effectiveness to your finishing moves by 10%. Revealing Strike use to be called "Ghostly Strike" and was a staple for Subtlety rogues. It has now been granted to ALL rogues, but does that make it useful to us all? It all depends on the situation. Some Combat Rogues are finding it useful to throw it into their rotations, breaking up the constant SS spam before their finishers, add this glyph as well and it could equal a dps increase but I see it as more of a Subtlety glyph than anything else.

Vendetta - Increase the duration of Vendetta ability by 20%. This is another one that is based on a new ability (and if you also have a Death Knight might cause you a little frustration as they used the same name for two COMPLETELY different things). This glyph and ability are basically replacing the unlamented "Hunger for Blood" VERY yummy for the Assassination rogues...your going to want this.

Adrenaline Rush - Increase the duration of Adrenaline Rush by 5 seconds. No change here. Same glyph as before just a Prime rather than a Major. Combat Rogues may find it useful as they level.

Backstab - Backstab critical strikes grant 5 energy. Ok, another not really very useful glyph here. MAYBE a Subltey rogue could use it but I can think of a whole bunch of much better ones.

Eviscerate - Increase the critical strike chance of Eviscerate by 10%. As attractive as this glyph looks for Combat rogues there really are better glyphs out there to use over it.

Hemorrhage- Your Hemorrhage ability also causes the target to bleed, dealing 40% of the direct strike's damage over 24 seconds. This is another Subltey Rogue glyph, however it really only preforms well in a raid setting. Now with the changing we are seeing in Cata Subltey Rogues in Raids may NOT be a thing of the past so this glyph may see some use again, only time will tell.

Killing Spree - Increases the bonus to your damage while Killing Spree is active by 10%. Sigh, have I mentioned recently I LOVE this move? Ok, I LOVE this move. It is just FUN, there is such an element of danger when you use it. Yeah, Combat Rogues, this is a glyph you are going to want to have.

Mutilate - Reduces the cost of Mutilate by 5 energy. The bread and butter of the Assassination Tree, no question you want to pick up this glyph to increase your efficiency.

Rupture - Increases the duration of Rupture by 4 seconds. At one point this glyph was very beneficial and a must have for Combat Rogues as Rupture was a staple of our rotation. At this point I think it is still to early to call if we will get Rupture back as a major feature or not.

Shadow Dance - Increases the duration of Shadow Dance by 2 seconds. This is another FUN move found at the Top of the Subtlety Tree. If you have never taken the time to play around with it DO. It has undergone a great deal of reworking over the past few years since it was first introduced. Some swear by this glyph while others pass it by in favor of others it really comes down to personal play style.

Sinister Strike - Your Sinister Strike has a 20% chance to add an additional combo point. For Combat this is a bread and butter Glyph...lets be honest, why is the tree even CALLED Combat? We should just call it "Sinister Strike Spam" or SSS for short. But then we would just sound like a bunch of snakes and the Hunters would be trying to tame us like they do the Druids...

Slice and Dice - Increase the duration of Slice and Dice by 3 seconds. Now I personally like this one and find it very useful, I have used it for a long time and so far haven't found a replacement as it allows me to extend my dps time before I have to worry about refreshing Slice and Dice as Combat or Subtlety.

So there you have it, the new changes and the glyphs we currently have available to us. If see anything updated about the Vanish glyph bug I will try to report it but so far it just seems to be there taunting us with its yumminess.

Thursday, July 29, 2010

Know Your Rogue Lore: Maiev Shadowsong


From time to time I get requests to cover specific Rogues sooner rather than later. Some are expected, and others take me by surprise. Today's was one of those. When Jadzea asked me to discuss Maiev I could not understand how she thought she was a rogue. Jad's response? "Well, WowWiki lists her as one of its notable Rogues." Sure enough, she was right. Unlike Brann where I could easily understand the confusion, Warden Maiev Shadowsong is commonly called "The Huntress"....WHY would WowWiki ever consider her a Rogue? Lets see if we can figure out this mystery.

If you have not played the original Warcraft III game or read the War of the Ancients Trilogy, Maiev Shadowsong may be a complete stranger to you. So lets take this time to go over who she is, and what role she has played in the history of the Night Elves, Azeroth and even Outland.

Originally Maiev was little more than a young, somewhat ambitious priestess of Elune. As the oldest daughter of a minor night elf family she has a perfectionist personality. Easily seeing the faults in everyone around her, she often alienated those closest to her, including her younger bother Jarod, with her "I know best" black and white thinking.  By displaying superb organizational and leadership abilities she earned a position of assistant to the High Priestess of Elune. When the Burning Legion began it's invasion Maiev joined those of the Sisterhood who decided to participate more directly by taking up arms. The newly formed Sentinels were a good fit for her as she displayed a talent with blades and tracking. 

Unfortunately for Maiev she forgot that she worked for a "Goddess" not just a governmental organization. It didn't matter how great her abilities were if her heart was not on serving her Goddess, but rather herself. When the High Priestess announced that "country bumpkin" Tyrande Whisperwind would be the new High Priestess Maiev was incensed. Things reached a head when Maiev attempted to undermine the the succession. However she discovered you just can't argue with the direct intervention of Elune. Eventually circumstances handed her the title for a short time during Tyrande's imprisonment at the hands of Queen Azshara, grudging Maiev realized that Tyrande's effortless communication with Elune and selfless devotion was really what is needed. This didn't mean that she liked it.

It further galled her when she was bestowed with the position of  Tyrande's second in command. Now not only did she have to see the position she had always coveted for herself go to someone she couldn't stand, she has to serve that individual PERSONALLY on a daily basis. As far as Maiev is concerned how much worse could it get? As she would soon discover, much worse.

Following the finally battle at Mount Hyjal Maiev was part of the leadership delegation that headed to the summit in search of fresh water. The earlier sighting of a lake had risen hope of a sufficient supply for the survivors.  What they find is that Illidan has turned the once pristine lake into another Well of Eternity and killed all but two of those who tried to stop him. One of these happened to be Maiev's only surviving relative, her younger brother Jarod, by now an acknowledged war hero.

This is a turning point for Maiev. Once she is reassured that Jarod was only injured and not dead her focus turns COMPLETELY to Illidan. Maiev wants him to pay for all that he has done. While she states it is for his crimes against the Night Elf people, the reality is all her personal rage, disillusionment, disappointment and frustration of the past months now have an outlet and Illidan has becomes its acceptable focus. Maiev petitions Malfurion to become Illidan's jailer. Abandoning her hated position as Tyrande's Handmaiden.

Over the next 10,000 years Maiev creates a personally selected organization called the "Watchers". Like the Sentinels its members were made up former Sisters of Elune. She forms a high security prison in Barrow Deeps, the ancient cave system beneath Mount Hyjal, here they could safely lock away not only Illidan but many other dangerous creatures. With the help of  Malfurion, Maiev is able to gain the cooperation of some of Cenarius' offspring as well as some Wildkin to act as additional guardians. By making it their home as well as major base of operations, all of the Watchers could be on hand for continuous training, as well as instantly available when called for. Eventually the Watchers would earn a reputation as the elite Assassins and Bounty Hunters within Night Elf society. Perhaps it is this that leads to Maiev's inclusion on the "Rogue" list.


Even among the Watchers, (as few as there were) some stood out. It was Malfurion who first bestowed the title of "Warden" on Maiev and she then granted it to a select few under her amongst the Watchers.  This title has come to represent the best of the jailers and Marshals. Those who display the combination of extraordinary skill and personal drive. Those who played Warcraft III may even recall a certain ability that Wardens had which we Rogues receive at level 80. Fan of Knives. Perhaps this is another reason why Maiev ended up on the Rogue list. Their Blink ability is also not THAT dissimilar to the modern Shadowstep.

So things are going fairly well for Maiev up until this point. She doesn't have to deal directly with Tyrande. She can just hang out in Barrow Deep with friends. Sure the scenery isn't the greatest but the temperature is consistent and the rest of the Watchers really only answer to her.

Then the Burning Legion return just as Illidan had predicted. While Malfurion and Tyrande hadn't really FORGOTTEN about Illidan, he hasn't been at the forefront of their minds for the last 10,000 years. Malfurion has been off taking an extended nap and Tyrande has been trying to rebuild the Night Elf people. When they DO remember the troublesome twin Tyrande wants to release Illidan to help but Malfurion doesn't agree, forbidding it. (NEVER try to tell a woman what to do when you have left her to do nothing but clean up for 10,000 years while you snoozed....) Furious Tyrande parts from Malfurion and heads to Barrow Deep. She then proceeds to SLAUGHTER the Watchers in Barrow Deep defying  Maiev, and freeing Illidan.

Maiev is devastated and enraged. Not only has her sole purpose in life been violated (guarding over Illidan) but her friends and really what has become her family have all been heartlessly murdered by the individual who is SUPPOSE to be the leader of her people. The SAME person who she lost the only position she ever wanted in life to. For the rest of Maiev's life her only goal is to capture and return Illidan to Barrow Deep, she will now begin what many call her "Huntress" period.

Maiev, along with her second in command Naisha and what few Watchers managed to survive Tyrande track Illidan across Kalimdor, always close but never managing to corner him. Upon reaching the coast they encounter the Naga for the first time, revealing them to be allies of Illidan. It is actually Maiev who discovers that the Naga are in actuality the Highborn who served Queen Azshara, now transformed almost beyond recognition. Appalled Maiev rejects any kinship with the Naga, defeating them before commandeering a ship and heading out after Illidan once again. Their sea journey is short, as they find themselves on a set of uncharted Islands. Maiev soon realizes that someone, or some THING has risen the ruins of the former Elven capital city Suramar from the ocean floor.  Pursuing Illidan into the Tomb of Sargeras, Maiev believes her quest will soon be over, but it is a trap. Illidan repays the Watchers for their centuries of guardianship by collapsing the tomb on top of them, only a handful make it out alive. The hardest blow to Maiev is the loss of Naisha.

Devastated and outnumbered Maiev sends a plea to Malfurion for assistance. However when Tyrande chooses to accompany him the two almost come to physical blows. As far as Maiev is concerned EVERYTHING horrible that has happened is as a direct result of Tyrande and her choices. Tyrande on the other hand believes she had only done what was needed and would make the same decisions even now. Mulfurion just wants the two of them to focus on the task at hand. (He REALLY does not understand women at ALL does he?) Lucky for him they agree and continue on after Illidan.

However when shortly after their arrival in the Eastern Kingdoms and encounter the Blood Elves Maiev is forced to rely on Tyrande's more developed negotiating skills if she hopes to proceed in her quest. Personally Maiev finds Arcane Magic abhorrent and blames it for all the corruption found in the world. Those races such as the Naga and Blood Elves who find their roots in the Night Elf Aristocracy she denies any kinship with. Going so far as to state their current troubles are nothing more than what they deserve for the abomination they insist on practicing.

Her patience is eventually rewarded. Tyrande is swept down river after an attack and Maiev intervenes so that no rescue efforts take place. She goes one step further, deceiving Malfurion into believing Tyrande is dead and it is all Illidan's fault. (NEVER tamper with a vengeful female if you weren't already aware of this rule.) When the group finally DOES located Illidan a grief stricken Malfurion rains accusations down on his brother's head for the death of the woman they love. Gleeful Maiev volunteers to execute Illidan on the spot. Bemused the Blood Elf allies innocently expose her deception by remarking that no one really knows for CERTAIN that Tyrande is dead, she just washed down stream after all....

At this point Maiev loses everything. As far as Malfurion is concerned SHE is now the "Betrayer". Joining forces with Illidan the two brothers set off to find and rescue Tyrande. By the time Maiev is able to locate them Illidan and his allies are slipping through a portal to Draenor. Incensed Maiev and what few Watchers remain follow through the rapidly closing portal. As Malfurion puts it, "She has become nothing more than vengeance."


For quite some time it appeared as if Maiev ultimately failed before perishing on Draenor. However with the release of the Burning Crusade her true fate was revealed. The jailer has now become the jailed. While Maiev HAD actually managed to capture Illidan at one point, she had no where to go. The Blood Elves she had one counted as Allies now served Illidan. His supporters freed him and took HER captive. Illidan decided turn around was fair play and had Maiev imprisoned in Warden's Cage near his new head quarters at the Black Temple. There she is watched over by Akama and his Ashtongue Deathsworn. Restlessly she paces, calling curses down on her jailer and belittling him for his slow moving rebellion.

Eventually Akama invites Maiev to assist him in overthrowing Illidan as part of The Fall of the Betrayer quest chain. What is interesting is that while Maiev gets the killing blow,  Illidan still manages to get the last laugh. As he dies he mocks Maiev that hers is a hollow victory, for without him what is she? For centuries the two have been inexplicably tied. Both prisoners to their fates. Maiev acknowledges he is right, what does she have now without her vengeance? The Watchers are no more, she created and ran the faction, and it was never revived after her original disappearance. As to her fate following Illidan's death, no one knows, she simply vanished. Maiev has to be one of the loneliest individuals in the universe.

So now we know who Maiev IS lets get back to the original question. Why would WowWiki consider her a Rogue? First of all you have to remember that WowWiki is NOT an Official Blizzard site, this means that just anyone can edit it and put their personal perspective on the information. Second, the Maiev inclusion is a recent addition. Third, as the game has evolved some of the abilities that Maiev displays such as Fan of Knives, and  Shadowstep have been recent additions to the rogue arsenal. Personally, I think Maiev, like Brann is a "special case". If you backed me into a corner she is more like a hunter than a rogue. Her gear sets are mail, she sets traps and she is called "The Huntress".  I would HAPPILY take her cloak at ANY time though because that thing is just cool, as are her circular weapons...I don't know what they would be classified, my leaning would be swords, as but I still like them. She has always had a stealth ability, but as she IS a Night Elf, this does fall under the "racial" category. Do any of you have an opinion?

Tuesday, June 1, 2010

25 Best Rogue Moves

Recently Ghostcrawler was asked about what changes were in store for rogues and he made a interesting remark. They are looking at getting rid of some of our "boring" abilities like the hated Hunger for Blood and expanding what abilities rogues will get as "standard". This way we will no longer have to spread our talent points across several trees as we have in the past. So I got to thinking about what abilities I consider "fun" or at least, the best in our arsenal. Originally this was only a list of  Ten but Ardol over at WoW Philosophized challenged us to come up with 25 of our favorite things. This meant I could include not only all our "fun" moves but also those that are what make Rogues awesome. They are not in any particular order.

1. Stealth. When you are first starting the ability to stealth gives you a sense of freedom. I thought it meant I could go anywhere, do anything I wanted, without fear of being destroyed. I soon discovered that this ability was only as good as your level so no a level 12 could not stealth through Burning Steps. At least not without causing a lvl 60 Forsaken Warlock to fall off his mount in laughter. (My feelings towards warlocks may have started there.) It is our ability to stealth that makes others fear and hate us, they can not control their envy. Even Druids who CAN stealth are not able to utilize it as well as we do, missing out on fantastic opportunities. When you first roll a rogue be sure to get yourself that 10 copper and learn this ability, it is available at level 1.

2. Vanish. Sure it is buggy but after all this time the vast majority of us are so use to it I am not sure we would know WHAT to do if it didn't fail from time to time. This is our get out of crap card.  Rogues LOVE to live on the cutting edge of danger but we also know we are squishy so sometimes disappearing to return another day is the best option.

3. Shadow Step. When this ability was first introduced I thought it was the stupidest thing imaginable. Basically the lazy rogue's method of getting into position behind their target. As time went on and they continued to work out the bugs I came to value it as a time saver and instant way to catch my fleeing target.

4. Cloak of Shadows.When this was first introduced it was a Subtlety only move. Then suddenly they took it away after teasing us with it for only a few short weeks. They were forgiven however when they then granted this ability to ALL rogues at level 66. My warlock friends HATE this move as it removes all of their hard work. Since then us clever rogues have found ways to use it to mitigate damage and increase our dps time on raid bosses. If I ever had to change my blog name, this would be what I would call it next.

5. Killing Spree. I still remember the first time I used this move...There is such an element of danger because you have no control over which targets you are going to go after. At times it will result in throwing you into places you certainly did not plan to go but OH the amount of damage you do along the way.

6. Shadow Dance. This is another talent based ability that has undergone some MAJOR reworking. When it was first introduced this baby was SO over powered but at the same time rather difficult to get a handle on. Even today it is still something that takes skill to manage but when you do it is a power house ability in Arena as you can use it both to control other players and do mass amounts of damage.

7. Evasion. We have all had it happen at some point in our careers, the tank goes down and guess who is next on the aggro meter? This move has lead to more downed bosses rather than wipes at 1-2% than any other. There are even some rogues who have created entire "evasion" sets so that THEY can tank. In pvp it can allow you to avoid damage while continuing to stab away. What is not to love about that?

8. Feign. Ok, at lower levels this is still a waste ability, but get to rank 8 and it adds a whole other dimension. 1-7 only manage to "reduce our threat" by minisucal amounts for more energy than I am willing to spend. Rank 8 adds the ability to "reduce the damage you take from AoE attacks by 50%". Know when to use this and you can continue to dps when others have to run away or lower the amount of damage you are taking when raid wide AoE is happening. This is an ability that has gone from never seeing the light of day on my action bar to being a standard.

9. Pick Pocket. It boggles my mind the number of Rogues who DON'T use this ability. It is like double loot from every humanoid mob. Why waste time wandering around looking for locked boxes to level lock picking when you can get them for free while questing? Even better those boxes often contain poisons. I don't even BOTHER going to a poison vendor because locked boxes keep me MORE than adequately supplied. They even have the chance of giving you gems and Epics.

10. Sap. This is a great ability that has fallen out of favor during Wrath with our "burn through everything quickly" mentality. Once a rogue's ability to sap was considered an asset. It sounds like Blizzard is trying to bring crowd control BACK in Cataclysm so it doesn't hurt to refresh you knowledge. While leveling this standard rogue ability can allow you to complete quests much quicker or even get to ore and herbs before that pesky druid because you can pick while they have to kill nearby mobs first. Sap was also improved to not only work on humanoids but also beasts, demons and dragonkin at higher levels.

11. Sprint. Our classic "Get out of Dodge FAST" move. You can even glyph it to allow you to walk on water, go even faster or spend talent points to so that you can also get out of movement impairing effects like traps and ice.

12. Kick. This is another ability that I am constantly surprised by the number of rogues who are NOT versed in it. It allows us to interrupt casters and even prevents them from using spells from that same school for 5 seconds. In Pvp it is great on healers and casters but in PvE a well timed kick can be vital to downing a boss. Learning when to pool your energy and time your cool downs so you can place those kicks precisely is a sign of a GOOD Rogue.

13. Pick Lock. I am constantly hearing rogues complain about how DIFFICULT this ability is to level. I never had that issue, but then I am a Pick Pocket fiend and when leveling will keep 5 boxes in reserve to max out at each level. Once upon a time dungeons use to contain locked chests that only we rogues (with the skill level) could open and retrieve the goodies. Since then Blizzard has removed them because for some reason they didn't appreciate the number of us who liked to do stealth box runs and walk away with all those aforementioned goodies. At lower levels Lock Picking can allow you to get into places other classes must have a key for like BRD, Scholomance and Strat UD. It can also generate a small amount of cash as others who have gotten a hold of locked boxes seek ways to get into their treasures. I love this ability and I hope it gets a resurgence in popularity in Cataclysm. There is also a pair of gloves that leather workers can craft which increases our lock picking ability called Dark Leather Gloves. The only problem is that this is a dropped recipe so finding a pair may be difficult.


14. Detect Traps. Hunters in Pvp HATE this ability, and for a long time it really served no purpose outside of pvp. Then came Icecrown Citadel and FINALLY at long last the ability to see traps is not only useful but something to ensure a rogue gets invited to a raid. Keep some flares on you and you can mark those for other players speeding up your raid time.

15. Disarm Traps. Unless you were raiding Black Wing Lair or battle ground pvping this ability was another that languished in the underutilized until recently. With Icecrown Citadel rogues can now remove the danger of someone setting off a trap when you don't want to deal with it. Once upon a time I thought this ability was tied to Picking locks because back in Vanilla while I had no difficulty with it another rogue I ran with who NEVER leveled their lock picking was always failing when attempting to disarm traps. However I have never found any official evidence to support this. It may just be talent. Some rogues seem to get this ability where others struggle, a little practice and your raid leaders will love you.

15. Dismantle. This is a newer ability that when I first heard of it made me giddy because in my mind's eye I envisioned naked plate wearers. It doesn't QUITE work that way, instead we can remove both weapons AND shields from players and some bosses. This can be very helpful, especially if you run with a pally tank who has no disarm ability. It is of course great in pvp against those annoying plate wearers.

16. Kidney Shot. Every other class HATES this ability which is why we love it SOOO much. Part of the classic "stun lock" rotation, team it up with Cheap Shot and Gouge and many can't get a single thing off before they are dead at your feet.

17. Distract. Most rogues use this as an annoyance ability more than anything else. From time to time it will get used to keep Mobs or bosses from wandering off while you wait for the rest of your group members to arrive. However in Pvp especially it can be VERY helpful in that it forces the other person's character to turn in the direction you "distracted" them. With a little practice you can get very good at redirecting other players and even PvE mobs. Another nice thing about distract is that IT DOESN'T REQUIRE STEALTH, nor does it break it. This means so long as your target is not engaged in combat you can use it to redirect its attention. I have found this very helpful in delaying patrols while fighting since it effects all mobs in the area of influence.

18. Blind. This standard rogue ability is so awesome it even had a movie named after it. Once this was a "poison" ability that require a regent called "blinding powder", allowing it to be dispelled. This venerability has been removed and it is now a physical ability inviting us to use whatever materials are on hand from sand, dirt to snow. Suddenly this went from a seldom used to a standard in Pvp. Even in PvE it can be helpful if you find yourself overwhelmed and need either a way for a quick escape or to heal up before finishing your target off.

19. Safe Fall. Since this ability is passive the majority of rogues don't even THINK about how advantage it is. Basically it reduces the amount of damage you take from any fall over 17 yards by 30%. Add the minor glyph and you can increase the distance by another 10 yards. In fights like Malagos you will be one of the few NOT taking damage from the fall, in Pvp it can be hysterical when you jump off the Lumber Mill or a Tower and some poor sap follows you only to splatter on the rocks below or loses so much health you can easily kill them off.

20. Ambush. This single move does SO much damage it is unbelievable. 275% of your main hand weapon damage PLUS an additional set amount based on level. Now at the moment this is limited to daggers but soon it will include ANY main hand weapon. It is not unusual to be able to drop a target to 30% health in Pve situations, however resilience greatly reduces its effectiveness. All it requires is stealth and to be positioned behind your target to deploy it.

21. Envenom. I have a love hate relationship with this finishing move. When it was first introduced wading through all the math to figure out exactly how much damage this actually did was annoying. However as an Assassination rogue it is GOLDEN. The fact that it IGNORES armor makes it wonderful where combat has to stack armor penetration to get the same benefits from Eviscerate. They had a glyph once on the ptr but decided to remove it feeling it was to powerful, especially when combined with weapon swapping, instead they placed the effect as part of talents.

22. Garrote. This is another classic opener that Assassination rogues especially should make use of to start their bleed effects. In Pvp when going against a Pally or Druid those three seconds of silence can mean the difference between victory and defeat. Even better it has NO weapon requirement so it doesn't matter what weapons you are using, just that you start out behind them and in stealth.

23. Gouge. At lower levels this move is fantastic as your "oh crap" move before you have access to vanish and our major stunning moves. High levels can at times use it as a spell interrupt when you don't have kick available. The fact that this also scales with Attack power can at higher gear levels lead to an INCREDIBLE amount of damage as well. Just make sure you have some sort of main hand weapon.

24. Fan of Knives. While this ability has been in the World of Warcraft cannon since Warcraft 3 it is only within the last expansion that rogues managed to get their grubby little hands on it. It has undergone several animation reworkings since then from arching blades, to horizontal spiral as well as to the daggers themselves, the amount of damage this move does has also been adjusted several times. (For some reason Mages and Boomkins didn't care for rogues doing more AoE damage than them.) I may still call it "the sprinkler" but at some point I want to get a shirt that says "FoKing Rogue".

25. Dual Wielding. No other class gets to start out with a weapon in both hands. Now this wasn't always the case, many of us remember leveling with just our one little starter dagger, anxiously awaiting the time we could have two. No longer. While fury warriors and enhancement shamans can learn the ability, to us it is now innate. Put some talents in it and the amount of damage you do with your off hand weapon increases by up to 50%.