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CyberMe
»Introduction«
So you're wanting to play a rogue? No idea how to play it though? That's no problem we will go through most of the main things you should look out for and use.

»Pros/Cons«
Pros
  • Good burst
  • Can stun for a good amount of time
  • Clothie killers

Cons
  • Easy to use
  • Having to deal with all the QQs for popping CDs in duel
  • Facerolling the keyboard can wreck it
  • Anyone who makes it through 2 Cheap Shots and 1 Kidney Shots (3 and 2 with Preparation) can turn around and instagib you


»Talent Spec«
So so far we have established that the rogue has more cons than pros so it is a pretty difficult class to play. So the talent spec doesn't really matter. Just make sure you have these few key talents.

Key Talents
Improved Eviscerate - 3/3
Malice - 5/5

Improved Sinister Strike - 2/2

Relentless Strikes - 5/5

You really could just spend 15 points and not use the 56 other ones and still do some major burst DPS. So might as well just use the 15, it doesn't cost so much right?

»Attack Rotation«
Once again lets go over what we established. Its a hard class and a Level 24 rogue can pwn shit. Lets go over the even more difficult attack rotation of this increasingly harder class.

1. Stealth
2. Cheap Shot
3. Sinister Strike (Or if you were foolish enough to spec to Mutilate, use Mutilate)
4. Kidney Shot
5. Blind
6. Stealth
7. Cheap Shot
8. POP ALL COOLDOWNS (This is key to Rogue)

»Stats«
These are ALL the stats you need to make a rogue that you can faceroll your keyboard (thats a con, don't do it) and pwn 4 guys. There is lots so pay attention. I'll say them in order.
  • Attack Power


»Closing Statement«
So now your ready to play a rogue. I can't stretch how long it's going to take for you to master the attack rotation or the certain gear you should be choosing. Maybe in a year or 2 you will be able to get a double kill no problem.

I hope you enjoyed my How To guide to this class and I hope it helped alot.
Infiltrator
Disgrace to Rogues.

QUOTE (CyberMe @ Jul 30 2009, 07:00 PM) *
[*]Clothie killers


Rogues are anything killers, just as most other classes.

QUOTE (CyberMe @ Jul 30 2009, 07:00 PM) *
[*]Easy to use
[*]Having to deal with all the QQs for popping CDs in duel
[*]Facerolling the keyboard can wreck it
[*]Anyone who makes it through 2 Cheap Shots and 1 Kidney Shots (3 and 2 with Preparation) can turn around and instagib you


NOT easy to use, easy to Stealth/Ambush Killsteal, that's about it

Only time you ever have to pop a good deal of cooldowns in a deal is against a good Warrior/Pally

Facerolling is going to give you an instant death

If you can't reverse it after the stuns wear off, don't play a Rogue. *hint* Blind/Gouge or...maybe a Vanish! Trinket anyone?

QUOTE (CyberMe @ Jul 30 2009, 07:00 PM) *
»Stats«
These are ALL the stats you need to make a rogue that you can faceroll your keyboard (thats a con, don't do it) and pwn 4 guys. There is lots so pay attention. I'll say them in order.


...idiot.

QUOTE (CyberMe @ Jul 30 2009, 07:00 PM) *
[*]Attack Power


That extra AP is going to do you so much good when you can't crit/avoid anything.

Those extra 100 damage hits are far worse than those double damage hits from crits.

QUOTE (CyberMe @ Jul 30 2009, 07:00 PM) *
Maybe in a year or 2 you will be able to get a double kill no problem.


Lmfao, if you can't "get a double kill" as a Rogue, go play Ret. Pally

Conclusion: Learn to play a Rogue.
CyberMe
Obviously i was trolling but you also obviously missed it. Thanks for pointing out everything. Now all the new rogues wont be imba.

If this was how i played my rogue nobody would wanna cyber with me. What would be the fun?
Infiltrator
QUOTE (CyberMe @ Jul 30 2009, 08:08 PM) *
Obviously i was trolling but you also obviously missed it. Thanks for pointing out everything. Now all the new rogues wont be imba.

If this was how i played my rogue nobody would wanna cyber with me. What would be the fun?


I sure hope it was an attempt at Trolling.

Either way, I'd still cyber with you.
bum
Pros

* Good burst
* Can stun for a good amount of time
* Clothie killers


Cons

* Easy to use
* Having to deal with all the QQs for popping CDs in duel
* Facerolling the keyboard can wreck it
* Anyone who makes it through 2 Cheap Shots and 1 Kidney Shots (3 and 2 with Preparation) can turn around and instagib you





oh my god man. u havent learned to play a rogue if u think they are easy, pop every cd in a duel, they are anything but faceroll, and you should be well able to survive through that cc chain. cheap shot to a full kidney, gouge then, sprint (CoS if optional) normal stealth, cheap shot, full kidney, disarm them if they are melee, after disarm is up use evasion, after thats gone blind them, and restealth, use preperation, and just keep fucking doing that shit. seriously.
CyberMe
once again. kidding. xD

And infiltrator, for the record. I would cyber you too.
xChronicle
QUOTE (CyberMe @ Jul 31 2009, 02:05 AM) *
once again. kidding. xD

And infiltrator, for the record. I would cyber you too.

Jailbait.
CyberMe
QUOTE (xChronicle @ Jul 30 2009, 07:47 PM) *
Jailbait.


Stop tempting me! =]
HadokanSF
You guise all fail =(




In PvP, most classes will likely attempt to kite a rogue rather than engage one in melee combat. Warriors, other rogues, paladins, and occasionally (brave) shamans are the exceptions. To avoid excessive kiting, make smart use of your cooldowns (Sprint, Blind, Vanish, Preparation) and Crippling Poison. Specific play style and strategy may vary quite widely according to the rogue's talent build.

editTechniques Re-stealthing is an important rogue skill, and mastering this tactic may greatly improve survivability. This skill can enable a rogue to:

Blind, run out of combat.
Gouge, Sprint, run out of combat.
Vanish.
Apply Crippling Poison on the target and simply run away from combat.
Kidney Shot, run away from combat.
From stealth, a rogue has many options available to him:

Sap, bandage.
Sap, wait for debuffs or a priest or warlock shield to run out, then Cheap Shot.
Sap, Cheap Shot, run away and restealth for extra points on the target.
Against melee characters, stuns and disables are very important. Melee characters usually have high chances to parry/block melee attacks. Since all the Rogues moves are melee, this can easily throw off your timing. Stunning an opponent (and running behind them, forcing them to turn around) removes his ability to parry and your attacks, and lets your moves go through much smoother.

Against melee characters wielding a slow weapon, stuns are even more important. A carefully timed kidney shot/gouge can mean avoiding an ugly chunk of Windfury. The best time to stun them is right before they swing. The worst time to stun is right after a swing. Just think of [Cataclysm's Edge] as a big spell with a 3.50 casting time. You wanna interrupt it as late as possible.

Against pure casters (and even paladins and other classes like elemental shamans which rely heavily on spells), consider opening with a Garrote instead of cheap shot. Since Garrote (starting at rank 7) silences the opponent for three seconds (completely shutting down mages, priests, and locks), you can think of it as a three second Cheap Shot that costs 10 less energy and leaves a significant dot on the opponent. The silence effect is especially important now that pvp trinkets can remove any cc effects.



NOTE! As of Patch 3.0.2, if you are running out of health and are being beaten to a pulp, Dismantle works to disarm your opponent, and you won't have to burn any cooldowns (Blind, Vanish, etc.)
editStrategy In general, a rogue has three different play-styles available to him or her, namely: rush-down, control, and burst. Of these three styles, each talent build will tend to be strong in one and adequate/weak in the others. This section will cover each style in detail, including how they're used against opponents and to which talent builds they correspond.

Rush-Down
Knowing how to play a rush-down style is utterly important in high level PVP. To summarize, "rushing down" an opponent means playing as aggressively as possible, using most of your combo points for offensively-minded finishers such as Slice and Dice or Rupture and burning your cooldowns to drop an opponent as soon as possible. In a pure rush down style, Vanish is usually used to avoid attacks and get in a quick Cheap Shot. The preferred opener is Garrote to maximize DOT damage and the preferred poisons are crippling and deadly/wound. In a rush-down style, constant movement is crucial to keeping an opponent disoriented and sticking to your target's back. Timing your Kicks and Gouges is essential when rushing down casters since you will be using your combo points for finishers other than Kidney Shot. Rush-downs are best used against players with high health because it puts out the highest damage over time. It is, however, vulnerable to classes that can CC you easily since you spend most of your time out of stealth.

Control
Back in the days before the Burning Crusade, Control was king. It was possible to stun-lock most classes from 100-0 and the mark of a good rogue was one who never used his/her cooldowns to win a duel. With the release of The Burning Crusade, however, it became impossible to beat anyone as a rogue without using one's cooldowns due to the high amount of health/armor/resilience players now have. Stun-locking a player from 100-0 now is a near impossibility, unless there is an extreme gear discrepancy between the rogue and his opponent.

With this in mind, knowing how to maintain control over an opponent is still an important skill for PVP- it is just not as important as it used to be. With a pure Control style, you should try to avoid using DOTs since Gouge and Blind are crucial to keeping an opponent locked down. Putting a Gouge in-between a Cheap Shot and a Kidney Shot gives you an extra combo point for your Kidney Shot and allows you to regenerate energy for your Kidney Shot combo. Careful use of Blind will allow you to re-stealth and re-open or will give you an opportunity to bandage up. Kicks must be carefully timed- against a caster class, you should try kicking the opponent as soon as their stun wears off to maximize your chance of interrupting a spell. With Improved Kick, it is even more imperative since the added silence effect gives you a 2-second window for your next CC should you fail to interrupt a spell.

Using a Control style, you run the risk of drawing out a battle too long to the point where you run out of cooldowns and are basically dead. Since you sacrifice a lot of DPS to keep an opponent locked down, it is best used against medium or low HP opponents. Using a control style is also the best way to take out a healing opponent; whether it be a Restoration Shaman, Restoration Druid, or a Holy Priest; since the frequent interrupts will prevent them from healing through your damage. Control however requires a little luck to pull off smoothly- should one of your Kidney Shots get dodged/parried, you'll lose momentum and may have a hard time recovering afterwards.

Burst
The term "burst" refers to the technique of doing a high amount of damage in a short period of time. A pure burst style thus requires re-stealthing and re-opening several times to execute multiple bursts of damage- needless to say, it is something unique to Subtlety Rogues. For Shadowstep Rogues, a Premeditation into a Shadowstep Ambush will take out a huge chunk of health in the very first strike and will also give you 3-4 combo points to build upon or with which to execute an early finisher. For Seal Fate/Premeditation Rogues, a Premeditation into an Ambush may yield anywhere from 3-5 combo points in the opener with which you can use a Cold Blood Eviscerate for maximum damage upfront.

The key to playing a burst style is to restealth as much as possible and stay stealthed until you can land the opener. Since there is a significant amount of dead time in-between bursts, it is not wise to use it against healing classes unless you are certain you can kill the target in 1-2 bursts. Otherwise, the target will simply heal through your bursts and you'll have wasted a lot of cooldowns. This style is best used against lightly-armored targets, especially those who cannot be locked down easily- most specifically, the Mage. It also excels in rogue v rogue duels since stealth, more often than not, is the key to victory in such duels.




With these three archetypes established, it is important to note which talent builds are best and worst for rushdown, control, and burst styles. In short:

Assassination/Mutilate builds are second to none for control, good for rush downs (assuming you have Dual-wield Specialization), and weak at bursting since their primary burst comes in the form of Cold Blood, a three minute cooldown.
Combat builds are the best for rush downs due to their high sustained dps, poor at control (better if they are mace-specced), and decent at bursting with Blade Flurry and Adrenaline Rush.
Subtlety builds are superb at bursting, weak in rush downs due to their lack of white damage and slow out-of-stealth combo point generation, and decent at control (provided they restealth multiple times in each encounter).
Seal Fate/Premeditation builds are also great at Bursting, good at control due to a high combo point generation along with Quick Recovery to minimize energy loss in case of a whiff, and weak at rush downs due to a lower sustained DPS compared to Assassination and Combat builds.
editPvP Trinkets As of Patch 2.1.2,

"Insignia of the Alliance, Insignia of the Horde, Medallion of the Alliance, and Medallion of the Horde have all been redesigned. The trinkets for all classes now have the same effect: Dispels all movement impairing effects and all effects that cause loss of control of your character."
This means that Kidney Shot and Cheap Shot, but also the Deadly Throw debuff, Poisons, Sap, Blind and Gouge can be removed by any class at any time. Daze (from Blade Twisting) is surprisingly also affected - this misconception exists because there is in fact a difference between player Daze and mob Daze. Mob Daze is in fact only removable by complete immunity effects (pally bubble, Ice Block), while player Daze is treated as any other movement-impairing effect.

This also means that the 3 second silence from Garrote is more important than ever, completely shutting down casters without the threat of being removed.

editClasses Rogue When fighting another Rogue, it is important to get the first hit. Since most Rogues are specced shadowstep right now and have both Master of Deception and Heightened Senses, this is particularly difficult for combat or mutilate rogues. When you do see the other rogue, try to sap them. Removing them from stealth will give you a huge advantage. After allowing time to regain your energy, you should use cheap shot to stun the rogue. Fighting a rogue is similar to fighting a warrior: you should keep them stunned. A smart rogue won't trinket until you blind, so be prepared for that. Some rogues may trinket your kidney shot as well, in which case you should immediately blind, restealth, sap, and then open with cheap shot again. Blind and sap are necessary to allow diminishing returns to fade before using cheap shot again. Against rogues you should be using crippling poison and deadly poison (although this obviously isn't always an option since it's unlikely you're switching poisons for every fight if you're in a battleground or any large-scale PvP). Remember not to blind when deadly poison is ticking or it will break. Remember to use any dodge abilities when going toe-to-toe with a rogue, especially since, unlike warriors, rogues do not have abilities to counter your dodge except dodging themselves. Evasion and ghostly strike do stack, giving a total of +65% dodge not including base dodge.

Warrior If you're fighting a good warrior you do not want to get hit at all. Well-geared warriors can cut you down in a few attacks, as well as resist or dodge many of your abilities. Be ready to blow some cooldowns. One method that is very successful against warriors is to employ all the DoTs available to you, and then kiting him with Crippling poison, dive-bombing occasionally to either incur large damage or go for the killing blow. Warriors have abilities which feed off of their opponents dodging, so be careful of using evasion against them. Consider using evasion early on in fights with warriors, as the damage taken from Overpower will be negligible in comparison to the full amount of melee damage a warrior can deal, yet if a warrior is wielding a very powerful two-hander, then (as overpower is an instant cast) be very careful even considering using this ability. If you know you are fighting a warrior, equip Deadly poison in your main hand, and Crippling poison in your offhand. Wound poison instead in main is helpful in encounters where healers are involved. Due to the warrior ability second wind, stunning an arms specced warrior will cause them to get healed for 10% of their health in the form of a HoT. Try not to stun if you can help it.

The coming of Patch 3.0.2 has delivered to rogues a rather vital cooldown - Dismantle.

As a 66 rogue I was able to kill a 70 warrior using this strategy.


1.) You want to start off with a sap, then before he berserker rages out of it, Premeditate a Garrote, Shiv him with Crippling Poison, 5-point Rupture, then run away as fast as you can. Blow sprint if you must, but get away out of range or out of line of sight before the warrior intercepts. Your main aim is not to get a Bleed effect on you, or keep the warrior mobile.

Save your trinket for when you're slowed and getting beat on, when his Intercept is still on cooldown.

If the warrior manages to intercept, Dismantle him. Keep him from critting you or applying any Bleed effects. He can't Hamstring or Rend if he is disarmed. Gouge him - he will blow Berserker Rage to snap out of it or just let the Bleed tick to get out of it, but it will buy you precious seconds to get away to restealth. As soon as you restealth, keep stalking him until the Bleed effects are up. Prevent him from eating or bandaging. If he tries to mount, blow Shadowstep and Sap. Repeat step 1.

Priest Fighting priests is similar to fighting warlocks. Your best option here is to stun the priest to death, using the CS -> KS -> Blind -> Restealth -> Sap -> Repeat method. Discipline priests are hardest, as their ability pain suppression will absorb a large amount of damage. Try to interrupt their heals, and don't forget about their DoTs (especially if they're shadow). It's easy to start whacking a priest and forget about their DoTs which will ultimately kill you unless you use cloak of shadows. Their fear is on a moderate cooldown (about 20 seconds, depending on talents), so have your trinket ready. They don't have any abilities like preparation: they cannot fear twice unless they wait out the cooldown. It is, however, a instant cast fear so be careful of that. Use wound poison and crippling poison against them. Against shadow priests, a common tactic is to fear, throw on some DoTs as you run away, and then mind flay you as you run back. Use shadowstep to negate this. Save cloak of shadows for the end of the fight when you can kill them in the 5 seconds of immunity it provides. Use expose armor to increase their damage taken.

Mage Open with garrote on mages to apply the silence effect. The mage will immediately blink or frost nova and run away. If the mage blinks, use shadowstep to catch up and be sure to shiv crippling poison to limit his mobility. If he frost novas, he will begin to attack you at range. Use deadly throw to interrupt his casting (if you have the PvP gloves), or vanish to escape frost nova. If he has already used blink, you can then cheap shot to open on him and apply a rupture. Mages have excellent mobility and it can be hard for rogues to stay on them. The key is to try and do as much damage as you can without having to be within melee range. Make good use of garrote, rupture, and deadly throw. If you have time to prepare, you should also use deadly poison. As with all cloth-wearers, it is advisable to use expose armor to increase the damage they take.

Druid Druids will almost always fight in one of their forms: moonkin, cat, bear, or caster (sometimes using tree as well). Druids have arguably the best mobility in the game, and are especially difficult for rogues. When fighting a druid in cat form, treat them as another rogue. When fighting a druid in bear form, treat them as a warrior. When fighting a druid in caster form, make sure to use wound poison and try to stun them to prevent them from healing themselves. When fighting a druid in moonkin form, fight them like you would a mage. Although they don't have blink, their superb mobility skills will require that you fight them in a similar fashion. Some druids alternate between forms in combat. In this case, try to catch them in cat or caster form where they are weakest. Expect every balance druid to have Nature's Grasp, which has a (base) chance of 35% to afflict you with Entangling Roots for every one of your hits. (As of Wrath of the Lich King this spell is now a baseline skill for druids.) Either Vanish or CloS, and quickly catch up to them, making sure to apply a snare. Alternatively, wait until they start casting Starfire (this is the hard-hitting spell) and use CloS at the last second. In summary, remove their ability to kite you while Moonfire/Starfire spamming, and don't be afraid to use Expose Armor.

Hunter Against hunters, you should attempt to keep them within range as much as possible. Letting them slip out of melee range for a second could completely change the outcome of the fight. Always make sure crippling poison is up. Because of their pet, blinding for a restealth is not an option so use deadly poison (if you have time to prepare) and rupture. Ignore their pet unless they activate bestial wrath: in that case, you should attempt to vanish and wait out the ability. Bestial wrath lasts 18 seconds. A common hunter tactic is to lay down a trap on top of a flare and stand right on top of it. The patient rogue will wait for the hunter to get bored and leave or wait for the flare to fade and attack in between flares. If you need to attack while the flare is up, you can shadowstep and cheap shot before the flare removes stealth if you're fast enough. The hunter will almost always lay down a freezing trap on top of a flare (freezes you in a block of ice). If they're beast mastery, trinket the trap and then shiv crippling poison to keep the hunter close by. There's no way the hunter can out-DPS you in melee combat unless there's a huge gear difference. If the hunter is marksmanship, they will freeze you, move away, and then scatter shot. Wait for the scatter shot before you use your trinket. If you're unsure of their spec, stay in the trap and wait for them to move away. If they scatter shot, they're marksmanship. If they don't, they're probably beast mastery. Remember that in an emergency you can use cloak of shadows to remove hunters mark (along with anything else) and escape. Just watch out for flares. If you're beating the hunter to a pulp, they'll probably use snake trap as a last resort and try to get distance. In that case, use cloak of shadows and finish them off. Shadowstep or sprint if necessary.

Warlock Warlocks are arguably the easiest fight for a rogue post-TBC and the addition of cloak of shadows. Fighting a warlock is relatively straightforward: open with cheap shot, followed by kidney shot, followed by expose armor and cloak of shadows. Within this time, most warlocks will be dead. If they're not, vanish and do it again. Trinket their fear, if they are able to get it off. Remember to use kick or gouge. Blind as a last resort to interrupt fear, especially if your trinket is already on cooldown. Blind -> restealth won't work here because warlocks have damage over time spells which will break stealth unless you've got some way of removing them. Pre WOTLK you were advised to be wary of felhunters as they had been giving the warlock and all his party members greatly improved stealth detection. Post WOTLK, though, this ability was removed from the felhunter and instead something similar was given to the voidwalker (additional effect of the voidwalker's consume shadows ability). Since few, if any, warlocks use voidwalkers at higher levels, and since this ability is only usable outside of combat, you need not worry too much about it.

There is a common trick Demo warlocks may try on you, they will set their felguard to defensive and make him stand 10(feet) away from the warlock. when you open with a cheap-shot, the felguard will charge and stun you, the warlock will trinket out of cheap shot and death-coil you, and fear+dot, if you cloak of shadows, he'll most likely blow metomophsis and begin shadowcleaving you, with the lock and his felguard on you in heavy melee you may be in a tricky situation, considering warlocks have large hp pools and in demo form, they get 600% more armour.

Paladin Fighting paladins is very similar to fighting warriors, except they can heal themselves. Use cloak of shadows to get through consecration. Unlike warriors, paladins gain no advantage from you dodging so use evasion and ghostly strike if you have it. If a paladin is able to bubble, they will heal themselves up to full. Use this time to back off and restealth. Try not to use any cooldowns (blind, vanish, etc.) until they blow their bubble.

Shaman Enhancement

This fight can be decided by whoever attacks first depending on spec and gear. If you're sub, and get the jump on them, this fight is easy. Wound poison, keep them stunned, run around them and bash the crap out of them. However, if the shaman gets the jump on you, they'll storm-strike and flame shock you and throw down an earthbind totem. EVASION is a key here if they're duel wielding they'll take you down quickly if you don't get this up. Try and stun them when you can, make sure you get wound poison up or they'll run away in ghost wolf form and spam lesser healing wave on themselves.

Elemental

This is a very simple fight, if you get the jump on them, you're guaranteed to win- keep them stunned wound poison, kick etc. If they get the jump on you, don't panic- use cloak of shadows, run up to them, kick their nature school and start bashing them up with your weapons. If they use any shock other than flame- vanish if you can and re-open the fight quickly before they can heal. Be warned most elemental shamans are 40/0/21 spec which means they have nature's swiftness and can instantly heal themselves for 2k health depending on gear.

Restoration

Kick spells in the nature school whenever you can, keep them stunned and dish out as much damage as you can before they break your stuns and use nature's swiftness. You really shouldn't worry about dying; Resto shaman damage output is low compared to the other specs. Be aware of earth shield and nature's guardian these make restoration shamans VERY hard to kill. Just run the fight until they run out of mana, when they do the fight is yours.

Death Knight Death Knights in general can be pretty difficult for a Rogue,but there are some things to remember.

Keep it in your control.Give them half a chance and he'll pop Icebound Fortitude making him immune to your stuns. Frost DKs-High armour.They're pretty good at kiting with Chains of Ice and Howling Blast,so try to stay on them at all times.

Blood DKs-High health regen.Mark of Blood restores hp to the DK everytime you hit them-CloS this if the DK is nearly dead,you don't want them gaining an advantage when you're both low on HP.

Unholy DKs-Dish out a bat[expletive deleted] insane amount of damage using diseases and Scourge Strike.Control is key here,dismantle him to avoid a nasty SS-Gargoyle can be pretty annoying as it attacks through stealth-don't try vanish while it's out.

If you Vanish and haven't left a DK incapacitated he's going to Death and Decay-so be on your toes.You don't want to have wasted your Vanish.

Follow the steps listed by Buddhist below aswell.

-Gigs of Dreadmaul.


from Buddhist of TKoE: Difficulty: Moderate to Difficult

Death knights are pretty much like Warriors that have pets that can stun you, and spells to hit you through dismantle. They also have dots, and all sorts of [expletive deleted] [expletive deleted].

1) Cheap Shot
2) Cold Blood Mutilate, Rupture
3) Dismantle
4) Mutilate twice more and evi
4) Sprint, CloS if needed, Vanish as dismantle ends
5) He probably popped ice bound fortitude already, expecting a KS earlier on, if so, wait it out before you open
6) Reopen with a cheap shot, kidneyshot if he isn't on icebound fortitude, and try to burst him down


Source: Wowwiki
Widge
QUOTE (HadokanSF @ Jul 31 2009, 04:08 PM) *
You guise all fail =(

BLAH BLAH BLAH BLAH BLAH MASSIVE WALL OF TEXT CRITS EVERY1 FOR OVER 9000!!!!11one!eleven

Or you could just link the wowwiki site you copy-pasta from and save every1 the scrolling, and you don't look like such an idiot as well.
Revengeance
QUOTE (Widge @ Jul 31 2009, 07:39 AM) *
Or you could just link the wowwiki site you copy-pasta from and save every1 the scrolling, and you don't look like such an idiot as well.


Hater, at least s/he tried
Widge
QUOTE (Revengeance @ Jul 31 2009, 04:47 PM) *
Hater, at least s/he tried

Finding this on google, copy pasting here, then posting isn't trying imo.
Also, how can he/she say every1 fails when all he/she can do is copy paste some1 else's work.
Ah well, it's the thought that counts.
Deject3d
HadokanSF
QUOTE (Deject3d @ Jul 30 2009, 11:57 PM) *


I lold so hard
CyberMe
lol!
juxti
akrios posted that up on roguerogue.com biggrin.gif
CyberMe
LOL
Neko
You could make a simple Ambush -> Vanish -> Ambush -> Preparation -> Vanish -> Ambush, from it. XD (Nvm the second part with the preparation when ur Mutilate, enemy is usually dead after the second ambush lulz.)
Deject3d
QUOTE (Neko @ Aug 1 2009, 10:14 PM) *
You could make a simple Ambush -> Vanish -> Ambush -> Preparation -> Vanish -> Ambush, from it. XD (Nvm the second part with the preparation when ur Mutilate, enemy is usually dead after the second ambush lulz.)


#showtooltip#
/castsequence reset=11 Premeditaion, Ambush, Slice and Dice, Shadow Dance, Ambush, Ambush, Vanish, Ambush, Preparation, Vanish, Ambush
xChronicle
QUOTE (Deject3d @ Aug 1 2009, 11:07 PM) *
#showtooltip#
/castsequence reset=11 Premeditaion, Ambush, Slice and Dice, Shadow Dance, Ambush, Ambush, Vanish, Ambush, Preparation, Vanish, Ambush

Shadowdance Ambush is only good if the idiot doesn't know how to face you.
Infiltrator
QUOTE (xChronicle @ Aug 1 2009, 06:15 PM) *
Shadowdance Ambush is only good if the idiot doesn't know how to face you.

He won't be able to face you if you play your cards right.
asetas
These "How to play" things wont work guys. Everyone has their own way of dealing with situations and there is no best / right thing to do. Variations can be useful and they are.

Thread closed
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