- When I open on someone, what should I spend my CPs on first? EA? SnD? KS?
- What interrupts should I use the most? Kick obviously and KS when it's up, but what about Blind? Is Gouge ever useful?
- What are good strats for not getting kited? Shiv crippling? ShS? Sprint? Cloak? Deadly throw? All of the above?
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1: I WAS WRONG AND I AM A BAD ROGUE. See Drumbum's post down the page for the real answer.
2: Kick and KS will be your most common interrupts. KS has a longer cooldown and can be resisted, so be careful the class and spec of the target you are using it on. KS is decent if you think the target is trying to fake casts on you, since even if they stop casting, KS will still take effect, unlike kick. As far as Blind I would only use that when I'm attacking someone other than the healer and need to Blind without switching targets (I use a mousover Blind macro). Deadly Throw is very good as well, in the 5 seconds where KS and Kick can both be down, just be ready to strafe off and quickly DT the target. I use this a lot when facing Shaman/Warrior teams since you can basically trust the Shaman to be spamming LHWs whenever not silenced/stunned/locked out. Gouge is also fairly good in that situation, but you have to be able to anticipate when you want to use it so that you a: have the energy, b: have gouge off cooldown, and c: aren't in a position where Ruptures/Garrotes will immediately break the Gouge, since it is not a silence nor a lockout and will allow them to immediately heal when they get out. I mostly use Gouge as a tool to refresh kick/KS since I can take 4 seconds off their cooldowns by using Gouge. Some people also use Vanish -> ShS -> Garrote to interrupt, sometimes using a focus macro, but I have not been a fan of that.
3: Again, this is situational. Sometimes being kited isn't a bad thing, if the healer runs off but your healer can keep them in combat through SW:P/Moonfire/Insect Swarm/etc. I like to use that time to put pressure on the opposing DPS. As far as avoiding being kited, there are three classes you really have to watch out for: Paladins, Shamans and Druids.
Paladins can obviously BoP and bubble, as well as BoF themselves to get away from you. Divine Shield can't be helped on my team, but my partner can generally land a quick Cyclone on the BoPed Paladin to waste their cooldown without getting heals off. For BoF, just be ready to stun them, especially if you have Judgment of Justice applied.
Shamans will keep Poison Cleanse totems down and spam their de-poison so you may never have Crippling on them. I just like to spam Shiv on them while they're on the move, so even if they pop into Ghost Wolf they won't be going very fast. The only time I have problems is if they get me in an Earthbind with PC Totem up and in Ghost Wolf, in which case I'll drop ShS.
Druids can be the best and the worst as far as anti-kiting. Spamming Shiv obviously helps, because it keeps them snared and builds combo points for a game-breaking 5 point KS while they're in Travel/Caster form. Nature's Grasp is fairly easy to avoid, whether by ShS, CLoS, or Vanish in the event that they don't have Faerie Fire applied. Unless the game is on the line, I generally will avoid using CLoS to break NG roots, especially against Druid/Warlock or Druid/Hunter, since being able to cleanse DoTs or run over a Freezing Trap unaffected.
Sprint isn't the best ability for anti-kiting, at least when ShS spec. The problem is that it doesn't cleanse roots, and it doesn't grant any immunity or resistance to future rooting/snaring effects. When PvPing as Combat I tend to use it a little more liberally since Imp. Sprint is amazing and I love it, but as ShS I end up using it to catch people around pillars or the Lordaeron tomb.