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01/25/09, 4:06 AM
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#1
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Didn't reroll DK
Night Elf Warrior
Alterac Mountains
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[Anti-Rogue] How to handle Muti/Prep
Let's start a rogue 'hate' thread to discuss ways of beating rogues as X class. With the start of S5 and the popular Mutilate/Preparation PvP build, many non-rogues have had much frustration and difficulty surviving against them and their team in Arena-style scenarios. If you are a rogue, feel free to post here to tell us how to win vs you in a PvP situation. If you are a non-rogue class, post possibly not so well known tricks or gimmicks you have used to gain an edge.
Muti/Prep Facts:
Mutilate is a base 60 energy attack that hits with both weapons +181, has 15% increased crit chance, a 20% DIM, and a 50% DIM against poisoned targets.
Their eviscerate has a 15% DIM.
All combo moves have 30% extra crit bonus damage, for +130% critical strikes.
They have a chance to avoid 4% of all ranged attacks and spells.
They have increased stealth detection, and anti stealth detection.
They take 20% extra healing.
They run 15% faster than normal.
They reduce movement effects durations by 30%.
They have a 100% chance to apply crippling poison if they apply wounding, mind-numbing, or instant poison.
They have 110 energy, each melee crit gives them 2 energy, all abilities cost 10 less energy in stealth and for 6 seconds after stealth.
Their finishers have a 60% chance to give a combo point and a 20% chance per point to restore 25 energy.
If their combo point generator crits, they get an additional combo point.
They have Cold Blood, when used guarantees them a crit, usually an eviscerate.
They do 20% more damage with special attacks you when you are under 35% health.
After they use all of their Evasion, Sprint, Vanish, and Cold Blood, they can use them again with Preparation.
They can get away with wearing high amounts of PvE gear, due to their healing taken increase and ability to lock down a given target and their defensive cooldowns.
| Ability | Cooldown |
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| Kidney Shot | 20s | | Preparation | 10m | | Cold Blood | 3m | | Sprint | 3m | | Blind | 2m | | Vanish | 2m | | Evasion | 3m | | Cloak of Shadows | 1m | | Dismantle | 1m |
Possible other cheese with glyphs:
[Glyph of Vanish]
[Glyph of Sprint]
[Glyph of Evasion]
[Glyph of Preparation]
[Glyph of Vigor]
[Glyph of Eviscerate]
General:
To avoid sap in the beginning of the game, run up to their partner(s) and cast something on them or heal others already in combat to get in combat. It is also important to do this after you are blinded without your insignia, as you are likely to get sapped after the blind is finished.
They cannot dodge attacks when they are stunned, incapacitated, or hexed.
Death Knight
As a DK, its worth mentioning that even with two sets of cooldowns, mutilate rogue's lack of cheat death makes them a very viable target for focus or switch. A Frost DK almost always focus the rogue as the prime dps target in any bracket of the arenas. Rogues cannot dodge spell attacks such as death coil and are suceptable to the ghoul stun which makes them vulnerable to attack even with evasion up. Death Grip/chains of ice is very effective for peeling the rogue off of your partners. Using Lichborne at the start of the match will make you undead, immuning you to sap.
Druid:
Feral Druids:
-Feral druids have many tools to keep rogues at bay. Faerie fire and bleeds can prevent them from stealthing too long without vanish. Dire bear form has better survival and damage products than a rogue does when going toe to toe. Bashes, cyclones, roots, as well as feral charge his can keep the rogue's damage on you and others managable.
You're not going to win the who-can-open first game Versus a smart rogue. It's usually best to wait for them to just start ganking on you or your partner first. This really depends on composition and rogue personality however.
If the Rogue has an idea where you are, sometimes its better just to get in combat and shift to Bear. A Bear is not going to die to a solo Rogue, unless said Bear is in caster/cat form when he gets opened on. Make sure Nature's Grasp is up. Sometimes you just need to run, and you're going to have a hell of a time getting a normal root off.
Mage:
Surviving a mutilate rogue once you have decent gear as a frost mage is quite easy. Your goal is to force them to blow their trinket on one ability, then hit them with another. The two abilities I reference here are deep freeze and polymorph. Landing long enough to land one of either on a rogue when he can't trinket is usually a win. You absolutely have to have ice armor on vs a geared rogue or you will die. Most rogues will open with either cs or garrote. If they garrote (more likely), simply attempt to move out of melee range. They will get stuck in shattered barrier. At this point they will either vanish or cloak to break the nova. You can attempt to break the vanish by hitting them with counterspell at this point, if you are successful at breaking vanish, simply cone of cold them while strafing away and they will be forced to cloak. If they vanish and you were unable to cs it, frost nova immediately to break them out of stealth. When he cloals, simply ice block. At this point he will, depending on cooldowns available, either stand in front of you waiting to gouge, stand on you spamming shiv, vanish, or attempt a restealth. If he stops attacking, he is attempt to restealth, drop block and hit him with something such as freeze, cone of cold or frost nova. If he is waiting to gouge, simply drop block a little early and spin away from him to prevent it, then kite away. If he vanishes, break block early and try to bust him out with frost nova or freeze. If he spams shiv while standing on you (his best move), hit him with a root as soon as you drop out of block. Since his cloak is now down, you can deep freeze him here, but wait a brief second (use cs if its up) to see if he (prep?) vanishes first (or he could vanish immune your deep freeze). He will have no choice but to trinket deep freeze once it lands. At this point, either fake cast sheep to draw out kick then sheep, or pop icy veins if you have the glyph (or escape artist as gnome) to break crippling and root or snare him with an instant to get enough room to cast a polymorph freely. Once he is stuck in a sheep, move away, resheep, make sure you have elem out and are far away, and open with a frostfire bolt. This will snare him and put a dot on him while his cloak is down that will break him of stealth if he manages to restealth somehow. At this point, it';s a very easy kite.
Golden rules:
A) Never stand next to your elemental, the rogue will quite gladly 2 shot it if he can, often during a gouge on yourself.
B) Never trinket unless you get blinded, or he will blind and restealth (or you will have to ice block and then die while the rogue is cloaked)
C) Never use your first ice block before cloak.
This is obviously a 1v1 guide and doesn't pertain to when the enemy has a dispeller. In a situation like that, it's generally up to your partner to peel for you so you can land a sheep on the dispeller before attempting to burst the rogue. The strongest point I can emphasise here though is to play around the rogues trinket and cloak, it is those two abilities detirmine wether you will win or not.
Paladin:
Priest:
Play with a class that can peel the rogue from you, you will not survive a rogue alone for extended periods. The best class to peel a rogue from you is another rogue more than other classes. Utilize shields and use your fears at the right times. Hope they aren't undead.
Hunter:
Shaman:
Escaping Lockdown: As a resto shaman it is very important to keep your globals always in use against a rogue, you should be riptiding when it's up, spamming poison cleansing totem (given the 1 sec GCD) when it's not, and screaming to your teammates for help (dismantle, intercept, sheep, etc) when your trinket is down and your kidneyed. Always, always trinket the first kidney if you are the main target and you don't have a paladin to get you out of it. You can very quickly die with kidney and multiple dpsers on you. Since wound is generally going to be up, a NS+HW probably isn't going to do that much, so sometimes what I find very successful is to actually go for a NS+Hex on the rogue, spam poison cleansing totem for a little bit, and then go for some real heals once wound is off (2 LHWs without wound>1 NS+HW with). Don't worry about dismantle on yourself, it doesn't actually remove the armor your shield gives.
Helping your teammates: If you aren't being targeted, its very important to put an earth shield on the target who is; this gives the +20% healing from LHW and allows a target to stay up even if you get cc'd for a short period of time. Try and keep riptide on cooldown, it decreases the chance you will get into a bad spell lockout and try to get those quick LHWs off. If hex isn't down already, its generally best to hex the rogue. Keep poison cleansing totem down, and if your target is at full HP, keep spamming it. Always keep in combat, and if the rogue vanishes, purge somebody constantly or heal your in-combat teammate.
It is possible for a rogue to cloak Hex and remove it AFTER he is already in frog form, so if you aren't careful you might end up wasting your NS if you go for NS+Hex. Hex has a lot of weird properties; it still allows you to use some physical abilities while Hexed (including totems and even bandaging), and apparently cloak is also included as well. Rogues can also stealth and vanish while hexed.
It's worth it to cleanse poisons as soon as a teammate helps peel, but while you are getting attacked it's generally not worth the mana or gcds to spam poison cleansing totem since they get re-applied for free pretty much instantly.
Stoneclaw totem brings rogues out of stealth via its taunt.
Warlock:
/leave arena. No seriously, Warlocks are rogue's favorite targets because they are uterrly useless. Best shot is to get improved succubus and use shadowfury to get a few casts off before the rogue realizes he needs to blow cools to lock you out. Get partners that that can setup heavy control on the rogue. Needs more clarification.
Warrior:
Escaping lockdown: Intervene your partner, turn around and intercept the unsuspecting rogue for a few precious seconds of freedom.
Surviving Burst: If it's a DPS burst team you are facing, and you are the target of a cheap shot, it is likely the rest of the team will burst you down. If you do not have your healer already preparing to heal the burst, then trinket the first second of the kidney shot, and equip your shield in defensive stance and use shield block and possibly reflect or other defensive abilities. Or, intercept a nearby enemy or intervene a nearby ally to free yourself from the lockdown.
Helping your teammates: Most of the time warriors do well against rogues which are attacking other targets. The term most oftenly used is called "peeling". Intercept stun, disarm, demoralizing shout, intervene macro. Time your intercept for when the rogue reveals himself from stealth and disarm if you can before the rogue kidney shots. It is also possible to intervene and take the kidney shot for yourself. It is also possible to intervene the sap or cheap shot, and place a slow on the rogue before he can kidney shot while your partner gets to safety. It is not however ideal to pester the rogue too much to where he focuses his attacks on you. Your goal is to keep the rogue interested in his target so you can hit him in the back. If an equally geared/skilled rogue is on you, it is likely that he will be able to apply more pressure and damage than you are able to return. However, being in defensive stance and using revenge in your rotation it may be possible.
Breaking out of turtle: As a fury warr, higher rated rogue teams will stick to the warrior much more often than the other. It is pretty difficult to go toe to toe with a rogue and usually ends up with a shield and defensive stance going between revenge and bloodthirst while the rogue is tearing you to pieces and/or your healer is going OOM. The only means of escape is to intercept your enemy or intervene your partner with the crippling poison removed at that time. You should use retaliation while KS and dismantle are on c/d to encourage the rogue to swap off so the warrior can stop turtling. Using shield wall and then equipping your offhand and going into berserker to use whirlwind and DPS while their KS/Dismantle is down helps in returning some damage during that time shield wall is up. Because fury lacks the revenge dps of arms toe-to-toe, a fury warrior should start instead sundering a rogue while turtling with shield on while revenge and BT cool. The intent of this is to set up a kill using all available cooldowns. Once the rogue is sundered, use either the intervene/intercept method with zerkrage and bloodrage or fearshout/trinket -> nitro -> intercept so you don't have to swap stance. You'll want to hit deathwish before you begin and recklessness right before the intercept so its GCD doesn't hurt your stun time. After you break free and you have your cooldowns active, as you are getting away you should swap your weapon and into zerk stance before you intercept the rogue. HS/WW->BT-> Heroic Throw is usually enough to get them low enough to scare them into a vanish or fall over. Piercing howl to break them out and whack them while they are off guard and have your partner interrupt all saves on the rogue. This is purely ideal and not guaranteed to work.
Last edited by landsoul : 02/20/09 at 3:58 AM.
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01/25/09, 4:32 AM
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#2
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Von Kaiser
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Guide for Restoration Shamans
Escaping Lockdown: As a resto shaman it is very important to keep your globals always in use against a rogue, you should be riptiding when it's up, spamming poison cleansing totem (given the 1 sec GCD) when it's not, and screaming to your teammates for help (dismantle, intercept, sheep, etc) when your trinket is down and your kidneyed. Always, always trinket the first kidney if you are the main target and you don't have a paladin to get you out of it. You can very quickly die with kidney and multiple dpsers on you. Since wound is generally going to be up, a NS+HW probably isn't going to do that much, so sometimes what I find very successful is to actually go for a NS+Hex on the rogue, spam poison cleansing totem for a little bit, and then go for some real heals once wound is off (2 LHWs without wound>1 NS+HW with). Don't worry about dismantle on yourself, it doesn't actually remove the armor your shield gives.
Helping your teammates: If you aren't being targeted, its very important to put an earth shield on the target who is; this gives the +20% healing from LHW and allows a target to stay up even if you get cc'd for a short period of time. Try and keep riptide on cooldown, it decreases the chance you will get into a bad spell lockout and try to get those quick LHWs off. If hex isn't down already, its generally best to hex the rogue. Keep poison cleansing totem down, and if your target is at full HP, keep spamming it. Always keep in combat, and if the rogue vanishes, purge somebody constantly or heal your in-combat teammate.
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01/25/09, 5:25 AM
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#3
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Tinker
Gnome Rogue
Forscherliga (EU)
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Some small corrections:
The 4% chance to avoid ranged attacks also affects spells.
Rogues have 130 energy with the glyph and the 4 piece set bonus of the pvp set.
Most rogues playing 41-5-25 don't take Focussed Attacks and so have no Energy regenerations by melee crits.
The finishers (except Deadly Throw) have only a 60% chance to generate a combo point if the rogue takes Ruthlessness. Boozt would be an excellent example of a very high rated rogue that doesn't take Ruthlessness.
The 20% more damage against targets under 35% only applies to special attacks, not white attacks, poisons or Engineering stuff for example.
And just a spelling - "They can get away with wearing high amounts of PvP gear" you most likely meant PVE gear.
And also something you might want to know:
Rogues interrupt "Kick" is off the global cooldown and costs 15 energy with the glove bonus.
Last edited by Hildegard : 01/25/09 at 5:33 AM.
Reason: Added something.
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01/25/09, 5:33 AM
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#4
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Von Kaiser
Night Elf Druid
Winterhoof
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A few things I've noticed, though I'm pretty new to arenas myself.
General:
-Bleeds are your friend. Really. If you can, stack em up. DoT's are good too, though they're easier to get rid of.
Feral Druids:
-Bleedwise, Feral Druids have Rake, Pounce (not always an option, but keep in mind its long duration), and Lacerate. Also, Faerie Fire Feral should be up if you're going for on.
-If you don't have the stealth talent, you're not going to win the who-can-open first game. I usually wait for them to just start ganking first. This really depends on who your teammate is, though.
-More of general feral druid advice, but unless you think you can kill a rogue in one Pounce, you really should use Maim as your next finisher, shift to bear, stun him again, and then even consider a Cyclone if you're the sole dps. As stated by the OP, a stunned rogue isn't dodging anything.
-If the Rogue has an idea where you are, sometimes its better just to get in combat and shift to Bear. A Bear is not going to die to a solo Rogue, unless said Bear is in caster/cat form when he gets opened on.
-Make sure Nature's Grasp is up. Sometimes you just need to run, and you're going to have a hell of a time getting a normal root off.
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01/25/09, 6:39 AM
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#5
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Glass Joe
Tauren Shaman
Tichondrius
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As any dps, its worth mentioning that even with two sets of cooldowns, mutilate rogue's lack of cheat death makes them a very viable target for focus or switch. I personally (Frost DK) almost always focus the rogue as the prime dps target in any bracket of the arenas.
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01/26/09, 11:13 AM
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#6
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not a scrub(?)
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How effective are Demoralizing Shout (410 - 574 AP off), Thunder Clap (10 to 20% attack speed slow), and Disarm (10/5 seconds) at mitigating Rogue damage?
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01/26/09, 11:36 AM
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#7
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The Drones need you, They look up to you.
Blood Elf Death Knight
Mal'Ganis
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Disarm is by far the most effective of those, for its duration the rogue will be unable to mutilate, or stun.
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01/26/09, 2:17 PM
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#8
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Glass Joe
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Some more shaman notes:
It is possible for a rogue to cloak Hex and remove it AFTER he is already in frog form, so if you aren't careful you might end up wasting your NS if you go for NS+Hex. Hex has a lot of weird properties; it still allows you to use some physical abilities while Hexed (including totems and even bandaging), and apparently cloak is also included as well.
With the changes to dispel resists I it's worth it to cleanse poisons as soon as a teammate helps peel, but while you are getting attacked it's generally not worth the mana or gcds to spam poison cleansing totem since they get re-applied for free pretty much instantly.
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01/26/09, 3:03 PM
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#9
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Don Flamenco
Night Elf Warrior
Greymane
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Originally Posted by Hildegard
Some small corrections:
The 4% chance to avoid ranged attacks also affects spells.
Rogues have 130 energy with the glyph and the 4 piece set bonus of the pvp set.
Most rogues playing 41-5-25 don't take Focussed Attacks and so have no Energy regenerations by melee crits.
The finishers (except Deadly Throw) have only a 60% chance to generate a combo point if the rogue takes Ruthlessness. Boozt would be an excellent example of a very high rated rogue that doesn't take Ruthlessness.
The 20% more damage against targets under 35% only applies to special attacks, not white attacks, poisons or Engineering stuff for example.
And just a spelling - "They can get away with wearing high amounts of PvP gear" you most likely meant PVE gear.
And also something you might want to know:
Rogues interrupt "Kick" is off the global cooldown and costs 15 energy with the glove bonus.
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Here's my question: When you take into account the 130 Energy and -10 Energy for 6 seconds out of stealth and Energy Regen, how much damage (or rephrased--how many specials) can a Mutilate Rogue do in a Stunlock (Cheap Shot -> Kidney Shot)? And how soon after the Kidney Shot ends can I expect a 4-5 combo point Eviscerate?
General Rules as a Priest:
Keep up PW:S and Prayer of Mending on yourself at 12+ second durations. If you don't update the buff durations you can get sapped and they'll fall off before the rogue opens on you. PW:S -> Renew -> Mending is the best order to cast your instants, because the Mending won't proc until your PW:S breaks. Thus, it's better to have your Renew have a chance to tick earlier (Glyphed and Talented ~1500 per tick is full PvP gear). Be careful to not fear if the rogue has cloak of shadows on.
Always try to Pain Suppression when the Rogue has a large number of combo points--if you can PS before getting 5-point Kidney'd or Eviscrated you're in a better position. That said--I typically will live through the original opening of Rogue (Cheap Shot -> Kidney Shot -> Eviscerate) with low health. . . but if the rogue blows both vanishes to Cheap Shot and Garrotte there's really nothing I can do unless they're not undead. Deadly Brew makes it impossible for me to heal up (>2 second Flash Heals, even with Power Infusion) Perhaps other Priests can survive double vanish openings but if the other member of the rogue team (even a paladin) helps DPS at all I'm screwed (~900 resil). Your teammates better be good at helping, I guess (and not be Sapped).
Other question: Is it worth it to just try to face the rogue the entire time instead of moving to a place you can *attempt* to line of sight? (I say attempt because, with no poison removal, a Priest can't really move much anyway)
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01/26/09, 3:30 PM
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#10
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Don Flamenco
Pojung
Undead Druid
No WoW Account
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Excellent idea for a thread. Would be great to circulate many [Anti-(Class)] threads.
OP: Your listing of classes excludes... Rogues themselves. It might prove useful for other Rogues to learn how to deal with this spec as well  Increasingly so as in many Rogue v. Rogue matchups it ends up being 'who can enter a deeper state of stealth' with talents, and cloak enchant, followed by 'i can see you better' games facilitated with Engi goggles and Human Perception.
Edit:
To add to the 'Cheese' listing: Vigor, glyphed will grant 120energy. With 4pc, this becomes 130energy (confirmation as to it stacking?).
This is important to note because it is entirely possible to Cheap Shot(3cp)~>Mut(5cp)~>Evis(hope for Ruthlessness proc-1cp)~>Cold Blooded Mut(4cp)~>Kidney almost without waiting for any energy to flow back in. This sort of opening is deadly on nearly any class who made the mistake of wasting their trinket on something other than a Rogue stun.
Last edited by Mjollnir : 01/26/09 at 3:39 PM.
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01/26/09, 4:14 PM
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#11
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Don Flamenco
Night Elf Warrior
Greymane
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Originally Posted by Mjollnir
To add to the 'Cheese' listing: Vigor, glyphed will grant 120energy. With 4pc, this becomes 130energy (confirmation as to it stacking?).
This is important to note because it is entirely possible to Cheap Shot(3cp)~>Mut(5cp)~>Evis(hope for Ruthlessness proc-1cp)~>Cold Blooded Mut(4cp)~>Kidney almost without waiting for any energy to flow back in. This sort of opening is deadly on nearly any class who made the mistake of wasting their trinket on something other than a Rogue stun.
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Is this the typical opening? I feel like most rogues I fight do the following (if my understanding of rogues is correct)
CheapShot (3 combo points, cost 30 energy with Overkill and Dirty Deeds. 100 energy)
Mutilate (5 combo points, costs 50 energy with Overkill. 50 energy)
(20 energy regenerated by now: 70 energy, 5 combo points after 2 cheap shot is complete)
Kidney Shot (15 energy, uses all 5 combo points. lasts 6 seconds. Most classes are -25% (Priest, for example) or more with Metagem/Talents. So call it 4.5 second duration). Energy at 55)
Cold-blood Mutilate with Ruthlessness on the Kidney (up to 4 combo points, energy at 5 with overkill still up)
At this point do rogues do: "Wait two seconds for energy to tick up to 35 for eviscerate" or do they Mutilate again and then eviscerate, hoping for the eviscerate to be when the target is under 35% health for +20% damage via Dirty Deeds? Or Vanish-garrote to gain two combo points (one wasted, possibly) and THEN eviscerate?
Other question: If I try to Psychic Scream and they have Cloak of Shadows up, does that add one combo point to me via Setup? Do most PvP rogues even take Setup?
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01/26/09, 4:31 PM
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#12
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Don Flamenco
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Originally Posted by Hildegard
Some small corrections:
The finishers (except Deadly Throw) have only a 60% chance to generate a combo point if the rogue takes Ruthlessness. Boozt would be an excellent example of a very high rated rogue that doesn't take Ruthlessness.
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He may have updated his spec since you posted this. He has 3/3 Ruthlessness now, and no points in Vile Poisons. He also took 3/3 Setup over Serrated Blades - something I haven't seen before.
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Originally Posted by Chirality
Is this the typical opening? I feel like most rogues I fight do the following (if my understanding of rogues is correct)
CheapShot (3 combo points, cost 30 energy with Overkill and Dirty Deeds. 100 energy)
Mutilate (5 combo points, costs 50 energy with Overkill. 50 energy)
(20 energy regenerated by now: 70 energy, 5 combo points after 2 cheap shot is complete)
Kidney Shot (15 energy, uses all 5 combo points. lasts 6 seconds. Most classes are -25% (Priest, for example) or more with Metagem/Talents. So call it 4.5 second duration). Energy at 55)
Cold-blood Mutilate with Ruthlessness on the Kidney (up to 4 combo points, energy at 5 with overkill still up)
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Just a few things to add for you here:
- Cheap Shot is only 2 points. It can grant 3 with Initiative (Sub tree), but it's regarded as a wasted talent for a Mutilate rogue as they're generally drowning in combo points between Mutilate granting 2 base, 3 on a crit from either dagger.
- I may be wrong, but I believe the next move after a Cheap Shot -> Mutilate is the Cold Blooded Eviscerate unless the rogue is anticipating the match taking longer than the duration of his opener.
Cheap Shot (2 points, costs 30 energy, 100 left)
Mutilate (5 points [most likely], costs 50 energy, will have regenerated 10, 60 left)
Cold Blood -> Eviscerate (0-1 point(s), costs 0 energy with Relentless Strikes proc, will have regenerated 10, 70 left)
Mutilate (3-4 points, costs 50 energy, will have regenerated 10 energy, 30 left)
Here, depending on their health, you can Eviscerate again (25e) to polish them off before Cheap Shot has worn off, Kidney for another chance to Mutilate while they're unable to respond, or Rupture and Vanish if they're heavily armored.
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01/26/09, 5:02 PM
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#13
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Von Kaiser
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Originally Posted by skizz
Some more shaman notes:
It is possible for a rogue to cloak Hex and remove it AFTER he is already in frog form, so if you aren't careful you might end up wasting your NS if you go for NS+Hex. Hex has a lot of weird properties; it still allows you to use some physical abilities while Hexed (including totems and even bandaging), and apparently cloak is also included as well.
With the changes to dispel resists I it's worth it to cleanse poisons as soon as a teammate helps peel, but while you are getting attacked it's generally not worth the mana or gcds to spam poison cleansing totem since they get re-applied for free pretty much instantly.
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Hex is not 'weird', it has been repeatedly stated that it is not another Polymoprh, you lose your ability to attack and are Silenced but otherwise have control of your character and access to your abilities. Dropping a totem, bandaging, cloaking are all abilities that you would expect to be possible while disarmed / Silenced.
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01/26/09, 6:34 PM
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#14
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Glass Joe
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Originally Posted by Brgid
Hex is not 'weird', it has been repeatedly stated that it is not another Polymoprh, you lose your ability to attack and are Silenced but otherwise have control of your character and access to your abilities. Dropping a totem, bandaging, cloaking are all abilities that you would expect to be possible while disarmed / Silenced.
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Not sure why you are so hung up on my use of a single word, but ok.
In actual pvp use, you shouldn't treat it as a polymorph as far as CCs go, but if you try to cast a (magic) spell while Hexed the game will give you an error along the lines of "Can't do that while polymorphed". My point in saying that Hex is "weird" is that it's unlike any other CC, and combines the properties of different CCs. Sheep/blind/fear prevent you from controlling your character in any way and can be trinketed, while silences/disarms only prevent the use of certain abilities and cannot be trinketed. Hex has the properties of a silence/disarm (and is unique in that it affects both melee/ranged), but can be trinketed, but also shares the same DRs as polymorph. Does that not seem weird to you? In my humble opinion, being able to remove a CC with a baseline ability, after the CC is already applied, promotes poor play for a class that most other classes already struggle against :p
Regarding shaman once again:
Putting your earth shield on a teammate may be necessary when he is getting focused, but you have to be careful in this case as well. If a rogue pulls a switch onto you and CCs your teammate, getting caught in a KS with no trinket or earth shield on yourself is pretty much instant death. This is pretty frustrating since shamans have terrible mana efficiency when not using water shield but are unable to survive focus fire when not using earth shield.
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01/26/09, 10:57 PM
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#15
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role != roll
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You can also stealth (and I assume Vanish) as Hex.
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01/27/09, 3:56 AM
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#16
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Von Kaiser
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From a (Survival) hunter PoV:
1) Use Track Hidden! You'd be amazed how many hunters don't do this. Improved Tracking does not benefit from this though.
2) Drop Flares and Frost Trap, RUN AROUND THEM, do not stand stationary on them, your trap will get disarmed you will get trapped. You need to be clever about it and make paths over the trap, dropping the Flare around the trap, and not on it.
I'm hoping there are some more non-BM hunters that can add some more to this.
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01/27/09, 5:33 AM
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#17
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Soda Popinski
Dwarf Priest
The Venture Co (EU)
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As a priest:
Play with a class that can peel the rogue from you, you will not survive a rogue alone for extended periods. The best class to peel a rogue from you is another rogue.
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<manly> then my sister calls and proposes the one thing that has never before occured in my entire life
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01/27/09, 7:57 AM
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#18
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Glass Joe
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Frost mage PoV, muti rogues are difficult, but from what I've found is that you have to get them to blow Cloak of shadows on something other than deep freeze. What I try to do is put up ice barrier get that to frost nova them when they jump me, sit there and take the damage during cheap shot, and they will probably KS me so I blink. They are still in frost nova at this point so I wind up a frost bolt+icelance combo or just an icelance, possibly two. Pull out pet and then refrost nova the rogue, which generally forces them to put up CoS, during the time hes running at me I try and pull mirrors out, and when he gets close I iceblock during CoS. mirrors and pet are out to try and bring him out of stealth if he restealths, as SOON as CoS is down I click off iceblock, throw something instant at him to keep him out, or run to his LKP and spam the !@#$ out of an AoE and hopefully bring him out. Then I frost nova, pop deep freeze, and then blow him up. Hope this helps any mages out there and if any rogues want to respond to this post and help me better my strategy against muti rogues, I'd appreciate it greatly because they are still tough. Thanks for reading, good luck! 
Last edited by Borqueak : 01/27/09 at 8:04 AM.
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Are you an angel? Because I have an erection!
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01/27/09, 8:48 AM
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#19
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Don Flamenco
Pojung
Undead Druid
No WoW Account
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Originally Posted by Chirality
Is this the typical opening?
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No, it's not. But if you get sapped, for example, and burn trinket on sap, you've just opened yourself up. That cycle will keep you locked down coupled with the burst.
*The point I was getting at there, I suppose, is that a trinket used on anything other than a Cheap/Kidney Shot vs. a Mut rogue is a trinket poorly used.*
Edit: Removed opener cycles listing
Last edited by Mjollnir : 01/27/09 at 9:02 AM.
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01/27/09, 9:44 AM
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#20
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Von Kaiser
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General Rules:
Limit the rogue's escape potential. Limit stun duration taken by the rogue. Limit/negate the rogue's openers. Kite whenever possible.
The latter is something I feel is so obvious yet classes who can do it successfully either choose not to or don't think to do it. With out ShS rogues can be definitely be kited.
Paladin:
If you are Ret you are currently the best counter to rogues. Be sure to save your HoF for KS. Be sure to DoT the rogue via Seal of Corruption. Try to get your HoJ in before the rogue cloaks in order to get a trinket used. This should be a fairly easy fight if you manage your cooldowns. For Holy you need to use your HoF the same way and do not bubble prematurely. I also find that Holy pallies forget to throw a DoT on the rogue, which could possible save them a lot of head aches.
Hunter:
Now that you cannot 1 button win v. a rogue anymore with BW, readiness BW you are back to days reminiscent of S3. Use deterrence wisely and don't underestimate your ability to kite this melee class. Keep your DoTs up on the rogue and do not let them get the chance to open and get a stun rotation on you.
Mirror:
Its a cooldown war. Getting the 1st and more openers then the other rogue is vital. I like to rupture/disarm early and save my KS but it all depends on how the other rogue counters. Eliminating their escape and opener potential is priority 1.
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01/28/09, 2:38 AM
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#21
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Von Kaiser
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Originally Posted by landsoul
General:
To avoid sap in the beginning of the game, run up to their partner(s) and cast something on them or heal others already in combat to get in combat. It is also important to do this after you are blinded without your insignia, as you are likely to get sapped after the blind is finished.
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I used to always run up and try to purge or something but I found myself getting sapped on the way to do that a lot of times. I play with a rogue and a mage in 3's and having the mage run up and do an instant spell on something visible while I riptide him has been the best strategy change I have made. It has extended my range to 70+ yards when it comes to getting in combat and many rogues are afraid to sap a mage charging towards the other team because he could hit the arcane explosion button any second.
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01/28/09, 5:31 AM
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#22
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Von Kaiser
Night Elf Rogue
Trollbane (EU)
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Originally Posted by Borqueak
Frost mage PoV, muti rogues are difficult, but from what I've found is that you have to get them to blow Cloak of shadows on something other than deep freeze. What I try to do is put up ice barrier get that to frost nova them when they jump me, sit there and take the damage during cheap shot, and they will probably KS me so I blink. They are still in frost nova at this point so I wind up a frost bolt+icelance combo or just an icelance, possibly two. Pull out pet and then refrost nova the rogue, which generally forces them to put up CoS, during the time hes running at me I try and pull mirrors out, and when he gets close I iceblock during CoS. mirrors and pet are out to try and bring him out of stealth if he restealths, as SOON as CoS is down I click off iceblock, throw something instant at him to keep him out, or run to his LKP and spam the !@#$ out of an AoE and hopefully bring him out. Then I frost nova, pop deep freeze, and then blow him up. Hope this helps any mages out there and if any rogues want to respond to this post and help me better my strategy against muti rogues, I'd appreciate it greatly because they are still tough. Thanks for reading, good luck! 
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Well if the rogue is Mut/Prep he will just Vanish out of frost nova, blow Clos to avoid getting slowed and force you to pop Iceblock, if you use the copy's Fan of Knives kills them pretty fast. When you come out of Iceblock the rogue will pop Preparation and go at it right again. As a rogue I don't really see any reason why i shouldn't be able kill a mage with my cooldowns, I simply use my trinket for Deep Freeze. But then again, I never go after Frost Mages since there are many other easier targets and using Preparation for a Frost Mage is a waste.
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01/28/09, 8:01 AM
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#23
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Von Kaiser
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Originally Posted by Donjo
many rogues are afraid to sap a mage charging towards the other team because he could hit the arcane explosion button any second.
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Not when they run with a non-braindead priest who puts a bubble on them before the match.
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01/28/09, 1:49 PM
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#24
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Didn't reroll DK
Night Elf Warrior
Alterac Mountains
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Priest shield prevents getting rogue out of stealth? That implies stealth breaks on action when in fact you can pop a rogue out of stealth with a debuff shout that does no damage. Am I missing something here?
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01/28/09, 2:06 PM
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#25
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Piston Honda
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Originally Posted by landsoul
Priest shield prevents getting rogue out of stealth? That implies stealth breaks on action when in fact you can pop a rogue out of stealth with a debuff shout that does no damage. Am I missing something here?
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A priest bubble will mitigate AOE damage from popping the rogue out of stealth until it is fully absorbed. Things like a deathknight's death and decay for example. Debuffing shouts from warriors apply regardless of absorbs so they will pop the rogue out of stealth immediately.
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