Core abilities |
Rogue abilities are used in order to both deal damage and attempt to avoid it.
The majority of rogue abilities fall into one of three categories: Opening moves - Openers are what every rogue should begin a fight with. These powerful attacks are only usable while [Stealthed] and break the Stealth effect upon use. A common tactic for burst damage is to open on the enemy, [Vanish], and open again. A few examples are [Ambush], [Cheap Shot], and [Garrote].
Combo moves - These moves are the bread and butter of a rogue. Combo moves generate Combo points, which are required to use a finishing move. They deal the majority of your damage and fill the void between your openers and your finishers. A few examples are [Sinister Strike], [Mutilate], and [Hemorrhage].
Finishing moves - These are the rogue's strongest attacks. They require Combo points to use and increase in effect depending upon the number of Combo points you have on the target. A good rogue will need to learn to use the right finishers at the right time, as there are a lot of them. A few examples are [Eviscerate], [Envenom], and [Rupture].
In addition to these combat moves, rogues have a number of other abilities, such as [Distract], [Stealth], [Pick Lock], and [Pick Pocket].
Core abilities[]
- Note: Players technically start in Assassination spec; if a player chooses another specialization at level 10, Outlaw and Subtlety rogues lose Sinister Strike; Outlaw rogues also lose Eviscerate.
Ability | Min Level |
---|---|
Sinister Strike | Start |
Eviscerate | 3 |
Stealth | 5 |
Cheap Shot | 8 |
Pick Pocket | 13 |
Sap | 14 |
Crimson Vial | 16 |
Kick | 18 |
Blind | 24 |
Pick Lock | 24 |
Ability | Min Level |
---|---|
Sprint | 32 |
Distract | 38 |
Feint | 44 |
Vanish | 48 |
Fleet Footed | 58 |
Sprint (2) | 66 |
Shroud of Concealment | 68 |
Tricks of the Trade | 70 |
Cloak of Shadows | 80 |
|