| 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.
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 |
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