Rogue Secrets

Discover the best builds, how to reach level 80 within a few days and easily win PvP fights with the Rogue Guide by Killer Guides.

Friday, September 28, 2007

[Skahrs World] "Hemo Is Dead"- PvP Video

"Hemo Is Dead" Skahr, lvl 70 Rogue, Bleeding Hollow, (Does'nt PvP)

This is my first ever PvP video. I used the latest version of Fraps(2.9.2) for recording and Windows Movie Maker for the editing. Your not going to see any special effects, no flashy lights, no slow motion crits. I basically made this video for fun and as a learning process. I will probably use Vegas for my next video.
Due to arena team problems during the shooting of this video, I only have 2v2 clips in the 1900 area with a Holy Paladin. My current ratings are also lower atm due to team break ups and mates no longer playing wow. You will notice that I still click my abilities about 50% of the time. I have been so comfortable doing this for a long time and its hard to break habbits :(

My movie contains Battlegrounds, Duels, World PvP and Rated 2v2 arena matches. I will be the first to admit I outgear a lot of my opponents in the movie but not all of them by any means. The video is almost 24 mins long (Lengthy I know) and is somewhat seperated into sections. I suggest downloading the full version for quality reasons. I hope you all enjoy it. Please leave feedback whether it be good or bad.

**DOWNLOAD FULL VERSION**

Filefront - http://files.filefront.com/Hemo+is+Dead/;8667374;/fileinfo.html

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Posted By Skahr to Skahrs World at 9/28/2007 08:31:00 PM

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[A View from Behind] Friday Afternoon Memo...

...To Merck Food Service:
Mixing shredded chicken with medium salsa in a sandwich wrap and heating on a grill pan does not mean you can label the item "Hot Buffalo Chicken Wrap". Please call it "Medium Salsa Chicken Wrap".

...To the Man at the Urinal Next to Me:
If you shake it once, that's fine. If you shake it twice, that's OK. If you shake it three times, that's playing with yourself. If you shake it four times, and splash the toe of my right shoe with your pee, that's just disgusting. Please be more careful.

...To Women:
You may or not be aware that wearing a low cut shirt and a long necklace with a bulky charm that rests at the top of your breast cleave will draw the attention of male eyes. This phenomenon is akin to using shiny, flashy metal lures to catch barracuda. Please do not cast your bait into the ocean if you do not desire to have it bit.

...To the Wrigley's Scientist(s) that Created the Raspberry Mint Flavor for Orbit Chewing Gum:
Thank you.

...To Bungie Games:
I'm so glad we are together again. It was a rough couple of years, wondering if your letters promising physical and spiritual rehabilitation would ever find their way from my heart to my HDTV. I'm so happy to have you back. Last was night was great, and I hope we can do it again soon. I love you.

...To the Ninja Blog Reader:
I know you are reading. I can't see you, but I can feel your presence (and see your IP address in my WebStats). Please, reveal yourself and let us enjoy a cup of steaming green together.

...To My Fiance:
I'm sorry to have to tell you this way, but I am in love with someone else. His name is Master Chief, and I am running away to play 4v4 games of Eliminatio, Slayer, VIP, CTF, and Territories with him. Please don't be sad.

...To the Weekend:
HERE I COME!

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Posted By Doomilias to A View from Behind at 9/28/2007 02:17:00 PM

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[Skahrs World] 2.3 Mobility Changes

Quote from Drysc

"Do you mean the amazing change to Shadowstep so that it can now be used at any time, not only while stealthed? In addition, after use of Shadowstep threat caused by the next Ambush, Garrote or Backstab will be reduced by 50%. The cooldown will however be increased to 40 seconds.

Also on the Subtlety front is a change to Dirty Deeds so that it will also be increasing damage of special attacks by 10/20% against targets that are below 35% health. We're also taking a look at bumping up Hemorrhage a bit, but no details yet on what that may be."

SOURCE

The changes to Dirty Deeds and sound awesome. Basically, once our targets are at or below 35% we get zerker buff :), this sounds excellent. I am also VERY excited about the "Hemo Bump" we may recieve. I will be keeping a very close eye on this as it unfolds. The changes to shadowstep are nice, and may actually be worth picking up if I can get my crit to 32%+ unbuffed, otherwise CB is a lot to give up. As far as the threat reduction after ShS, meh...If your raiding with ShS you already failed IMO. This wont change much unless your a big fan of ShS and you happen to do a lot of heroics or something along those lines.

The buff to fleetfooted (increases run speed by 15%) could also be nice. The only thing I dont really like about that is you will be running farther and faster away from a lock or priest after a fear. I may pick it up once I get 120 energy with Hemo.

"Hemo Is Dead" is all wrapped up. Im putting some finishing touches on it and trying to up the quality a little bit. It should be out sometime today if things go right.

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Posted By Skahr to Skahrs World at 9/28/2007 12:09:00 PM

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[A View from Behind] Blinkstep

I had heard rumors, but I /scoffed and /huffed that the Blizz developers would actually do it. Yeah. Come patch 2.3, Shadowstep won't require stealth. Huh? We can...blink? Well, without the stun and bond removal, yes.

Ok, so its not really blink...but wow. Along with a couple of other changes, the Subtlety tree just might become a top performer among PvP specs once again. Not only will deep sub specced rogues be able to use Shadowstep in combat (what a great combo CoS + Shadowstep will be against frost mages!), but the Dirty Deeds talent will also increase damage from specials by 10/20% (respectively, based on 1/2 or 2/2 points) against targets below 35% health. Hemo is getting retooled as well, but there are no details. I would imagine that they are either going to increase the damage per rank that it adds to physical attacks or add a damage bonus similar to Sinister Strike. I'm pretty excited about these changes, as I leveled 60-70 as lewlstep, just because it was fun and I solo'd a ton. I will definately respec for a few days once 2.3 comes out, just for the sake of trying it out.

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Posted By Doomilias to A View from Behind at 9/28/2007 09:51:00 AM

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Friday, September 21, 2007

[A View from Behind] Friday's at a Pharma

Summer...hours? You mean...people are allowed to leave at noon on Friday's during the summer? This is a concept, a practice, that I will have to get used to. Too bad this is the last acceptable Friday of summertime. I won't be leaving at noon today anyway because, well, it's my first full week and just doesn't seem right. Anyway, on to more important things...

More on Hit Rating and Mutilate...
Epic post coming. I've been lotioning and oiling and oiling and lotioning...er, rather, calculating and testing and testing and calculating. I did resocket a number of my gems to gain more hit rating than I had before, and my stat line now reads 1594 ap / 23.75% crit / 202 hit. Not too bad right? Eh, Wednesday night was my first test run, as we did up to and including Curator. The other 41/20 raiding rogue in our guild was out dpsing me by a fair margin, maybe 1/2%, on trash through Attumen and Moroes. His baseline stats are 1399 / 28.08% / 167. This was confusing to me at first, as I was predisposed to relate it directly to my change in hit rating. One would think that the -4.33% crit would be offset by the +195 attack power and +35 hit rating.

I was confused.

Alas, I was a psychology major in college. If there is one thing I learned from analyzing results data, it's that there is seldom just one cause for any one effect. What were the other factors? Well, our attack power difference became normalized because he was using flask of relentless assault + ravager dog, and I was using neither (Why? Because I have this thing about "overdamage". What? Yeah, it's just a wierd thing. I dont like to waste resources like flasks, pots, food unless I really need it.). That's 120 + 40 = 160 attack power. 1594 > 1559, but you can see how it wouldn't have the same impact as 1594 > 1399. Two other major factors: I was attempting to lead the raid, but was failing miserably because I was very distracted by some real life goings-on type stuff. That being said, I was not paying attention to my cooldowns and timers, instead dividing my time between *trying* to lead the raid and *trying* to deal with the other stuff. Anyway, Sunday and Monday will give me much better results as we are doing through Prince and Gruuls respectively.

What is my hypothesis? That when considering the 41/20 build for raiding, hit rating is slightly less important, but not near irrelevant, than attack power and crit rating; once miss chance for specials has been pushed off the table (approximately 9% hit rating, or 143 hit rating), crit rating becomes even more valuable. When I complete my experiments and calculations, I will propose more background research and critical variables to the subject matter.

Random workness...
Working in such a big office presents more opportunity to encounter interesting and captivating randomness. These are my observations so far today.

It is very hard not to chuckle when standing at a urinal and the middle aged, important-looking man in a full three piece suit standing at the adjacent urinal lets loose a squeaky, high pitched breaking of the wind from his buttocks.

The following are incorrect, and TJ agrees are entirely infuriating when heard:
-fustrated
-could care less
-imput
-lyberry
-drownding
-nuke-you-lar
-perscription

Walking to the snack machine, I happened to pass by a woman's cubicle to hear the following (in subdued sob), "I can't believe she passed away...". This is the kind of thing that will haunt my conscious for the next few days, every so often prompting me to place myself in her seat on the day I get the phone call that one of my loved ones has passed on to the next life. This is why it is so easy for me to understand and relate to others.

One Last Thing...
This is the best streaming radio availble. Everyone should try it at least once.

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Posted By Doomilias to A View from Behind at 9/21/2007 10:31:00 AM

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Wednesday, September 19, 2007

[Out of Mana] PVP Tanking: Mitigation and Virtual Threat

One of the most oldest, unanswered requests for Warriors in PVP was to have Taunt work on players, forcing them to switch targets---just like how Feign Death and Vanish (well, when Vanish works correctly) drops you as a current target from an opponent, Taunt (and Druid Growl) would mess with targeting and might make the difference in soaking up that key ability or spell---literally taking one for the team and giving a new tactic for those poor Protection Warriors that still dabbled in PVP.

But nope, not happening---the reasoning Blizzard gave was they didn't want to mess with how players controlled their characters. Which is sort of treading a fine line, with all the CC that's readily available for use and abuse, especially if intelligently managed with diminishing returns.

So is there no tanking in PVP? Well, not by pure PVE mechanics anyway. If there's only one thing I learned in 3 years of grinding 2x Marshals and playing on 3 different Arena teams, it's that everyone needs to learn how to "tank" when the moment calls for it and when it is strategically beneficial.

Not just the Warriors, Druids and Pallies. Everyone. Healers, yes. DPS classes, yes. Cloth and Leather when up against Physical DPS classes? Yes. Mail and Plate when up against Magic DPS classes? Yes.

How? Let's remember the basic goal of tanking---to mitigate incoming damage while generating threat so it stays that way.

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Mitigation:

We'll focus on the first part for now, the mitigating. If you read PVP related articles, strategies and blogs, you'll probably be tired of hearing "Stamina and Resilience"---but for good reason. Stamina gives you the HP pool to not be on the floor for most of your PVP career (being on the floor = not contributing to PVP objectives), and Resilience boosts your survivability by lowering crit chance and crit damage (and soon to be DOT damage) against you. There are a few other specific stats for each class that improves PVP mitigation, but every class benefits from STA and Resilience.

In general, your PVP opponents like to frontload their damage abilities. While 1-2 shots are hardly common anymore in TBC WoW, there still is the issue of assist train focus fire which can blow through your HP at an alarming rate. A good benchmark for your STA is the following:

1) If you can survive the duration while your support is CC'd (average 6-10 sec via Fear/Silience/etc.).
2) If you can survive while 2 or more classes are throwing their high DPS cooldowns on you (AP POM Pyro, Mind Blast SW:D, MS Whirlwind Autoattack, etc.).
3) If you can survive long enough to use defensive cooldowns and abilities to stunt their offensive and turn things around in your favor.

When you stack STA, pay attention to the abilities and talents that offer you more value for your STA itemization: Locks have Demonic Embrace and Fel Stamina in Demonology, Rogues have Vitality in Combat, Hunters have Endurance Training and Survivalist in BM and Survival trees, etc.

Add in Resilience, which makes each point of your STA even more valuable by reducing stringy bursts:

1) Resilience makes it easier for you to be healed through, especially with MS or Wound Poison debuffs.
2) Resilience makes it easier for your support to not spend 100% of their time babysitting you, giving them options to use other abilities (eg if you have high Resilience, your Priest can split time between healing/shielding and dispelling/mana burning).
3) Resilience makes it so your side's resources (rage/energy/mana/time) are greater because you can outlast and potentially use and reuse more abilities and cooldowns.

When building up Resilience, pay attention to the abilities and talents that offer you "fake" Resilience (things that don't show up on your Resilience stat but work in similar ways)---Locks have Shadow's Embrace and Demonic Resilience in Affliction and Demonology, Druids have Survival of the Fittest and Natural Perfection in Feral and Restoration, Priests have Blessed Resilience and Shadow Resilience in Holy and Shadow, etc.

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Virtual Threat:

The other part of tanking is threat, and those dedicated to PVE know it so well. Having that big mob not run rampant through your raid makes healing and dps so much easier. However, for PVP let's consider "threat" when it comes to non AI:

1) Players want to kill you.
2) Players want to kill you if you heal.
3) Players want to kill you if you are on their healers.
4) Players want to kill you.

This is pretty basic to understand---ever zone in a BG as a PUG healer and you have seemingly everyone's attention? The other side wants your blood, and your side wants your blood if you don't keep them alive. This is called Virtual Threat, you are high on the threat list to off because of your basic abilities---virtual because you didn't even have to do anything to generate it. You can be pretty sure that the other side's battleground chat has "kill the healer" at least once.

In Arena it's slightly different, as being a healer doesn't always make you the first target---in fact it's usually squishy DPS that has the highest threat because a DPS target under fire does less DPS when hindered and if killed, that's a whole lof of DPS your team doesn't have to deal with.

In the opening moments of an Arena match, we size up our opponents quickly---weighing their class (that Priest can Mass Dispel which is bad for our Pally's bubble), spec (that Mage has Ice Barrier up so he has Iceblock and will be able to get out of an assist train), and gear (that Lock is wearing Frozen Shadowweave and PVE stuff, he should be easy to gib). This is done on the fly and never perfect, but fundamentally we are assigning threat values and building a strategy.

More importantly and more complicated, understanding this virtual threat will help you in your tanking and surviving, as well as avoiding wasted time on a fruitless attack strategy.

The first part---assist train focus fire sucks for any class, but what if you already knew that it was coming? What if you knew, based on virtual threat understanding, that the opponents are going to do X Y Z against you? You could prepare yourself mentally and have a systematic way of using your cooldowns and abilities to best counter. Your team, knowing that you'll be focused on, can then manage their play and tactics to cover you in the moment of weakness and get through it.

When running Lock/Pally/Warrior in 3v3, I very quickly learned to recognize our threat to the other team and it's won quite a few games. Against melee DPS, I'm the highest threat, being cloth (even with Soul Link and high STA/Resilience) and my magic DPS ignores their Armor. Knowing this, I switch to kite/disruption mode because I know I'm going to have players on me. Playing when there is 2 DPS on you is vastly different from no harrassment---I stick mostly to instant casts and only use spells with casting time in the small windows where it's safe from pushback or silences. This also helps my Pally as he knows where most of the damage to be healed through is.

Against caster DPS, our Warrior is highest threat, as Plate does nothing extra burst Magic and his DPS works great against cloth. Good Warriors seeing stacked casters need to prepare themselves to 1H/Shield and Spell Reflect more than they would in a normal situation. In addition, our Pally knows his own threat level---that is he knows the team will try and CC him at the right moments in order to get our Warrior down. In this way, we can all work together in making sure that they never have that ideal moment and their plan fails.

The second part of sizing up virtual threat is learning to not play into their game because it goes 2 ways. In other words, some teams will recognize who on their roster is "high threat" and use this to their advantage, a black hole of sorts in regards to soaking in damage and cooldowns from the other team. In a random match against War/Pally/Shaman, we usually try to focus on the Shaman because of the threat of Purge and Windfury Totem---yet we've lost to some teams of this makeup because that's exactly what they wanted. A quick Armory search and we see that their Shaman has 300+ Resilience and is built to tank, we look at their Pally and.. oh 1800 Heal but only 100 Resilience. Even though they have a bubble, it was very easy to focus and force it quick (not optimal Divine Shield) in the next rematches that were won.

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In summary, PVP means no scripted events, which means everyone tanks at some point especially if they are high threat to the other team. Gearing up appropriately so you can survive while at the same time learning how to play under fire and override the other team's strategy will greatly enhance your PVP experience.

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Posted By Megan to Out of Mana at 9/19/2007 03:29:00 PM

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Tuesday, September 18, 2007

[A View from Behind] High Queen Ballerina

On our 7th try ever, Aetherial Circle slew HQB and his merry troop of en pointers. Our mage-tank had 15k hp buffed, our hunters MD pulled onto their tanks with precision, and our DPS was tremendous. The guild raid leader and MT, Celliana (who had previously been raiding a hunter through a fair amount of 25-man content), gave excellent directions and kept us calm through the chaos of learning the initial pull strategy.

One thing that will never cease to amaze me about this guild is our collective discipline when learning new fights. All through Kara, and now starting into GL, it seems that there is just an inherent dedication to knowing ones role in a particular fight; and not just knowing the role, but mastering every aspect involved. As the Great One-Eyed Prima Ballerina was holding onto his last few thousand hit points, Celli was already exclaiming that this had been the best group he has had the pleasure to raid with. /tear. WTF is this salty discharge at the corner of my eyes?

Ok, so why do I keep referring to High King Maulgar as a ballerina? Because every so often he will do this little move called "whirlwind"...but thats no whirlwind at all. No, no. You sir, are pirouetting. Seriously, the fight is not very hard at all. That is, after the first pull. To illustrate how important the initial pull is, well, the first 6 times we tried the pulls were off. Someone didn't grab aggro on the right ogre, someone got death coiled, spellsteal got resisted, etc. On the 7th try, the pull went off without a hitch, and it was chewy chocolate chip cookies from that point. Here is a video of the fight, thanks to Cayleigh.



Roguery on this fight is very simple. Myself and 3 others joined a private chat channel to discuss kick and kidney shot rotation on Blindeye, and we proceeded to stun and interrupt the bastage to his death. Not one heal got off. I managed to die on my way to Olm, because he was just a bit to close to Krosh and I took a nasty fireblast. But I got a battle rez right after the last of Maulgar's council died, and helped finish the fight. Drops were good, but I didn't have enough SWAPS points to win anything.

Note: Being dead for more than half of a boss fight doesn't help you stay on top of the damage meters. No matter, I was just as happy that we were able to pull it all together and drop him.

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Posted By Doomilias to A View from Behind at 9/18/2007 09:22:00 AM

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Monday, September 17, 2007

[A View from Behind] More on Hit Rating and 41/20/0

The following is an email I wrote to a friend, asking for his opinion on my quest to figure out how hit rating relates to the combat mutilate build.

"The thing about me critting is that I need crits to generate combo points. This is what I worked out. If I replaced my rare agility and crit rating gems with the appropriate socket color hit rating gem, my stats go from...

1598 / 24.38% / 182 to 1562 / 22.06% / 222

I lose 36 attack power, 2.32% crit chance, and gain 40 hit rating. Not to mention it would cost me about 400 gold to resocket all of these gems.

Here is my dilemma, figuring out if the reduction in those stats will affect my overall damage negatively or positively. Supposedly, I missed 36 regular white attacks during the nspite fight. Of the ones that landed and didnt crit, the average damage was 305. Had I not missed any of those, I would have added at lease (36 * 305) 10,980 points of damage. This of course increases as you think about that any one of these could have procced mongoose or instant poison. Losing 36 attack power is about 2.5 dps. But what happens to Mutilate? Since my spec is based on combo point generation, will I have less combo points to work with, or will it even out and maybe now I wont feel like I have TOO many combo points and that some are wasted energy (2 or 3
point evisc for only a few hundred damage). BRKs stats showed that I crit about
33% of the time on my white attacks. It would seem that reducing that to
30% may not be that big of a deal?

Honestly, I don't think that I need to be doing any more damage than I am doing right now, since I'm head and shoulders above everyone else in raids, except for BRK.

What do you think? Is it worth it for me to spend 400 gold just to try and do THAT much
more dps? Or should I just wait and let my hit rating climb as I continue to get new gear? Or the opposite? Should I stack hit rating now and let new gear settle me back into increasing attack power and crit?"

Anyone out there care to comment on that at all? I'm just very cautious about changing something that works so incredibly well, just because other people say its the right thing to do. Jabari pointed out that hit rating is probably more important for combat/sword spec rogues because the build is heavily reliant on procs (extra attack and combat potency). Hmm...



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Posted By Doomilias to A View from Behind at 9/17/2007 01:49:00 PM

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Saturday, September 15, 2007

[A View from Behind] Hit Rating and the Noob Within

Well, first let me say thank you to everyone who left advice about PvPing as a rogue. I like doing arena every now and then, and maybe someday I'll actually spec for it. But I'm a raider at heart. Through and through, I just love the PvE experience.

A little bit of an update, I know have not been keeping up with posts at all lately. I've been doing quite a bit of moving around, what with quitting my old job in favor of this new one. Had a bit of a time getting myself set up with a new workstation both while I'm staying with my parents (while I look for a new place closer to the new office) and at the new job. Anyway, I've been doing alot of reading, and I'm confused. This...hit rating thing.

After trying to do some of my own calculations based on what I've read, I was only able to come to one solid conclusion. I am a noob. N00b. n3wb. WTFhowever you spell it, it's me. I'll try and explain my predicament. Maybe someone out there can shed a little extra light on the topic for me.

Ok so, in this post on the WoW-Euro forums, Cryinfreeman writes what seems to be a fairly informative breakdown of some hit rating theory. It's important to note that it is just a theory. At no point has Blizzard ever revealed as truth or fallacy the ideas/calculations presented on forum posts like this or on sites like wowwiki. However, he does present some very strong game-tested evidence, via screenshots and such.

Anyway, he gives a pretty solid argument as to the existence of a circumstantial 1 or 2 roll system. As it pertains to melee, if the attack is non-special (aka "white damage" or "autoattack") then the roll may have only one result: [Miss] [Dodge] [Parry] [Glancing Blow] [Bock] [Critical Hit] [Ordinary Hit]. If the attack is a special or skill attack, then the roll will result in one of [Miss] [Dodge] [Parry] [Block] [Hit]; then, well, to plagiarize, "If value rolled is block then roll for blocked hit or blocked crit If value rolled is hit then roll for ordinary hit or critical hit."

I am ok with this, it makes perfect sense. I am ok with the fact that hit rating is NOT related to how often you successfull land a melee attack, but rather how often you miss a melee attack (in other words, hit rating decreases your chance to miss, it does not directly increase your chance to hit). I understand that based on all of these theories, a hit rating cap for dual wielding melee has been set at around 220 + talents.

What really spins my wheels is trying to figure out how important hit rating is to the 41/20/0 build. Is it really THAT important to max out the hit cap at the total expense of crit% and attack power? I understand that a raiding rogue should have at least the minimum 9% hit rating (apparently the special attack hit rating cap, regardless of dual wielding or two-hander). But for a combat mutilate rogue to reach 220 hit rating while still attempting to acquire gear from Kara, that rogue would have to sacrifice alot of crit%. Is it worth it to have a 220 hit rating but only a 20% crit chance?

I currently have 175 hit rating and 24% crit. To get 45 more hit rating points, I would need...screw it I'm not wasting time figuring out how my stats would be affected by changing all my gems. Personally, I'm not sold on whoring all of my gear and gem socket selections for less of a chance to miss my target. I'd rather balance hit, crit, and attack power to scale equally with the progressive content. Anyway, thoughts?

Edit: Melnayo brought up a good point in taking a look at the breakdown of where the majority of my dps is coming from. Here are two screenshots from last nights Kara run (Curator through Prince + Nightbane in under 2 hours. Only one wipe the whole night, which happened on Nightbane.) The first is the damage meter totals, the second being the itemized damage totals by source.



As you can see, more than half of my dps comes from white damage. I also frapsed the boss fights for my own analysis of glancing blows and misses, and I'm still going through them. I can say that on the Prince fight, I saw a handful of glancing blows, and maybe 5 or 6 misses per minute.

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Posted By Doomilias to A View from Behind at 9/14/2007 01:44:00 PM

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Friday, September 14, 2007

[Skahrs World] Slightly MIA, "Hemo Is Dead"

Over the past week and through the next week my posts have been and will be lacking. I am making a transition from my title insurance job to working with my father. I have been working upwards of 12 hours some days and havent had much free time to write any articles or play WoW for that matter. Give me another week to get my schedule back in order. I will try to get out a couple articles a week despite my free time atm.

"Hemo Is Dead" is the PvP Video I will be working on over the next few weeks. I plan to have duels, BG's, World PvP, and Arena. The arena may be minimal due to my partners play times atm. My spec will be 21/0/40 for the most part but I might switch it up and use 30/0/31 for some of the movie. I will be recording with the latest version of fraps (2.9.2) and will probably end up editing with Windows Movie Maker, but dont quote me on that part. Im in search for something better at little to no cost. Any help here is appreciated :)

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Posted By Skahr to Skahrs World at 9/14/2007 12:43:00 PM

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Friday, September 07, 2007

How a rogue downs a meatshield?

The warrior, probaly the one class that most of us rogues hate and many try to stay as far away from in pvp as they possibly can. But for those that don't hide from the warriors, how do you down a walking demolition man? Head on over to the forums and lets discuss some tatics.

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Tuesday, September 04, 2007

PVP Notebook: Tab Targeting

How many Rogue's out there are keyboard turners? mouse clickers? Put your hands down it doesn't matter... this week. I want to illustrate the benefits of tab targeting. Regardless of your ssytem of mobility with in the world... of warcraft tab targeting is something you need to consider working with. It has uses in PVP as well as PVE aspects of the game. In PVE it makes it extremely easy to cycle through a series of NPC's that are stacked on top of each other. But I don't really care about the PVE aspect atm. I want to talk about PVP. As a competent Rogue playing in the arenas or even the world pvp scene you need to be able to switch targets quickly and switch back. Often times I will open up on the CC target with Sap Tab Target to the primary DPS target and cheapshot, build combo points and then tab target back to the CC target and Blind before passing CC off to my teamate. Sometimes its a matter of seconds before they break the sap and I have to target back and blind. The only way to do this reliably each time is with tab targeting. Clicking your target you will miss click in the heat of battle and blind your DPS target wasting your cooldown. Sometimes I knowingly waste my combo points in PvP by tab targeting away from my primary and gouging the secondary. Just to give me a couple of seconds to drop another mutilate on primary. The first time you try tab targeting if you have never before, you will find it takes a certain amount of practice to keep you from tab targeting past the target you want. This isn't a huge concern if there is only 2 but doing so in Alterac Valley with 20 other enemies near you will require you to click your target or force you through an agonizing tab target circle. Of course I say tab targeting because thats the default key. You can bind to any key that fits the way you play. I personally have Tab bound to a mouse button on the side of my MX1000 mouse. A fun excersize is to fly on your mount, preferably elite and low to the ground and tab target. Hit stealth right as you fly up to an enemy and hit cheapshot before you land. I dont think there is anything more satisfying. :-)

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