Rogues are silent and efficient killers, relying on their judgment and precision to kill their enemies with sure strikes. Using their skill and dexterity, rogues rely less on their physical strength, and more on knowledge of where to strike to inflict the maximum damage potential, incapacitate, or disable their opponents.
As an ascended, the players have the unique ability to draw upon the souls of fallen Telarans to augment their abilities in combat. At a time, any player may have up to three active souls, and may have up to four saved configurations of souls, called roles, and switch between these easily and quickly while out of combat.
As a rogue, players have a wide variety of souls to choose from to play support, tanking, ranged damage dealing, or melee damage dealing roles. The table below divides up the rogue souls based on their optimal usage. Despite all, this table is not meant to be an absolute rule, and exceptions may be discussed in later articles. There is one soul not mentioned below, and that is the Infiltrator soul, which is only applicable in PvP and can be used in conjunction with any of the other souls to amplify players’ abilities in PvP.
Rogues are considered one of the more “pure” damage dealing classes, and while this may make sense, it is not entirely true. Rogues are viable in any of the roles they play, be it DPS, Tanking, or Support. The fact that the majority of their souls focus on damage dealing makes them very flexible in DPS, while the bonuses in their Riftstalker tree in conjunction with other trees also makes them very viable as tanks with large health pools and high mitigation values.
Although Bards are extremely viable as support heals and have almost unparalleled buffing capability, rogues do not have a soul that supports unsupported healing. Also, having only one truly defensive tree leaves rogues relatively inflexible with regard to tanking soul arrangement in comparison to the warrior calling.
Rogue Combat System:
Rogues have two major components in their combat resource system, Energy and Combo Points. In order to maximize their performance, rogue players must properly manage both of these resources properly.
Energy has a maximum cap of 100, and regenerates at a rather rapid rate at all times. Activating most single-target rogue abilities requires a set amount of energy, and the energy is consumed on activation.
Combo Points are generated through use of certain abilities, up to a maximum of five, and are bound to a particular target. If the rogue switches targets with any combo points on the original target and uses a combo point generating ability, all points on the other target are lost. Combo Points are consumed through the use of abilities typically called “finishers” (Codas for Bards) which consume all combo points on the target, and have effects amplified based on the number of Combo Points consumed by the ability’s activation.
The amount of combo points generated through particular abilities will also significantly affect the rotation a rogue uses, as abilities generate anywhere from one to five points. Abilities that generate more than one combo point also tend to have limitations put on them, such as a cooldown between uses, requiring the rogue to be in stealth, be behind the target, have a cast time on the ability, or any combination of the above.
Combining these two aspects of the rogue play style leads to very predictable ability rotations. A rogue will tend towards using abilities to first build five combo points then use a finisher to consume those combo points. Which abilities to generate and consume the combo points will vary based on the souls a player chooses to utilize, the role they are fulfilling, and the particular situation they are in. This also lends significantly to the dynamic feeling of the class and, along with the faster global cooldown of one second, keeps rogue players on their toes and active during combat.
Stats and Combat Ratings for Rogues:
When selecting gear as a rogue, there aren’t many options as the only armor types that a rogue can wear are leather and cloth. Since cloth is optimized with Intellect, Wisdom, and Spellpower however, they provide no benefit to the rogue’s performance, so rogues are left with only one choice. Luckily, leather gear is also optimized with this in mind, prioritizing stats that increase the rogue’s performance. Those stats will be explained below.
1.) Strength and Dexterity
Strength and Dexterity are primarily offensive stats for rogues. Both of these stats increase a rogue’s Attack Power by 0.5 per point, while Strength has the additional benefit of 1 Parry Rating per point, and Dexterity provides 1 Dodge Rating and 1 Physical Crit. Dexterity is significantly more beneficial to rogues due to the Physical Crit rating for damage, and the weight of one point of Dodge Rating being more of an overall percentage increase for tanking than Parry Rating.
2.) Physical Crit
Physical Crit is an offensive stat which increases the chance for a weapon-based attack to be a critical strike, dealing increased damage over a normal hit. Despite the slight misnomer, Physical Crit does not affect only physical damage based abilities. Each point of Physical Crit rating increases the chance to crit by 0.038%.
3.) Attack Power
Attack Power increases damage of physical abilities. Each point of Attack Power increases physical damage by 0.1. Attack Power is considered stronger than Strength, but weaker than Dexterity and Physical Crit for damage dealing roles, but weaker than Strength and Dexterity both for the purpose of tanking.
Hit increases the chance to hit with weapon-based attacks by 0.20%. The amount of hit required to hit an enemy 100% of the time is currently believed to be 50 Hit for Tier 1 Expert Dungeons, 100 Hit for Tier 2 Expert Dungeons, and 200 for current raiding content. For damage dealing, Hit is considered by many to be the most important stat until at the cap for the current content the rogue is working on, as failure to hit the target will fail to generate combo points as well as execute finishers, rendering the rogue’s damage potential significantly hampered if below the cap.
Endurance directly increases a character’s health, therefore survivability. Each point of Endurance increases the rogue’s health by 9. For tanking, Endurance is a very valuable stat due to effective health being very important at the current state of raiding in comparison to avoidance.
6.) Parry and Dodge
Parry and Dodge are a rogue’s primary defensive stats. 1 point of Parry increases the chance a rogue will parry an attack by 0.016%, while a point of Dodge increases the chance the rogue will dodge an attack by 0.024%.
Armor is an entirely defensive stat which reduces physical damage taken. 1 point of Armor reduces damage by 0.01%. Armor is on all main pieces of leather, so there is no reason to prioritize it as ideally upgrades in other stats will also have higher armor values as well.
Toughness reduces the damage of critical hit damage from non-players. 1 point of Toughness reduces non-player critical hit extra critical damage by 2% of the attack’s base damage. This stat is very important for tanking in Tier 1 Expert Dungeons and above, and is not of any benefit in PvP. The respective caps for this stat are similar to hit and are 50 Hit for Tier 1 Experts, 100 Hit for Tier 2 Experts, and 150 for current raiding content. Reaching that Toughness cap reduces the damage of a critical strike from NPCs to have no extra damage and reduce them to the damage of a normal hit.