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Rogue Arena Enchant Guide

June 21, 2008 by Zuggy · 4 Comments 

rogue arena tacticsDetermining the best enchants is no easy task. With so many available options out there it can be difficult to really understand the reasoning behind each choice. Since arena season 1 started enchanting theory has basically shifted from 100% defensive (stam and resilience) to 100% offensive (crit and attack power).

This change is basically due to gear getting better and better, to the point that without any defensive enchants you could still be at nearly 11,000 hp and 400 resilience unbuffed.

We’ll just go slot by slot.

Helmet
Easy decision here, simply because there are really no other options. Glyph of Ferocity. Attainable via revered reputation with Cenarion Expedition.

Shoulders
Another easy choice since it’s the only option. You’ll want to get the shoulder enchant available to you through your primary faction choice (aldor or scryers). Scryers’ get the following enchant at exalted, Greater Inscription of the Blade. Aldor can get this one, Greater Inscription of Vengeance

If you aren’t exalted yet you can just pickup your lesser level enchant, respectively.

rogue arena teams
Weapons
Without a doubt, Enchant Weapon - mongoose on both your off hand and main hand weapons. Though executioner is a nice option, especially from the PvE perspective, it just isn’t effective enough against enough classes to really make the enchant worth it in PvP.

Basically, any class with mail or plate armor is going to have so much armor anyway it’s not going to matter if you’ve got some extra armor penetration. However, all classes are equally susceptible to the haste, additional attack power, and crit that mongoose procs provide. For this reason, mongoose is the better enchant.

Cloak
Enchant Cloak - Greater Agility (+12 agility), in keeping with our offensive minded stats we definitely want to go with the agility over anything else.

Chest
Enchant Chest - Exceptional Stats aka +6 all stats, once again offense, offense, offense! If you are still trying to gear up your rogue with the optimal arena and honor pieces you may want to use Enchant Chest - Major Resilience instead, but once you’ve got up above 350 resilience I think it’s better to start shooting for the offense.

Bracer
+24 attack power, Enchant Bracer - Assault. Much better than your alternatives in +12 stamina or +4 all stats.

Gloves
You’ve got a couple of options here, and I really think the choice will depend on your spec. For combat and mutilate rogues, I’d suggest going with the +26 attack power Enchant Gloves - Assault.

However, for 41 point shadowstep rogues you’d be better off picking up the +15 agility Enchant Gloves - Superior Agility. Comparing 26 AP to 15 agility I think the AP has it by a hair (just my personal preference for raw AP over random crits). But with +15% agility from sinister calling the +15 agility pulls ahead by a bit.

Legs
If you can afford it, and you should be able to since you’ve read my book Zuggy’s Gold Mastery Guide, you’ll want to pickup Nethercobra Leg Armor (50 AP and 12 critical strike rating).

Granted it’s a bit expensive, but well worth it. Of course, if you can’t afford this one you can always pick the lesser Cobrahide Leg Armor enchant.

Boots
As far as the boot enchant is concerned I think the only real option is Enchant Boots - Surefooted (10 hit rating and 5% snare resist).

Some may argue that the stam and run speed is superior, however I typically go with the run speed meta gem, and if I don’t have that I’ll have the talent in assassination. Either way, I think you’re going to be better off with surefooted over anything else, the hit is nice, but more than that the snare resit is awesome.

Ring Enchants—-enchanters only!
In all honestly, I think both Enchant Ring - Striking (+2 damage) and Enchant Ring - Stats (+4 all stats) are very close.

If you really want to get picky though I think it really comes down to your spec. If you’re shadowstep go with the stats, since this provides agility you’re getting a bonus from it. For mutilate I’d go with the +2 damage, and combat is purely a toss up (though +4 all stats would be my personal preference).

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