Top

WotLK Rogue Developer Q & A

October 21, 2008 by Zuggy · Leave a Comment 

Just a brief foreword. I know I normally put all of my commentary at the top, but I think I’m going to try a new point to point analysis breakdown. Blizzard text, like always, will be in blue, and my commentary and analysis points will be in green.

Like what you plan to do with sub?
We recently made some changes to boost it, such as moving Dual-Wield Spec to tier 1 combat.

Sub is a very interesting spec right now. It still feels quite a bit weaker than combat or mutilate, but it’s got a lot of potential I think, especially if used in the correct environement. I’m very interested to see how the build preforms at 80 with all the new abilities and a full 71 talent points.

Why is hemo so bad?
It has a great debuff that boosts raid damage. It’s not intended to be Sinister Strike.

Hemo is not bad, this is a common misconception many rogue players have. With a 51 point sub build you’re looking at a 30 energy move vs. sinister strike which is a 40 energy move. The damage to energy ratio is appropriate, especially considering the debuff.

Why is Shadow Dance dagger only?
We agree with the above comment that it can do a lot of different things. You may just be focusing too much on it as a +dps cooldown.

I agree 100% with the blue poster here, this is another common misconception of shadow dance. Players focus so much on the spam ambush aspect of it they forget how powerful an extra garrote or premed cheap shot can be during a fight. I’ve been playing the build (with swords) since 3.0.2 went live and I’m loving this talent for this aspect. I’ll have a more complete write up on the build later this week.

Whether you feel rogue mobility is fine?
Rogues have a lot going for them in the way of stuns, damage avoidance and “get out of jail” cards. When you get up on other classes, they do have a tendency to die. We’re not sure we want rogues to also be zipping around the battlefield like warriors.

Yes…(sarcastic), we shouldn’t be “zipping around the battlefield like warriors.” 15 second intercept is broken beyond all belief, particularly for arena. Any scrub can successfully play a warrior with mobility like that. I’d trade mobility for lockdown any day.

What is happening with Lightning Reflexes?
We mentioned this as a possible change (or perhaps we even promised it — I don’t recall) but it didn’t materialize because we found other knobs to turn in combat that felt better during playtesting. Because LR is a passive talent, the side benefits would also end up being passive.

Nothing to say here, who cares about LR, I haven’t picked up this talent in years.

What is the deal with the Glyph of Sprint?
If I understand the qustion, I think it’s just a tooltip bug. The glyph was made before the base cooldown of Sprint was lowered from 5 minutes to 3 minutes (2 min talented). If that’s not the issue, can you elaborate a little more?

The dev is wrong, the glyph is bugged, but it’s an irrelevant question as they are changing the glyph of sprint anyway to increase speed at which you sprint and reduce the duration, effectively making it worthless.

Why is there a major glyph of feint?
Basically, rogues have relatively few abilities, and we were desperate for something that wouldn’t have serious PvP balance ramifications. I agree this might be a good candidate for a minor glyph. Remember that we are going to be adding a lot more glyphs over time. You shouldn’t view this as one of your very few useful glyphs is less useful, because you’ll eventually have a lot of choices.

Yet again, another pointless glyph.

Why is Fan of Knives so weak with daggers, and even weak with swords?
It’s designed to give you a button to hit when you want to AE. It’s not supposed to turn you into an AE class, if that makes sense.

See my notes here on fan of knives changes.

Are you happy with Hunger For Blood being horrible for PvP, and like the old Rampage for PvE?
No, not completely. We understand that CC + a short duration limit how often you can benefit from it. Obviously, we think removing MS and Hamstring was a little too good, just because those are generally hard debuffs to get out of.

Nothing really to say here yet, I haven’t personally played the build on live. I’ve heard these complaints before and they appear to be justified, but I’d like to get some experience with the build before I start talking about it’s flaws or successes.

How exactly are expose, mind numbing and wound major raid utility, when they so obviously are not?
Couple of things here, and forgive me for being a little brief.

First, I am reading between the lines a little here that it would be really nice to have a unique buff or debuff. Everyone asks for that, but it defeats the whole point.

Second, Expose is one of the strongest debuffs in the game. The dps increase can be 30% or more. So I suspect what you’re really getting at is that “we’ll always have a warrior with us doing that debuff.” The whole point of the revamp is we can’t assume you have anyone but we still want you to be able to get the buff. Mind Numbing is a cast speed debuff that is only offered by one other class (that doesn’t even exist in the game at the moment). Granted, it doesn’t offer the benefit of Expose. Wounding Poison offers the strongest debuff in the game for PvP, and also offers some dps to not over-penalize rogues who are balanced around poison damage.

Third, ultimately we still want raids to want rogues because they bring good dps. We just don’t want it to feel that only the rogues (hunters, mages and locks) are doing the group’s dps.

This massive block of text sounds more like a complete cop out for…”just kidding, we aren’t giving rogues real raid utility, see you in the next expansion!”.

Will there be a mutilate/HFB/cold blood/Assassination oriented glyph made before release?
Probably. We do want to add more glyphs over time, just like new gems started to show up in BC.

Rhetorical, why do players waste the dev’s times with questions like these? Side note: is it ironic that I would respond rhetorically to a rhetorical statement?

Overkill - why is it the pre-req to mutilate?
It’s always a hard call to decide what prereqs to what. We do like talent prereqs, and it seems like a good talent regardless. Are you wanting to skip it?

Quite ironic that mutilate rogues would be crying. Assassination is decked top to bottom with kick ass talents, most which would be 5/5 stars…so the 4/5 star talents just seem like filler now.

2. It has been stated that there is a plan to still have some poison immune mob/bosses in WotLK, what can a mutilate rogue do during these situations. Mages were helped with frostfire to combat the fire immune/frost immune mobs, but the poison requirement on mutilate still exist and when dealing with poison immune mobs, we’re(for the lack of a better term) seriously screwed in our dps. I still don’t understand why our signature move(for assassination) still has this requirement when it still cost 60 energy.
Poisons are what the rogues are balanced around, so we need to be pretty careful about that now. I can’t promise there won’t be any poison immune bosses — resistance and immunity are things we can change on a boss to make the fight play out pretty differently from the previous boss. But there won’t be a lot of them.

This is a valid issue, but one which I think blizzard understands and is fully capable of balancing encounters and talent specs around. I don’t expect mutilate rogues will have many issues dealing with poison immune encounters.

WotLK Rogue Changes - Patch 3.0.3

October 21, 2008 by Zuggy · 2 Comments 

Nothing too game breaking for this round of rogue changes, though it’s certainly nice to get some clarification. Specifically regarding fan of knives, which has been somewhat of mystery for some time now. I like the idea of giving rogues more AoE potential, it could certainly create some new and exciting changes in both PvE and PvP. We’ll have to see exactly where blizzard puts the damage at in a couple of days when these changes go live on the PTR.

When will Shadow Dance fixed?
I think I said before that changing the bar won’t happen soon. It will be after Nov 13 and Lich King ships. The change to the cooldown on the openers should be in now on beta and very soon on live.

Balance Fan of Knives
We’d love to get rogue AE higher if we can do it where Fan is only used for AE and not as a general part of the single-target rotation. Also note that comparing anyone to a Ret paladin recently, and especially at 70, isn’t going to be a great comparison. Elemental isn’t designed to have an advantage over mage single-target dps, but rogues should have an advantage over warrior single-target dps.

Combat Potency and Fan of Knives Synergy
So it turns out the Combat Potency change to nerf Shiv also keeps Fan of Knives from generating Energy. Making the cooldown zero might do weird things to PvP when a rogue stands there and throws out knives to attempt break stealth. But we can probably lower it to 10 sec or so. That’s Thunderclap / Whirlwind range.

Hemorrhage vs. Sinister Strike
But the charges are the entire point. Hemo is supposed to be a debuff, not an alternative to Sinister Strike. It in fact yields better damage per energy than Sinister Strike untalented and it’s only the talents that prop up the latter ability. Adding more Hemo talents just gives you another high dps, spammable attack.

It is true that the rogue personally may not benefit a lot from Hemo when the charges get used up correctly. I think the attitude that that is “bad” just stems from the “winning the damage meters” mentality, not whether the ability helps you beat the boss. I’m not saying that looking at damage meters makes you shallow. I understand a nearsighted raid leader may not take you if your personal dps is low, but we’re also not sure what to do about that until we can come up with some kind of “raid contribution” measurement that includes your buffs and debuffs.

Shadow Priest Buffs Coming

September 29, 2008 by Zuggy · Leave a Comment 

Unless I’m mistaken this is the first time we’ve really seen confirmation that the idea of the “utility” class is going away. Personally I say good riddance. Utility class for always just seemed like a subtle word for “bad”. More from a design perspective than actually being a waste of space during a raid.

Assuming you are a Shadow priest, the answer is you are a dps class. We’re trying to back off the whole utility class thing, which is absolutely what you were in BC. While the mana battery functionality is still something every group is going to want, there are more ways to provide it now. The tradeoff for losing that unique niche is your dps going up.

Why are shadow priests being out performed by other classes who, in terms of functionality at this point in time, fit into the same niche as shadow priests do?
Because we’re not done.

A few weeks ago Blizzard announced vampiric touch is being reduced from 5% to 2.5%. A change which at the time left me wondering just what Blizz was thinking. Though, based upon this recent post it looks like there are still some major buffs imminent for the shadow priest.

The general feeling I get from all these changes is a complete shift in what a DPS class is. More and more these changes seem to lean towards a “leveling of the playing field“, so to speak, in the way that each PvE DPS spec seems like they are all going to do around the same damage. Prior to the Burning Crusade there was this notion that rogues always had to be the highest DPS class no matter what, since they brought zero utility to the raid. This type of thought process was still present in BC, note Sunwell geared rogues doing close to 2700 DPS while equally geared shadow priests were lucky to break the 1500 mark.

Overall I think these changes are going to make for a very interesting raiding dynamic in the Wrath of the Lich King. Each class will bring a certain degree of utility, but more than that each archtype (tank, healer, DPS) should be very similar in overall effectiveness.

WotLK Rogue Talents Q and A with Devs

September 29, 2008 by Zuggy · 2 Comments 

Before we get into all the rogue Q and A below, I think it’s worth giving an e-high five to the best damn blue poster there’s ever been, Ghostcrawler. GC has gone well beyond the call of duty to help answer questions and concerns for every class. She’s meticulously explained the reasoning behind changes, received feedback, and truly listened to player concerns regarding WotLK balance.

Without his fine work and dedication I don’t think we’d have a WotLK looking nearly as good as it is. That said, let’s get into these rogue changes!

Rogue Raid Utility

In terms of the big raid buffs, the ones we consider rogues bringing are Expose Armor, Wound Poison and Mind Numbing Poison. There are plenty of others more along the lines of Kick and Sap that are harder to quantify.

It’s really great to see blizzard is taking a serious look at improving raid utility for rogues. I could definitely see expose armor stacking with sunder armor in WotLK, and potentially being changed to a percentage armor reduction…a change which nearly made it into TBC.

There are lots of ways Blizzard can add raid utility to the class and I’m very excited to see how they work poisons, EA, and other rogue abilities into future lich king encounters.

With that in mind can you tell us any plans that you have to better close this PvE to PvP gap that we’re seeing with certain trees? How do you plan to make all three trees viable across the board?

Yes, this is definitely a priority. It is a lot harder with classes in which all specs are still focused mostly on dps. We understand that some specs are just going to be better for 5-mans, for PvP or for raiding. We’re trying to equalize as much as possible, but we’re also trying to be realistic about our chances.

How do you plan to deal with talents which were still considered all too needed by rogues, particularly in the case of Relentless Strikes? Is there any possibility of making Relentless Strikes a core class ability we can all train?

Mandatory talents are tricky. There are certainly plenty of them in every tree. Every warrior spec without Cruelty is pretty experimental, as is every druid spec without Omen of Clarity. Part of the problem is we keep offering new character levels along with new talents, so each expansion ends up constraining you more and more to one tree. The real red flag, for me at least, is when a spec has so many truly mandatory talents (which is a funny thing to say, since it’s still a little subjective) that they don’t have any optional talents. Instead of a cookie-cutter build being something like 20 plus your choice, they become you must get these 24 talents. If that makes sense.

I wish GC would have just answered the question here instead of beating around the bush. To me this sounds more like a cop out for…no, we aren’t making them core abilities, deal with it until we figure out what to do later in the expansion. Either way, all 3 talent trees are looking pretty damn good.

It is IMPOSSIBLE to create anything but carbon copies of abilities in each of the 3 trees and not have SOME variance. If you want the highest DPS there will ALWAYS be a max DPS…even if by 1 or 2% one spec will ALWAYS be better.

I think it is very likely there will be a theoretical max dps build. However:

  • It will probably vary from boss to boss.
  • It might depend a lot on the skill of the player.
  • Because there are so many variables (by design) it may be really hard to “solve the equation” for which actually is the highest dps build.
  • For 90% of players (maybe more) that kind of damage difference is in the noise. Very few players can do 2500 dps one night and then 2525 dps another night (a 1% difference). Usually the delta is much larger than that because of random elements including things as non-gamey as Internet lag, how tired you are and just bad luck. If taking the most optimal build can’t guarantee you dps higher than the random element in the equation, it may very well not be worth taking. Now if the dps gain is significant by taking the best build, then I agree with you.

Rogue Talent Tree Conclusions

Rogue talents are hard because the class is ultimately very mathy. Without a finite resource like mana, it’s easy to analyze every possible move for its cost efficiency and ultimate damage delivery. This is coupled with the fact that it’s really easy for a rogue to move among trees. By contrast, before the advent of Frostfire Bolt a fire mage could mostly ignore frost. A shadow priest wants almost nothing in Holy. But having an emphais on poisons or stealth in a rogue tree doesn’t make a tree unattractive to a Combat rogue. I’m not trying to make excuses, but perhaps more than any other class, I find that rogues can evaluate a talent’s utility pretty easily. It’s a cool thing about the class, but it makes talent design challenging.

I think I mentioned this in another thread, but our team has a really amazing rogue theorycrafter who stays really in touch with the community (anonymously). We have a surprising number of really good players on the team in general, but I always feel really safe about his conclusions on rogues. But that has also meant fewer blue posts than you deserve, so I’m trying to make up for that.

Rogue Opportunity Changes - Build 8982

September 24, 2008 by Zuggy · 1 Comment 

There’s been some pretty big changes to the rogue class during this wotlk beta, none larger than the change to mutilate and positional attacks, but blizzard just tossed out yet another curve ball…take a look at the rogue changes for beta build 8992.

Assassination

  • Focused Attacks changed to : Your melee critical strikes have a 33/66% chance to give you 1 energy. (Old - 100%/100% , wasn’t implemented)
  • Find Weakness damage increased reduced to 2/4/6%. (Old - 3/6/9%)

Combat

  • Killing Spree cannot hit invisible or stealthed targets anymore.

Subtlety

  • Opportunity now works all the time. (Old - Only increased the damage of attacks from behind)

Not quite as major as taking the positional requirement off mutilate, but certainly close. With this change mutilate and backstab rogues will enjoy the benefit of both opportunity and dual wield spec 100% of the time. This is a pretty huge change as it firmly places mutilate at the top of all rogue specs in my opinion, certainly for PvP purposes.

Combat still may , and in all likelihood will, remain a narrow first as far as PvE DPS is concerned, but considering all the buffs mutilate is receiving it won’t be far behind. It’s great to see a virtually unused rogue talent build such as mutilate getting some love for expansion, but I can’t help but wonder if they’ve taken it to the other extreme.

What do you think about the mutilate changes? Too much too quickly or just a generally bad build getting some much needed improvements?

Death Knight Nerfs Incoming

September 23, 2008 by Zuggy · Leave a Comment 

The inevitable is finally going to come to pass…that’s right ladies and gentlemen, death knights are getting nerfed. /tear

We’re starting to get a lot of PvP data in, and several classes are having trouble beating rogues, Frost mages, Ret paladins and death knights.

Death knights have a lot of options at the moment, which is cool, but makes it really hard for another player to catch a break and burn a death knight down. So we’re going to try some changes. I won’t sugar-coat it — these are nerfs.

– The ghoul is doing too much damage. He is receiving 100% of death knight strength, which is much higher than most pets.
– Chains of Ice is going back to be being dispellable. It is probably the best snare in the game at the moment, for a class that already has Death Grip.
– The same is true of both Strangulate and Mind Freeze. Strangulate’s cooldown is going to go up. Mind Freeze remains the quick interrupt.
– We’re increasing the cooldown on Anti-Magic Shell. We don’t think this will hurt DKs in PvE much, and it still leaves you with Icebound Fortitude to use often.

As always, if we overdid it, if DKs are now too weak in PvP, we’ll adjust. But we were at the point where we weren’t getting a lot of good numbers because some fights were just over too quickly.

Most of these changes don’t seem all that massive, yes they are nerfs, there’s no denying that. But I don’t think these minor changes take away from the overall utility of the class. You’ve got a class that arguable has the best of everything…crowd control, snares, damage output, survivability, all wrapped up in an explosive and high armor package. Something has got to give in order to bring it in line with other classes, especially from a PvP perspective.

I’m very interested to see the finalize version of these changes on the beta. It’s been great to watch Blizzard build a class from the ground up, they really are dong a fine job assimilating such a dynamic and interesting character into the existing.

What do you think? Will death knights before crazy overpowered even after these changes? or are they brought down to the land of us mere mortals.

WotLK Rogue Talent Changes - Build 8970 Changes

September 21, 2008 by Zuggy · Leave a Comment 

A lot of pretty interesting changes here. The deadly brew change is very nice and will allow you to seamlessly apply 3 poisons, though I’m still not sure how the single stack wounds are gong to be. I really like the idea of main handing wound poison / off handing deadly with an extra off hand for shiv macro wound for casters.

The combat tree was pretty “meh” this time around. Blizzard allowing gouge to award a combo point again is justified, the change previously was completly ridiculous and it’s good to see this changed back. The change to aggression is pretty stupid, at least for PvP rogues. It was never worth it to put 3 points into aggression anyway and changing it to 5 doesn’t help at all.

If blizzard really wants to help aggression they should change it to 10% for 3 points. On one final note, filthy tricks is frankly pretty crazy. Prep on 5 minute cool down on top of the other talents that reduce your main cool down abilities will truly bring meaning to the phrase “cool down spam”.

Assassination

  • Deadly Brew revamped - Now when you apply Instant, Wound or Mind-Numbing poison to a target, you have a 50% chance to apply Crippling poison.
  • Improved Poisons - Now increases the chance to apply Instant and Deadly Poison to your target by 2/4/6/8/10% (down from 3/6/9/12/15%).
  • Hunger for Blood - now only attempt to remove a Bleed effect. (Old - any harmful physical effect)

Combat

  • Gouge - Now awards one combo point.
  • Aggression - Moved from Tier 6 to Tier 5. Increased from 3 points to 5. Now increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by 2/4/6/8/10%.
  • Endurance - Now also increases your total stamina by 2/4%.
  • Blood Poisoning renamed Savage Combat - Now also increases your total attack power by 2/4%.
  • Vitality - has been changed now increases your Energy renegeration rate by 3/6/10%.

Subtlety

  • Tricks of the Trade - Now has a cost of 15 energy.
  • Filthy Tricks - Now also reduces the cooldown of Preparation by 2.5/5 min

Rogue WotLK: Unfair Advantage Video

September 12, 2008 by Zuggy · 11 Comments 

All you rogues out there are really going to love this. The following video is a level 71 rogue on the WotLK beta server testing out the new combat talent, unfair advantage. I won’t spoil it for  you, but let me just say it’s pretty damn crazy…can’t wait till patch 3.0 goes live!

Unfair Advantage:

Whenever you dodge an attack you gain an Unfair Advantage, striking back for 100% of your main hand weapon’s damage.


ua1024.avi

Mage / Rogue Vs. Mage / Rogue 2v2 Arena Strategy

September 11, 2008 by S-Scythe · Leave a Comment 

rogue arena

Ah yes, the mirror match. Mage / rogue arena strategy mirrors can be particularly difficult, as they require quick reaction time and well executed strategy in order to successfully gain the edge on your opponent. As with any double DPS team even the slightest of errors can quickly lead to a loss

Rogue Opener Strategy

Ideally you want to find the rogue and immediately open up on him. However, this is easier said than done. Chances are both rogues are going to have max stealth talents, so it’s pretty much a toss up that you’re going to get the opener. However, if you do happen to get the opener on the rogue you’re in a great position, you’ve immediately forced the opposing team to have to react to you.

If they don’t make the correct decision with an immediate crowd control they are going to be far behind and well on their way to losing.

Mage’s 2v2 Strategy Role

If your rogue does happen to get the opener then you need to be able to go right into action. If at all possible get immediate CC on the opposing mage and start dropping shatter combos on the rogue. This is where things start moving really quickly.

Side Note: Mage 2v2 Tips Compendium

What If I can’t find the rogue?

This is where things can get really sketchy. If the match timer gets to the point where the shadow sight buffs come up it’s probably just going to be a wash as far as the opener is concerned. Your only concern at this point is to not get absolutely screwed.

How can you get completely screwed you ask?

  1. Both mages are going for the buff, your mage gets sapped, then the mage and / or rogue gets the shadow sight buff, finds you and the rogue opens on you.
  2. The opposing rogue picks up the buff, vanishes and shadowstep + cheap shots you.

That said, these are the techniques we are going to try and use against the opposing team in order to gain the advantage. A lot of rogues will simply let their mage pick it up and trade the openers, and this is a fine strategy I suppose. But for me I’d much rather have the fight in my hands, so picking up the stealth buff and immediately going after the rogue is my game plan.

All the while my mage is either going for the other buff and / or keeping the other mage temporarily distracted and /or crowd controlled. If all goes well you’ll have the opener shortly there after and have a huge lead early on.

Game Pace and Reaction Time

More than anything else your reaction time and understanding the pace of these games is going to be a key factor in your success. If your a mage you’re prime goal early on is going to be keeping the other mage out of the fight so you can assist your rogue. Additionally, if you’re the rogue you need to do everything within your power to avoid taking damage while locking down and punishing the opposing rogue.

Rogue’s Crowd Control and Damage Avoidance

Always be watching for the possible crowd control trains on you. While most teams will just play the mage vs. mage CC battle some may go for a switch, especially if you are without a trinket (this should always be in the back of your mind because you can do the same thing to them!).

If the rogue makes a stupid decision on the trinket you can simply go blind into a sap combo and bomb on the mage. Even if you aren’t able to kill the mage you’re put him into an immediate defensive position, potentially allow your team to regen / bandage some life, and certainly made the mage go through a lot of mana kiting you.

Whether it’s damage or crowd control, as the rogue you have a lot of tools to really make the mage’s job hell.

  • Vanish immune shatter combos or sheeps
  • Cloak of Shadows shatter combos or sheeps
  • Toss a gouge if the mage is within range to cut casts
  • Toss a kick if the mage is withing range. Brief note here, using focus kick macros makes this incredibly easy, so you can conduct drive by kicks on the mage without even having to target him.
  • Use blind to stop casts. Not always worth it, but sometimes necessary if you are close to dying.

Mage’s Crowd Control and Avoidance

Just like the rogue the mage has the ability to prevent / break many of the potential CC’s. Versus most 2v2 teams you’d want to use these on a bit slower pace, but in an arena matchup as face paced and furious as this you simply CANNOT take a full duration poly or blind. So be prepared to quickly use your…

  • Ice Block / Trinket on sheeps and blind when necessary
  • Help your rogue cut the mage’s casts via sheep and crowd control, especially on shatter combos

Using focus macros for your sheep and counterspell macros will really help you out with this, I strongly recommend you get comfortable with them as they are fastest way to making quicker decisions.

Looking for more strategies? Check out the complete rogue / mage 2v2 arena strategy guide!

Rogue / Rogue Vs. Druid / Rogue 2v2 Arena Strategy

September 10, 2008 by Zuggy · 5 Comments 

rogue 2v2 strategyRogue / Rogue vs. Druid / Rogue is no easy match, typically any team with a druid is going to be a tough match for a double rogue team. That said, using systemic decision making and quick reflexes we can learn how to effectively counter these 2v2 teams.

Ideal Strategy, Jump the Druid in Stealth

Ideally what we’re going to try and do is find the druid in stealth and immediately open on him. This serves 2 purposes.

  1. Gets you into combat and prevents you from being sapped
  2. Puts immediate pressure on the druid

If everything goes as planned you’ll kill the druid straight up, but for any of you who have played double rogue for any stretch of time you know this is rarely how it happens.

The Druid is in Bear form, what do I do?

Often times druids are wise to double DPS teams and will immediately exit stealth as soon as they realize there are rogues and enter bear form. This is when this combo can be very difficult.

Let’s be frank, you probably aren’t going to burst a druid in bear form out. So you have a few options. First, and probably the most effective is going to be attack the open and drop a bomb on the rogue. If you get a solid opener and / or if the druid is out of position you can immediately red line the rogue. Make sure you have your rupture up on the rogue as you know he’ll be going for a vanish.

druid arena strategyOnce you’ve got the opener going on the rogue you need to be looking to crowd control the druid. Either via gouge, kick, or if the druid is dumb enough a blind / sap combo. Most games the druid is still going to get a few HoTs and the NS off, but this doesn’t mean you lose. Keep up the damage, evasion tank the rogue and keep working to get the druid out of the fight. You’ve got 2 blinds, a potential sap combo, kick and gouge to punish the druid with.

Is Switching Targets a Good Strategy?

I think many double DPS teams really are reluctant to try a target switch, in some cases this fear is rational. However, if a switch is handled in the proper way it can be very effective. For example, many rogues may panic when they see a two other rogues attacking them. In the event he trinkets a CS or  KS you’ve got him right where you want him.

What if the rogue trinkets my blind?

At this point you should throw the blind, which you’re going to transition into at least 1, probably 2 saps. This will give you a minimum of 20 seconds to have unrestricted damage on the druid. Even if the druid is sitting in bear form 20 seconds is a long period of time, especially if you can evasion tank the rogue for an additional 15 seconds after your crowd controls have ended.

Final Points on Avoiding Crowd Control

On a double DPS team every second counts, it is absolutely crucial you avoid being crowd controlled at all times. In the case of this team you are going to want to save your trinket for a blind, the only scenario you wouldn’t want to use your trinket on blind is if the rogue was just reeling on you and caught you medium / low health in a KS.

It’s very helpful to set the druid as your focus target, this will allow you to watch incoming crowd control on you so you can take the appropriate action to avoid being taken out of the fight. These actions include:

  • Preemptive Cloak of Shadows on cyclone / root
  • Vanish immune on cyclone / root
  • Vanish immune on feral charge
  • Preemptive evasion if you believe the druid may attempt to bash you
  • Preemptive evasion if you believe the rogue is about to blind you (if your trinket is down, note: This is very hard to watch for, especially if you don’t have your focus on the rogue)

Looking for more rogue / rogue strategies? Check out the complete rogue / rogue 2v2 arena guide!

Next Page »

Bottom