LEVELING
1-10 | 11-20 | 21-30 | 31-57 | 58-70
1-10
The Rogue is a relatively painless class to level, considering that a Rogue is designed to kill mobs quickly. However, the best way to level
any character or do anything for that matter is focus and commitment to the task at hand. The level ranges given are just a rough idea of what you
can expect to be doing at any particular time. In most cases the mentioned zones will have a plethora of quests to finish for a lot of xp and
rewards.
For horde or alliance Rogues this will consist of beginner area quests, though at this point a Rogue can kill mobs so easily that any gaps
between quests will easily be filled by a little bit of monster killing. Gear has no particular significance at this level so you should feel free
to equip whatever you can find, and perhaps save up enough cash to train in swords.
Level 1
You'll start out with two attacks. Sinister Strike is the basic rogue attack. It causes weapon damage plus a flat bonus, with no side-effects
or disadvantages. It has no cooldown, and doesn't take large amounts of energy to cast. Sinister strike is an instant strike, and as such
benefits greatly from weapons with a high base damage. Eviscerate is the most common, most reliable finisher. Finishing moves requires the rogue
to have saved up a number of combo points. When activated, the finishing move uses all available combo points, and more points makes the ability
more effective. Eviscerate deals direct damage, no secondary effects. Damage from eviscerate is affected by armor; against heavy-armored foes,
you'll get more damage out of rupture.
Level 4
Backstab is one of the reasons that rogues like daggers. Backstab causes 150% weapon damage plus a flat amount, and grants one combo point. It
isn't quite as damaging as ambush, but it also doesn't require stealth. If you have a party member to tank a monster, then you can let fly
backstab after backstab until it dies. Even by yourself, you can gouge or stun a monster, slide around behind it, and backstab. Backstab has a
large energy requirement, and generates a lot of threat from monsters. Backstab is an instant strike, and as such benefits greatly from weapons
with a high base damage.
Pick Pocket allows the rogue to get some extra loot from an enemy NPC. If the skill is resisted, the monster immediately detects the rogue and
aggros. Failure rates depend on relative levels, but the base failure rate seems to be around 5%. Typically humanoid types will have pockets and
beasts won't, but there are numerous exceptions. If a rogue attempts to pickpocket a monster who doesn't have pockets, the moster does not aggro.
The items received from picking pockets are not subject to group looting rules, and loot picked up with this ability are extras, in addition to
the monster's normal loot when it is killed. It is considered polite to kill every monster whose pockets you pick, unless you are in an instance;
that way, the monsters will respawn and the next rogue through the area can pick their pockets as well.
Level 6
Gouge this skill grants a combo point, causes a trivial amount of damage, and incapacitates the target for a short time. It requires that the
rogue be in front of his target, and is on a 10 second cooldown. It is most useful for cancelling spellcasting, or to set the target up for a
backstab. Note that with the full number of points in the Improved Gouge talent, you have a net gain in energy when you use this skill.
Level 8
Evasion improves the rogue's dodge on a 5 minute cooldown. This ability buys you a few more seconds to kill your target or get away - be
certain to make that time count.
Level 10
Sprint increases the rogue's run speed dramatically for 15 seconds. It also doesn't break stealth when used, so it can help the rogue into or
out of trouble. Sap causes your target to become incapacitated for a long period of time. Sap can only be used on humanoids, and cannot be used on
a target which is in combat. It is useful in instances, to separate monsters so the player's group can fight them in smaller groups.
Slice and Dice is a finising move that grants the rogue a temporary boost to his melee attack speed. This significantly increases his auto-
attack damage, and gives commensuratly more chances for poisons to hit. This finisher has the benefit of continuing after your target is killed.
When a target is nearly dead, you can use slice and dice, kill it, and then move on to another enemy still benefiting from those combo points.
11-20
The horde has an early instance option called Rage Fire Chasm, located in Orgrimmar itself, in the cleft of shadow. This instance isn't until
roughly level 15-17 for most classes, but there are still many quests to be had in Durotar or Mulgore and particularly the Barrens or Silverpine
will have quests of interest, as well as easily grindable monsters.
For the alliance you are without an instance for a little while longer, but there are many quests in Loch Modan and particularly good quest
chains in Westfall that will help you with your experience grinding.
Level 12
Kick is the rogue's main anti-caster ability. It cancels spells which are mid-cast, and prevents the caster from casting any spells from that
school for a few seconds.
Level 14
Expose Armor is a finishing move that reduces the target's armor for 30 seconds, with more combo points increasing the amount reduced. This
skill is most useful against elite foes, when working in a group. This skill does not stack with the warrior's Sunder Armor skill. Any level of
expose armor typically prevents a warrior from using sunder armor at all on that target. This is very bad since sunder armor is a warrior's main
tool for holding aggro.
Garrote afflicts the target with a bleeding effect, an 18 second DoT. The damage caused is not reduced by armor. The damage over time from this
attack is about 25% higher than Ambush. It will prevent Gouge/Backstab because the DoT cancels Gouge. This should be noted when soloing, since it
can potentially break your combat routines.
Level 16
Feint reduces the rogue's threat level on his current target. It won't make a monster lose interest and go home, but it can make him decide to
go bother a different party member. Rogues can build up threat faster than almost any other class, so the ability to reduce threat levels is
critical, helping your tank to maintain the monster's focus.
Level 18
Ambush is another reason rogues like daggers - it is a hard-hitting high-damage attack, dealing 275% weapon damage plus a flat bonus. It
requires that the rogue have a dagger in his main hand, and that the rogue be behind his target and stealthed. The damage from this skill is
affected by armor, so Ambush is best used against low-armor targets, typically casters.
Level 20
Rupture is a finishing move that causes bleeding damage, similar to garrote. The length depends on the number of combo points, but the damage
per second which the skill inflicts is constant. One or two point ruptures can be more effective than full 5 point ruptures; by the time a two
point rupture expires, the rogue typically has more combo points to renew the effect.
Instant Poison has a chance to add nature damage to each hit with the weapon it is applied to. It has no side-effects or drawbacks.
Crippling Poison afflicts the target with a reduction in movement speed. It has no side-effects or drawbacks. It is a favorite poison for
instances and PvP fighting, where the ability to prevent escape is key.
Poisons Quest
When you reach level 20, you will be asked by your trainer in the capital city of your faction (Orgrimmar or Stormwind) to complete a chain of
quests in order to be able to coat your weapons with poison - this skill is essential for any rogue and this quest should be completed by any
aspiring rogue. Poisons are temporary weapon enchantments created via production, similar to First aid or Cooking. They have a chance on each hit
to produce a special effect.
Alliance
Start: Master Mathias Shaw, leader of the SI:7 in Stormwind.
You will be asked to go to Westfall and meet up with Agent Kearnen - she will be in front of the tower southeast of Westfall, where some tough
-looking monsters are about.
Your task is simple, pickpocket the Malformed Defias near the tower for the key, and then climb up, while stealthed, to the very top of the
tower. Once there, sap Klaven and open his chest, taking the Journal, then go back to your quest giver. This will complete your Quest and let you
learn Poisons! Alas, you will be poisoned yourself and lead to a follow-up.
You will be told to go seek out Doc Mixipixil in the Cellar of the Barracks. Use /lay in front of him so he examines you, then he will demand
that you give him:
- Simple Wild Flowers
- Leaded Vial
- Bronze Tube
- Spool of Light Chartreuse
- Silk Thread
These will let you obtain the cure. Alternatively, you may ask for a higher level character to cure you and skip this step, but you will miss
out on some experience.
Horde
Start: Zelanis in Orgrimmar's Cleft of Shadow
After teaching you the salute you must do, you will be sent to the Venture Co. Tower north of the sludge fen and use your Flare Gun twice, then
use your Shattered Hand Salute twice on the agent in there.
Now you'll have some killing to do. Mutated Drones seem high level, but 1 ambush attack will kill them instantly. If needed, vanish and ambush
the other one to complete this step. Patrollers - Use rupture here to off them quickly, it will take down lots of health. Lookouts - Use
eviscerate (even 1 combo point) to turn them into more manageable slimes. Gallywix - Use ambush to bring him down 50% then take him out as soon as
possible, take his key and take the mixture.
You will have the Poison on you and be told to go to Tarren Mill upon reporting to your Rogue Trainer, here, you will be cleansed and you will
learn the Poisons Skill!
21-30
At this point many horde and alliance will start leveling in the same places, doing the same instances etc. Obviously, this can be somewhat
dangerous. But you're a Rogue! That's what it's all about. Initially, alliance will want to do the Deadmines instance in Westfall, as a major
quest chain ends there and decent initial upgrades can be found. Both factions may take an interest in each other's home zone instances (Wailing
Caverns, Dead Mines) though it may not be possible to obtain more than 1 or 2 quests for the opposite instance. As you reach 23-25, both the
alliance and horde will have Blackfathom depths open to them, which is actually a very entertaining instance with many useful drops for most
classes.
Level 22
Distract allows you to designate a circular area at some distance. Any enemies within that circle will pivot to face the center of the circle,
and remain facing that way for 10 seconds. Distract does not break stealth, and does not prevent the monsters from aggroing. Distract does not
work on creatures in combat. When used against a player, it spins them around if they are auto-running, but the player can immediately change his
facing. Distract can also be resisted. You can also use distract to break up a group of patrolling monsters. Aim the Distract so that it affects
half of the patrol. That half will remain stationary while the other half continues patrolling. Engage the stationary half in combat before
distract wears off or else they will run to join the rest of the patrol.
Vanish causes you to enter an improved stealth mode for 10 sec. Also breaks movement impairing effects. If you're PvPing, try to save this 5
minute timer for when it counts most, such as when a Mage uses Frost Nova on you.
Level 24
Mind-Numbing poison afflicts the target with a reduction in casting speed. It has no side-effects or drawbacks.
Quest: The Manor, Ravenholdt
This quest begins with an "Elegant Letter" drop.
The Path starts at 75, 23 in the Hillsbrad Foothills. It's a little brown dirt path that zigzags into the mountain. Head up the mountain and
follow the dirt road. Once you're at the top you'll see level 50 Neutral Guards and behind them you see the tunnel. No need to stealth past the
Guards, for they won't attack you at all. Enter the tunnel. Upon entering the tunnel you should see the chest! Hovering above the chest you should
see a blue rectangle. Head towards the chest, but DO NOT OPEN IT! Once your close enough the quest update should have activated. Keep going
through the tunnel and you end at the Manor. Head to the building and talk with Fahrad
Level 26
Cheap shot is arguably the most versatile opener. It stuns the target for 4 seconds, and grants two combo points (three with talents) instead
of one. Unlike ambush and garrote, the rogue need not be behind his target. Cheap shot is useful more often than not; it is a poor choice only
against enemies which are immune to stun, or which can easily escape stun, such as mages which can Blink out of a stun.
Level 30
Disarm Trap is of limited use due to the lack of traps in the game at present. Some good uses of Disarm Trap: Wooden Boxes in Stratholme,
Mines in Blood Furnace, Hunter Traps in PvP, Land mines in Alterac Valley
Kidney Shot stuns the target for a number of seconds equal to the number of combo points used. Useful with Cheap Shot and Gouge to keep a
target stun locked.
Deadly Poison's damage is less than an equivalent level of instant poison, but it actually deals damage more quickly than instant poison thanks
to its higher application rate. Deadly poison stacks up to 5 times, making it harder to remove with some spells.
31-57
Level 32
Wound Poison reduces the effectiveness of healing spells which affect the target, causing them to heal lesser amounts. It stacks up to 5 times,
making it harder to remove with some spells.
Probably the most enjoyable level range in the game, this one is all about Scarlet Monastery. There's a little something for everyone in
scarlet monastery, and with 4 instances of varying levels most classes could pretty much level this whole range inside of it.
Level 34
Blind has a long range, and can thus be used as a long distance kick to disrupt spell from being cast. Blind is also very useful in PvP; either
blind or gouge the opponent, and use the break to bandage yourself. This ability has a cooldown of 3 minutes.
Level 52
A Simple Request
Speak with Lord Jorach Ravenholdt in Ravenholdt Manor.
The path starts at 75, 23
The quest giver is at 83, 18
Save your Syndicate Emblems (get through pick pocketing) and turn them in there for credits.
Sealed Azure Bag
Retrieve the Sealed Azure Bag from the Timbermaw Shaman in Azshara. Then take the bag to Archmage Xylem, also found in Azshara.
Pickpocket some Timbermaw Shamans in Azshara. Go to 28,50 where you will find a high elf. He will teleport you. Once teleported, run through
the road up to a tower, once inside deliver complete the quest.
*note: If you find that you cannot pickpocket the Timbermaw, temporarily flag your self as "at war" with them. You can pick pocket them, and
as long as you don't kill them and you won't lose rep with them. Just remember to turn "at war" off when you're done.
Encoded Fragments
Bring 10 Encoded Fragments to Archmage Xylem in Azshara. To get to the Archmage Xylem there is only one way, find this guy with a blue question
mark over his head. his name is Sanath Lim-yo (coords- 28,50) click him and press complete quest and he'll transport u straight to the top of the
mountain, go up the ramp and to the tower, the archmage is in there. The quest used to be to collect the fragments from oozes in Azshara, but it
now appears that they can be collected from ANY beast in Azshara.
The Azure Key (dungeon)
Return the Azure Key to Lord Jorach Ravenholdt.
Sunken Temple:
From the entrance to instance take a left and head up stairs. You will come to a large room with a hole in the middle. On the opposite side of
that room (south) you will find Morphaz and Hazzaz flying around in the room before you reach Eranikus.
58-70
Level 58
Time for Outlands! You'll be able to find plenty of great gear upgrades along with many fun quests. Hellfire Peninsula is generally pretty
crowded, so be aware.
Level 62
Envenom ignores armor so in some cases will be more powerful than eviscerate.
Anesthetic Poison is slightly less powerful than Instant Poison but generates no additional threat.
Level 66
Cloak of Shadows is extremely useful. Casters hate when you use it, and it removes poisons, diseases, curses, and magical effects. It does not
work on physical debuffs like rend or hamstring.
Level 70
Shiv is helpful if you want to make sure your target is poisoned with your off hand poison. It also cannot be dodged, so if you find another
rogue has popped evasion, this is a great move to use.
PROFESSIONS
Scattered throughout the lands in Word of Warcraft are plants & flowers that you can pick through for various ingredients that can be used in the various professions. Herbs are a great item to sell, especially higher level herbs.
This is arguably the most profitable profession since you do not need expensive patterns to earn lots of gold. Good for the following professions: Jewelcrafting, blacksmithing and engineering.
With the skinning knife, you are able to skin various beasts in the world for hides and leather. Skinners are also able to skin certain drakes and dragons for their scales. Pretty profitable profession as you can combine this with killing monsters. Good for the following profession: Leatherworking.
When paired with herbalism, you will have a self sustaining buff and gold maker. Elixirs, potions and flasks will benefit the rogue and other classes immensely, and agility concoctions will help boost your rogue greatly. At higher levels the alchemist will learn transmutes of various forms to produce products that will help other professions. Alchemy potions have various affects ranging from healing to poison cleansing, strength, armor, and life buffs, to even invisibility and invulnerability are invaluable to one who prefers a varied and powerful combat technique.
As long as you keep the skill level up and keep up with the recipes, the armor that you create can be very useful (with the exception of the mail armor at higher levels). Also, armor kits are a necessity for rogues at the early levels for a much appreciated armor buff.
Not a useful profession for a Rogue. You can make weapons that a Rogue may be able to use, but the armor can only be sold to a vendor or at the AH, and the time spent finding materials, may not be worth the price you'll get for the item. Despite this, it might be worth power-leveling Blacksmithing at Level 70 for the high-end weapons only Weaponsmiths can use.
Very difficult and gold-consuming to level, as you need magical gear to disenchant into materials for enchants. This is magical gear you will not be able to sell and make money off of. It's cheaper to buy enchants when you are ready for them.
Engineering can provide a rogue with explosives for mass damage and stuns (if you feel the need for more of those), goggles for stat buffs early in the game, and guns (if you prefer the more noisy of the ranged weapons). Other gadgets may also prove useful for the creative Rogue.
With the lack of a Rogue's healing ability, anything that uses up bandaging material is something to stay away from, especially when most of the items crafted by a tailor are useless to a Rogue.
Allows you to create jewelry like rings, necklaces and crowns. Master jewelcrafters can also learn how to cut gems that enhance certain attributes when socketed into slots on new types of armor.