rogue.RemoveThis@gogo.com wrote:
>heh .. I'm sure ambush doesn't work in arena (havent even tried..), but in bg
>its been great fun ..soloing, well its ok but there will be some trouble if
>first shot doesnt crit
At low levels you can get away with this, but as soon as you are
fighting people with resilience gear, your crit rate will drop off
markedly. Depending on a crit opener is not ideal.
In general, in PvP, you want your opponent stunned - because rogues
are vulnerable to kiting and fairly fragile (only leather armour).
You want to take as little damage as possible.
If another rogue opens on my rogue with ambush, I'll laugh, vanish
and cheap-shot and chances are I'm going to do far more damage to
him before he breaks out of stun than he did to me. Usually, he'll
be dead. If you open on a caster with ambush rather than cheap-shot,
you might do a lot of initial damage, but then you'll be running
away under the influence of deathcoil+fear or psychic scream,
wandering around a sheep, or be left frozen to the spot by a
blinking mage.
Everyone knows rogues are deadly if you let them hit you and will
take immediate action to stop you hitting them with whatever CC they
have available. If they are stunned, they are vulnerable. If they
are not stunned, you are vulnerable.
Against high-armour targets - warriors/paladins in plate, shamans
with epic shields, etc. ambush will do very poor damage anyway,
you'll do far more damage opening with garotte since it's a bleed
dot that ignores armour.
>. playing mace / sword rogue.. sure its efficient but I find it a
>bit boring.. I think it was like "stun and whack till its dead"..
As a dagger rogue, you still have to stun/gouge to get those
backstab/multilates in. (And if you're using sinister
strike/hemorrhage with daggers, you're doing less damage over time
than if you had a slower main-hand weapon.)
>In bg I enjoy stealthing and waiting for that "perfect" moment to strike..
>
>player on low health .."not to worry, it'll all be over soon"
>mage having a drink.. "please do enjoy your last drink"
..
>
>I dont find myself being in disadvantage..
Waiting and ganking low-healthed players might be fun, but it's far
from the best contribution a rogue can make to a battleground. You
should be fighting for objectives and helping your team to win
rather than sneaking around looking for easy kills.
For example:
In WSG -
Go get the enemy flag. Rogues make good flag runners. You can sneak
into the base, disable up to two defenders (sap, blind), grab the
flag and get it back fast - use the speed boots in the tunnel,
sprint across the main battleground. With Preparation you can sprint
twice if needed, also I carry a stack of swiftness potions. If the
enemy manage to intercept you, you're probably going to die, but
because you can be fast you can often do an end-to-end run before
they realise where you are.
Escort your flag carrier. Between crippling poison, stuns, gouge,
sap and blind, you have a large set of tools for slowing enemies
down, and thus helping your flag carrier get away from pursuers. If
you see your flag carrier about to die, get as close as you can,
right on top of him if needed so the moment he dies and drops the
flag you can grab it and sprint. (It always drops ahead and to the
left of the player carrying it - knowing where it's going to be
helps you click on it faster than anyone else.)
Go kill the enemy flag carrier. When they have your flag, you're the
one who can sneak into the enemy base and find where it's being
held, and if it's unprotected the chances are you'll be able to
return it straight off. If there are defenders, you can still report
its exact location and keep an eye on it while others come in to
help.
Defend your flag. A rogue makes an excellent defender, not least
because lurking in stealth, no one can tell you are there. They grab
the flag, you stunlock and kill them - and if you can't manage to
kill them, you can at least slow them down considerably while you
call for help and report the direction they are taking. Between
crippling poison, stuns, gouge, sap and blind, you have a large set
of tools for slowing down their escape, and with sprint as well you
have a good chance of catching up should you be left behind. A
pairing like rogue and shaman, or rogue and mage make excellent flag
room defence.
In AB:
Guard flags. Even alone, a rogue is a good flag defender. Stealthed,
they don't know you are there. You can call for help and then keep
them busy with saps from stealth until help arrives, or simply kill
lone attackers.
Ninja flags. You can see on the maps where fighting is taking place
and take a pretty good guess as to which enemy flags might be
lightly defended. You can sneak in and snatch them. Remember, it
takes 10 seconds to tag a flag, and both sap and blind last 10
seconds in PvP. This means against a lone defender, you can tag the
flag and /then/ fight the defender. Tagging the flag means they
can't respawn close if you kill them, and means you need only keep
them busy for a minute before you can respawn close. It also tends
to attract others on your team to help secure the flag and reduces
the amount of resources the enemy are getting. For best results on
flag ninjaing, team up with a druid.
(Respawning tip - if you're defending a flag and die, and you expect
the enemy to tag the flag before you respawn, don't sit there and
wait for it to happen - you'll be transported away to another
graveyard. Instead, run back to your corpse. If has been long enough
since your previous death, you'll be able to respawn quicker, maybe
fast enough to stop them tagging it. Or failing that, you can watch
for a chance to res and tag the flag back. It only takes 10 seconds.
Tip for defenders - always take insignias so that people can't do
this!)
In AV:
Rogues have a harder time in AV, but there are still good things to
be doing - defend towers/bunkers, ninja towers/bunkers. (Rogues are
particularly good at taking bunkers. It used to be possible for my
rogue to completely capture the alliance base solo - tagging
stormpike, north and south bunkers and the aid station, as long as
no pesky alliance came back to defend. Even if they do, it helps to
tag bunkers because it takes a while for the bowmen to respawn,
making subsequent attacks easier.
Tagging back unguarded graveyards is also a good thing for rogues to
do. Frostwolf and the relief huts were good tag-back targets to slow
down the alliance attack.
In EotS:
Probably the weakest battleground for rogues. Rogue is a good flag
runner, with sprint, providing you have a clear path to a tower. Of
course, you shouldn't bother with the flag unless it's a hard fought
2/2 situation. Rogues can sneak in and 'ninja' towers in EotS, but
they have to be unguarded and you have to de-stealth to do it. Most
towers have a spot you can stand which is close enough to count for
capturing it but is actually out of sight. Hunters will track you
anyway, of course. Tower defence is probably the best rogue role.
You can stealth and pounce on attackers - but be careful, you can't
see the 'capture' bar when you are stealthed and you don't count as
a defender when stealthed, so it's possible to miss other people
sneaking in and hiding to capture it from under your nose.
Okay, that ended up far longer than I expected. Just trying to
illustrate that merely killing people is almost never the most
valuable thing a rogue could be doing.
Dan
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