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#1 Oct 31 2004 at 11:13 PM Rating: Decent
Here's mine:
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Class: Rogue
Level: 60


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Assassination Talents (15 points)


Improved Eviscerate - 3/3 points
Increases the damage done by your Eviscerate ability by 15%.


Malice - 5/5 points
Increases your critical strike chance by 5%.


Murder - 2/2 points
Increases your chance to hit while using your Sap, Ambush, Garrote, or Cheap Shot abilities by 5%.


Lethality - 5/5 points
Increases the damage done by your critical strikes by 50% when using the Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage abilitiy.



Combat Talents (25 points)


Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.


Lightning Reflexes - 3/5 points
Increases your Dodge chance by 3%.


Improved Backstab - 3/3 points
Increases the critical strike chance of your Backstab ability by 30%.


Precision - 5/5 points
Increases your chance to hit with melee weapons by 5%.


Deflection - 2/5 points
Increases your Parry chance by 2%.


Dual Wield Specialization - 5/5 points
Increases the damage done by your offhand weapon by 50%.


Dagger Specialization - 3/5 points
Increases your chance to get a critical strike with Daggers by 3%.


Blade Flurry - 1/1 point
Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 seconds.


Sword Specialization - 1/5 point
Gives you a 1% chance to get an extra attack after dealing damage with your Sword.



Subtlety Talents (11 points)


Master of Deception - 5/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 4)


Opportunity - 5/5 points
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 20%.


Ghostly Strike - 1/1 point
A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 seconds. Awards 1 combo point.

I tried to get a "Ninja" type feeling with my rogue, I might change it before the game launches. Tell me what you think and don't forget to post your own.

You can do it here http://wowvault.ign.com/View.php?view=Talents.View

Edited, Sun Oct 31 23:14:36 2004 by KoopadaQuick
#2 Nov 01 2004 at 8:43 AM Rating: Default
ahh too much to look at lol

but i like rouge best
#3 Nov 01 2004 at 8:49 AM Rating: Decent
i was too lazy to read that all :P
#4 Nov 01 2004 at 9:07 AM Rating: Decent
Maybe, but still undecided(on this format), I think this format would work well though...

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Assassination Talents (17 points)

# Remorseless Attacks - 1/5 point
Gives you a 20% damage bonus on your next attack after killing an opponent.

# Improved Eviscerate - 2/3 points
Increases the damage done by your Eviscerate ability by 10%.

# Malice - 5/5 points
Increases your critical strike chance by 5%.

# Murder - 2/2 points
Increases your chance to hit while using your Sap, Ambush, Garrote, or Cheap Shot abilities by 5%.

# Improved Expose Armor - 2/3 points
Increases the armor reduced by your Expose Armor ability by 30%.

# Lethality - 5/5 points
Increases the damage done by your critical strikes by 50% when using the Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage abilitiy.



Combat Talents (21 points)

# Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.

# Improved Gouge - 3/3 points
Increases the effect duration of your Gouge ability by 1.5 seconds.

# Lightning Reflexes - 2/5 points
Increases your Dodge chance by 2%.

# Deflection - 5/5 points
Increases your Parry chance by 5%.

# Improved Backstab - 3/3 points
Increases the critical strike chance of your Backstab ability by 30%.

# Riposte - 1/1 point
A strike that becomes active after parrying an opponent's attack. This attack deals 150% weapon damage and disarms the target for 6 seconds.

# Dagger Specialization - 4/5 points
Increases your chance to get a critical strike with Daggers by 4%.

# Blade Flurry - 1/1 point
Increases your attack speed by 20%. In addition, attacks strike an additional nearby opponent. Lasts 15 seconds.



Subtlety Talents (13 points)

# Camouflage - 4/5 points
Increases your speed while stealthed by 12%.

# Master of Deception - 4/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 3)

# Opportunity - 4/5 points
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 16%.

# Ghostly Strike - 1/1 point
A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 seconds. Awards 1 combo point.


-----------------------------------------------------------------

I tried to get it so he could have as much damage as possible from backstab, while also increasing critical strike chances, and building on my dodge, this way, my backstab, then gouge, will already have the mob screwed.

Then, if I dodge an attack, Riposte comes into activation, and I do an attack that deals 150% damage. Also, if I need to, and think I'm gonna get really screwed, I'll use Bladefury and Ghostly strike, increasing attack speed, attacking enemies near me, increasing my dodge percentage (also giving more of a chance to get Riposte), and gain a couple combo points.

I could be taking it a little out of proportion, but, I think this would be a good set-up.
#5 Nov 01 2004 at 9:10 AM Rating: Decent
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1,577 posts
Pretty ******** I think I'll wait till ingame to play with it ^^. But looks cool, I just dont really know how I'm gonna build my Rouge, but I'm gonna have 2 rouges, and my other charactors will be various.

I just really want and Undead, but I know my friend will have som alliance ties, so I'll make an alliance rouge as well ^^.
#6 Nov 01 2004 at 9:25 AM Rating: Decent
Yeah, I'm going Undead as well. >; ).
#7 Nov 01 2004 at 10:53 AM Rating: Decent
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1,073 posts
There are a lot of really good Rogue talents. There are a very few that look unappetizing, but the rest... man, that looks sweet. I'm surprised neither of you considered mace specialization. From what I've been hearing on the boards, a rogue dual-wielding maces with 5 pts of that can get LOTS of stuns. But hey, it's a personal choice. One thing, Koopada: why put 1 point in Sword Spec? 1 pt in such a category is next to nothing. I mean, you're swinging really fast anyway; that sort of talent is really at its best for Warriors and Paladins with really slow swords, not for Rogues with Blazing Rapiers and the like. Use it to fill out something else.

Finally, to all the people who posted to say they didn't read: Well, why did you post then?! If you have nothing useful to say...
#8 Nov 01 2004 at 11:28 AM Rating: Decent
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6,678 posts
Priest build, Shadow/disc:

Discipline Talents (19 points)
(5) Silent Resolve - Reduces the threat generated by your damage spells by 20%.
(2) Improved Power Word: Fortitude - Increases the effect of your Power Word: Fortitude spell by 30%.
(3) Improved Power Word: Shield - Reduces the duration of your Power Word: Shield's Weakened Soul effect by 15 seconds.
(2) Martyrdom - Gives you a 100% chance to gain the Focused Casting effect that lasts for 6 seconds after being the victim of a critical strike. The Focused Casting effect prevents you from losing casting time when taking damage.
(1) Focused Casting - While active, you no longer lose casting time from taking damage. Lasts 8 seconds.
(2/5) Mental Agility - Reduces the mana cost of your instant cast spells by 4%.
(4/5) Mental Strength - Increases your maximum Mana by 8%.

Holy Talents (0 points)
None

Shadow Talents (32 points)
(5) Spirit Tap - Gives you a 100% chance to gain a 100% bonus to your Spirit after killing a target. For the duration, your Mana may regenerate at a 50% rate while casting. Lasts 15 seconds.
(5) Blackout - Gives your Shadow damage spells a 10% chance to stun the target for 3 seconds.
(2) Improved Shadow Word: Pain - Increases the duration of your Shadow Word: Pain spell by 6 seconds.
(1) Mind Flay - Assault the target's mind with Shadow energy, causing 75 damage over 3 seconds and slowing the target to 50% of their movement speed.
(2) Improved Psychic Scream - Reduces the cooldown of your Psychic Scream ability by 4 seconds.
(2) Improved Fade - Increases the duration of your Fade ability by 10 seconds.
(3) Shadow Reach - Increases the range of your Shadow damage spells by 20%.
(1) Silence - Silence the target, preventing them from casting spells for 5 seconds.
(5) Shadow Weaving - Your Shadow damage spells have a 100% chance to cause your target to be vulnerable to Shadow damage. This vulnerability increases the Shadow damage dealt to your target by 4% and lasts 15 seconds. Stacks up to 5 times.
(5) Darkness - Increases your Shadow spell damage by 10%.
(1) Shadowform - Assume a Shadowform, increasing your Shadow damage by 20% and reducing Physical damage done to you by 20%. However, you may only cast Shadow and Discipline spells while in this form.


About the most extra damage you can add to the class, and a few overall nice tidbits as well. If I had one more point, I would finish Mental Strength. I might drop Shadowform for it.

Disclaimer to a would-be priest: if you intend on being a completely healing-centric priest, you will obviously not want to use this build. Coming off my experience from Everquest, I would look at this kinda funny, but after playing the game, I find this suits my style better.

In reality, going as far as Mind Flay is probably sufficient for just a taste of shadow. Guildmate of mine plans on doing Shadow to Mind Flay, Discipline to Mental Strength, and the rest in Holy. She said it works rather well for her.
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#9 Nov 01 2004 at 11:33 AM Rating: Decent
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1,577 posts
Ok, so I tried it. Lemme know what you beta players think?

Assassination Talents (15 points)


Improved Eviscerate - 3/3 points
Increases the damage done by your Eviscerate ability by 15%.


Malice - 5/5 points
Increases your critical strike chance by 5%.


Ruthlessness - 3/3 points
Gives your finishing moves a 60% chance to add a combo point to your target.


Lethality - 4/5 points
Increases the damage done by your critical strikes by 40% when using the Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage abilitiy.




Combat Talents (25 points)


Improved Gouge - 3/3 points
Increases the effect duration of your Gouge ability by 1.5 seconds.


Improved Sinister Strike - 2/2 points
Reduces the Energy cost of your Sinister Strike ability by 5 Energy.


Improved Backstab - 3/3 points
Increases the critical strike chance of your Backstab ability by 30%.


Precision - 5/5 points
Increases your chance to hit with melee weapons by 5%.


Deflection - 2/5 points
Increases your Parry chance by 2%.


Improved Kick - 2/2 points
Gives your Kick ability a 100% chance to silence the target for 2 seconds.


Dagger Specialization - 3/5 points
Increases your chance to get a critical strike with Daggers by 3%.


Dual Wield Specialization - 4/5 points
Increases the damage done by your offhand weapon by 40%.


Mace Specialization - 1/5 point
Gives you a 1% chance to stun your target for 3 seconds with a mace.




Subtlety Talents (11 points)


Camouflage - 2/5 points
Increases your speed while stealthed by 6%.


Master of Deception - 2/5 points
Reduces the chance enemies have to detect you while in Stealth mode. More effective than Master of Deception (Rank 1)


Rapid Concealment - 1/5 point
Reduces the cooldown of your Stealth ability by 1 second.


Elusiveness - 1/5 point
Reduces the cooldown of your Evasion, Vanish, and Blind abilities by 15 seconds.


Opportunity - 4/5 points
Increases the damage dealt when striking from behind with your Backstab, Garrote, or Ambush abilities by 16%.


Ghostly Strike - 1/1 point
A strike that deals 125% weapon damage and increases your chance to dodge by 15% for 7 seconds. Awards 1 combo point.




#10 Nov 01 2004 at 12:04 PM Rating: Decent
Quote:
There are a lot of really good Rogue talents. There are a very few that look unappetizing, but the rest... man, that looks sweet. I'm surprised neither of you considered mace specialization. From what I've been hearing on the boards, a rogue dual-wielding maces with 5 pts of that can get LOTS of stuns. But hey, it's a personal choice. One thing, Koopada: why put 1 point in Sword Spec? 1 pt in such a category is next to nothing. I mean, you're swinging really fast anyway; that sort of talent is really at its best for Warriors and Paladins with really slow swords, not for Rogues with Blazing Rapiers and the like. Use it to fill out something else.

Finally, to all the people who posted to say they didn't read: Well, why did you post then?! If you have nothing useful to say...


Wait... Rogues can dual-wield maces? I thought a Rogue HAD to have atleast one dagger, I remember I tried dual-wielding swords, and ended up having to sell one that I just bought; for less.

Hmm, can anyone confirm that maybe they changed it so Rogues can dual-wield swords/ maces?


Also, nice job Warf on the Rogue, only, I'd take out Mace Specialization, Rapid Concealment, and Elusiveness, use those three points to boost a different talent.

Edited, Mon Nov 1 12:09:20 2004 by Creamed
#11 Nov 01 2004 at 12:25 PM Rating: Decent
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1,577 posts
Mace I can understand if you cant dual wield the maces. Why however take out the reduction of cooldown? I guess I just dont know enough about the game I.e. cooldown periods, and things of that nature.

Seems however that the rouge I built was for lots of DMG and not a lot of stealthyness <-- LOL is that a word?

I added the lower cooldown features cause they cant wear "heavy" armor I.E. anything above leather that has really good defense, which makes sense, because heavy armor isn't all that stealty. So being able to use stealthing abilities sooner I thought was a good idea...is that wrong? I ask in all seriousness, cause I built that w/o having any real game knowlege.

edit:

Lethality - 5/5 points
Increases the damage done by your critical strikes by 50% when using the Sinister Strike, Gouge, Backstab, Ambush, Ghostly Strike, or Hemorrhage abilitiy.

Taking out the point for the mace's I went with the extra lethality, good choice?



Edited, Mon Nov 1 12:28:16 2004 by Warf
#12 Nov 01 2004 at 1:45 PM Rating: Decent
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1,073 posts
I remember now, Creamed. There's a distinction between "main-hand" and "one-hand" weapons. Most weapons are main-hand, but a few are "one-hand". It's the latter that you can dual-wield with, it's not the type of weapon that matters. The sword you tried to use was probably a "main-hand" sword.

Which means that, if you can find a "one-hand" mace, you can dual wield with it. There are only 25 such weapons in-game right now (according to Thottbot), and most have fair level requirements. The first are available at 16, and proceed from there. (Then again, you'd have to be fairly high level to get access to the Mace talents.) But if you find one and have a mace in each hand, that 5% will start occurring more than your opponents might like.

Edit: yes, Warf, you were probably better off taking out the one point of mace specialization. One point in any of the x/5 talents is probably a waste, that's another reason why I objected to the 1/5 Sword Specialty. I mean, if you're gonna go maces, go maces. Don't put one point in it, because that's just not a good enough reason to choose a mace over a weapon with higher DPS. And if you're not using maces, then what good is the specialty? Having 5 points in one specialty is enough to push that type of weapon over another even if the DPS is lower; one is not.

Edited, Mon Nov 1 13:49:40 2004 by ChahDresh
#13 Nov 01 2004 at 3:33 PM Rating: Decent
Never knew about that "One hand"/ "Main Hand" thing, really clarifies some issues, thanks.

Yet, two maces just ain't the kind of rogue I am thinking of, I am thinking of the all out DMG right at start, and right at end. I have played Stress Test, and so far the template I was using was working pretty good, I got to level 23.

Two maces would be fun later on though just for laughs.
#14 Nov 01 2004 at 3:37 PM Rating: Decent
Why worry about all that before even playing the game lol. Sit back and enjoy it a little.
#15 Nov 01 2004 at 3:38 PM Rating: Decent
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4,520 posts
Pfft, i dont enjoy sitting doing nothing but watch 2.5GB get downloaded.
#16 Nov 01 2004 at 3:47 PM Rating: Decent
/e agrees.
#17 Nov 01 2004 at 5:36 PM Rating: Decent
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6,678 posts
Geez, are you all planning on playing rogues?

Rogues can indeed dual wield maces. Some rogues did that as soon as the talents went live and promptly got the talent nerfed because they were keeping mobs practically stun-locked. The % definitely does add up with two maces going.
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Only the exceptions can be exceptional.
#18 Nov 01 2004 at 5:37 PM Rating: Excellent
The man who started it all!
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1,635 posts
http://wow.allakhazam.com/profile.html?75
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#19 Nov 01 2004 at 8:31 PM Rating: Decent
Indeed, we all like rogues, what's not to like? Great damage, cool concept and excellent roleplaying options. Remember this all you Alliance members, Undead are the strongest race. The Alliance, however, gets the sexiest women. Decide for yourself. In a short while, I'll be joining my Undead brothers and sisters!
#20 Nov 01 2004 at 8:42 PM Rating: Decent
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1,577 posts
Undead rouge to start it off for me TONIGHT! HAHAHAHA!

Ok, so I'm still waiting for them to send me my key for the stress test and open beta >< Oh well.

I feel a sleepless night coming on for me.
#21 Nov 01 2004 at 9:30 PM Rating: Decent
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6,678 posts
Don't make me shackle you, koopa.
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Only the exceptions can be exceptional.
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