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Rogue Leveling Guide 1-29 (Combat)

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August 18 2010

Rogue Leveling Guide 1-29 (Combat)
by Psynister

Bullies. Thieves. Thugs. Pirates. Ninjas.


One of the deadliest DPS classes in the game, the Rogue plays an often vital role in any encounter you run into. In melee range they provide some of the most useful, and most reliable crowd control and interrupt capabilities out of every class in World of Warcraft. Rogues also provide a unique solo leveling experience with a tool set and play style that can easily take your playing experience to a whole new level; if you allow it to do so.

Playing a Combat Rogue

If you like to sneak around, being able to get to places you shouldn’t be able to get to, and killing things before they even get to move, then a Rogue just might be the class for you. Rogues come in all shapes and sizes as the class choice is available to almost every race in the game.

The Combat tree offers the most survivability, the only form of multi-target damage, and a solid amount of damage dealing ability. We’re not ninjas (Assassination), and we’re not secret service agents (Subtlety), instead we’re bullies and brutes. While Combat Rogues do make use of stealth, it’s not where we thrive and it’s not what we rely on. Where other rogues need to sneak up for a solid opener ability, Combat can just as easily walk right up and stab you in the face.

In using Energy and Combo Points, you are going to use a simple rotation of building up a couple of points and then burning them off with a Finishing Move. Combat Rogues are all about dealing damage, and it’s as simple as that; no fancy stun locks, no constant blinding or incapacitating, just constant, aggressive damage dealing.

Combat is also the one Rogue spec that is not restricted in their weapon selection, so rather than wielding nothing but daggers throughout your career, you’ll be able to move on to bigger and better weapons that are able to deal more damage. Where other specs rely on stealthed openers and control techniques to maximize their damage, Combat is all about strong weapons and great cooldowns. 

Rogue-Specific Tips

Rogues have a few abilities that other classes do not have access to, and they’re also limited in play style based on weapons that they choose to use, where other classes are not.

Energy is the resource pool of the Rogue class. You start off with 100 Energy which you then spend to use most of your combat-related abilities. Energy replenishes itself at the rate of 1 Energy per 0.1 seconds, or 10 Energy per second. Our abilities, for the most part, are not cheap. You will use anywhere from 15 Energy to 60 Energy for your abilities, so you can literally go from completely full to completely empty in less than two seconds. That’s why the replenishment of that Energy is so important, and why it’s so fast.

Managing your Energy is pretty key for playing the class, but you don’t need to have tunnel vision staring at it while you wait to get the amount you need. As you continue to play the class you’ll develop a feel of when and where to use your abilities.

The way that a Rogue plays, you’re going to burn through the majority of your energy right when combat starts, and then use the abilities you need as the energy is restored. If you like to keep a nice, smooth feel to the combat, then you might space them out so that your energy supply is larger on average, but when it comes down to it, you’re not going to kill things any faster using one method or the other as the overall cost in relation to the overall regeneration is going to be exactly the same.

Combo Points
Combo Points are a sort of secondary, sub-resource that Rogues use. You can build up to five combo points on a target, any additional points are lost and wasted, and you can only have combo points built up on one target at a time. If you use a combo-generating attack on a second target then all combo points built onto the first target are lost.

Wasted combo points means wasted DPS, so if you’re in a situation where you’re fighting a melee mob and a caster mob, and you’ve built points on the melee, it’s better to use Kick (a non-combo interrupt) on the caster than to use Gouge (a combo generating incapacitate) to stop the spellcast. Now, a good Rogue would know to kill the caster first anyway since we have no defense against casters, and casters have worse defense than melee against us, but we’ll get into that later.

Openers, Combo Moves, Finishers
There are three types of attacks that we have: openers, combo moves, and finishers.

Opening Moves typically require you to be in stealth (I think all of them do, but I’m not positive), and they will reward you with either one or two combo points when you use them. They’re called openers because they usually give you an advantage to using them to start combat. They may cause a bleed effect on the target, they may do exceptional damage to them, they may give you a buff or give the target a debuff. In one way or another, they give you an advantage for the fight, so you’ll want to use them. Personally, I use Cheap Shot as my opening move for a 4 second stun, though I will occasionally use Garrote or Ambush instead if I’m feeling particularly Rogue-like. If I’m not fighting humanoids, and mobs are spread out enough that I won’t draw agro, I’ll just open with a Sinister Strike and get right down to business instead.

Combo Moves are normal attacks that generate combo points for us. Our primary combo move is Sinister Strike because it deals solid damage and has a fairly low Energy cost (40 with this talent build, instead of the 45 default). Another combo move that you may frequently use is Gouge, which incapacitates the target until they take damage. Gouge is a great attack to use if you need to regenerate your Energy, heal yourself with a bandage, interrupt the target’s spellcast, or run like a little girl.

Finishers are attacks that use up all of the combo points that you’ve built up on the target for various effects depending on the finisher used. The two that we’ll use as Combat are Slice and Dice (increased attack speed, duration based on combo points when used) and Eviscerate (damaging attack, damage based on combo points when used).

Weapon Types
Combat is the only Rogue tree that is not restricted in its weapons usage. Both Assassination and Subtlety require the use of daggers, while Combat is open to any weapons available to you. In fact, Combat actually works better if you’re using something besides daggers. The Openers that a Combat Rogue uses do not require the use of daggers, nor do the abilities that you use in regular combat, and that’s the freedom that you have with this spec that the other two do not.

As a Combat Rogue you will want to lean more towards slow weapons with high damage. You’re looking for right around a 2.6 Speed weapon for your main hand, and a fast weapon for your off hand (the faster, the better). Since the fastest weapons you’re going to find are daggers and fist weapons, that’s typically what you’ll end up with for your off hand. For your main hand you’ll generally be better of with a mace or axe as they tend to have slower speeds than a sword.

The reason why those weapon speeds are important is because the speed is tied directly into the damage, the slower the weapon the higher the damage, and with abilities such as Sinister Strike, you actually swing the weapon faster than it’s speed indicates, so you get more damage in a shorter amount of time. For instance, just auto-attacking a weapon with a 2.6 speed will only hit twice within a 3 second period, but if you auto-attack and use Sinister Strike, then you can actually get four hits within that same amount of time just from the one weapon.

Pick Pocket
You get the ability to Pick Pocket at level 4, allowing you to “steal” from humanoid mobs while you’re stealthed and within 5 yards of the target. Prior to level 20 you won’t get a whole lot of benefit from Pick Pocket, as you’ll get nothing but a few copper pieces and maybe a trash item or two. After level 20 though, you’ll start to also find junkboxes that contain additional money and trash items as well as poisons or food, and occasionally other items of value as well.

While Combat isn’t going to spend all of its time in stealth, we are still going to use it. And as you take a look at the Macros section of this guide, you’ll find ways to make pick pocketing a natural, mindless process that you go through in normal play.

Lock Picking
At level 16 you will be able to learn how to pick locks. You’ll be given a quest to go open a specific box that can’t be opened until you reach a skill level of 50, but the location of the chest also has several chests that you can “practice” on to level your skill since it starts at 1. Your lock pick skill is related to your level, so your maximum skill rank is equal to your level multiplied by five. So at level 16 you can have a Lock Pick skill of 16 x 5 = 80.

I highly suggest you get the Glyph of Pick Lock (minor) at level 16, which removes the 1.5 second cast time of Pick Lock. This will allow you to level your skill up at a significantly higher rate than those without the glyph, especially during this initial leveling phase where you’re using the practice boxes near the quest objective.

If you make frequent use of another of your class abilities, Pick Pocket, then you’ll also be able to open all of the junkboxes that you’ll be snatching up along the way as well. A lot of Rogues consider the junkboxes to be a great way to level up your Lock Picking skill, but it’s also the best way to save yourself some gold by never having to pay for poisons again since almost every junkbox contains at least one poison.

If you would like a guide for leveling your Lock Picking skills, I will refer you to, which has a leveling guide for all professions, and conveniently includes one for Lock Picking as well.

Once you reach level 20 you will be able to make use of temporary weapon enhancements called poisons. During this level range there are only a few different Poison options available to us. I’ll go ahead and list each of them as well as their primary uses for you right now. All values are taken from the highest “rank” of the poison available in the level range discussed.

  • Instant Poison II: Each strike has a chance of poisoning the enemy which instantly inflicts 21 Nature damage, plus 1 additional Nature damage per 10 Attack Power.
  • Crippling Poison: Each strike has a 50% chance of poisoning the enemy, slowing their movement speed by 70% for 12 seconds.
  • Mind-numbing Poison: Each strike has a 50% chance of poisoning the enemy, increasing their casting time by 30% for 10 seconds.

For leveling purposes, right now you’re going to be using Instant Poison on your main hand weapon. Your off hand weapon is up to you. A lot of people like dealing damage as their main priority, so they’ll use Instant Poison on their off hand as well. Personally, I like to control the field a bit more, so I use Crippling Poison on my off hand most of the time so that if a mob tries to run away from me when it gets low on health, I can easily just kill them off while they try to flee, before they can agro another mob.

Crippling Poison and Mind-numbing Poison are both mostly for PvP purposes, though Crippling can be useful in soloing as well. While there are plenty of caster mobs in the game, they’re not really the norm, so the only time I ever use Mind-numbing is in PvP, and even then only when I have a target that is a stationary spell caster or a healer.

For this level range I suggest you go with either Instant/Instant or Instant/Crippling, depending on your personal preference.

Important Spells and Abilities

Rogues have a pretty large collection of spells and abilities available to them, and it’s often hard to know or decide on which ones are actually best for you to use. We just talked about the general aspects of playing a Rogue, so let’s get into some of the specifics now.

Values are taken from the highest rank of each spell available within the 29 bracket, and are not modified in any way.

Non-Stealth Attacks

  • Sinister Strike: [Cost: 45 Energy] An instant strike that causes 15 damage in addition to 180% of your normal weapon damage. Awards 1 combo point.
  • Eviscerate: [Cost: 35 Energy] Finishing move that causes damage per combo point. (Damage is based on a calculation of your Attack Power, damage increases significantly with each combo point).
  • Slice and Dice: [Cost: 25 Energy] Finishing move that increases melee attack speed by 20%. Lasts longer per combo point. (Lasts 6 seconds, plus 3 seconds per combo point.)

These are your three primary abilities once combat has started. Sinister Strike is your main combo point generating spell, and Eviscerate is your default finishing move. Slice and Dice is a great way to increase your damage, especially after level 20; the faster you hit things, the faster they die. Whether you use Slice and Dice or not is going to depend on how quickly you’re killing things.

I’ll get into detail about how to use them in the next section, but familiarize yourself with these as they will be your bread and butter attacks for the rest of the game.


  • Pick Pocket: Pick the target’s pockets.
  • Sap: [Cost: 65 Energy] Incapacitates the target for up to 35 seconds. Only works on Humanoids that are not in combat. Any damage causes will revive the target. Only 1 target may be sapped at a time.
  • Distract: [Cost: 30 Energy] Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Does not break stealth.
  • Cheap Shot: [Cost: 60 Energy] Stuns the target for 4 seconds. Awards 2 combo points.

Pick Pocket is your source of spare change and free poisons. Macro it to every stealth ability you have, and apply it liberally. Sap is the Rogue’s signature Crowd Control spell, taking the target out of the combat equation for 35 seconds, or until some random dork decides to attack them. Distract is your means of roaming free through closely monitored areas. When you’re using stealth to move around, mobs do not see directly behind them, so use Distract to make them look the other way, then walk up behind them and Sap them. Cheap Shot is my preferred opener, because even though it doesn’t do any damage to them, it does generate two combo points and the 4 second stun means 4 seconds that I’m not taking any kind of damage. It’s a survivability thing.


  • Stealth: Allows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
  • Evasion: The rogue’s dodge chance will increase by 50% for 15 seconds.
  • Sprint: Increases the rogue’s movement speed by 50% for 15 seconds. Does not break stealth.
  • Kick: [Cost: 25 Energy] A quick kick that interrupts spellcasting and prevents any spell in that school from being cast for 5 seconds.
  • Pick Lock: Allows opening of locked chests and doors.
  • Dismantle: [Cost: 25 Energy] Disarm the enemy, removing all weapons, shield or other equipment carried for 10 seconds.
  • Vanish: Allows the rogue to vanish from sight, entering an improved stealth mode for 10 seconds. Also breaks movement impairing effects.

Stealth is what Rogues are all about. A Combat Rogue might not rely on it as much as the other two specs, but every Rogue uses stealth. Evasion is our defensive cooldown, pop it when you have multiple mobs attacking you, when you find yourself fighting a mob four or more levels higher than you, or when you’re low on health and just need some extra defense. Sprint is another classic Rogue skill, used just as much for quick transportation when a mount’s not available as it is to get the heck out of Dodge when you find yourself in a potentially deadly situation.

Kick is your interrupt of choice when fighting spellcasters in both PvE and PvP. Pick Lock is pretty self explanatory, and it’s a skill you constantly want to keep maxed out. Dismantle is a defensive ability to use against melee mobs to reduce the amount of damage that you’re taking, and it’s the bane of every melee class and hunter in PvP. Vanish is how you stealth in the middle of combat, use it to save yourself when it looks like you’re going to die, when your normal stealth is seen through, or…any other time you wish you were in stealth but can’t use the Stealth ability. Vanish also gets you out of annoying effects that stop you from moving.

Leveling a Combat Rogue

  • Questing Rotation 1: [Stealth] Cheap Shot/Garrote/Ambush, Sinister Strike x1 or x2, Eviscerate
  • Questing Rotation 2: Sinister Strike x2 or x3, Eviscerate
  • Questing Rotation 3: Sinister Strike, Slice & Dice, Sinister Strike x2 or x3, Eviscerate
  • LFG Trash Rotation: [Stealth], Cheap Shot/Ambush, Sinister Strike x1 or x2, Eviscerate
  • LFG Boss Rotation: [Stealth], Garrote, Sinister Strike to 5 combo pts, Eviscerate

I’ve listed several different rotations here, because each Rogue finds his own path down the road of death and destruction. I like to use the first option myself, because I like the control and security of Cheap Shot’s stun. It’s not as effective on the killing side since a damaging opener would do more, but as I said I like control and safety.

The second rotation is a more direct route, and one that I often take when I’m in an area where the mobs are spread out and when I’m fighting mobs that drop junkboxes that do not benefit my lock pick skill. Rather that bothering with stealth I just run up and stab them in the face until they’re dead. It’s simple and effective. It’s also a bit boring, but so what - it works.

The third rotation is for when you’re fighting mobs with a lot of health or a lot of defense; think Ogres and Orc Warriors on this one. You use a single SS so that you have a combo point to fuel S&D, and then you get down to business similar to the previous rotations by cycling through SS and Eviscerate. It’s most effective when using poisoned weapons, so be sure to keep those poisons active once you hit level 20 and can use them.

When you’re fighting trash mobs in a dungeon, it’s often a waste of time and energy (pun) to use an opener like Garrote, because the mob will often be dead before its bleed effect has a chance to really deal damage to them, so instead use Ambush if you want damage or Cheap Shot if you want that control. I still stick with Cheap Shot personally, because I’ll often target casters that the tank isn’t near as my targets to shut them down. From there it’s back to the age old classic SS/Evis spam.

When you fight bosses in dungeons, you can generally rest assured that you’re going to be able to get the full benefit of Garrote’s bleed damage, and that bleed damage really pays off when allowed to run its full cycle. Start with the bleed, then follow it up SS to a full 5 combo points before burning them with Eviscerate. If you want to use the point from Garrote to start up Slice and Dice instead, feel free to do so. If Garrote wears off and the boss still has a lot of health, then you may want to consider using Vanish to get back into stealth and then reapplying Garrote again or using Ambush, and then go back to your SS/Evis rotation to finish them off.

Talent Points and Glyphs

The following values are taken directly from the talented values and are not modified in any way.

The way I’m working this talent build is way different than I usually do things. I like moving down the tree as quickly as possible, grabbing all of the good abilities as soon as they come up…usually. With a Combat Rogue though, things are a bit different, and there are a couple of reasons for that. First up, we’re a melee class, but we only get to use Leather armor, so we’re more “squishy” than all other melee classes. Second, we rely heavily on dual wielding which by default gives us a -25% chance to hit with both weapons (only for auto-attacks, not special attacks) as well as a -50% damage penalty on our off hand weapon.

Dual Wield Specialization helps with one of those problems by increasing our off hand damage by 50%. Note however, that that’s 50% of the already reduced 50%, so our off hand damage now does 75% damage. Precision helps with the other aspect of the dual wielding by increasing our Hit chance by 5%. Improved Sinister Strike allows us to use three Sinister Strikes in a row off of a single, full Energy bar, or two Sinister Strikes and an Eviscerate, which is our default rotation at this low level.

Deflection helps to address our other problem of having low survivability from our Leather armor by increasing our chance to Parry incoming attacks. Lightning Reflexes does the same thing for our Dodge that Deflection does for our Parry, while also providing a small boost to our melee haste. Endurance also addresses this issue a bit by giving us a larger health pool and also allowing more frequent use of our Evasion cooldown.

I do a lot more jumping around in this tree than I usually do, but it’s for the best and it’s keyed towards survival as well as removing the penalties that we inherently have to deal with so that the class performs at its level best as you go along so that you don’t get into your teens or twenties and give up on the class because you can’t seem to hit anything and it feels like combat takes forever.

Rogue Macros

The following are macros that I use for my Rogues. Some of them are strictly personal preference, while others hold some importance for your play and leveling experiences.

#showtooltip Sinister Strike
/cast [modifier:alt] MountNameHere
/cast Pick Pocket
/cast Sinister Strike

This first macro is one that I like to use a variation of on all of my characters. The important lines here are the /startattack and /cast SS which makes combat a lot easier for you, especially when you have multiple mobs in combat at once or when you’re moving in on a mob and want to be ready to attack as soon as possible. This particular macro also allows you to summon your mount if you activate it while holding the Alt key if you replace “MountNameHere” with the name of whatever mount you actually have.

#showtooltip Ambush
/cast Pick Pocket
/cast Sap

This macro, and variations of it, are essential for using your Pick Pocket skill which in turn will help you keep your Pick Lock skill leveled up. An important thing to note here, is that in order to use macros like this you need to have your AutoLoot option turned on in your interface settings. If you don’t, then you’ll miss out on the pick pocket loot when combat starts.

I suggest you make a macro like this for every ability you plan on using while in Stealth. To do so, just replace “Sap” with the name of whatever ability you want to use. Ambush, Garrote, Sinister Strike, Gouge, Cheap Shot, whatever it is - if you use it from stealth then you want Pick Pocket to be in a macro with it so that you’re picking every pocket you come across while in stealth.

#showtooltip Pick Lock
/cast Pick Lock
/use Battered Junkbox

This macro is simply a shortcut, a time saver. Up to level 29 the only kind of junkboxes (that I know of) that you’ll be able to Pick Poket off of mobs is the Battered Junkbox. Battered Junkboxes have a “Use: ” ability, but they can’t be placed on an action bar. By using this macro, you will activate your Pick Lock ability and then use it on a Battered Junkbox in your inventory to unlock it.

This macro isn’t smart enough to only use Pick Lock on lockboxes that are closed though, and I haven’t found a way to make that work yet, so you’ll also have to use the macro below which will then open the box. If you have your AutoLoot feature turned on, which you should if you’re using Pick Pocket, then you’ll also grab all of the contents out of the box and place them into your inventory.

If you use the Glyph of Pick Lock then opening these boxes will be instant and you can use it even while moving, which is how I do all of mine.

/use Battered Junkbox

See the above macro for details.

/cast Stealth
/equipslot 16 Balanced Heartseeker
/equipslot 17 Venerable Mass of McGowan

This macro is an optional one and it’s here to show you the concept. If you like being able to use abilities like Ambush, ones that require specific weapon types to use, then a macro like this can save you some time and effort by switching your weapons for you.

Slot 16 is your Main Hand and Slot 17 is your Off hand, so this macro will put you into stealth and then equip your dagger in your main hand (just change the weapon names to match whatever you have). Unfortunately, you can’t combine a weapon switch macro with an attack macro because it tries to execute all of the commands at the same time, so the attack doesn’t happen. Instead you’ll have to set up another macro that does the same thing, minus the /cast Stealth, that switching the weapons back to the correct slots.

/run speed = (GetUnitSpeed(“Player”) / 7) * 100; s=string.format(“Speed = %d%%”, speed); if (speed > 0) then DEFAULT_CHAT_FRAME:AddMessage(s, 0.0, 1.0, 0.0, nil, false); else DEFAULT_CHAT_FRAME:AddMessage(s, 0.5, 0.5, 0.5, nil, false); end

This script isn’t really necessary, it’s just for some fun information. Activating this macro tells you how fast you’re moving at that time. It will put a percentage into your chat log that looks something like this “Speed = 159%”. Your base speed, 100%, is the speed that your character naturally runs without any modifiers at all.

Any time you copy a macro/script that has quotation marks in it, you’ll want to replace those quotes when you actually paste it into the game. Just copy and paste this using Ctrl+C and Ctrl+V (for Windows) to copy and paste, and then delete all of the quote marks and type them in yourself. There’s a stupid glitch during copy/paste that stops quotes from being copied over correctly, so a macro in game will not recognize them and you’ll get errors every time. If it still gives you errors, go ahead and replace all of the other special characters as well, so all of the parenthesis, commas, semicolons, and so on. Text and numbers, in my experience, always copy over correctly.

Gearing Your Rogue

Rogues exist for the sake of killing things, and the best way to kill things is to hit them hard and fast, before they can do anything to stop you. That being said, there’s one primary key to being a damage dealing class that matters above all others - you can’t do any damage if you’re dead. That being the case, you’ll want to optimize accordingly.

If you have access to heirlooms:
Agility > Attack Power > Crit > Hit > Haste > Stamina > Strength

If you do not have access to heirlooms:
Agility > Stamina > Attack Power > Hit > Crit > Haste > Strength

If you’re looking to make use of heirlooms on this character, then I will refer you to my personal blog for which heirlooms to purchase and also which enchants to place on them for maximum benefit.

The reason why I rank Stamina high for non-heirlooms and low for heirlooms is because of the power and stats that you’ll get on the heirlooms. Generally speaking, with heirlooms you will deal enough damage and have enough +Stamina from the heirloom gear that you don’t need to gear quite so much for survival in your non-heirloom pieces, while the opposite is true if you don’t have them.

As far as instances go, you can find potential upgrades in every instance available to you through level 29. If you don’t have heirloom weapons then Deadmines is particularly good for you, Wailing Caverns and Shadowfang Keep offer multiple armor pieces, Razorfen Kraul has great pants as does a quest in Gnomeregan, and various other pieces can be found in each of the other instances.

I highly suggest that you run random dungeons throughout the leveling process as the Satchel of Helpful Goods rewarded for completing those randoms have the potential to reward you with best in slot gear that will last you for up to 10-25 levels.

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Buddha's avatar
Buddha 08:06am, 08/18/2010

“Where other rogues need to sneak up for a solid opener ability, Combat can just as easily walk right up and stab you in the face.” 

Ah Jason, I love you.


Psynister's avatar
Psynister 01:51pm, 08/20/2010

It’s so true though. I tried leveling as both Sub and Assassin with my previous rogue and that was always the problem. You had to nail a solid opener and you better hope, pray, or whatever fits you best that you didn’t pull more than one other mob while you did it or you were screwed.

Combat just doesn’t give a crap. I only use stealth against humanoids and even then only because I want to pick pocket them, otherwise I just stab things in the face. That’s what being a rogue is all about - stabbing things. raspberry

Buddha's avatar
Buddha 09:12pm, 08/31/2010

I’m not disagreeing with you, that’s for certain.

I’ve got a 60-something undead rogue and a 40-something human rogue, and to be honest, never leveled either as Combat.  Both were subtlety as I enjoyed being able to sneak around and for Battlegrounds, that strong opener was fun.

But for PvE… dear lord… way too squishy.

Psynister's avatar
Psynister 09:39pm, 08/31/2010

I do love Subtlety for BG’s, there’s no doubt about that. All of my twink rogues have been Sub for the same reason.

LordKaladar's avatar
LordKaladar 08:47am, 09/01/2010

The only ‘opener’ you get initially that doesn’t require Stealth is Backstab. You just have to be behind your target with a dagger in the main hand. The stealth part is only necessary if the mob isn’t neutral (or you want to pick pocket).

Also, where is your obligatory dual Fiery lvl 3 daggers? =)

Psynister's avatar
Psynister 12:22pm, 09/01/2010

Backstab isn’t really an opener though. It is, but it isn’t, which is why I left it off. It’s not an opener in that it can be used in the middle of a fight and outside of stealth where all of the others cannot. For Assassin and Subtlety Rogues, Backstab is a stable ability when playing in a party as they’ll use Ambush (for example) to open, and then use Backstab as their primary combo point generator so long as they don’t have threat.

I do have two level 3 white daggers with Fiery enchants that I used to use and just haven’t gotten rid of yet, as well as two white level 11 Stilettos with Fiery enchants on them for the same reason. But now that I’m wielding heirlooms I haven’t bothered using them in a long time.

I might have to write up a post about Hand-Me-Down gear for those that don’t have access to heirlooms yet.

Zahia's avatar
Zahia 02:37am, 09/02/2010

Why not pick Riposte in your template ? It’s a great dps boost while levelling.

Psynister's avatar
Psynister 06:54am, 09/02/2010

I left Riposte off because when writing the guides I don’t like suggesting talents that aren’t always going to be used. Riposte is good if you’re leveling solo, and I certainly don’t suggest that you not take it simply because it’s not in the guide here.

The preferred method of leveling right now though is heavily LFG with questing thrown in between queues, and in dungeon play you should rarely (if ever) have this ability proc so that you can use it. If you’re having to parry enough attacks in a dungeon that this ability would be useful to you then either you or the tank are doing something wrong, because you shouldn’t be getting attacked in the first place.

If you like to do most of your leveling via questing and/or PvP, then Riposte really is a great ability to pick up. I have used it before, but I didn’t bother this time around even though I’m doing solo questing almost exclusively and I’m doing just fine without it.

If you want to put it in your build, I would probably suggest dropping a point in Endurance to replace it with for the sake of this guide, and in the next guide simply skipping the point in Improved Slice and Dice.

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December 13 2010

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Been wondering how the Shattering should affect your roleplaying character(s)?  So much has happened, that it’s only normal to wonder. Check out Arrens’ insight on the matter.

December 02 2010

Top 5 Things To Do Post-Shattering Top 5 Things To Do Post-Shattering

Joe’s written up a list of the Top 5 Things To Do Post-Shattering.  So much of the world has changed.  So many things to do!  Let Joe help ya with that.

November 24 2010

Cataclysm: Low Level Dungeons Cataclysm: Low Level Dungeons

Cataclysm is bringing with it a lot of changes to instances, including those low level favorites which we all love to run over and over again. Check out Jason’s report.

November 10 2010

Extreme Tanking Pets in Cataclysm Extreme Tanking Pets in Cataclysm

Hunters got buffed in the latest beta build, including the ability to make our pets boss crit-immune.  Check out the new Cataclysm Tenacity pets.

October 29 2010


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Newest Guides

Top 5 Factions To Grind Till Cataclysm
Top 5 Factions To Grind Till Cataclysm

Been wondering what you should be doing until Cataclysm comes out? Odds are, you should be grinding faction rep. Don’t worry, Tart’s got you covered.

November 04 2010

Priest Leveling Guide 1-29 (Shadow)
Priest Leveling Guide 1-29 (Shadow)

Shadow Priests excel in all aspects of the game, whether it be questing, running dungeons, or facing off against other players. Check out Jason’s leveling guide.

October 20 2010

The BoA Warrior: A Pre-Cataclysm Guide
The BoA Warrior: A Pre-Cataclysm Guide

Looking for something different and fun to do till Cataclysm drops?  Why not try this.  Won’t take you long to level, and you’ll have a blast in the process.

September 14 2010

Rogue Leveling Guide 30-49 (Combat)
Rogue Leveling Guide 30-49 (Combat)

Whether providing deadly DPS in groups or a unique solo leveling experience, Rogues are a powerful force.  Here’s Psynister’s second guide to the class, taking you through levels 30-49.

September 01 2010

Rogue Leveling Guide 1-29 (Combat)
Rogue Leveling Guide 1-29 (Combat)

One of the deadliest DPS classes in the game, the Rogue plays an often vital role in any encounter you run into. Check out Jason’s extensive Rogue Leveling Guide for 1-29 (Combat).

August 18 2010

Death Knight Tanks: What Cataclysm Means For You
Death Knight Tanks: What Cataclysm Means For You

What does Cataclysm mean for your Death Knight?  Here’s what we know so far.

March 17 2010

World of Warcraft: Cataclysm

Help support Bow Down To Us by buying Cataclysm from Amazon using this link.

Featured Video

The Deadmines: Post-Shattering
The Deadmines: Post-Shattering

Much of Azeroth changed after patch 4.0.3a, including many of the old-world instances. Perhaps some of the biggest changes occurred in The Deadmines in Westfall. Check out the video.

December 03 2010

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Latest Comments

Cataclysm: Low Level Dungeons
Buddha • November 10 2010

Cataclysm Paid Faction and Race Changes
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