Perfect Rogue

no such thing really. everyone has some personal preference when it comes down to gear and spec's. not to mention different sets, like balanced, ap, crit, etc. just no way to determine a perfect rogue. but try checking some of the threads here and you'll find some darn good starting points no doubt
 
Yeah, tweedle's gear is looking pretty sick for a balanced set. Only thing I might change out would be the leggings for BS legs if you wanted a little more AP, and then drop the Blackstone ring (since you'd gain 10 hit from the legs) for the protector's ring for a little more crit.
 
I started about a week ago and I'm running premed->cs->evis.

I'm not so sure about the weapons though, sure the DPS on the dagger is huge but is that important?

Glyph of eviscerate is self explanatory, for second glyph I'm using hemo atm, but seriously considering using crippling poison because its procs seem to be so inconsistent (I'm using MH wound OH crippling).



Also, do catseye goggles still work in BGs? I'm usually using catseye elixir + goggles when I suspect rogues/druids and it seems to have an amazing effect, but maybe that's just because of the elixir.



Last one, can I bypass 2% dodge on NEs with hit rating? Then I might keep looking for blackstone ring.



[char=Illidan]Shmite[/char]
 
Hit rating isn't going to affect your chance to land a hit without them dodging it. You would need more expertise to mitigate another player's dodge/parry chance. And I do believe catseye gogs still work in bgs and essentially everywhere. Blizzard just nerfed the actual stactic value of the stealth detection aura granted by them to a lower amount then it previously was.
 
yea dont wear the goggles anymore. not worth it since bliz's nerf...elixir wont hurt except take up a guardian/battle spot.
 
Just aim for about 40 hit to avoid missing yellow attacks. They can still be dodged, but you won't miss.
 
I've gone for more of a glasscannon build on Dreadguy - I am still missing a few pieces and I have a lot of alternative gear for when I need to stack on a bit more stamina.



Like most of the comments here have said a lot of what one person defines as "perfect" is actually personal preference.



Regardless check out my profile:[char=Icecrown]Dreadguy[/char]

Though I will say that if I could call a build "perfect" I would say that this set-up is pretty damn close. [char=Medivh]Tenchù[/char]
 
You can look at my 49 rogue linked on my profile.



Gankabootie is her name.



Yes, I have Blackstorm Leggings but haven't played WoW for a month and a half so they're not on my armory page.



40 is a higher than needed hit number for 49. I don't know the exact number but 35 was the hit cap for 70 PVP. Fortunately with 49 rogue gear being itemized the way it is you're really not sacrificing anything to be at that number by giving up a potential best in slot for that 40 hit rating.
 
44 hit rating = 5.58% chance to hit. so 40 would still prolly be a bit over 5% but honestly there isnt anything to drop to get exactly 40 or exactly 5% hit for that matter. getting 44 hit is as easy as having surefooted, blackstone ring, flashlight. and you can substitute rune of the guard captain if ur horde and dont want the ring/enchant or wanna go overboard (not recommended). also if you wear leather and have blackstorm than you can substitute another piece of gear out.

and like the guy above said, nothing is sacrificed by getting hit capped but so much is gained.
 
Hit rating for old 70s pvp was approximately 89 from what I remember. 5% is the cap for pvp.
 
5% hit doesn't hit cap u against, NE's, ret paladins, priests, and other classes that have talents/racials that add to avoidance.
 
5% will keep you from missing yellows, or for 2H classes missing whites and yellows. That doesn't mean that it can't be dodged, blocked, or parried.
 
5% is the hit cap for 2 handed melee and casters. I believe it was 4% for hunters and 9% for DW classes in pvp of course. It's kind of funny that nowadays so many twinks are so focused on hit capping whereas in prior days it was something you rarely saw. Also I can't access tenchu's armory for some reason, did they xfer their character? Hmm and dread if you wanted to squeeze a little more AP out of that without going straight AP pieces, you could snag up Embrace of the Lycan.
 
's always been 5%, in 49 it translates to 40-ish for melee and around 32 for casters, against equally leveled foes anyway.
 
Maerduk said:
5% is the hit cap for 2 handed melee and casters. I believe it was 4% for hunters and 9% for DW classes in pvp of course. It's kind of funny that nowadays so many twinks are so focused on hit capping whereas in prior days it was something you rarely saw. Also I can't access tenchu's armory for some reason, did they xfer their character? Hmm and dread if you wanted to squeeze a little more AP out of that without going straight AP pieces, you could snag up Embrace of the Lycan.



it's five 5% for all classes afaik. it may be a little weird but thats just b/c there was never any hit rating available (except maybe one item like rune of guard captain) and certainly not enough hit to be capped w/o sacrificing a ton of other stuff. not to mention back in vanilla no1 gave a rats arse about hit like now a days, especially when you would raid and stuff there was no big push to be hit capped like what started in BC and now wotlk.
 
For DWers there's a 19% penalty to whites, otherwise it's still just 5% for yellow attacks.
 
Hit has always been different in pve and pvp.



From wowwiki on spell hit: (Spell hit - WoWWiki - Your guide to the World of Warcraft)

With Talents and gear combined, chance to hit with spells can reach 100%. Casters should keep this cap in mind when considering their gear. For PvE raiding, bosses are considered to be 3 levels higher than the caster, meaning that +17% is the most that will be effective. For PvP, anything more than +4% chance to hit is typically excessive. Note that some classes (for example Paladins and Rogues) can spec to gain extra chance to have spells miss them. Also, some abilities (e.g. - Cloak of Shadows, and spell resistance for binary spells) give the player using the ability extra chance to have spells miss as well. Extra spell hit does in fact mitigate this extra chance to miss, but is otherwise useless.



wowwiki on hit: (Hit - WoWWiki - Your guide to the World of Warcraft)

The base chance to miss with maximum weapon skill against an opponent of equal level is 5% for two handed and 24% for dual wield.



...As shown above, your base chance to miss a raid boss while dual wielding is 27% with auto-attack on both hands. Your base chance to miss a special attack is 9%...



On the other hand, it is also common to see people over-value the benefit of hit rating. Some players stack hit rating indiscriminately without realizing that their hit is over-capped by a large amount. This is especially easy for classes that have lower hit cap, such as hunters. Any hit rating above the hit cap is useless. Therefore, one should adjust the hit rating so that it is not overshot by too much <--- Hunter hit cap is mad low, I've tried to say this before, seeing that I raided a ton on my hunter...



For example, imagine there are two helms with similar stats except that one has 20 more hit rating, while the other has 40 more critical strike rating (or other stats for classes that value crit less). Although 1 hit rating is better than 1 critical strike rating usually, 40 critical strike rating is better than 20 hit rating. Therefore, one should still choose the second helm even this means he/she will be further away from being hit-capped. In general, we should choose the piece of gear that provides higher improvement in damage output, regardless of whether it has hit rating or not.
 

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