Jump to content

Elf Lord Omega

Player
  • Content count

    1
  • Joined

  • Last visited

Community Reputation

1 Neutral

About Elf Lord Omega

  • Rank
    Newcomer

Recent Profile Visitors

875 profile views
  1. Elf Lord Omega

    Oto's Rogue Guide

    Below is Oto's popular Rogue guide from the Nostalrius forums. Credit goes to the creator, not myself, but since I'm not sure if Oto will be joining Elysium I decided to copy it over. If Oto would like to take ownership in the future, I'll be happy to remove this post. Initially I'll just be copying and pasting but I'll aim to fix any formatting issues before the servers launch. Vanilla Rogue Guide by Oto THIS GUIDE IS CONSIDERED AS FINISHED AND WILL NOT GET CONTINUED IN THE FUTURE! Keep in mind that some items and stats are shown in 1.12 values, current status on Nostalrius Begins is 1.5 . When grouped with others, the Rogue is considered to be the DPS Machine. In other words, you are there to kill stuff. Occasionally you sap mobs or scout around in stealth mo de, but for the most part, you are there to deal a world of hurt to your enemies. And as everyone knows, a Dead Rogue = 0 DPS, so it is your responsibility to make sure that your Rogue is equipped with not only the best in gear, but also the best in potions and other items that will keep you alive while increasing your DPS. After you've reached level 60 and have acquired an epic mount and a decent collection of armor and weapons, any extra gold that starts building up should be used to increase the combat effectiveness of your Rogue. © Shadowpanther.net U can follow me on Twitter, to get notified about everything i do. Abbreviation Agi - Agility AP - Attack Power BF - Blade Flurry BiS - Best in Slot CC - Crowd Control CD - Cooldown CP - Combo Point DoT - Damage over Time DP - Deadly Poison DPS - Damage per Second IP - Instant Poison LoS - Line of Sight PVE - Player versus Environment PVP - Player versus Player SnD - Slice and Dice Stam - Stamina Str - Strength Overview Races Talent Builds PVE Rotation Cooldowns Debuff Slots and why are they important Poisons Main Attributes (Stats) Effects of Weapon Skill Calculating your Hit table Crit Strike & You BiS Gear Resistance Gear Spreadsheet Professions Consumables Buffs UI & Addons Macros & how to About Races Human [S80 A130] Perception stealth detect, nice for PVP Sword Specialization / Mace Specialization skill increased by 5 Diplomacy 10% more reputation Gnome [s75 A133] Escape Artist nice for PVP and some PVE situations Dwarf [s82 A126] Stoneform nice for PVP and sometimes in AQ / Naxx Nightelf [s77 A135] Shadowmeld +1 Stealthlevel, kinda useless, except for PVP Quickness 1% dodge Orc [s83 A127] Blood Fury 2min CD, Increases base melee attack power by 25% for 15 sec. Hardiness a resisted stun won't damage you, really nice for PVP and PVE Troll [s81 A132] Berserking totally situational (grants more attack speed, when hurt badly) Beast Slaying - 5% damage against Beasts, not that many beasts bosses around Undead [s79 A128] Will of the Forsaken nice for PVP and some PVE situations If your goal is endgame raiding the choices are quite simple: Human is the master race when it comes to pure dps if you decide to play alliance. Orc is the master race when it comes to pure dps if you decide to play horde. *Added base stats at lvl 60 [s = Strength A= Agility] Talent Builds Leveling Spec for Starters and Pro's Combat Sword 19-32-0 or Combat Sword 19-32-0 Combat Sword 20-31-0 with Maladath Combat Sword 19-32-0 Naxx Progress Special Combat Dagger 15-31-5 The following Specs become more powerful when you reach a higher gear level (~AQ40 Gear) or you just get all possible Worldbuffs and reach the Critcap. Seal Fate Dagger 30-16-5 Seal Fate Sword 30-21-0 Naxx Progress Special Seal Fate Sword 30-21-0 Alliance Sidenote: Imp. Poisons is higher DPS than Imp. Eviscerate, but in longer fights you going to risk to lose all poison stacks, especially in Naxx. This is getting fixed someday. Lets hope so. Horde Sidenote: Imp Eviscerate is better than Imp Poisons by ~2 DPS, depends on points spent. If you have Windfury available. PVE Rotation First of all: you are playing with energy, you have 100 energy as default and you gain 20 energy every 2 seconds. That being said, you can start now with the basics. Let’s assume that you are standing in front of a boss. Step 1: Check your buffs Check your buff bar for all group buffs, consumables and poison stacks and rebuff if needed. Fact to know: When you are grouped and stealthed, you are invisible for your groupmates too, keep that in mind, when you want to receive buffs -> go out of stealth. Step 2: Opener The first attack of a rogue, when he engages a fight, is called opener and rewards the first CPs. Ambush [60 Energy | 1 CP | Stealth | Dagger needed] Deals very high weapon damage. Garrote [60 Energy | 1CP | Stealth] DoT lasts 18sec, scales with AP, but consumes a debuff slot. Cheap Shot [60 Energy | 2CP | Stealth] 4 sec stun Very handy when you have to stunlock mobs. Useless in most boss fights. Sinister Strike [40 Energy | 1CP] Deals weapon damage. Backstab [60 Energy | 1 CP | Dagger needed] Deals high weapon damage. Recommendations for Combat Swords - Sinister Strike Best opener for Sword Spec in my opinion, less dmg than garrote (SS can crit), but less energy cost. Easier to keep up your cycle afterwards and to get faster to the target without the stealth penalty. Combat Dagger - Ambush / Backstab Average damage of Ambush is higher than Backstab, even without the 30% extra crit rate. But Backstab don’t requires stealth and you could get faster into the fight. Decide situational! Seal Fate Dagger - Backstab Best opener, 30% higher crit rate than Ambush, you want to crit with your CP-builders. Step 3: building CPs and using Finishing Moves CP can be build via Sinister Strike or Backstab (Hemo/Ghostly Strike for PVP-Spec). You can receive a maximum of 5 CP. CP consuming abilities are called Finishing Move or Finisher. Slice and Dice- DPS Maintain it 100% of the time, its your main damage deliverer. And it does not matter how much CPs you have to use for it, so use it with your first CP and further into the fight try to use it at 5CP all the time, to profit from Relentless Strikes. Eviscerate- DPS use it at 5CP all the time, to profit from Relentless Strikes. Decreased damage by armor. This is your default finisher. Rupture- DPS Ignores armor - useful for bosses with high amounts of armor. Be Aware! it consumes a debuff slot, ask your raid leader. It depends on your gear and spec, if its more useful than Eviscerate. Check Spreadsheet to get exact data and keep in mind: rupture can not crit. Kidney Shot- non DPS Finishing move that stuns the target. Lasts longer per combo point. Doesnt work on most bosses, but sometimes very useful on adds and trash to prevent them from hurting you and your group mates. Expose Armor- non DPS overwrites the Sunder Armor debuff of warriors, kinda useless in PVE situations Don’t bother using this, its a waste of precious CP. Step 4: The DPS Cycle The most DPS is done by 3 things: spamming main ability which grants CP and using these CP to maintain SnD and use the rest of CP for dmg finishers like eviscerate. Step 5: Movement in Fights Movement is by far the best skill check of a player, to maintain the rotation isn’t really hard, but to move and keep an eye on the boss mechanics while maintaining the rotation is the tricky part. To be honest, there's not much to say here. Turn your character with the mouse, turning via A / D = DEAD or less DPS. Step 6: How to use Cooldowns First thing to know is, that you want to do as much DPS as possible. Your DPS is affected by debuffs on the boss and your own buffs. That kept in mind, you should always wait with using offensive cooldowns until the most debuffs/buffs are up, for example: 5 stacks of sunder armor, faerie fire, etc. Maybe adding a crusader proc to it, now its the best time to use your AR, BF, racials or whatever your race / spec offers to you. Combining cooldowns with each other maximizes your DPS on an enormous amount. Example: BF + Blood Fury both 2 min CD, best used together On the other hand, you'll face a few boss fights where you can cleave adds with BF. Its best to not care about debuffs / procs at this time and use every possible cooldown for the cleave. Adds die faster, your DPS is UBER HIGH = WINNING. Another example are boss fights, where you’ll face enrage phases or phases where you should do the most DPS in (f.e. Onyxia Flight Phase), use the cooldowns there! Killing a boss and saving your teammates lifes has always higher priority, than your personal DPS! Cooldowns Offensive Blade Flurry CD: 2 min / Duration: 15 sec Increases attack speed + hitting a second target nearby Adrenaline Rush CD: 5 min / Duration: 15 sec 100% more energy regen - instead of 20 per 2 sec, you gain 40 every 2 sec Using it less than a second before a new energy tick, will result in 8x 40 energy ticks, using it too early will only get you 7. Cold Blood CD: 3 min 100% Crit on next yellow attack - best used for 5 CP Eviscerate Sprint CD: 5 min 70% increased run speed Thistle Tea CD: 5 min shared CD with Major Healthstone, Whipper Root Tuber and some others Grants 100 energy on use - best used at 0 energy Defensive Vanish CD: 5 min Wipes threat & removes immobilizing effects - use to prevent gaining aggro or to get out of slows and stuff Blind CD: 5 min 10 sec CC - use it to rescue teammates from lose mobs, until the tank picks it up again Evasion CD: 5 min 50% increased dodge chance - used to tank a short period of time or for dodging cleaves Debuff Slots and why are they important In 1.12.1 we face a limitation of 16 debuffs that can occur on a mob / boss. Here is a list of debuffs, which grant extra DPS for us rogues: Sunder Armor - reduced armor by 2250 Curse of Recklessness - reduced armor by 640 Faerie Fire - reduced armor by 505 Gift of Arthas - Increases physical damage taken by 8 I personally start arguing about missing debuffs, when other classes slack. (not recommended) So in 40 man raids, its most likely that the 16 slots are filled with useful debuffs, to push the overall raid DPS or for defensive matters. In 20 man or lesser raids, you can check on your group setup. If you can find space on the debuff list, than its fine to use deadly poison or rupture/garrote, but only if its actually pushes your DPS. Poisons Instant Poison - this is your DEFAULT poison, use it on both weapons (Horde only on OH) Deadly Poison - does more DPS than IP on long fights, but consumes a debuff slot, not recommended in 20/40 man raids Crippling Poison - useful for a few boss fights, where you have to slow adds and kite them Mind-numbing Poison - increasing spell casting time, useless for most boss fights Wound Poison - reduced Healing taken, useless for most boss fights Main Attributes (Stats) Attributes are the basic building blocks for a character's combat ability. The five primary attributes are strength, agility, stamina, intellect, and spirit. These five attributes along with armor appear on the character sheet under Base Stats. These are often referred to as simply stats. A number of secondary attributes affect specific areas of combat more directly, and are often influenced in some way by a primary attribute. Secondary attributes include critical strike rate, damage absorption, attack power, spell power, and many others. All characters inherently have some amount of each attribute that increases with level depending mainly on class. For example, a mage will have more base intellect than a rogue, who will have more base agility. Increasing these attributes is mainly done with equipment, as well as temporary effects such as buffs, elixirs, scrolls, auras, and many other means. Nearly all combat mechanics rely in some way on one or more character attributes. Increasing the appropriate attribute will increase damage done, reduce damage taken, increase healing done, affect a character's mana or health, or other benefits. Understanding how these attributes work is important for effective combat. Agility Increases attack power with both melee and ranged weapons by 1 Increases your crit chance by 1% per 29 Agility Increases Armor and Dodge Strength Increases attack power with melee weapons by 1. Stamina Increases health points by 10 per point Intellect Increases the rate at which weapon skills improve Spirit Increases health & mana regeneration rates = useless stat Armor Decreases the amount of damage taken from physical attacks A stat you don’t have to care about A list of Values for the Combat Specs expect that crit & agi value is higher in Seal Fate Specs. Especially for BiS gear. If you want to calculate with Spirit of Zandalar just add factor *0.15 to Agi and Str. These numbers are averages and you can use them to calculate your Items, without using my spreadsheet. Pre Raid BiS Gear buffed *[Dagger] Alliance 1 Crit = 23 AP [20] 1 Hit = 18 AP [16] 1 Agi = 1.9 AP [1.8] 1 Str = 1.1 AP Horde 1 Crit = 24 AP [20] 1 Hit = 20 AP [17] 1 Agi = 1.8 AP [1.7] 1 Str = 1.0 AP BiS Gear*[Dagger] Alliance 1 Crit = 29 AP [25] 1 Hit = 21 AP [18] 1 Agi = 2.2 AP [2] 1 Str = 1.10 AP Horde 1 Crit = 28 AP [24] 1 Hit = 24 AP [20] 1 Agi = 2 AP [1.8] 1 Str = 1.0 AP Effects of Weapon Skill For each point that your weapon skill exceeds your opponent's defense, you gain the following: Your chance to miss decreases by 0.04%. Your chance to score a critical hit increases by 0.04%. Your opponent's chance to block your attack decreases by 0.04%. Your opponent's chance to parry your attack decreases by 0.04%. Your opponent's chance to dodge your attack decreases by 0.04%. When you hit a monster or a boss the game will go thru a small procedure to decide what your swing will be... will it miss? will it crit? will it be a dodge or perhaps a glancing blow? The easiest way to explain this, is by imagining yourself a prioritized list like this: 1) Miss 2) Dodge 3) Parry 4) Glancing blow 5) Block 6) Critical hit 7) Normal hit What this means is that if places 1-6 total up to 100%, Normal hit will be knocked off the table and never occur. Important to know is that a boss has a base dodge chance of 5.6% and can only parry/block attacks that are made from their front, but since a rogue should never be attacking a dungeon/raid monster/boss from the front, we will see their parry/block chance as 0%. Your base chance to miss is 24,6% when dual wielding against a boss. Another good thing to know is that when you as a player gain +hit you do not exactly increase your hit chance, instead you reduce the chance to miss. The total amount in the hit table can not be higher than 100%. Your chance to hit is what is left over to reach 100% after adding all the other things. Lets say your chance to get a miss+dodge+glancing blow+crit = 80%, then you have 20% to get a normal hit. Hit refers to physical damage that occurs as a result of an attack made with melee or ranged weapons. The base chance to miss with maximum weapon skill (300) against an opponent of equal level is 5% for two handed and 24% for dual wield. In short: 310 Weaponskill = huge dps boost Calculating your Hit Table The standard white hit table for a naked lvl 60 rogue looks like this: Miss: 24.6% Dodge: 5.6% Parry: 0% Glancing blow: 40% Block: 0% Critical hit: ~10% Normal hit: 19.8% This means that if you make 100 attacks against a boss, you will deal 0% damage 30 times, 200% damage 10 times, 100% damage 20 times and 70% damage 40 times. Now lets say you find a lot of gear that gives crit but no hit and end up having 35% crit, your white hit table would then look like this: Miss: 24.6% Dodge: 5.6% Parry: 0% Glancing blow: 40% Block: 0% Critical hit: 29.8% Normal hit: 0% Note that you have 35% crit but only 29.8% of your strikes will be critical strikes, this is because you are over the thing people like to call crit cap. Its quite a nice name, but unlike the hit cap it is not a fixed value. The crit cap is the same as the % of swings that will not be glancing/dodged/missed. Lets keep going with this example and say that you find gear that does not reduce your chance to crit and gives you +6% hit, your white hit table would look like this: Miss: 18.6% Dodge: 5.6% Parry: 0% Glancing blow: 40% Block: 0% Critical hit: 35% Normal hit: 0.8% As explained earlier, the +6% hit will not increase the chance to get a normal hit... but rather reduce the chance to get a miss. There are two big difference between a white hit table and a yellow hit table and that is that yellow hits can not be glancing blows and the standard chance to miss is only 8%. The hit cap is the amount of +hit you need in order to make sure none of your attacks will miss. There are two different hit caps The first hit cap is the most important one, it is commonly known as yellow hit cap. This hit cap is the amount of +hit needed to never miss with special abilities which damage is shown with yellow text on your screen. You will need +8% hit to always hit with your special abilities against a raid boss. This hit cap is a lot more important than the next one because missing with your abilities such as Sinister Strike, Backstab or Eviscerate is a huge waste of energy and global cooldowns, and also this one is a lot easier to achieve. The second hit cap is the white damage hit cap. This is the amount of +hit need to never miss a normal melee swing. You will need +24.6% hit to always hit a raid boss, as you might notice 24.6 is a lot higher than 8 and this is the reason why its not as important as the first one, since you would have to give up a lot of other stats in order to reach 24.6% hit, and there is nowhere near enough +hit on gear early on at lvl 60 to reach this cap. Poisons are affected only by Spell Hit and special talents, so dont bother about them. In short: Minimum Hit = 8% (5% from talents + 3% from gear) and maximum Hit = 24.6% Critical strike and how to calculate crit cap and why is it important? Critical strike (often abbreviated as crit) refers to 100% bonus physical damage (twice your normal damage) that occurs as a result of an attack made with melee or ranged weapons. The chance to critical strike can be viewed by opening your spellbook and moving your mouse over the attack ability shown there. It is increased by agility where you increase your critical strike chance by 1% for every 29 points. Crit cap for your auto attacks (white damage) is a variable that changes based on the following formula: 100% - 24.6% miss - 5.6% dodge - 40% glance + your hit% Crit cap for your yellow attacks : 100% - 8% miss - 5.6% dodge + your hit% note that yellow attacks cannot glance and that you can not push off dodge with hit rating Now to elaborate why is crit cap important, well its quite simple actually, there is no point of having more crit than crit cap because we already established that the total amount in the hit table can not be higher than 100%. In short: after reaching 8% Hit, Crit > Hit, until you reach the Crit cap. Best in Slot (BiS) Gear Here is a list of items that you can easily obtain in 5/10 mans without big efforts. This gear setup is called Pre Raid BiS Gear and is the best way to get into your first raids. T0.5 4-Set Bonus is a good way to push your DPS, when you can’t reach higher lvl gear like T1/T2 etc. Feel free to check out the spreadsheet, to calculate the values of your current/future gear. Pre Raid Combat Sword Spec [Combat Dagger Spec] Head Mask of the Unforgiven Lesser Arcanum of Voracity Neck Mark of Fordring Shoulder Truestrike Shoulders none Cloak Cape of the Black Baron Cloak - Lesser Agility Chest Cadaverous Armor > Nightbrace Tunic > Shadowcraft Tunic Chest - Greater Stats / Chest - Stats Wrist Bracers of the Eclipse > Deepfury Bracers Bracer - Superior Strength / Bracer - Greater Strength Hands Devilsaur Gauntlets Gloves - Greater Agility Waist Cloudrunner Girdle [Mugger’s Belt] Legs Devilsaur Leggings Lesser Arcanum of Voracity Feet Swiftwalker Boots / Mongoose Boots Boots - Minor Speed / Boots - Greater Agility Ring Don Julio’s Band > Tarnished Elven Ring > Painweaver Band > Blackstone Ring Trinkets Hand of Justice > Blackhand's Breadth > Rune of the Guard Captain > Royal Seal of Eldre'Thalas Mainhand Dal'Rend's Sacred Charge [The Lobotomizer > Electrified Dagger [A] - Glacial Blade [H]* Weapon - Crusader [Weapon - Crusader / Weapon - Superior Striking] Offhand Dal'Rend's Tribal Guardian > Mirah's Song [Felstriker / Distracting Dagger]** Weapon - Crusader Ranged Precisely Calibrated Boomstick < Satyr's Bow (This will change in a future patch) *The Lobotomizer uses a debuff slot and i don't recommend it for 40 man raids. Its totally fine in 5-20man. ** Distracting Dagger is just an example, its best when you don’t have Mugger’s Belt, otherwise every other fast Dagger is nice to have with a high dps rate. Current BiS List 1.6 I did the calculations without the World buffs and fully Raid buffed of course. For the alliance side, as human. Feel free to create your own Horde equivalent Version of it, by using your brain or my Spreadsheet. Combat Sword Spec [Combat Dagger Spec] Head Bloodfang Hood Lesser Arcanum of Voracity Neck Prestor's Talisman of Connivery Shoulder Bloodfang Spaulders [Nightslayer Shoulder Pads] none Cloak Puissant Cape Cloak - Lesser Agility Chest Bloodfang Chestpiece Chest - Greater Stats Wrist Bloodfang Bracers Bracer - Superior Strength Hands Bloodfang Gloves [Aged Core Leather Gloves] Gloves - Greater Agility Waist Bloodfang Belt Legs Bloodfang Pants Lesser Arcanum of Voracity Feet Bloodfang Boots [Boots of the Shadow Flame] Boots - Minor Speed Ring Band of Accuria + Master Dragonslayer's Ring Trinkets Hand of Justice + Drake Fang Talisman Mainhand Chromatically Tempered Sword [Perdition's Blade] Weapon - Crusader [Weapon - Crusader / Weapon - Superior Striking] Offhand Brutality Blade [Core Hound Tooth] Weapon - Agility Ranged Striker's Mark BiS Overall Sword Spec [seal Fate Dagger Spec] Head Bonescythe Helmet Death's Embrace Neck Prestor's Talisman of Connivery Shoulder Bonescythe Pauldrons Might of the Scourge Cloak Shroud of Dominion Cloak - Lesser Agility Chest Bonescythe Breastplate Chest - Greater Stats Wrist Bonescythe Bracers Bracer - Superior Strength Hands Bonescythe Gauntlets [Aged Core Leather Gloves] Gloves - Superior Agility Waist Belt of Never-ending Agony [Bonescythe Waistguard] Legs Bonescythe Legplates Death's Embrace Feet Bonescythe Sabatons Boots - Minor Speed Rings Bonescythe Ring / Band of Unnatural Forces Trinkets Slayer's Crest > Kiss of the Spider > Drake Fang Talisman Mainhand Gressil, Dawn of Ruin [Kingsfall] Weapon - Crusader Offhand Iblis, Blade of the Fallen Seraph / The Hungering Cold for non human [Harbinger of Doom] Weapon - Agility Ranged Nerubian Slavemaker Biznicks 247x128 Accurascope not sure if working on Nostalrius, it shouldnt! Seal of the Dawn or Mark of the Champion are the best trinkets against undead. Resistance Gear in Progress Rogue Spreadsheet Old spreadsheet from Elitist Jerks rogue forum (currently under construction for Nostalrius Server, comin soon!) Feel free to download and report bugs or wrong item attributes and stuff. Vanilla Rogue Spreadsheet Professions Engineering / Mining - best profession for maximizing your DPS Goblin Sapper Charge / Dense Dynamite / Thorium Grenade (not working on mobs that are stun immune) / Field Repair Bot 74A / Gnomish Battle Chicken (unproved functionality) Herbalism / Alchemy - to farm / craft your own consumables Cooking - Recipe: Thistle Tea Picklocking - a REAL ROGUE trains his pick lock skills! you can make some extra gold here. Tip: Train it while leveling your character, your reachable max skill increases by 5 for every level. Consumables Here is a list of useful consumables you should bring to a raid. Mandatory Stuff Elixir of the Mongoose or Elixir of Greater Agility Winterfall Firewater Juju Power Grilled Squid / Blessed Sunfruit Ground Scorpok Assay & R.O.I.D.S. Instant Poison VI Heavy Runecloth Bandage Flash Powder used for vanish Blinding Powder used for blind Thistle Tea Crystal Charge / Ez-Thro Dynamite II / Stratholme Holy Water for AOE Additional / Survivability Flask of the Titans Sheen of Zanza Spirit of Zanza Swiftness of Zanza Elixir of Fortitude Elixir of Demonslaying for Doomlord Kazzak Elixir of Poison Resistance nice for AQ / Naxx Gift of Arthas +10 Shadow res Major Troll's Blood Potion Rumsey Rum Black Label Dirge's Kickin' Chimaerok Chops Free Action Potion for all bosses, who stun & do movement impairing effects Jungle Remedy nice to have for 5 mans Major Healing Potion Restorative Potion Greater Fire Protection Potion MC / BWL / Naxx Greater Nature Protection Potion ZG / AQ / Naxx Greater Frost Protection Potion Sapphiron / Kel’Thuzad Greater Arcane Protection Potion Shazzrah / Gothik Greater Shadow Protection Potion BWL / AQ / Naxx Holy Protection Potion hmmm yeah, it exists others Oil of Immolation enhanced by spellpower and expendable to 100% uptime Flask of Supreme Power to enhance Oil of Immolation and/or Lifesteal Elixir of Greater Firepower to enhance Oil of Immolation Greater Arcane Elixir to enhance Oil of Immolation Juju Might currently higher droprate on Nostalrius, than retail, go get it! Juju Flurry not really worth it Buffs Raid Buffs from Groupmates Blessing of Might Rank 7 or Blessing of Might Rank 6 Blessing of Kings Blessing of Salvation Windfury Totem switchable with Grace of Air Grace of Air Totem R2 / Grace of Air Totem R3 Strength of Earth Totem Rank 4 or Strength of Earth Totem Rank 5 Trueshot Aura Gift of the Wild Prayer of Fortitude Prayer of Shadow Protection Battle Shout Rank 6 or Battle Shout Rank 7 Blood Pact World Buffs Rallying Cry of the Dragonslayer Head of Onyxia Spirit of Zandalar Head of Hakkar Mol'dar's Moxie Tribute Run Fengus' Ferocity Tribute Run Slip'kik's Savvy Tribute Run (needs some testing, if it affects melee crit) Sayge's Dark Fortune of Damage always click the first message to get the damage buff Songflower Serenade Warchief's Blessing Horde only UI & Addons Mandatory Chronometer (Bar for SnD Uptime and others) BigWigs (Basic Bossmod) oRA2 (Basic Raidmod) KLHThreatMeter (Simple Aggro Meter) and lots of other Addons you can find in the ... DOWNLOAD SECTION HERE Oto’s UI Compilation Macros & how to Sinister (BS/Hemo) + Auto Attack /cast Sinister Strike /script if not IsCurrentAction(9) then UseAction(9) end; This macro allows you to attack your target with Sinister Strike and turns on the auto attack. Useful for every target switch when you don't have energy left or you don't wanna right click on each target. Attention: you need to put the Spell Attack in your action bar! In my example I put the Spell on the first action bar on the slot 9. This can also be used for BS or HEMO. Just replace the spell name and the energy cost. This Screenshot can help you by finding the best positions and slot numbers for your macros. Trinket Button /script UseInventoryItem(13); or any other slot, by using this screenshot. about Oto I’m currently playing my rogue Oto <NOPE> on Nostalrius Begins, you may also remember me from Emerald Dream Oto <Team Plague> or Warsong Phelps <Work in Progress> THANK YOU VERY MUCH! To all who helped and read that thread. about this thread: I’m open minded for all questions and suggestions according to the rogue guide and hear them out. If you want to add or change stuff, just contact me or post in this thread. I’ll try to keep it updated all the time.
×