Zach broke up this week's The Art of War(craft) covering rogues because, well, those rogues are darned sneaky! So sneaky that they surprised him with more secret information than he was expecting to write about. So read quickly. Because those rogues have sent all their best operatives to go all Ninja Assassin on Zach's sorry butt. Read and make it worth the sacrifice.
Rogues. The one class that everybody can truly agree to hate. Or maybe that was the paladin... I forget. Anyway, today we pick up where we left off in this introductory guide on how to deal with those sneaky little scoundrels. In the first part of the guide, we took a look at the most commonly used abilities of rogues in PvP. Today, we'll talk a little about how the class works and why this defines their limitations and playing style. A deeper understanding of how the class works should give you a better idea of how to handle them.
Rogues have a unique class mechanic called combo points, with two sets of abilities that either grant them or consume them and scale according to how many combo points are on a target. The more combo points on a target, the most devastating the effect of their finishing ability. This means that rogues are basically single-target killing machines. Once a rogue chooses a target, they have tunnel vision on that target until that target is dead or are forced to change.
What does this mean for PvP? This essentially means rogues can't switch targets as easily as other classes. It penalizes them. They won't lose the combo points when they select another target, but combo points are lost when they apply even a single point on someone else. A rogue focusing on one of your allies is a great target for you because you're sure to get a lot of free damage in with little fear that she will switch quickly. Rogues are trained through their leveling to keep at one target until it's dead before moving on to the next one, with very few AoE options, Fan of Knives notwithstanding. After the jump, I'll break down a list of builders, or strikes that grant combo points, and finishers, or abilities that consume them.