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Dustwind cavern
Dustwind cavern







dustwind cavern

Rank 1 Sap is learned at level 10, rank 2 is learned at level 28, and rank 3 is learned at level 48, with each level increasing the incapacitate duration.

  • can also be a useful ability as it would allow players to physically pass through a sapped mob, although in Classic this ability will remove you from upon use.
  • may also be worthwhile to reset the cooldown of. Players may also be interested in the Subtlety talent to reduce the cooldown of to 3.5 minutes. Rank 1 Vanish is learned at level 22, and rank 2 is learned at level 42.
  • (requires Flash Powder) is a key ability as it allows the Rogue to leave combat in the event that they are revealed.
  • is also able to reset the cooldown of Distract.
  • Distract (learned at level 22) is one of the most important abilities in a Stealth Run, as it allows the Rogue to re-position a mob or group of mobs to face a certain direction to bypass them.
  • To further improve the effectiveness of, players may also be interested in the Subtlety talent. Each rank effectively increases your movement speed, although an additional 15% movement speed can be gained with the Subtlety talent (3% per talent point). Rank 1 Stealth is learned at level 1, and each 20 levels another rank of Stealth is learned (rank 2, rank 3, rank 4 ).
  • is the prime (and signature) ability for these farming runs.
  • In Classic it's simply a matter of learning which mobs have these properties, such as undead mobs and tracking hounds.Īs one might expect, Rogue players have a solid toolkit of abilities and talents to effectively navigate around an instance during a Stealth Run. While it was not implemented until the Burning Crusade expansion, a blue eye would appear above mobs with stealth detection properties. Some mobs also have heightened stealth detection, wherein they are able to detect a player regardless of where they orient themselves around the mob. The range at which a player can be detected is based on the player's level compared to the hostile mob's level, so it is ideal to move behind or out of range of their visibility. In stealth, a player can navigate around a hostile mob so long as they are not within their peripheral vision (depicted in yellow in the image on the right).

    dustwind cavern

    If the player is too close to the mob while in their peripheral vision, or comes into physical contact from any side, they will reveal the player and attack them. If the player comes into their peripheral vision, they will turn towards the player and play a distinct sound. All hostile mobs have an aggro radius, although the way in which they aggro to the player is different while they are stealthed. Depending on the instance and the player's level, some stealth runs can be done solo although others may require multiple players.īefore doing a Stealth Run, it is important to understand how stealth abilities work in relation to hostile mobs.

    dustwind cavern

    Examples of items that players might farm with a Stealth Run would be chests, herb/mineral nodes, quest items, boss drops, and other rare items. A Stealth Run is defined as an instance run in which one or more party members are able to utilize stealth abilities, primarily Rogue and Druid players with and respectively, to farm a specific item.









    Dustwind cavern