EBONHOLDTHE FIELD MANUAL
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Cobalt Games / Ebonhold / Rogue

Rogue class iconPrecision / combo points

CLASS FIELD NOTE / BUILDS & ECHOES

Rogue.
Build around the action.

Builders, finishers and movement compete for the same short window.

WOTLK ROGUELITEREVIEWED Source notes ↓

01 / THE FIRST EXPERIMENT

A starting build with one job.

Start with Combat if your priority is learning the Echo system through an uncomplicated builder and finisher relationship. Keep an escape decision separate from your damage sequence.

A starting experiment, not a guaranteed best-in-slot setup or a prescribed point allocation. Inspect the current normal builder and your realm’s tooltip before committing.

02 / CHOOSE THE ROLE FIRST

Three talent directions.

01

Assassination

A Mutilate-based direction to investigate once the required abilities are available. Compare builder reliability before chasing a flashy finishing effect.

Open official builder ↗
02

Combat

Our suggested first Rogue experiment: keep the Sinister Strike-to-finisher relationship readable. A simpler test is easier to diagnose than several simultaneous proc plans.

Open official builder ↗
03

Subtlety

A positioning and timing route. Do not import a sustained frontal melee test and expect it to describe the value of a more conditional toolkit.

Open official builder ↗

03 / DEFAULT CATALOG EXAMPLES

Read the trigger.
Then choose the effect.

These are real Rogue records from the default public Echo Builder, checked on 3 November. Availability and usefulness are different questions; this is a shortlist to investigate, not a promised draw.

Stonefist Barrage native iconStonefist BarrageA chance from Mutilate, Sinister Strike or Hemorrhage

The Rogue version has a chance condition. Use your real builder frequency rather than borrowing the unconditional wording of another class.

Default catalog record 201028 · genuine icon / original explanation
Arcane Bombardment native iconArcane BombardmentFinishing moves; chance depends on combo points

Read the combo-point condition. A finishing-move effect is a reason to understand your finisher cadence, not merely add another builder.

Default catalog record 201168 · genuine icon / original explanation
Temporal Pressure native iconTemporal PressureGhostly Strike in the reviewed default record

A specific eligible spell can make an apparently broad haste interaction irrelevant to your current Rogue plan.

Default catalog record 201290 · genuine icon / original explanation

04 / FIX THE BOTTLENECK

A stat decision order.

Use this qualitative order to decide what to inspect next. It is not a set of simulated weights, universal caps or an instruction to ignore your active tree.

  1. 01Enough survival and safe melee contact
  2. 02A usable weapon and the intended builder / finisher sequence
  3. 03Agility / attack power for that physical plan
  4. 04Secondary stats that support the observed trigger bottleneck
  5. 05Extra proc interactions after the core sequence is dependable

The default Temporal Pressure entry lists Ghostly Strike. That narrow list is a warning against treating the Echo name as a class-wide cooldown reduction.

05 / THE LOOP

Make the next press useful.

First identify whether the build lacks builders, finishers or safe contact time. An Echo tied to finishing moves solves a different problem from one tied to Sinister Strike or Mutilate.

ACT

Perform the actual eligible action.

OBSERVE

Check whether the intended result had a useful opportunity.

ADAPT

Change the failing step before adding another layer.

The mistake to catch early.

Stacking a finisher-trigger idea while changing targets so often that the intended finisher never happens. Stabilize the action sequence before evaluating the proc.

When an interaction seems absent, read the precise trigger and class record first. An effect with the same name on another class can use a different condition. PTR examples can also differ from the default catalog.

One useful experiment.

Choose one repeatable builder and one finisher. After a short fight, ask where the sequence broke: the approach, the resource wait, the target swap or the recovery. Change only the part you can identify.

Keep the encounter, role and ordinary sequence as consistent as practical. Write down what changed and what remained awkward. Your own observation is more useful than pretending this guide measured a universal winner.

THE EVIDENCE DESK /

Sources, scope & the next check.

Official references establish the documented mechanics. Starting builds, stat decision orders, tier placements and test suggestions are Cobalt’s editorial analysis. No damage simulation, measured win rate or hands-on realm test is claimed.