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5 months ago (1.13.2)
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Does anyone have recommendations for the best runes to use on a rogue tank?

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US Myzrael
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5 months ago (1.13.2)
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We have a rogue tank build guide up, here's just the rune section:

Chest Rune

Just a Flesh Wound
You take 20% reduced Physical damage while Blade Dance is active. Additionally, you have 6% reduced chance to be critically hit by melee attacks, the threat generated by all your actions is massively increased, and your Feint ability is replaced with Tease, which Taunts the target to attack you.
This is the key to the entire build. This Rune is effectively what defines a Rogue tank, granting us significantly reduced Physical Damage taken, alongside Crit Immunity. This also massively multiplies our threat generation, which allows us to hold onto a boss at all. Finally, we are given a
Taunt, by replacing Feint with a new spell, Tease.

The Physical Damage Reduction component of this Rune is based on keeping Blade Dance, a Leg Rune, active. Expect to combine these on almost any fight in which you will be tanking.
Leg Rune

Blade Dance
Finishing move that increases your Parry chance. Lasts longer and grants more Parry chance per combo point:

1 point: 14 seconds, 6% parry
2 points: 18 seconds, 7% parry
3 points: 22 seconds, 8 % parry
4 points: 26 seconds, 9% parry
5 points: 30 seconds, 10% parry
This ability functions similarly to Slice and Dice, giving us a buff based on the Combo Points spent. Unlike Slice and Dice, the more Combo Points spent on Blade Dance, the stronger the effect is, instead of just increased duration. Getting this running early in a fight is important, but you may have to choose between an early Slice and Dice for increased Threat, or Blade Dance for increased mitigation.

Blade Dance also activates the reduced Physical damage portion of Just a Flesh Wound. This makes it even more important to keep running at all times. The main exception is on Magic focused bosses, as neither Parry nor Physical Damage Reduction will help us there.
Glove Rune

Main Gauche
Instantly strike with your off-hand weapon for normal off-hand weapon damage and increase your chance to parry by 10% for 10 sec. Awards 1 combo point. Main Gauche benefits from all talents and effects that trigger from or modify Sinister Strike.
This is our defensive option, dealing a fairly weak off-hand hit, and giving us 10% Parry chance for 10 seconds. We generally want to keep this buff running at all times, but refreshing it too early is a significant damage loss.

It is worth noting that the talent Riposte activates by Parrying attacks, giving Main Gauche synergy with it. Using Main Gauche, a full 5 point Blade Dance, Deflection, and our innate parry chance we can achieve reach 30% Parry. We are also likely to be able to reach 30% Dodge, giving us a substantial amount of avoidance.

Saber Slash
Viciously Slash an enemy for 130% weapon damage, and cause the target to bleed for 11 damage every 2 sec for 12 sec, stacking up to 3 times. Awards 1 combo point. Saber Slash benefits from all talents and effects that trigger from or modify Sinister Strike.
If you do not need the avoidance provided by Main Gauche, Saber Slash can be substituted as a higher damage alternative. This places a stacking Bleed on the target. If we do run this Rune, we want to make sure we never let all stacks fall off, refreshing them at least once every 12 seconds.

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