Evee’s Inner Thoughts on Rogue Preview
New Rogue Abilities
Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue’s current target, helping to ensure combo points aren’t wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs. I lvoe the slice and dice change but…with it redirect is kinda,meh…it has to long of a cooldown to actually be useful. Highly situational ability is high situational
Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown. THIS makes me happy, I played in arena back in BC and quit when rogues got to squishy. This skill is a step in the right direction although, WHHHHYYYYYYYYY have a cooldown? I thought the point was for more passive defenses /mindboggle
Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown. This ability is so full of win I don’t even know where to start, the uses are endless, the grieving possibilities ATROCIOUS, this my friends; is a good substitute for the old kidnap idea. In fact, it may even be better. Example : OMG AMBER You’re about to be fireballed by deathwing *smoke bomb on amber* Deathwing, “WHY CAN’T I TARGET THE PRIEST!!!!!! ARRRGH” *one shots rogue*
Changes to Abilities and Mechanics
We’re also planning to make changes to some of the other abilities and mechanics you’re already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
In PvP, we want to reduce the rogue’s dependency on binary cooldowns and “stun-locks,” and give them more passive survivability in return. One major change is that we’ll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well. WHY CHEAP SHOT?! WHY WHY WHY WHY it’s like t e ONLY opener I EVER use, WWWWWWWWWWWWWHHHHHHHHHHHHHHHHHHHHHHHHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY. Ahem, anyways; I see alot of talk about getting rogues off their cooldown addiction, but uh yeah…….lot of bark here, and much like the twilight, NOT ENOUGH BITING
In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue’s damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT). wait wait wait, a rogue heal? I’ll believe it when I see it. More ability damage = win As much as i love being able to right click something and pull 6000 dps, it gets boring
To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue’s existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.again with this rogue heal….hmmmmm on a side note, !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!HAPPY FACE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
As we’ve done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren’t overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.0.0 wait…ambush…..with a….sword?…..Evee approves
Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.NOOOOO my AoE!!!! /cry but but but, crippling deadly throw? mind numbing fok prehaps? I feel like the person who just got botox shots and was told they’re gonna die. I have a smile plastered on ym face but deep down I am very sad.
We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don’t want it to account for as much threat transfer as it does now.Wait….so now i won’t have an excuse to not give it to the aggro whore warlock?….FUCKING FLOOR SMEARS
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue’s talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we’re going for.
Assassination will be more about daggers, poisons, and burst damage.i thought they we’re getting rid of burst in cata……wait…..I get it! HAHA!
Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.wait wait wait……survival? Does this mean…./keeps reading
The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It’ll be about daggers, too, but less so than Assassination.Again with this survival niche…..I hope they do some MAJOR changes to Sub in PvP and for Pve, I miss ganking people as hemo swords
In general, Subtlety rogues needs to do more damage than they do today (NO SHIT?!), and the other trees need to have more tools.
Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.Extra Attacks with fist weapons?! Wait no….OMG IT IS, ROGUES HAVE WINDFURY!!!!……kinda..
The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear. wait…..what?….what are you doin? SKETCHY COMMENT IS NOT INFORMATIVE!!!
Mastery Passive Talent Tree Bonuses
Melee critical damage
Harder-hitting combo-point generators
haste?! HASTE?! and and and……bigger sinister strikes?….i…kinda.. approve?
SUB is getting armor pen? what is this i don’t even….GARGH i swear blizzard, SUB BETTER BE BETTER!!!!!
The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers. I like how they’re keeping combat at it’s roots instead of trying to change it, assassination is gonna be a tight balancing act due to the nature of damage of poisons (lol pun) but but but Sub being about finishers? shouldn’t it be about i dunno….stealth and cc? /mindboggle
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.Overall…..ok… nothing really popped out….besides combat readiness and smoke bomb, which are both in the “We’ll have to see how it works” category. Don’t get me wrong, I’m excited but, nothing is truly attention grabbing here. then again it is rogues so….maybe the amazing stuff is just hiding?