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	<title>WoW Cataclysm &#187; Rogue</title>
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	<link>http://www.wow-cataclysm.info</link>
	<description>World of Warcraft Cataclysm information and news source</description>
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		<title>Rogue Cataclysm Preview</title>
		<link>http://www.wow-cataclysm.info/rogue-cataclysm-preview</link>
		<comments>http://www.wow-cataclysm.info/rogue-cataclysm-preview#comments</comments>
		<pubDate>Tue, 13 Apr 2010 15:20:24 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rogue]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Rogues]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=261</guid>
		<description><![CDATA[Blizzard released the new information in regards to the upcoming changes to rogues. Below is the blue post
In World of Warcraft: Cataclysm, we&#8217;ll be making several changes to  class talents and abilities across the board. Here, you&#8217;ll get a glimpse  at what&#8217;s in store for the rogue class, including a look the new [...]]]></description>
			<content:encoded><![CDATA[<p>Blizzard released the new information in regards to the upcoming changes to rogues. Below is the blue post</p>
<p>In World of Warcraft: Cataclysm, we&#8217;ll be making several changes to  class talents and abilities across the board. Here, you&#8217;ll get a glimpse  at what&#8217;s in store for the rogue class, including a look the new  high-level abilities and an overview of how the new Mastery system will  work with the rogue&#8217;s different talent specs.</p>
<p><strong>New Rogue  Abilities</strong></p>
<p><strong>Redirect (available at level 81):</strong> Rogues  will be getting a new ability to help them deal with changing targets.  Redirect will transfer any active combo points to the rogue&#8217;s current  target, helping to ensure combo points aren&#8217;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.</p>
<p><strong>Combat  Readiness (level 83):</strong> 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.</p>
<p><strong>Smoke Bomb (level 85):</strong> 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.</p>
<p><strong>Changes to Abilities and  Mechanics</strong></p>
<p>We&#8217;re also planning to make changes to some of the  other abilities and mechanics you&#8217;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.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>In  PvP, we want to reduce the rogue&#8217;s dependency on binary cooldowns and  &#8220;stun-locks,&#8221; and give them more passive survivability in return. One  major change is that we&#8217;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.</li>
<li>In PvE, even  accounting for active modifiers like Slice and Dice and Envenom, a very  large portion of the rogue&#8217;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.</li>
<li>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).</li>
<li>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&#8217;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.</li>
<li>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.</li>
<li>As we&#8217;ve  done recently with some of the Subtlety abilities, we want to make sure  more rogue abilities aren&#8217;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.</li>
<li>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.</li>
<li>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&#8217;t  want it to account for as much threat transfer as it does now.</li>
</ul>
<p><strong>New  Talents and Talent Changes</strong></p>
<p>In Cataclysm, the overall feel of  each of the rogue&#8217;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&#8217;re going for.</p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Assassination will be  more about daggers, poisons, and burst damage.</li>
<li>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.</li>
<li>The  Subtlety tree will primarily be based around utilizing Stealth,  openers, finishers, and survivability. It&#8217;ll be about daggers, too, but  less so than Assassination.</li>
<li>In general, Subtlety rogues needs to  do more damage than they do today, and the other trees need to have  more tools.</li>
<li>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.</li>
<li>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.</li>
</ul>
<p><strong>Mastery  Passive Talent Tree Bonuses</strong></p>
<p><strong>Assassination</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Melee  critical damage</li>
<li>Poison damage</li>
</ul>
<p><strong>Combat</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Melee  Haste</li>
<li>Harder-hitting combo-point generators</li>
</ul>
<p><strong>Subtlety</strong></p>
<ul style="margin-top: 0pt; margin-bottom: 0pt;">
<li>Melee damage</li>
<li>Armor  Penetration</li>
<li>Harder-hitting finishers</li>
</ul>
<p>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.</p>
<p>We hope you enjoyed this  preview, and we&#8217;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.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Cataclysm Stat &amp; System Changes</title>
		<link>http://www.wow-cataclysm.info/cataclysm-stat-system-changes</link>
		<comments>http://www.wow-cataclysm.info/cataclysm-stat-system-changes#comments</comments>
		<pubDate>Fri, 26 Mar 2010 01:42:34 +0000</pubDate>
		<dc:creator>Gazrella</dc:creator>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Death Knight]]></category>
		<category><![CDATA[Druid]]></category>
		<category><![CDATA[Features]]></category>
		<category><![CDATA[Hunter]]></category>
		<category><![CDATA[Mage]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Paladin]]></category>
		<category><![CDATA[Priest]]></category>
		<category><![CDATA[Rogue]]></category>
		<category><![CDATA[Shaman]]></category>
		<category><![CDATA[Warlock]]></category>
		<category><![CDATA[Warrior]]></category>
		<category><![CDATA[Blizzard]]></category>
		<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[PC Gaming]]></category>
		<category><![CDATA[Stats and System Changes]]></category>
		<category><![CDATA[System and Stats]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=216</guid>
		<description><![CDATA[Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.
As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s another Cataclysmic goodie for you straight from the Blue Horses mouth! Cataclysm info keeps getting released quicker as of recent which leads me to believe Beta is just around the corner.</p>
<p><span style="color: #003366">As many of you know from panels at last year’s  BlizzCon and posts here on the forums since then, Cataclysm will bring  about major changes to familiar character stats such as Intellect, Armor  Penetration, Defense, and others, ultimately designed to make the  effects of stats more easily understandable and make gear choices more  interesting. As these changes will have a significant impact on how  stats work and relate to one another, today we wanted to offer you a  closer look at exactly what’s in store and explain some of the rationale  before Cataclysm arrives.</span></p>
<p>The most obvious question these changes raise is &#8220;Why are stats  being changed, and why now?&#8221; As the game has matured, we&#8217;ve run into  increasingly complex issues with the current stat system. Many stats are  inherently confusing, and the way they interrelate can feel convoluted.  Attack Power, for example, currently translates to damage, but so does  Armor Penetration. Defense provides five different statistical benefits  of varying utility. Mana regeneration involves understanding multiple  stats and rules and often ends up being irrelevant anyway. In addition,  the difference between a &#8220;good stat&#8221; for a class and a &#8220;bad stat&#8221; can be  extreme. Some casters want Haste but not Crit; hunters want Armor  Penetration but not Haste. There are other overarching issues, as well,  such as Intellect not being very exciting for casters despite it being a  core stat &#8212; and these are just a few examples.</p>
<p>Our ultimate goal is make gear a more interesting (and less  confusing) choice by making each stat valuable to more players. While  the reasoning behind some of the following changes may be clear, we  understand that you may have questions about some of the less obvious  alterations, and we&#8217;ll do our best to answer any questions you may have  here on the forums.</p>
<p><span style="text-decoration: underline"><strong>What You’ll See on Gear</strong></span></p>
<p><strong>Stamina</strong> &#8211; Because of the way we will be assigning Strength,  Agility, and Intellect, non-plate wearers will end up with more Stamina  than before. Health pools will be much closer between plate-wearers and  other classes.</p>
<p><strong>Spirit</strong> &#8211; Come Cataclysm, this stat should only be found on  healing gear. Non-healing casters will have other systems in place to  regenerate mana, and we are designing special solutions for Elemental  shaman and Balance druids who often share gear with healers (more on  this below). Raid buffs that currently boost Spirit (such as Blessing of  Kings) will only boost the primary stats of Stamina, Strength, Agility,  and Intellect. We are also likely changing the five-second rule and  other quirks of the current regen system.</p>
<p><strong>Intellect</strong> &#8211; Intellect will now grant Spell Power (more on  this below). Intellect will also provide less mana than it currently  does.</p>
<p><strong>Haste</strong> &#8211; Haste will become more attractive for melee classes  by allowing them to recover resources such as energy and runes more  quickly. Our intention is for Haste to let you &#8220;do stuff&#8221; more often.</p>
<p><strong>Block Rating</strong> &#8211; Block is being redesigned to scale better.  Blocked attacks will simply hit for 30% less damage. Block rating will  improve your chance to block, though overall block chances will be lower  than they are today.</p>
<p><strong>Parry</strong> &#8211; Parry no longer provides 100% avoidance and no longer  speeds up attacks. Instead, when you parry an attack, it and the next  attack will each hit for 50% damage (assuming they hit at all). In other  words, Dodge is a chance to avoid 100% of the damage from one attack,  Parry is a chance to avoid 50% of the damage from two attacks, and Block  is a chance to avoid 30% of the damage from one attack.</p>
<p><strong>Mastery</strong> &#8211; This is a new stat that will allow players to  become better at whatever makes their chosen talent tree cool or unique.  It&#8217;s directly tied to talents, so what you gain from improving this  stat is entirely dependent upon your class and the talent specialization  you choose. We’ll talk more about specific Mastery benefits in the  future.</p>
<p><strong>Armor</strong> &#8211; The way Armor mitigates damage is not changing, but  the Armor stat has been rebalanced to mirror changes to the armor curve  in Cataclysm. As a result, bonus Armor will go down slightly overall. We  are also changing the mitigation difference among armor types so that  plate doesn’t offer so much more protection than mail, leather, and  cloth.</p>
<p><strong>Resilience</strong> &#8211; This will only affect damage done by players and  critical damage done by players. It will not impact crit chance, mana  drains, or other such effects.</p>
<p><strong>Strength, Agility, Hit Rating, Expertise, and Critical Strike  Rating</strong> &#8211; These will all still appear on gear as well. Aside from  situations mentioned elsewhere in this list, in general these will  function similarly to how they do now, though the details &#8212; such as how  much Hit Rating you might need to effectively combat high-level  creatures (more on this below) &#8212; are likely to change.</p>
<p><span style="text-decoration: underline"><strong>Being Removed from Items</strong></span></p>
<p><strong>Attack Power</strong> &#8211; This stat will no longer be present on most  items as a flat value, though it will still show up on some process.  Strength and Agility, which will be present on items, will grant the  appropriate amount of Attack Power (generally 2 Attack Power per point  of Strength or Agility) depending upon which stat a particular class  favors. Agility may provide less Crit than it currently does.</p>
<p><strong>Spell Power</strong> &#8211; Spell Power is another stat that you&#8217;ll no  longer see present on most items. Instead, as mentioned above, Intellect  will grant Spell Power. One exception is that caster weapons will still  have Spell Power. This allows us to make weapons proportionately more  powerful for casters in the same way they are for melee classes.</p>
<p><strong>Armor Penetration</strong> &#8211; This stat will no longer be present on  items. Armor Penetration will still exist in talents and abilities.</p>
<p><strong>Shield Block Value </strong>- This stat will no longer be present on  items, since the amount blocked is always proportional to the amount of  damage done. Talents and other effects might still modify the  damage-reduction percentage from 30%, however.</p>
<p><span style="text-decoration: underline"><strong>Going Away Completely</strong></span></p>
<p><strong>MP5</strong> &#8211; This stat will be removed from the game completely.  Holy paladins and Restoration shaman will be redesigned to benefit from  Spirit.</p>
<p><strong>Defense</strong> &#8211; Defense is being removed from the game entirely.  Tanking classes should expect to become uncrittable versus creatures  just by shifting into Defensive Stance, Frost Presence, Bear Form, or by  using Righteous Fury.</p>
<p><strong>Spell Ranks</strong> &#8211; Spell ranks will cease to exist. All spells  will have one rank and will scale appropriately with level. The levels  at which you can learn certain spells are being changed in order to fill  in some of the gaps, and we will be introducing some new spells to  learn along the way as well.</p>
<p><strong>Weapon Skill</strong> &#8211; This stat will be removed from the game  completely. Classes will start with all the weapon skills they need to  know and will not need to improve them.</p>
<p><span style="text-decoration: underline"><strong>What Else You Should Know</strong></span></p>
<p><strong>Combat ratings</strong> &#8211; All ratings will be much harder to &#8220;cap out&#8221;  at maximum gear levels. Ratings will be steeper in Cataclysm, and  creatures in later tiers of content will be harder to hit or crit,  similar to how level-83 mobs are harder to hit or crit than level-80  mobs.</p>
<p><strong>Reforging</strong> &#8211; While these changes will go a long way to making a  wider variety of stats more attractive, we understand that sometimes  you simply don’t want more Hit Rating on your gear or you’d rather have  more Haste than more Crit. In Cataclysm, we are going to give players a  way to replace stats on gear as part of the existing profession system.  As a general rule of thumb, you’ll be able to convert one stat to 50% of  another stat. While some conversions (like converting Stamina to  Strength) won’t be permitted, the goal is to let you customize your gear  more.</p>
<p><strong>Gems</strong> &#8211; We are changing the gem colors of a few stats as a  result of these adjustments. For example, Hit is likely to be blue  instead of yellow. We&#8217;ll have more details on this in the future.</p>
<div>
<div>
<div>
<div><span style="color: #003366"><span style="text-decoration: underline"><strong>Changes to Existing Gear</strong></span></span> <span style="color: #003366"></p>
<p>As with previous expansions, we plan to roll out these changes and  modify all existing gear shortly before Cataclysm launches, though it’s  still too early to say exactly when. For the most part, the gear you  have will still be good for you, though there will be exceptions, such  as warriors using leather and mail armor.</p>
<p></span> <span style="color: #003366"></p>
<p>If you are a tank (druids excepted), expect to see:</p>
<p></span> <span style="color: #003366"></p>
<p></span></p>
<ul>
<li><span style="color: #003366">No more Defense on gear. Existing Defense becomes Dodge,  Parry, or Block Rating. </span></li>
<li><span style="color: #003366">No more Block Value on gear. Existing Block Value becomes  Block Rating. </span></li>
<li><span style="color: #003366">You’ll have as much Stamina as you’re used to, though you  may notice your tanking plate has a bit less Stamina than a comparable  piece of DPS plate, since we tend to take the gem budget out of your  most attractive stat. </span></li>
<li><span style="color: #003366">Bonus Armor on gear will go down slightly.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a melee DPS class, druid tank, or hunter, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. Bear-form Stamina scaling will be  lowered as a result. </span></li>
<li><span style="color: #003366">Strength if you wear plate. Agility if you wear mail or  leather. </span></li>
<li><span style="color: #003366">Existing Attack Power becomes Agility and Stamina.Armor  Penetration becomes Haste or Crit. </span></li>
<li><span style="color: #003366">No Intellect on melee gear. Hunters won’t need Intellect  since they will no longer use mana. Shaman and Retribution paladins will  get mana and spell damage in other ways.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a DPS caster, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">No Spirit. You won’t miss Spirit, though, because you won’t  need it for DPS or mana regen.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a healer, expect to see:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">A lot more Stamina. </span></li>
<li><span style="color: #003366">All of your Spell Power converted to Intellect and Stamina. </span></li>
<li><span style="color: #003366">Spirit instead of MP5. You’ll probably be happy with  Spirit, though, because mana regen is going to matter more than it does  currently. Healing paladins and shaman will benefit more from Spirit  than they do currently.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>If you are a Balance druid or Elemental shaman:  <span style="color: #003366"><br />
</span></p>
<ul>
<li><span style="color: #003366">You will still share gear with Restoration druids and  shaman. </span></li>
<li><span style="color: #003366">Your gear will have Spirit on it. It won’t have Hit on it. </span></li>
<li><span style="color: #003366">You will have a talent that converts Spirit to Hit. We will  adjust talents accordingly so that you want about as much Spirit as,  say, a warlock wants Hit. </span></li>
<li><span style="color: #003366">Hit on rings and other such gear will still benefit you. </span></li>
<li><span style="color: #003366">Raid buffs will no longer boost Spirit, so you shouldn’t  find yourself unexpectedly over the Hit cap because of buffs.</span></li>
</ul>
<p><span style="color: #003366"> </span></p>
<p>Many lower-level items with nonsensical combinations of stats, such  as Agility and Spirit, will be changed. We&#8217;re also updating quest  rewards, trade skills, and loot drops to support better itemization for  class builds that weren&#8217;t widely available or used prior to The Burning  Crusade (such as Balance druids).  <span style="color: #003366"> </span></p>
<p>We&#8217;re aware this is a lot of information to take in, but this is  still only a piece of the larger picture, and many of these changes rely  on integration with other systems we haven&#8217;t yet discussed in detail.  In the weeks and months ahead, we&#8217;ll continue to tell you more about  these changes, along with all of the new and exciting features we have  planned for Cataclysm.</p></div>
</div>
</div>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>WoW Cataclysm Rogue Changes</title>
		<link>http://www.wow-cataclysm.info/wow-cataclysm-rogue-changes</link>
		<comments>http://www.wow-cataclysm.info/wow-cataclysm-rogue-changes#comments</comments>
		<pubDate>Sun, 23 Aug 2009 05:57:25 +0000</pubDate>
		<dc:creator>WoW Cataclysm</dc:creator>
				<category><![CDATA[Rogue]]></category>
		<category><![CDATA[Rogue WoW Cataclysm]]></category>
		<category><![CDATA[WoW Cataclysm Rogue]]></category>

		<guid isPermaLink="false">http://www.wow-cataclysm.info/?p=66</guid>
		<description><![CDATA[Rogues are definitely one of the most popular classes in all of WoW, and there is no doubt that in WoW Cataclysm they will receive enormous changes. This is the page to bookmark if you want to keep track of all the little and big changes coming to the rogue class in WoW Cataclysm.
Here are [...]]]></description>
			<content:encoded><![CDATA[<p>Rogues are definitely one of the most popular classes in all of WoW, and there is no doubt that in WoW Cataclysm they will receive enormous changes. This is the page to bookmark if you want to keep track of all the little and big changes coming to the rogue class in WoW Cataclysm.</p>
<p>Here are the new rogues skills, talents, and mechanics announced so far in World of Warcraft Cataclysm:</p>
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<li>Developers want to see Rogues use more daggers, and feels that not enough of Rogues currently use them so in the near future they are planning to make a talent in the Assassination tree that will give an advantage to rogues who decide to use daggers as they are meant to.</li>
<li>The Subtlety tree will see a major overhaul in WoW Cataclysm. Yes, finally the subtlety rogues might see some really cool skills that they can pick up instead of the majority of their points going to passive buffs talents, that are useful at times yes, but does take out some of the fun aspect.</li>
<li>The Subtlety tree and also the other trees will have the boring passive abilities like +1% chance to hit/crit etc, moved to this new mastery progression tree that is separate from the talent trees. The developers wish that the talent trees are packed with exciting stuff and fun abilities.</li>
<li>Currently it is unclear whether the Worgen racial giving you a sprint like boost and the Rogue skill Sprint will share cooldowns. On one hand, making them share cooldowns will make it useless for the rogue class, and on the other hand having so many seconds of sprint will make it OP. My guess is that it will be similar to the Night elf shadowmeld/and rogue stealth situation, where the Worgen rogues will either have relatively lengthier sprint or more like, a faster run speed in sprint mode than other fellow rogues.</li>
<li>Relating to direct damage classes, the developers want to make sure that they bring in more damage than hybrids, and they feel currently that it is the case. If rogues or other direct damage classes in WoW Cataclysm lose this advantage, they plan on making the necessary changes.</li>
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<p>For now these are the only announced changes to the Rogue Class in WoW Cataclysm. Stay tuned as more World of Warcraft Rogue changes become announced, and will be update here.</p>
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