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Rogue Cataclysm Preview
Written by Gazrella.

Blizzard released the new information in regards to the upcoming changes to rogues. Below is the blue post

In World of Warcraft: Cataclysm, we’ll be making several changes to class talents and abilities across the board. Here, you’ll get a glimpse at what’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’s different talent specs.

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.

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.

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.

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.
  • 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).
  • 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.
  • 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.
  • 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.
  • 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.

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.
  • 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.
  • 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.
  • In general, Subtlety rogues needs to do more damage than they do today, 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.
  • 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.

Mastery Passive Talent Tree Bonuses

Assassination

  • Melee damage
  • Melee critical damage
  • Poison damage

Combat

  • Melee damage
  • Melee Haste
  • Harder-hitting combo-point generators

Subtlety

  • Melee damage
  • Armor Penetration
  • Harder-hitting finishers

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.

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.

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14 Comments so far

  1. Cuppykake-Madoran
    April 16th, 2010

    | 8:49 am

    Woot!

    finally we get a mis-direct on a rogue…..
    was tired of poping *TT* and *Vanish* to stay alive in ICC 10 / 25 cause i was pulling to much threat.

  2. Mechnox
    April 19th, 2010

    | 12:03 am

    dude you obviously didn’t read it… it transfers combo points not threat thats Tricks of the Trade…

  3. E.G.
    April 20th, 2010

    | 8:15 am

    What the hell is this?? rogue that heal… where is all the fun now .. please stop tring to make the game easy.

  4. Quandery
    April 20th, 2010

    | 9:26 am

    well , every class just about has some kind of self-heal now , the big thing I can see that really affects me as assassination is if I can start using swords/fist weapons for mutilate instead of praying that the one dagger in the entire raid will finally drop.if they do that then maybe all the nerfs they have done to my spec wont matter so much anymore as my mutilate will actually start hitting for somewhere near as much as my SS does when I am in combat spec and I won’t be quite so totally dependent on poison damage and be at a total loss of dps in fights where I have to use something other then my instant/deadly combo so hopefully I wont be losing 2 k + dps in LK fights in 10 man when I have to use anesthetic poisons

  5. Quandery
    April 20th, 2010

    | 10:04 am

    BTW , Cuppycake forgot as so many rogues do that we have feint it is an enrgy use ability but it is a great threat reducer and ya have to be alive to regen energy to do damage with so it is an extremely useful ability and one I use at least 3-4 times in every raid boss fight , vanish not so much since it has a 5 min CD and if you are relying on vanish for threat reduction then you are missing out on a lot

  6. Dydet
    April 20th, 2010

    | 7:35 pm

    seems to me like mutilate is still gonna be based with daggers as they said assassination will be more about daggers and poisons, so there goes the mutilate with swords idea I’d think. all in all sounds like we’re in for some good times in cataclysm, anyone else converting to worgen on release? LOL

  7. SaVier
    April 27th, 2010

    | 9:28 am

    people are going to hate rogues alot more now in pvp

  8. Quandery
    May 21st, 2010

    | 11:05 am

    I have to admit I find it kinda amusing that they are gonna make us even more dependent on melee and poison damage as assassination , my damage meters already read #1 melee
    #2 instant poison
    #3 Mutilate or envenom
    #4 Envenom or mutilate
    those are my top damaging abilities , now mind you this with 4710 or so base attack power almost 700 haste rating and like 47% base crit , and the 10% additional haste that comes from being 51/18/2 spec haste is what we mutilate rogues need in pve. Our only energy regen ability comes from critting so swinging faster with a little less base crit is actually better for us in the long run we have enough crit multipliers with our 3% added from having a target poisoned/ret pally in the raid , 5% from having a fury warrior/feral druid and other multipliers that crit is almost a non-issue for us at the moment , will be nice to see if they fix that so I can actually stack agi instead of having to stack all attack power and haste gems in cata

  9. Deathright
    May 27th, 2010

    | 12:41 pm

    i think this is bs once again blizz has tried to make us the weak link i alreadt have to freaking rely on my sinister strike enough as it is (i’m combat by the way) but now they are also going to increase armor ratings comon are you freaking kidding me way to low ball us blizz

  10. samwisegamge
    May 28th, 2010

    | 4:20 pm

    NICE!!!!! woot my mains a sub rogue finally a good change :)

  11. samwisegamge
    May 28th, 2010

    | 4:23 pm

    dude thatd be so bamf to use 1H swords with ambush :o

  12. zblade
    June 9th, 2010

    | 12:23 am

    Well, I don’t know if I would call a 15% reduction in armor (right off the top) or a 5% increase in critical strikes as “boring” for talent tree specs, but only Blizz knows the “math and calculations” they want to be doing, eh?! Looks like stun-lock will finally be “finished off” – terminology from the past – like Glyph of Envenom (chuckle)

    So, a combat rogue can’t use “much” poison, or be “too” subtle or vice versa and etc. Might be interesting….

    Uh, in that case – I’ll take a permanent Adrenaline Rush, thank you. (or a cooldown that matches the active timer) Uh, and no “diminishing return for Cheap Shot” type scenario’s for Killing Spree or Blade Flurry, either. Thanks again….

    hahahahahahaaa !!!!

  13. Shankforlols
    July 13th, 2010

    | 11:37 pm

    Sounds like combat rogues are getting nerfed. I’m a combat rogue…-ducks from nerf bat- Diminishing return makes me frown..I would always stunlock people in PvP with Cheap shot, stack combo points, kidney shot, vanish, cheap shot, stack combo points, kidney shot…and at some times, gouge.

  14. mandude
    August 5th, 2010

    | 2:03 am

    I’m glad the subtlety tree is finally seeing some justice. Seriously, It seems like I’m the only sub rogue out there. Increased attack power and improved finishers sounds nice.

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