
Rogues are receiving a slightly smaller overhaul than most of the updates we have seen so far. The biggest change is being made to combo points. A new level 81 ability, Redirect, will allow rogues to take combo points they have an the last target and transfer them to the current one on a 1 minute cooldown with no cost. This should allow for better target switching, and it works on recently deceased targets, as well. In addition, Slice and Dice and a new ability called Recuperate no longer require a target. Abilities like this can be used as long as you have combo points on some opponent, alive or deceased.
Recuperate is a new low-level ability that allows rogues to put a heal-over-time (HoT) on themselves based on combo points. This should be great for leveling, as you can use your leftover combo points from recently killed targets to keep the pace going.
The last two new abilities are more PvP-oriented. Combat Readiness is a 2 minute cooldown that lasts for 6 seconds. When struck while this skill is active, the rogue will gain a stacking buff that decreases all damage taken by 10%. It stacks up to five times, but the 6 second duration doesn’t make it a huge game changer. It’s really just a second Evasion. Smoke Bomb, on the other hand, is a bigger deal, creating a smokescreen for you and your buddies to hide in. Targets within the smoke cloud cannot be single-targeted by enemies outside of the smoke cloud. AoE still works, and two targets inside the smoke cloud can still attack each other. This will create a lot of opportunity for strategy in PvP and will likely annoy casters to no end.
Click through for the full details!
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 damageCombat
Melee damage
Melee Haste
Harder-hitting combo-point generatorsSubtlety
Melee damage
Armor Penetration
Harder-hitting finishersThe 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.
Oh my goodness, these changes sound like a lot of fun :D
Interesting, the devs – once again – seem to be going back to vanilla ideas. Using combos points on dead target was in vanilla for sometime (although I think most people viewed it as a bug). I used to use my SnD on long dead targets for effective farming in Tyr’s Hand. Now that’s back. Redirect seems like an extension of that idea.
Recuperate is cool for leveling, but wasn’t eating food enough? Smoke Bomb sounds…odd though. I don’t think there is any other ability in the game that completely breaks targeting…
I love how our talent trees are getting pigeon-holed (no sarcasm, seriously). Hopefully, they do relatively the same dmg so we can play based upon playstyle, not max DPS.
I totally agree Koopa. It looks like they’re making more of a move to bring things back to more of a ‘vanilla’ flavor with a few tweaks here and there. Perhaps, they’ll make a move towards favoring actual party composition in raids as well vs. just filling spots. I miss the days of “put the demo lock in the MT’s party for imp buff, please”. But that’s just me.
Over all, it looks like there’s going to be a lot more strategy involved in Cata with respect to classes versus, as you said, just how you can max your dps.
I knew rogues would be less than other classes, at least we’re getting more survivability in PvP and PvE. But really? It seems like Blizzard is pushing rogues to Assassination, and I like combat.
I disagree Rea. What they’re saying is essentially all specs will have a role to fill. Combat as I read it will be more and more about sustained dps in PvE and all about being able to survive more in PvP.
The way I envision this is someone will spot a Comrogue, run up to ’em thinking easy kill while the assassination rogue does their thing. Reading a lot of these class changes (psyched about tankadin changes myself!), it seems that Blizz wants to bring in more of a ‘play the way you want’ style versus ‘how much damage can you burst’.
It’s essentially making the game more co-operative in the sense that you’ll still have raid/pvp/party roles to fill, but how you fill them will be changed and in dynamic fashion and a player will be able to play in a way that suits them versus being forced into a position they’re not nessacarily comfortable with.
Well, I guess that means I won’t be the only combat rogue around because I don’t like assassination. That’s the case now, but I can do 4k DPS (sustained) so I’m gonna have some competition.
But the last clarification I need is that mixed-weapons type deal. I’ll be doing less damage with dagger oriented skills, so does that mean I’ll be mashing buttons like sinister strike even more than I do now? ‘Cause I’d like some diversity, if you know what I mean.
I completely disagree with how it seems that they’re going back to Vanilla-esque WoW, I mean it’s not like Cataclysms going to be set on Old world or anything…
=P
Anywho, I hadn’t noticed the recuperate thing until I read this again, but are hunters going to end up as the only class that has to buy food to eat to regenerate health? I mean mages can make their own and have that swirly mana thing, Wlocks drain life, Druids/Priest/Paladins/Shamans heal, warriors have shouts or something don’t they? and not sure about DKs, but the basic summation of what I’m trying to say is… QQ