Encrypted Text: Assassination in Wrath
Every Wednesday, Encrypted Text explores issues affecting Rogues and those who group with them. This week Jason Harper, the new Rogue feature blogger, discusses the Wrath Assassination expansion tree.The Assassination tree, home to the deep dagger Rogue, is a major part of Rogue specifications for both PvP and PvE play styles. While the Combat tree is focused on increasing white damage overall, and Subtlety about survivability and burst, Assassination is all about the liberal application of consistent damage through a repertoire spells and damage application modifiers (a la poison). Burning Crusade talents and spells like Cold Blood, Lethality and (Improved Poisons assisted) Envenom are amazing non-positional damage sources, with Mutilate being the positional coup de grâce to a fight.
All that said, it should be noted that while Assassination Rogues do benefit from three times the combo-point generation potential, white damage is reduced in comparison to other builds, most mobs in end-game are poison immune (and in situations where you need to change targets, you have to build back up your poison stack on them) and Find Weakness does not apply to white damage.
Knowing all this, what's new that might make wayward-but-dagger-longing Rogues want to go deep into the tree?
The seven new talents in the Assassination tree are: Deadly Brew, Turn the Tables, Infectious Poisons, Blood Spatter, Cut to the Chase and Hunger for Blood. The new talents start at the seventh level of the Assassination tree and require a commitment of at least 30 points (out of the possible seventy-one at level eighty).
Poisons can be the bane of the Assassination Rogue, either providing a huge benefit in damage or utility or being completely unavailable due to current boss game mechanics (in that they are immune). Both Mutilate and Envenom require poison applications on the target to be in any way useful (Mutilate gives a 50% damage bonus against poisoned targets). Assuming that you've got yourself a non-immune target, Deadly Brew would give you a 50%/100% chance to apply an additional, non-equipped poison(!!), to the target. Instant Poison will apply Deadly Poison (in addition), Wound Poison and Mind-Numbing will apply Crippling Poison (in addition). As you might expect, this provides a great benefit in PvP since now you can apply Instant and Wounding to also get Deadly and Crippling. I'm already hearing cries of "OP." Combined with Improved Poisons you'd see the stacks build fast. Obviously PvE viability would require a change in the way poisons work on boss encounters.
Continuing on the poison train, Infectious Poisons increases the damage of Instant and Deadly poisons by 20%, and when fully talented, give a 100% chance to apply (or infect) the healer/dispeller. So, now you've got Deadly Brew that will passively get you Deadly with Instant poison, Improved Poisons that greatly increase the poison application likelihood and Infectious that will, 100% of the time, transfer the debuff to the healer. Wow. Talk about a chain of talents designed for a PvP environment. I wonder though who would get the debuff with a poison cleansing totem? Surely Blizzard is trying to drive a wedge in the deep Subtlety builds for PvP through the use of these talents, driving more dagger specs down that path. As a deep Subtlety Rogue myself, who has been visiting his daggers in the bank, this may be the talent chain that brings me back.
There are several passive benefits that rogues can acquire in groups (Ferocious Inspiration comes to mind), and now we have another in Turn the Tables. Any parry, block or dodge in your party can grant you a 2%/4%/6% chance to critically hit in "combo moves" (which I read as any move that generates a combo point or a finisher). I love this talent, I think it gives rogues the additional burst damage output potential that may have been lacking. Traditionally I dislike abilities that have a low chance rate, but I'd be willing to give this a spin in starter encounters in the expansion to see how well it shines.
Effective finishers in the tree come down to either 3-5 combo point Rupture or Slice and Dice. Blood Spatter adds 10%/20% increase in damage to your Garrote or Rupture, an interesting choice in such a high-point talent. I would have expected something more in line with resilience or armor reducing to get back dagger utility, or even a talent that let you use a positional attack (e.g. behind) in a non-positional manner one time, a la the crit enhancing Cold Blood ("your next attack that requires you to be behind the target can be made from any position"). I'll take the damage bump since I'm a religious Garrote/Rupture'er, but it's less than what I hoped for.
Focused attacks, on the other hand, is a very nice deep build talent that will give you give you back 1/2/3 energy on a 30% chance for any critical strike you make, white damage included. This is great for PvE as well as PvP, and with the change in energy regeneration rogues with high crit should see a vast improvement in energy availability. Combined with Seal Fate, which adds combo points for talented crits, you're in a great position to have both points and energy for finishing moves, which in turn can net you a 20% Blood Spatter bonus. I'm seeing a lot of great synergy here within the tree, providing an excellent payoff for Rogues who decided to invest deeply.
Cut to the Chase is a little more involved. There's been a lot of discussion about it on the Wrath beta forums a little (you can read the entire post by Vulajin), but in essence the ability, which allows you a chance to sustain your Slice and Dice at the five point level with a critical from Eviscerate or Envenom. This proves to be a downgrade in finishers than just a Rupture overall. Apparently the people who have theory-crafted this have determined that Cut to the Chase is worth less in overall theory value than a Rupture in the same casting cycle by quite a bit. I'd like to see it for myself, but the argument that this new ability doesn't fit well in energy/combo cost as compared to something we already have, is disappointing.
Our final new talent to discuss is Hunger for Blood. Hunger is a non-passive talent that buffs all damage by 5%, removes one bleed or magic debuffs and refund the energy cost. It can be stacked 3 times and lasts 10 seconds. At 30 energy a pop I have trouble seeing where this talent fits in properly, especially when you consider the overall rotation costs of Mutilate builds. 30 energy for a 5% increase in damage when energy generation per second is too slow to support it is problematic.
All in all I am pretty excited about the new talents, even if I think a few of them need a little more work before the release of Wrath. I'll readily admit that I'm not a super theory-crafter and Cut to the Chase and Hunger for Blood potential may be a little out of my paper-and-pen league to determine how much they help/hurt. Somewhere out there is my beta invite (Blizzard, are you reading this? wink-wink), and I'm really looking forward to testing these (and the other changes) out.
Filed under: Rogue, Analysis / Opinion, Talents, Buffs, Build Shop, (Rogue) Encrypted Text, Wrath of the Lich King, WoW, Casually, Battlegrounds






Reader Comments (Page 1 of 3)
Namwat Aug 13th 2008 3:18PM
I think the main use of Hunger for Blood is to remove magic and bleed debuffs and it is most effective when you are being dotted. As long as you have 30 energy to start, you can cleanse your debuffs three times at no cost and get a 15% damage bonus, making you much more formidable against the player debuffing you. It doesn't seem to have a great deal of pve utility, unless each application refreshes the 10 sec stack.
Heilig Aug 13th 2008 3:38PM
I am expecting it to be usable even after the 3-stack is up. It will likely just refresh the stack, like lifebloom. It is essentially a free bleed/dot remover. Because the one and only way to keep rogues from vanishing needs to be easily dispellable by them at the cost of nothing more than a GCD. Great design Blizz. Ima go roll a rogue before the expansion so I can have a chance in PvP.
Saelorn Aug 13th 2008 4:05PM
The limit to three stacks of the 5% damage bonus might be there to prevent you from using it so often in PvP, otherwise it is just a get out of DoT free card.
I would expect them to put some limit on it to prevent rogues from just spamming it whenever they can, but then again, I would expect there to be something preventing a shaman from renewing the charges on water shield whenever there's a free global cooldown. Sometimes there really is such a thing as a free lunch.
BitterCupOJoe Aug 13th 2008 5:07PM
Hellig: One and only way? Because diseases (Corruption and DK diseases), poison (hunters and other rogues), and curses (warlocks) are still viable, last time I checked. Sure, they can CoS out of the curses and diseases, but that's a cooldown they have to pop, and there's still poison. And, of course, this is deep assassination, which limits the amount of subtlety talents they're going to have.
Naix Aug 25th 2008 3:31PM
They should make the 51 point talent drain %2 of health and 2% of mana into energy.
breezer Aug 13th 2008 3:19PM
Overpowered.
I guess rogues are still so weak against clothies that Hunger for Skill needs to REFUND THE ENERGY cost if it removes an effect. I can see how that's necessary since energy doesn't perpetually regenerate itself... oh wait...
I guess CoS wasn't enough? I mean the CD is so long... oh wait...
Lur Aug 13th 2008 3:21PM
Infectious Poisons means you can say bye-bye to BG heals from a priest. We cannot cure poison and unless blizzard decides to change that I will not heal you if you have a rogue on you period. In order to keep other people alive I've got to stay healthy myself...
And before the rogues think, "They'll die that much faster..." Remember you won't be getting heals either if you're fighting another rogue.
zappo Aug 13th 2008 4:24PM
Maybe they should have the priest bubble cleanse poisons too since they seem to be making it do everything else with discipline. I mean for 30 talent points around a bubble I would hope I could at least protect myself from poisons or give me some lube before being bent over or something.
Oh, and even though Lur won't heal you, I still will. :p
As long as the rogue is stabbing someone else they aren't stabbing me, I don't really care if I'm poisoned.
Lur Aug 13th 2008 4:46PM
And you'll cut your healing capacity and movement speed because of the rogue. Then when he's done with that one he'll come after you and you'll be gimp...
Instead I'll heal the ranged DPS that can FF the rogue out of there and there's only one person down.
You get no points for being a magnanimous healer and effing yourself up to save one person, when a whole lot more depend on you.
Lur Aug 13th 2008 4:53PM
And, I don't have a problem with Rogues having the ability, as long as they understand that if the become a victim of that ability, they won't be getting heals from sentient priests.
zappo Aug 13th 2008 6:03PM
I could already choose not to heal people afflicted by wound poison, but I can't say that I do. If they really depend on me, they'll defend me. If the others require heals, they're probably preoccupied by someone else causing them damage and after the rogue is done with their last target they'll go after the healer (assuming that they wouldn't drop what they're doing and come after me anyway).
I can't say I'm capable of assessing the situation well enough to decide if someone should be healed if they happen to be fighting a rogue. Typically I'm behind some object or in a strange place, trying not to be CC'd by whatever, and figuring out health bar priorities to probably figure much out as far as making those types of decisions.
And that's a 20% chance on one of the 3 poisons that MIGHT be on a target. From that pool mind numbing is the only one I'd be worried about getting on me personally. It's overpowered (most certainly in arena where you can better pay attention) the way it works with deadly brew. I think I'd be a lot happier about it if deadly brew only applied deadly poison as a secondary. Right now it seems to take a lot of the intelligence out of poison selection for rogues who have powerful tools but need to think about it a bit. Also the wording of Infectious Poisons makes me wonder if it might only apply to deadly poison.
Saelorn Aug 13th 2008 3:23PM
Unless I'm reading this wrong, that Hunger for Blood thing is just a PvP thing. In PvE, the damage bonus doesn't justify the energy cost unless you get it refunded, so it will only ever see PvE use when solo-ing against enemies who magic or poison you.
In PvP, I imagine it will be quite useful to get rid of a bleed effect that stops you from Vanishing; I don't PvP much as a rogue, but I used to PvP against rogues on my warrior and that was one of the only times I'd ever used Rend.
Frelis Aug 13th 2008 3:26PM
Blood Spatter seems like it belongs more in the subtlety tree. That would work really well with hemo.
MechChef Aug 13th 2008 3:28PM
"Every Wednesday, Encrypted Text explores issues affecting Rogues and those who group with them."
Looking back over the topics, it should be like, "on certain wednesdays, maybe."
Dawkins Aug 13th 2008 3:33PM
"Obviously PvE viability would require a change in the way poisons work on boss encounters."
They made this change awhile back. Almost everything is bleedable/poisonable.
"...and now we have another in Turn the Tables... Traditionally I dislike abilities that have a low chance rate, but I'd be willing to give this a spin in starter encounters in the expansion to see how well it shines."
I thought this was guaranteed. When anyone in your raid blocks, dodges or parries? When do you not have a tank in your raid?
You make it seem like Mutilate isn't a viable raid DPS, but it is.
sam Aug 14th 2008 4:14AM
Methinks the author hasn't raided/played rogue for a while...
And yeah the Turn the Tables talent looks like it will proc quite frequently, 6% off every block/dodge/parry is more than enough, especially in a raid with 3 or 4 tanks.
Zep Aug 13th 2008 3:34PM
Rogue poisons are now impossible to remove and you can have 4 at once and they do 20% more damage o_O
Change plz?
What happens if a shaman totem cleanses a poison?
brent Aug 13th 2008 4:08PM
The totem gets AIDS and explodes all 4 poisons in a 30 yard radius.
Totems are so OP....=P
Septimus Aug 13th 2008 3:44PM
That's all great, but how about fixing something that has been bothering me since Day 1: Change the character animations so that daggers are finally held in the proper way, blade pointing downwards, i. e. NOT LIKE SWORDS!
Ronoc Aug 13th 2008 4:31PM
TRUTH!