Encrypted Text: Patch 3.1 change analysis
Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we look at the patch 3.1 patch notes.With the PTRs recently launched (my bet in the WoW Insider pool was Tuesday during maintenance), we've seen the first iteration of the 3.1 patch notes. They match what Ghostcrawler and Eyonix were kind enough to give us early, mostly in the flavor of Combat buffs and a change to HfB which I predict nobody will be happy with.
While talking with some fellow assassins, we began musing as to what these changes will mean for Rogues of all specs and playstyles. Read on after the cut for a full analysis of the big changes.
Combat Buffs:
-Savage Combat now increases damage by 4% (up from 2%).
-Adrenaline Rush now has a 3 minute cooldown (down from 5).
-Lightning Reflexes is now a 3 point talent for 6% dodge and 10% melee haste (yay!).
-Killing Spree increases all damage done by 20% while in the spree.
Combat saw the promised buffs from Eyonix and Ghostcrawler, and I think many Combat enthusiasts are excited about their spec of choice becoming en vogue again. I will personally be looking for a slow main hand to try this spec out. Just don't get too attached to a Shiv-spam spec: GC will have this personally rebalanced soon. The announced addition of haste to Mace Specialization is currently not on the PTR, we'll see if it turns up soon.
Glyph Changes:
-Glyph of Killing Spree (45 seconds off cooldown)
-Glyph of Adrenaline Rush (AR lasts 5 seconds longer)
-Glyph of Shadow Dance (lasts 4 seconds longer)
-Glyph of Fan of Knives (FoK does 20% more damage)
-Glyph of Tricks of the Trade (adds 10% additional bonus damage, so 25%)
-Glyph of Mutilate (Mutilate energy cost reduced by 5 – about time!)
-Glyph of Cloak of Shadows (while Cloak is up, 40% less physical damage taken)
While a few of our other glyphs were slightly changed, the above list contains all of the important glyphs that were either revamped or are brand new in these PTR notes. Combat's glyphs were increased to bring its burst damage capabilities closer to its Assassination and Subtlety cousins. Combat Rogues are definitely sitting pretty.
We finally have a Mutilate glyph, and with the 4 piece Tier 7 bonus and Overkill, we're looking at 40 energy Mutilates after breaking stealth. This may be the recovery of Mutilate's lost burst from 3.0.9. With 120 energy, you're looking at a lot of potential damage after leaving stealth. I can't wait to try this out in PvP.
The Shadow Dance and Cloak of Shadows glyphs are boons for PvP, and I will be picking up the CoS glyph at the very least. Having on-demand damage reduction available will help us from becoming the "easy gib" role that we've fallen prey to recently. The Fan of Knives glyph will make Combat the AoE tree of choice, toppling even some of the caster classes' area damage capabilities. It will also help to offset the fact that Hunger for Blood may be difficult to maintain during trash pulls. As the new dual spec option has no cooldown and is usable anywhere, glyphing for Combat with Adrenaline Rush and Fan of Knives will allow speed Naxx runs like never seen before.
Hunger for Blood Changes:
-Hunger for Blood is now a single-stacking 15% damage buff, but requires there to be a bleed on the target.
-Glyph of Hunger for Blood: Increases damage by 1% per application.
Speaking of Hunger for Blood, it saw a redesign in 3.1 as well. The Glpyh looks to be bugged, as it has changed to a single buff application instead of the old stacking model. It's also not pre-castable unless the target is poisoned, which may be an issue for environments without another Bleed class available. Hunters received a new Bleed in the form of Piercing Shots (like they needed it...) which will help us as well.
Poisons moved to Proc-Per-Minute:
-Poisons are now based on a PPM model.
-Envenom increases your frequency of applying Instant Poison by 75% for 6 seconds.
-Improved Poisons now increases your frequency of applying Instant Poison by 50%.
-Deadly Poison had its AP coefficient buffed (from 8% to 12%).
I can't take credit for figuring out the PPM mechanics of Wound and Instant Poison, as all of the hard work was done by Zanthea of Shadow Council. You can find the thread detailing the PPM chances and haste mechanics, which show that it's possible to achieve a 100% proc rate on Instant Poison by simply using a 2.8 speed weapon. The basic premise is that weapons still use a %-based proc chance for poisons, however this % chance scales based on the weapon's speed. So a quick weapon (1.4 speed, like Webbed Death) has a 21.43 PPM with Wound Poison, meaning you will see 21.43 procs of Wound Poison in 60 seconds if you use Webbed Death. If you move to a 2.8 speed weapon, you will see 21.43 procs of Wound Poison as well. So the total DPS added by applying a poison to your weapon is the same, regardless of what speed of weapon you're using.
So the total damage done over a 60 second period should be about the same, meaning that we can start choosing weapons based on stats and DPS, instead of just speed. Because Focused Attacks and Combat Potency still rely on quick weapons to proc their energy restoration, the exact speed of weapons we'll be using in 3.1 is still up for discussion. However, for all those Honor Among Thieves Rogues, you can equip your slow main hands for Hemo again!
Expose Armor:
-Expose Armor now reduces armor by 20%.
This change completely destroys the value of using Expose Armor in PvP. It removes too little armor against cloth classes, and about the same as before against plate classes. If a target has 20,000 armor, then the new EA will remove the same amount as the old one. How many clases walk around with 20k armor in PvP? We'll see if mob/boss armor changes any in Ulduar, however I see EA as yet another one of our tools reduced to gimmick situations.
Summary:
Combat buffs, poison rebalancing, and weapon speed shakeups: patch 3.1 is poised to be a paradigm shift for WotLK PvE. We'll see if Blizzard's plan for the Rogue class will allow us to regain the #1 spot on our WoWWebStats parses, or allow us to successfully topple the "plate parade" that is currently called arena balance. The Rogue player base has been eroding over the past few months, and if patch 3.1 does not fix some of these key issues, I really believe that we'll be looking at the final straw for the few that remain.
Filed under: (Rogue) Encrypted Text, Rogue, Analysis / Opinion, Talents, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Squelchy Feb 25th 2009 1:09PM
"It's also not pre-castable unless the target is poisoned, which may be an issue for environments without another Bleed class available."
Typo? I assume you meant "unless the target is bleeding."
Warlock Feb 25th 2009 1:11PM
Ghostcrawler said the HfB glyph will be a flat 3% damage increase. Which is just insane. So great, we now have a button that gives us "lolz 18% more damage". *sigh*
Lemons Feb 25th 2009 1:13PM
The poison changes are lameness. Sure it's somewhat of a bad thing that Webbed Death is pretty much the only viable dagger for mut pve other than LPC (I guess you could use Omen of Ruin or Murder...but honestly), but these changes are going to narrow our dagger choices even further, not broaden them.
There's going to be a single dagger that has the perfect balance between Focused Attacks procs and DPS, so it's basically going to be "get that dagger or you lose!"
xenothaulus Feb 25th 2009 1:26PM
There are always going to be BIS weapons and armor; this just changes them a bit. For PvE, you use whatever maximises your DPS, period. If that happened to be a Broken Umbrella Handle and a Pink Tutu, I'd wear it and not care.
babisitter Feb 25th 2009 1:20PM
didnt the poisons use to be ppm and they changed to percents?
is it possible they make hunger for blood a passive ability that automatically happens when the target has a bleed? im an assassination rogue, and dont mind stacking and keeping it up. not a problem. but if they're going to make it so conditional can they change that fact to, or is that maybe considered making a rogue op? lol, yeah, op. time to go pick up a dam fist weapon.
Discrete Feb 25th 2009 4:07PM
I wonder about Shiv, then. It's a 100% chance to apply the poison on your OH, right? How does that fit into a PPM model?
Deathgodryuk Feb 25th 2009 5:19PM
Assassination is already boring as it is, taking away one more button to push would just make it a snore-fest.
RAEGLATEM Feb 26th 2009 1:27PM
Hahaha to the guy that said Assas was already boring. Combat by far takes the gold for boring. (Of course hitting killing spree was always fun to watch your character jump around). But ya i really would like the passive idea of hfb. The whole conditional just made the whole system retarded.
I feel that these changes will push lazy rogues to play combat and those dedicated to assas to stick through the slightly more retarted mechanics. Why couldn't they just leave some things alone?
Tinwhisker Feb 25th 2009 1:40PM
I don't like HfB and I really never have. It's poor design in my book but it looks like we're going to be stuck with it. /sigh
My biggest concern at this point is on trash. Yes, I know, "Trash doesn't matter." But in fact it does to a lot of people and there's also the matter of soloing. HfB seems to be basically unusable in both situations and getting almost 20% of your damage knocked off for what amounts to most of the raid and all of your soloing is more than harsh. The phrase "Slap in the face" comes to mind.
Mutilate rogues are basically looking at being required to have a second spec because their first spec is more-or-less useless for anything but a boss encounter (when compared to any other spec they could have).
Invisible Elf Feb 25th 2009 1:47PM
I completely agree and that were my exact same worries aswell... Perhaps I'll use combat for offspec, got calamity's grasp in the bank now...
CrimsonCrane Feb 25th 2009 1:58PM
Isn't Rupture a bleed effect? If so, then all we have to do is throw Rupture up before SnD and us Mut rogues should be fine as long as we keep it up.
Tinwhisker Feb 25th 2009 2:12PM
Yes, Rupture is a bleed effect, as is Garrote. However, SnD is more powerful than HfB (even at 18%) and Garrote requires sneaking up behind the mob and opening from stealth; this wastes time and costs rogues more DPS than you're likely to gain. There's also the issue with the chance of pulling the mob/group early and/or getting cleaved if he's MD'd over you to get to the tank.
Ideally you use your most powerful buffs and abilities first in a "priority queue" type system. And while Rupture is very good DpE, it's poor DPS and likely not worth using as your first finisher in any situation.
The longer the fight, the less impact your choice in openers will have. But trash and solo work is always short enough that you'll either be 18% low from the lack of HfB or even more short from the lack of SnD. Remember too that the duration of rupture is longer than the lifespan of mobs in solo/trash killing.
Shardrell Feb 25th 2009 1:58PM
I'm not entirely convinced that this round of talent changes is enough to buff Combat, though we'll see how the changes to poisons favour us (especially those of us with slow weapons). I'm more excited about the undocumented glyphs, if they manage to go live.
Kyo Feb 25th 2009 2:45PM
What will be the best glyphs for a 41/5/25 Arena Assassination in 3.1?
Arkeband Feb 25th 2009 2:45PM
How is the EA change bad? If it reduces the same amount of armor, it's a buff, because it means you can toss up what was once a 5-CP EA without spending all those points, but it just won't last as long. And this way it might also stack with other armor reducing abilities.
Delite Feb 26th 2009 4:18PM
EA IS a big nerf.
It's not the same amount depending on the class. For instance clothies, currently your able to Expose them to 0 armor. Vs the new change which your only cutting off 20%.
I typically use expose on all clothies but the place where it helps the most is vs demonology locks. Before they blow metamorphasis I always get an EA up on them since metamorphasis works by multiplying their current armor value when they use it. So 0 Armor times whatever the multiplier is = 0 armor still, and you can rip through them regardless of popping that cd.
So yes VS plate who cares not much of a change I'll still use it on them, but VS cloth/leather/Pets I don't even think I'm going to use it at all anymore....
MechChef Feb 25th 2009 4:09PM
Hmm, now would probably be a good time to start stocking up on a second set of glyphs. The old ones which are still good before everyone goes out and buys a second set and boosts the AH prices.
jmjm Feb 25th 2009 3:49PM
My concern with the HfB only working when bleed affects applied to target is that you can't re-apply a rupture that is weaker than your current one (more powerful spell already active) until near the very end of the timer. Which gives less flexibility for keeping HfB up. Or do they just want us to reapply after every rupture?
Of course not an issue if another player has put a bleed effect up, but still.
Fingers crossed for Muti to still come out on top. Even by just a little! Work with me Blizz!
Cetyrz Feb 25th 2009 3:54PM
I was wondering if with these changes (and my guild running 25s now finally) if any other rogues were considering a HaT build for PvE Raids (purely because in a big raid its easier to spec for crit). And then some whack combat style talent spec for questing and dailies. I love mutilate at the moment but as with everyone else I am a bit worried about how that will effect my already less than average dps. I am geared as well as all the mages and hunters in my guild and I struggle to keep on par with dps.
Cyno01 Feb 25th 2009 7:54PM
I honestly dont understand all the QQing about HfB. Classically, you have to keep SnD and Rupture up. With cut to the chase, Mut rogues dont have to worry about SnD anymore at all, so its not even an extra thing to keep track of.