Encrypted Text: Patch 3.2.2 updates and BlizzCon news
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 talk about the Rogue news from Blizzcon and the latest PTR build.Due to a bit of luck on BlizzCon ticket day, I was able to score a pair of tickets for one of this year's most desired events. I had a great time at the WoW.com reader meetup, and getting the opportunity to play as both a Goblin and Worgen Rogue really highlighted the weekend for me. I'm also excited at how Diablo III and Starcraft II are coming along; I am eagerly awaiting their releases.
However, it wasn't all fun and games. I had serious business to attend to, I had to use this opportunity to spend time with the WoW developers and ask some of the more important questions facing Rogues today. During the 2nd Class Discussion Panel, I got the opportunity to ask Ghostcrawler one question in front of the crowd. What'd I ask? About Vanish, of course! As expected, there's no timeline for a possible fix, but they don't want us to have to wait until Cataclysm for our most unique defense cooldown to provide more reliable protection.
A fellow Rogue used their Q&A time to ask about Assassination and daggers, to which Ghostcrawler commented that he'd like to see a little more balance between Assassination and Combat Rogues. Just a few days after his words, we saw an updated version of the patch 3.2.2 PTR build, including two buffs to Assassination Rogues.
Master Poisoner: Now also provides a 33/66/100% chance of preventing Envenom from consuming Deadly Poison.
While it may seem like a big upgrade, this change is actually fairly small in terms of actual DPS variation. It won't see us using two slow daggers, even though we won't have to worry about Deadly Poison falling off, because Focused Attacks still favors the quickest weapons. It does allow us to skip the tedious work of "timing Envenoms" between Deadly Poison ticks. It also should result in higher DPS in high-movement fights where we may not have had enough time to regain a 5-stack of Deadly Poison after an Envenom before needing to move. All in all, it is a very slight buff to our sustained DPS.
Envenom's scaling has been increased from 7% to 9% of attack power per combo point.
Now this change should see a tangible DPS boost for Assassination Rogues. With our buffed attack power in the 5 to 7 thousands, we'll see an additional 500-700 damage per Envenom (2% boost per combo point, 10% with a 5-point Envenom). Add in Vile Poisons, and we're looking at closer to 1,000 damage per 5-pt Envenom, or possibly 1,250-1,500 damage if we factor in a decent crit rate. A typical Mutilate rotation uses Envenom every 10-12 seconds, which mean the Envenom buff provides an extra 1,250 damage every 10 seconds, or ~125 DPS.
It's nothing to sneeze at, as it improves our damage in a very elegant way, instead of simply tacking on a few more damage percentage onto Hunger for Blood. However, with some of the Combat spreadsheets showing 10k DPS being possible in ToC gear, it's only a 1% nudge towards Assassination. There aren't any fights in "easy mode" ToC that specifically require DPS cooldowns, which has allowed Assassination to stay relatively competitive with Combat. However, with the upcoming release of ToC hard modes and a far stricter mindset for the raiding Rogue, it remains to be seen if these Assassination changes will keep Rogues rolling on daggers.
The simplification of stats:
Blizzard also announced their intentions for itemization at BlizzCon, and dropped quite the bombshell. They're removing Attack Power and Armor Penetration, changing Haste to increase our Energy regeneration rate instead of our attack speed, and doubling the AP we receive per point of Agility (from 1 AP/Agi to 2 AP/Agi). This should greatly decrease the complexity of our current gearing spreadsheets. By removing ArP and AP, it should also keep the plate classes from going after our precious leather!
The Haste change is one I am particularly interested in. Haste has always been a primarily "white" stat for us, increasing our auto-attack frequency but doing very little for our yellow damage. Now, the situation is reversed, and Rogues will actually have a way to increase our yellow damage and get us "pushing more buttons", as Blizzard intends for every class to do. Exactly what levels of energy regeneration we'll be able to accomplish with the new gearing model remain to be seen. Bloodlust may change from a simple white damage increase to a pseudo Adrenaline Rush!
Mastery stat:
Mastery is the stat that is designed to replace Armor Penetration on gear. It basically gives a boost to whichever talent tree you have put the most points into. For example, a Combat Rogue will gain Armor Penetration (possibly) for every point of Mastery they find on their gear. However, if you were to respect to Mutilate, that Mastery would change to say "Increased Poison Damage". Change to Subtlety? Now your Mastery is reducing the energy cost of all of your attacks. The goal is to provide a fun and interesting stat that gives each spec a valuable addition without adding a "wasted" stat. Mutilate currently cares very little about Armor Penetration, and some Combat Rogues with exceptional gear are nearing the "white crit cap", meaning all of the additional crit on their gear is reduced in value.
Mastery solves the problem of having too many disparate drops that no class can use, and allows for greater gearing flexibility. Between the removal of the Armor Penetration balancing meta-game and the simplification of gear, I see our spreadsheets in Catacylsm becoming far, far more refined.
Conclusion:
There's a lot of new changes coming our way, though months out they may be. However, if we start planning and discussing these changes now, we can provide Blizzard with our feedback and assist in steering our class towards the bright future ahead of us. Next week, I'll be doing a full write-up of Rogue tips for the ToC bosses: just in time for Anub'arak's triumphant return!
Filed under: Rogue, Classes, Interviews, (Rogue) Encrypted Text, Cataclysm






Reader Comments (Page 1 of 1)
John Aug 26th 2009 4:16PM
Stack Bloodlust with a real Adrenaline Rush 2x the insanity!
Tinwhisker Aug 26th 2009 4:22PM
...and watch your energy cap out as you become GCD-locked and your DPS go down.
I'm really excited about the changes but it's obvious that Blizzard isn't going to reveal much about how they think it should work until they've heard how we think it should work. Thus they dangle this carrot and see what we think of it.
Jose Aug 26th 2009 4:20PM
I believe you're missing the true point of the envenom buff. With the buff, the possibility of a rupture-free cycle would become the norm for mut rogues. If you remember back to the PTR, there was a glyph of Envenom that made it so your Envenom didn't consume DP stacks. That was removed. Interesting change
Chase Christian Aug 26th 2009 4:27PM
We'll see what shakes out, the 4pc T8 and 2pc T9 bonuses are Rupture-only, so until we're looking at a pretty significant gear refresh, Rupture will be on the table. The slow rate at which one acquires T9 (due to Emblem-lock) will determine how viable Rupture-less cycles are. I don't think we'll be seeing them until the end of ToC content.
Deathgodryuk Aug 26th 2009 6:10PM
Aldriana over at Elitist Jerks has actually done a bit of modeling for a ruptureless combat spec and at some point with Heroic ToC gear players will see an increase in dps by dropping rupture from their rotation. I don't know about assassination rogues, but it seems like this may become a viable option to combat rogues in the near future.
busuan Aug 26th 2009 4:22PM
On the contrary, I think the idea of simply stats is to enable more item sharing. The stats and drop system now are too complex, almost ridiculously, because every class/spec has its own specific set of stats. We see too often in instance runs that drops are useless to any party member. The reason I think is the drop system has such a long list to choose from. But the opposite should not happen either; it should not be tuned so that every instance run gives drops that fit exactly everyone in the party. Therefore I believe Blizz came to the conclusion to simply stats to make same drops suitable for more classes.
Robert M Aug 26th 2009 5:59PM
"The goal is to provide a fun and interesting stat that gives each spec a valuable addition without adding a "wasted" stat."
Reducing wasted stats will encourage more item sharing. I think Chase agrees with your comments
Avrus Aug 26th 2009 4:36PM
Thanks for posing the most important question on everyone's mind. Good to hear at the least they're looking for a solution before the next expansion.
Glad there's talk about itemisation and assassination vs combat.
Evelinda Aug 27th 2009 2:44AM
sorry, but i dont usually play a rogue... i have two, neither past 29. But i read about rogues anyway.
Reading about them i keep coming across this whole vanish thing... Can someone fill me in on what the actual issue is? It's generally written about as assumed knowledge, but i really dont know what youre talking about :)
Avrus Aug 27th 2009 11:03AM
The short version is, vanish breaks spontaneously for no reason. Ie: you vanish with no spells, melee or anything to interupt it, and it breaks.
I've blown a vanish, prep and then vanished again and had both vanishes fail. It's frustrating because there are a ton of items that already break vanish as intended. DoTs, spells being cast before you vanish, AoE spells, etc.
thebl4ckd0g Aug 26th 2009 10:23PM
well at least he did say they want to fix vanish finally.
After 5+ years.
At least it works better than it did in Beta. :)
Captn Obvious Aug 26th 2009 4:51PM
This 3.2.2 patch is providing quite the goodies for the clandestine ones.
A good article chase, with a good wrap up of quite a full week of info. My question is with any potential for energy return on the 2 piece tier 8 - now with consumption of DP not happening on envenom. It (the 2 piece bonus) was always touted as average before now, so is it only slightly more than average now? I guess it would depend on the gap of time between the envenom and reapplication of the first stack of DP? Did I just answer my own question there?
Also, we did have a bug fix on our vanish that I thought would have made you happy.
As a last comment many of us leather wearing friends should be happy with the LW buffs coming in the patch too. Now (some) rogues finally have that buffing ability they wanted - lol!
Otome Aug 26th 2009 6:02PM
I do like how they brought back the Envenom glyph as a talent plus buffing Envenom just a bit. It's not a massive buff, as you said, but it's still something. Assassination was always my favorite spec, since it revolves around poisons and just seems more rogueish to me.
abrown Aug 26th 2009 6:21PM
so what does this eman for Slice and Dice? will that be a 40% increase in energy regen? or will it remain an attack speed modifier?
if it IS a regen thing, rogues could try and stack haste, put up SnD, and add the talents in combat, you could almost have a permanent adrenaline rush! epic...... :D
xoonaka Aug 26th 2009 7:04PM
I'm pretty sure Slice and Dice specifically calls out "Attack Speed" and doesn't refer to Haste.... so... it's not changing.
Nick Aug 27th 2009 4:41AM
Not sure where you got the idea that haste would stop increasing attack speed. Everything I saw on the BlizzCon feeds and write-ups indicated that the resource regen increase would be in addition to its current effects, not instead of them.
Linz Aug 27th 2009 3:35AM
Awww, thank you SO much for the picture, I'm so glad you loved my Valeera costume :D
~Ath
xtremebmx_77 Aug 27th 2009 4:18PM
The only real problem with a ruptureless assassination spec is that you lose out on the flat 15% damage increase from HFB which is honestly the only reason to have rupture ever up anyway, so I really don't forsee a huge change in assassination rogue rotations except for a harder hitting and easier to manage envenom. So unless they seriously change the mechanics behind HFB I really wouldn't ever recommend a ruptureless rotation for assassination despite any incoming changes unless you have another rogue,warrior, or druid to apply the bleeds for you.
Alex Yang-Nikodym Aug 28th 2009 1:47AM
So, I usually don't post on WoW.com, but I have to disagree with one of your points.
The typical Mut rotation contains many, many more Envenoms than 1/10 secs; the highest DPS rotation is performed by keeping Rupture up and having the longest Envenom buff uptime. So not consuming Deadly Poison is huge, especially when a 5 stack ticks upwards of 1300 in Naxx10 gear.