Encrypted Text: Notes from the Patch 3.3 PTR

If you've logged into WoW at any point in the past few days, chances are you've been a target of the infamous Turkey Shooter. Someone on the Blizzard World Event team decided to put us in the crosshairs during this Pilgrim's Bounty holiday season, via the Turkey Lurkey achievement. Orc and dwarf rogues are especially vulnerable, as your rarity will have people spamming trade chat with shouts of "I found one near the North Dalaran bank!"
Outside of this Thanksgiving-themed festival, there have been a ton of changes for rogues in other aspects of the game. The patch 3.3 PTR has been buzzing with new changes, affecting us from levels 1 to 80. Considering it's likely to be the last major content patch before Arthas goes down, this is Blizzard's last real attempt to finalize any balancing issues before they're pushed to Catacylsm. I believe that with a few tweaks, rogues can be more versatile than we ever have before.
Low level changes:
Those of you who have been considering starting a new rogue, I would caution you to wait until patch 3.3 if you really want to streamline the process. Blizzard is making the leveling period of 1-10 much, much easier, and they're starting rogues out with weapons in both hands right out of the gate: a dual-wielding death dealer. In addition, Stealth is being reduced to a single rank (in prep for Cataclysm) which reduces your speed while Stealthed to 70% of normal. Chalk up a 20% boost to Stealthed speed and greatly improved damage and health regeneration, all starting at level 1, and it's clear that the devs goal is to make starting a new rogue as accessible as possible. For more tips on leveling your rogue, check out Encrypted Text's guide to rogue leveling.
Preparation is also seeing a tweak, with its CD being lowered from 10 minutes to 8 minutes. This is due to the new Arena policy of "no 10 minute cooldowns", and Cataclysm's removal of all of the 'long CDs' from each class. They adjusted Filthy Tricks accordingly (from a 5 minute reduction to a 3 minute reduction), as 3 minute Preparations would be slightly overpowered.
Deadly Poison's dirty little secret:
Deadly Poison is the only pure stacking DoT in World of Warcraft, at least at the moment. While there are a few stacking DoTs, like a druid's Lacerate, Deadly Poison is the only one that doesn't include some sort of base effect outside of the DoT. If you Lacerate when you already have a 5 stack on your target, they take some amount of damage instantly, in addition to refreshing the effect. If you proc Deadly Poison when you're already at 5 stacks? Nothing but a stack refresh and a nice pat on the back for being a good rogue and remembering to use the right poisons.
In order for Deadly Poison's effect to be truly maximized, you don't want to 'waste' poison procs constantly refreshing it. Imagine if you could turn those extra Deadly Poison procs, when there's plenty of time left on your DP stack, into some sort of instant damage. Now you're gaining a ton of extra poison DPS, because you're essentially weaving those instant poison procs in with occasional DP procs to keep the stack maintained. There are so many wasted DP procs, especially now that Mutilate's favorite finisher, Envenom, doesn't consume the stack anymore. So why are we wasting so many poison procs for absolutely no gain?
In comes Adrine, addon author extraordinaire, with a shiny new mod: PoisonSwapper. A simple mod designed to automatically switch your offhand weapon (and therefor, poison) while in combat. It can detect your poison stack and the time remaining on it, and swap to a secondary offhand with Wound or Instant Poison on it when your DP stack is safely ticking away. Due to Blizzard not restricting the automatic swapping of items in combat, the entire addon is scripted and doesn't require any input on your end. If your DP stack is at 5 with plenty of time left, your backup OH swaps in and starts procing Instant or Wound Poison for you. Once the stack gets low, it swaps back until you get a Deadly Poison refresh, and then the process repeats itself.
The addon took the forums and community by storm, and with claims of triple-digit DPS gains, there was no reason NOT to be using the mod. It was advertised as "free DPS" and it truly was, but it also raised a concern that there was now a 'required' addon involved with playing a rogue in PvE. The issue is not with the addon itself, but with DP's poor scaling when the rogue is at the poison hit cap with growing haste values. Adrine found a way around that limitation, and it opened Blizzard's eyes to the problem underneath.
Mutilate had already seen a significant buff via a Murder change to make it affect all targets. Murder was often the 4% margin of difference between Combat and Mutilate on many fights, and setting it to 4% against all targets pushed Mutilate into a truly solid raiding build for any environment. This latest change that Blizzard implemented to fix the Deadly Poison problem showed up like a Christmas present on December 26th for Assassination rogues everywhere.
The fix for Deadly Poison:
Let's start off with adding 10% to Deadly Poison's proc rate by doubling the effect of Improved Poisons (from 10% to 20%). Alone, this change would be a slap in the face to those who complained about DP's broken state, as MORE waste procs would only compound the problem. The game-changer for DP comes from the second change, to Deadly Poison's base tooltip:
Deadly Poison: In addition to its existing effects, when a rogue applies Deadly Poison to a target which has already reached the maximum number of applications, this will also trigger the poison which the rogue is using on his or her other weapon.
In other words, if you have a 5-stack of Deadly Poison on your target, and Deadly Poison procs again, it actually procs the poison on your other hand instead. Assuming that you'd be using the PoisonSwapper mod to swap to the same poison as your main hand (since there is only one 'best' instant-type poison for each spec), this performs essentially the same function without the addon. You don't have to run an addon for it to work, you don't lose a GCD when the addon makes the swap, and Deadly Poison stacks faster in all situations.
Previously, a Mutilate rogue could count on Instant Poison having around a 40% proc rate on their main hand, and a constant 5 stack of Deadly Poison on their 1.4 speed offhands. Now that Improved Poisons will bring Deadly Poison's proc rate up to 50% (DP is not a PPM poison!), that means that your offhand weapon will be proc'ing your Main Hand's Instant Poison at a 50% chance every 1.4 seconds, meaning that your offhand will be doing more poison damage than both of your hands combined used to do. Unless Blizzard changes DP to be a PPM before then, Mutilate will demand the quickest OH possible in every situation and will blow every other DPS spec out of the water.
Conclusion:
With Mutilate's poison damage spiking and Murder's new species agnosticism, Assassination has been absolutely destroying every other spec, build, and class on the PTR. Either Deadly Poison needs to be switched to PPM, or the MH poison proc it causes needs to be at half damage, or some other nerf to bring Mutilate back into the realm of every other class. Once properly tuned, Mutilate and Combat will be able to truly compete on any fight, regardless of mob type. The more that different rogue specs compete, the stronger and more balanced we will become as a class.
Filed under: Rogue, Patches, (Rogue) Encrypted Text






Reader Comments (Page 1 of 3)
Meijnrr Nov 27th 2009 6:17PM
Hey Chase I'm kind of confused. Did you mean that mutilate is now beating combat on the PTR or that it is beating other class's specs? If it is the former I'm personally puzzled because I thought with the ridiculously high amount of ArP coming with ICC gear that the hard cap without mace spec would become possible, making combat far better than mutilate in ICC.
Camo Nov 27th 2009 6:39PM
"Assassination has been absolutely destroying every other spec, build, and class on the PTR."
Not only combat, everything. And even if you can get to the hard arp cap, the deadly proc chance is still that much that that combat falls behind.
james Dec 7th 2009 1:05AM
Are you on the PTR.
Combat is getting its arse handed to it by almost every other dps. Mut is ahead, but this idea that combat will compete is completely false. The numbers/facts show the truth.
Prior to the DP change, combat was hovering around 8 - 11th on the dps meters (on the PTR). They got bumped up two slots. Still bad.
Combat, unless buffed, is a dead spec.
The Tier pieces are horrid for combat -- very little benefit (4pc is abysmal). While benefitting mut to a much greater degree.
The numbers are showing combat to be out of contention for a realistic raiding rogue spec.
Even if you nerf this new DP change, you will again - nerf combat. Dropping it further.
thottstation Dec 8th 2009 9:27AM
"Combat, unless buffed, is a dead spec."
I've been Combat since Day #1. Never been another spec, and never wanted to. If Combat is done, it looks like I'll be forced to take a holiday.
If this was Blizzard's strategy to force players to try new specs, they'll have to deal with a small(?) percentage of players like me. *cough * cough*. Oh no, I'm sick. I'll have no to play for... a while. *cough*.
Pity. What next? Removing the Rogue class from the game to force players to start making Alts? "IT'S PART OF THE GAME IF YOU HAVEN'T BEFORE YOU SURE WILL NOW LOL!"
Coldbear Nov 27th 2009 6:22PM
good article (not that I would know if your numbers were off)
Valt Nov 27th 2009 6:22PM
I dunno about accessible. New players playing rogues with dualwield at low low level might get utterly frustrated about the amount of parries/dodges and misses you might get.. I know from experience. I've been leveling rogue till 25(yeah yeah :P) and I always hope there would be damn expertise gear at low levels.
srsly they need to nerf hit and expertise at low levels. *shakes fish*
Vargor Nov 28th 2009 10:20AM
I don't know if you meant to say fist or if you really meant fish. In either case the mental image of you shaking a fish made me lol.
Alfie Nov 27th 2009 6:32PM
While I'm not completely sure Mutilate is destroying other classes in terms of dps, but I know that even despite the high amount of Armor pen on ICC gear mutilate has been pulling far ahead of combat, theres a gap of around 1.8k dps between the two specs according to EJ.
Banzai Nov 27th 2009 6:55PM
These changes should be pretty good for any spec though. Too bad that we'll still have Vanish (not) working, as usual and there's still no love for Sub.
mpd1123 Nov 27th 2009 7:14PM
"With Mutilate's poison damage spiking and Murder's new species agnosticism, Assassination has been absolutely destroying every other spec, build, and class on the PTR. Either Deadly Poison needs to be switched to PPM, or the MH poison proc it causes needs to be at half damage, or some other nerf to bring Mutilate back into the realm of every other class."
Im just a little confused as to why you would say that being is this is a rogue article. I mean rogues are just finally reach where they should be in a PvE/PvP Balance situation. Why nerf something something that is going to give a pure DPS class the advantage it should have in PvE while not getting massively buffed up in PvP.
Chase Christian Nov 27th 2009 7:22PM
There's a difference between being 5% ahead and 10-15% ahead. If we are too strong, this means the nerf bat will come even harder when it does.
mpd1123 Nov 27th 2009 7:29PM
Is it that much of a DPS increase or is it simply numbers coming off the PTR?
Also Blizzard did say there was going to be a "Hybrid Tax", maybe this is their way of begining of the corrections of the DPS losses from pure vs hybrids?
Camo Nov 27th 2009 7:37PM
Yeah hybrid tax of 5% is fine but not more and especially not between two talent trees for the same class,
Cedric Nov 27th 2009 7:40PM
"Is it that much of a dps increase"
Yes. See for yourself.
http://code.google.com/p/simulationcraft/wiki/SampleOutputPTR
mpd1123 Nov 27th 2009 7:41PM
That still leaves my other question in the air, is the buff that large of a increase in DPS or is it because its the PTR and are never really the same as live.
Cedric Nov 27th 2009 7:50PM
I don't understand your question. Yes it's the PTR and that's how the numbers look right now. But the Devs find discrepancies just like this and adjust accordingly before they make it live. It's not rare to see certain specs become broken in the PTR, but the reason why most don't see them is that they're fixed prior to it being released in the actual patch.
But go on the PTR at this moment and you'll see that currently, that spec is king and not even close.
Skonged Nov 30th 2009 9:45AM
"If we are too strong, this means the nerf bat will come even harder when it does."
Not entirely true. When the nerf bat get swung all pre-existing conditions are taken into account. Meaning the outcome of the nerf is the same no matter what.
Matthew Nov 27th 2009 7:13PM
Hi,
I'm a druid and shaman and priest who is tired of being killed by uber-rogues. So, I'm gonna join you guys. :-)
What is the spec that makes me poisoned, and slowed down, and unable to do much of anything?
Also, can all specs stunlock? Equally?
Can't wait! Hehe.
-Me
PS - I am curious, what class is the rogues hardest kill?
mpd1123 Nov 27th 2009 7:17PM
No offence, but if your speaking from a healing situation for PvP, a Disc Priest and a Resto Druid ARE one of the hard classes for a rogue to kill, not saying its impossible, simpley saying it isnt easy. So it sounds like operator error to me. Shammy on the other im not real sure about, have faced off with them much.
Eli Nov 27th 2009 7:22PM
Haha yeah, I remember going resto on the PTR as a druid (mind you that my retail druid is only level 53, and feral at that).
I duel this rogue, and he was trying to kill me, without exaggeration, for a solid twenty minutes. It only ended when he ran away in disgust.
Granted, gear=/=skill, especially with the scrubs you meet on the PTR, but it's a sobering fact nonetheless. Druids suck to kill.