Cataclysm: Stat and system changes for rogues

To top of all of these changes, Blizzard's throwing us a few bones that will have us excited regardless of what happens. The idea of 'weapon skill' is going away, so we'll be able to use any allowed weapon right from level 1, and we no longer need to grind up each weapon skill as we shift our focus. This should make swapping weapons while leveling quite a bit less painful, and will ensure that all weapon upgrades are usable right out of the box. Read on for details on the stat changes.
Let's talk about what's disappearing from gear first, and then sort out what's left:
- Attack Power - Don't fret, they're doubling the AP we get from agility (2 AP per agility, instead of 1 now). This will ensure our AP stays in the thousands.
- Armor Penetration - No more ArP cap to worry about, no more worries about needing an ArP trinket to make your combat build viable, and no more ditching gear as Mutilate because ArP was clogging up the loot table.
Here's the changes to the remaining stats:
- Haste - Haste will start yielding increased energy regeneration. Expect Focused Attacks and/or Combat Potency to disappear or be completely rebalanced, as these basically served the purpose of allowing our energy regeneration to scale with haste. Blizzard has already cemented the idea of 'quick OH' with the recent Deadly Poison changes, and we'll still want a slow MH for powerful specials. The usefulness of these two talents has expired, and with Haste naturally increasing our energy regeneration, these are just vestigial talents.
- Agility - Agility will give us more attack power, though it may also give us less crit to balance it against the other stats.
- Hit / Expertise / Critical Strike Ratings - The trio of ratings will still be around, though Blizzard promises to make it far more difficult to cap them in Cataclysm, which means we'll be focusing on a balance of the three instead of simply capping all of them. Hit will be particularly difficult to cap, as the hit cap required for a given tier of content will change as we get into harder and harder raids (for example, fighting level 84's instead of 83's).
We'll also see the addition of the 'Mastery' stat, which will give us perks based on our talent builds. This should ideally buff our 'best' stat, and will provide a useful tool for balancing DPS (changing the amount of benefit Mastery yields). It's designed to keep the warriors off of our leather gear, and to make sure that each spec has its own flavor and specialty. Based on what we saw at BlizzCon, things like added poison damage and armor penetration are likely in the works.
Lastly, we'll have the ability to 'reforge' gear, by swapping one stat for another. The details are still largely unknown, but expect reforging to help you stay over/under your various stat caps while also limiting the amount of gear that gets sharded on a weekly basis. It's too early to tell how powerful it will be, and so we'll have to eagerly await more details on how the process will work.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.





Reader Comments (Page 1 of 2)
w4rh34rt Mar 2nd 2010 9:37AM
Thanks for the article, definitely cleared some thoughts I had about what was happening. For me, the changes will be for the best, juggling stats at the moment isn't exactly my idea of fun.
Ozzard Mar 2nd 2010 9:44AM
"levelling to 80" => "85"?
Thanks - a terse, clear article.
Balmazer Mar 2nd 2010 9:45AM
"Blizzard's throwing us a few bones that will have us excited regardless of what happens."
Not being a crit-immune kitty makes me a sad cat.
Bye bye Survival of the Fittest.
Hangk Mar 2nd 2010 12:45PM
When (in PvE) do you ever get hit hard enough as a cat to worry about whether or not you're crit-immune?
Magnett Mar 2nd 2010 9:49AM
inb4 "WTF YOU HAVE GEARSCORE ON THAT SCREENSHOT NOOB LOL"
I'm not sure if they'd remove Combat Potency and Focused Attacks, they're more likely to nerf them a bit. Blizzard wants to remove "boring" (i.e. +x% to x stat) talents and keep the "fun" ones, and those two definitely qualify as the latter. I can imagine it'll be hard enough to rework every single tree to have nothing but interesting gameplay-changing talents, I don't see them removing anything unless it's extremely necessary. They can play around with haste's scaling and those two talents' amount of energy returned and/or proc chance if need be.
Grae Mar 2nd 2010 2:37PM
I don't understand how you think they could "play around" with haste scaling and energy returned by those two talents. Haste is being changed to provide a direct modifier to energy regeneration, which is what those talents already do in a round-about manner. They will be rendered redundant by this change.
WotLK: More Haste + Focused Attacks/Combat Potency = faster energy regen
Cataclysm: More Haste = faster energy regen
Whether you or I think these talents are boring/not boring is (pointlessly) debatable, but I think we can both agree that if you want to sum up their purpose in a single phrase it would "faster energy regeneration". Personally I'd rather see these talents be removed and rolled into the core game mechanics (as it appears they will be) and be free to spend the talent points elsewhere.
nymrohd Mar 2nd 2010 9:49AM
How can you compare the unknown effect of haste to energy regeneration to the unknown values of those talents in Cata?
Vogie Mar 2nd 2010 10:15AM
carefully
Res Mar 2nd 2010 11:05AM
Very carefully*
Netharion Mar 2nd 2010 9:49AM
Awesome. These changes seem to be for the best and I welcome them with open arms. Currently needing two different sets for Mutilate and Combat because of ArPen is pretty annoying; Good riddance to that stat on gear. Bring on the Haste / Mastery!
Clever Mar 2nd 2010 10:39AM
I'm not sure how rogues (especially myself) could be "confused" by arpen - if anything it simplified our gear choices. If it was leather and had arpen on it we wanted if it didn't then there was probably haste in its place and an assass rogue could make better use of it. I'm one piece of gear away from hitting the cap passively and I have a very bad feeling that they're going to make it impossible to really cap it. But that's just me being afraid of change I suppose because with cataclysm it really is a whole new game and it's going to be all new gear / rotations / specs / etc anyways so nothing I'm attached to now matters in the long run... It's just - I don't want to lose my 25k crits :(
chrisdestroy Mar 2nd 2010 10:57AM
It simplifies it for people like me who have both a Mutilate build and Combat build depending on fight mechanics and having ArPen mean I have to have two sets of gear (plus regemming some pieces constantly if it's used in both sets).
Gizen Mar 2nd 2010 5:08PM
Armor pen is a stupidly complex stat, because if you're min-maxing as hard as you can, then it's value fluctuates WILDLY depending on how much you have. It can easily bounce back and forth between being your best and your worst stat before you've even capped it.
Not to mention it's just always terrible for mutilate, and the idea is that they want every stat to be good for every spec so there's more variety and options.
Warlock Mar 2nd 2010 10:44AM
You forgot to mention blue +hit gems, meaning blue slots *finally* will not be completely worthless to us now.
Lemons Mar 2nd 2010 12:00PM
He did...third paragraph from the bottom.
Tusker Mar 2nd 2010 11:06AM
Something that still bothers me: exactly how does one apply poison to a mace?
nikdaheratik Mar 2nd 2010 2:28PM
I think you're assuming it's just a flat club or something. But if the mace has pointy armor piercing parts (like a bladed mace or a morning star) you can apply the poison to the pointy ends.
TL;DR version: carefully... very carefully.
Soulestream Mar 2nd 2010 2:30PM
With a dagger of course
David Sweeten Mar 7th 2010 12:08PM
I can't believe that expertise isn't going away. It's one of those stats that never made sense to me.
New guy "Ok, I've got my hit over 315 and I'm ready to raid. Right?"
Old hand. "You have to cap expertise too or you'll miss."
New guy "But isn't that what hit does?"
Old guy "Wellll sort of. You still need expertise too."
New guy "Boggle. So, you need TWO stats to hit the boss?!?!"
Drop it. We only need one hit stat to worry about.
The Toe Mar 2nd 2010 4:24PM
I'm surprised they didnt roll Hit Rating and Expertise into one talent. I find these two to be among the more boring stats to worry about. And it would make more sense than combining Haste and Crit.