Cataclysm Class Changes: Rogue analysis


Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
The goblins haven't even joined the Horde yet, and already we're seeing the fruits of their labors. Instead of the trashy Flash Powder we used back in vanilla, we rogues of tomorrow have evolved to use the most powerful smoke generators available on Azeroth, courtesy of our engineering buddies. Who needs to Vanish when you can literally become untargetable? This is what we've been waiting for: now when Vanish is down, we won't have the "deer in the headlights" look on our face when the mage begins their Shatter combo. We'll disappear.
I'll be trying to break up the notes into four general topics: Offensive improvements, defensive fortifications, additions to our utility belt and generic class changes. We saw quite a few improvements in each department, which has me excited to see the rest.
Offensive improvements:

Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.
The first new move we'll receive (at level 81) is basically the answer to our target-swapping problems. I have no doubt that Blizzard wanted to implement this sooner but that they were blocked by the game technology. It seems to me that combo points are now going to be more player-centric in that we can use combo points on Slice and Dice without even having a live target, if we had a few leftover CP. In addition, the ability to bring our existing CP to our new target will be clutch. I can already see the use on something like Marrowgar's Bone Spikes, where I often end up with wasted CP if the Spike dies before I can pull off a finisher. And I absolutely cannot wait to see someone pull of a 5 CP to Redirect to Kidney Shot on a healer, to apply serious pressure.

- In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
- We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
- Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
- Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
I believe Blizzard is really trying hard to normalize the rogue experience between weapon types and also bring it closer in line with some of the other melee DPS classes. By removing weapon specializations from all classes, including spells like Ambush, they really open the door to dropping just about any weapon in a dungeon and having a rogue want to pick it up. This will become especially important now that death knights and warriors with both have viable dual wield builds.
At the same time, they're taking the focus away from our weapons and back into onto our yellow damage. Then again, they're now making our thrown weapon important for Deadly Throw and Fan of Knives. Make no mistake, this is a clear nerf to Fan of Knives. They're restricting it to a single poison and they're making it a ranged attack so that Blade Flurry won't work with it, and even though Ghostcrawler says it isn't a nerf, the way it is designed now is clearly weaker for those two reasons. I'm not pronouncing FoK dead until I see the numbers, but my prediction is that FoK will be toned down to match the rest of the AoE pack. We'll be fine without the best AoE in the game, but I can say that it was fun while it lasted.
Defensive fortifications:

Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.
Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
- In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
Talk about a mixed message: Blizzard tells us that they want us less reliant on CDs, and so they give us two new ones. I'm not complaining, though; I think Combat Readiness and
Smoke Bomb is basically everything we ever wanted Vanish to be. It's got utility, real group utility, and seems to be something unique to the class that nobody else can provide. I'm thinking of using it as the rogue's version of the "cardboard box": throw one down and run into it to drop aggro. Life Grip into a Smoke Bomb? Fighting a rogue/priest team will be like open combat with Harry Houdini. We'll have to see how it treats various boss AoEs to get a good feeling for its usefulness. I can already see the benefit of using it to avoid a frost mage's Shatter bomb or a beast mastery hunter's Bestial Wrath. No green fire from the warlocks is going to reach us in there!
Utility belt additions:

- To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
- In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
Blizzard is clearly trying to improve the quality of the rogue leveling experience, and I think that's great. There's far too many new rogues who are looking for daggers to Ambush with once they get the ability. By focusing on doing direct damage the easy way, they can wean players into the more advanced abilities. Recuperate also sounds amazing, as rogues were literally the only class without a heal of any kind. I'm serious. Go look at every single other class in World of Warcraft; every other one had a heal of some sort. Now, I really hope that this is usable at 85, because Recuperate seems like the solution to rogue leveling and grinding. Blizzard's wording was a bit vague, so we'll see if they clarify it at all.
Subtlety will see some damage buffs but will probably lose a lot of the tools it currently has a monopoly over. This means great things for combat and assassination rogues, as we can expect some of the awesome tricks to be spread out to our trees for easy access. We'll have to see what goes where before picking out the best talents, but I am secretly hoping that combat gains Setup: Unfair Advantage and Setup would be amazing during Evasion.
General changes:

- As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
- Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
- Assassination will be more about daggers, poisons, and burst damage.
- Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
- The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
Assassination
Melee damage
Melee critical damage
-Poison damage
Combat
Melee damage
Melee Haste
-Harder-hitting combo-point generators
Subtlety
Melee damage
Armor Penetration
-Harder-hitting finishers
The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.
Conclusion:
Our yellow damage will be going up, and our poison and white damage is going down. We'll have to see what that means for combat, but we already know that the devs' plans are to increase the damage of our Sinister Strike via the mastery bonus. Our assassination mastery bonus firmly assigns Mutilate the #1 poison build title, and I wouldn't be surprised if a few poison talents moved down lower in the tree to keep combat and sub from picking them up too easily. Subtlety's persistent focus on finishers will pretty much require a complete redesign of Honor Among Thieves, which had serious scaling issues and never really worked how it was intended due to bugs and rapidly inflating critical strike levels.
Rogues were already in a pretty solid place. While we're definitely underrepresented in terms of our population, the people who are still playing rogues are seeing a golden age of viability. We've got enough utility and DPS that nobody puts a rogue on the bench if they can help it. Blizzard made the smart move and decided not to mess with that: the CP->SnD->Finisher rotation has been going strong for five years and doesn't need a revamp. Instead, they threw a ton of quality of life improvements at us, in the form of cooldowns and new abilities that make playing a rogue more enjoyable than ever. We weren't broken, so we didn't need fixing, but the doctor gave us a lollipop anyway. And hey, maybe they'll get Vanish to work this time!
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Reader Comments (Page 3 of 4)
Pablo del Olmo Apr 9th 2010 6:30PM
Here's a little sketch I made on my iPad of Smoke Bomb in action.
http://artofwarcraft.tumblr.com/post/509134072/new-macro
Myf Apr 9th 2010 7:05PM
Typical Chase Christian Rogue article where he's afraid to say anything negative incase people on EJ call him a QQer.
Chase Christian Apr 9th 2010 7:26PM
What's there to cry about, bro?
1) Rogues are in a good place.
2) Rogues are getting some cool flavor.
3) Rogues are getting some new survivability
If there were glaring problems with the class, I'd be bringing them up.
JoJa Apr 9th 2010 7:27PM
Yeahhh, somehow I don't think the people at EJ care what gets written at wow.com. . .
Myf Apr 9th 2010 7:50PM
I didn't say cry, I said negative. Big difference.
The cooldown on Redirect for example makes it useless in PVE.
If you cant change targets once per minute, you have bigger problems then lost combo points.
Blizzard say they want all attacks to be able to use all weapons, but says the the trees wll still be about their existing weapons.
Does this mean despite allowing us to use any weapon for our builders, that trees will still be rigid in their weapon/speed requirements?
GC said the design goal for Cata was to make Rogues less reliant on cooldowns.
So they give us more cooldowns. So what the hell is our design goal?
Not to meantion the fact that all Blizzard seems to care about when it comes to Rogues is PVP balance.
The preview shows that we'll still be doing the same thing we've been doing since vanilla.
It show very little PVE information.
Your articles when it comes to changes always tend to be too overly positive and never questioning of Blizzards logic.
Chase Christian Apr 9th 2010 7:57PM
Redirect will help us every 60 seconds when we're swapping targets. It has value, can be useful in both PvE and PvP, and isn't completely redefining combo points. It's a buff.
All we know is that Assassination will be about daggers, but that's no surprise considering how Mutilate works. He specifically said all weapon specs would go away, which means combat can realistically use any type of weapon. Now, I doubt a dagger MH will work, but why would we expect anything different?
GC wants us to be less reliant on binary cooldowns: either we're dodging everything or dodging nothing. Either we're invisible or we're not. He wants more base survivability, even if it is in the form of an "activated ability", especially one that our opponents can counter.
What do we need to know about PvE? We are working properly, Assassination and Combat both have specialized rotations and goals. We're doing well in PvE, why do we need to see where the class is going? Rogues at level 60 were spamming SS->SnD->Rupture, just like we are now. I don't really know what you were expecting.
I am positive about the changes because I feel like rogues are in a good place, and there don't appear to be any nerfs on the horizon so I am more than happy to keep floating along.
draconianfenix Apr 9th 2010 7:48PM
Honestly, I wish our masteries had a bit more OOMPH than just
Oh look more damage
I though blizzard said the whole point of the mastery system was to get away from that?
Now.....if talents make up for that....I approve... but right now....meh
mhelfy Apr 10th 2010 12:18AM
I'm pretty sure the devs (not just GC) have stated that part of the point of mastery was to make it so *talents* no longer had those boring passive bonuses (like Murder). TBH, seeing stuff like some of the snazzy Shaman third-tier mastery bonuses (Elemental Overload) surprised me a bit, since I was expecting them to be far more stable/straightforward.
GouledXD Apr 10th 2010 8:11PM
Life Grip, Heroic Leap, Smoke Bomb, Wall of Fog, and Explosive Mushrooms! Holy shit SoulShards as a UI, Combo points moving off from target to target, Arcane missile as a proc, and that strange Sun-----Moon meter. These (except Life Grip and Heroic Leap) are brand new game mechanics, although Life Grip in truth is a Death Grip you use on teammates but it's pretty cool. Also Rogues have asked for getting CBs back from dead targets forever, and quite a bit of warriors really wanted to keep Heroic Leap back in the day. I just hope they don't get rid of it again. Re-modeling Azeroth this is a large as hell Expansion some classes/races won't even feel the same anymore, almost like a WoW2. Most companies make a new game whenever they want to change a game this much, it's so great it's almost ORGAZMIK! I can't wait!!!!
Lemons Apr 11th 2010 3:28AM
I'm guessing Recuperate will be usable at max level. I've never heard of an ability you lose after passing a certain level. Unless at level 85 your character is officially "old" and begins to forget things...
"Now where did I put that dagger...oh here it is! Now what was it I was gunna do with it?"
I'm more excited about Recuperate that probably any other ability. I have been waiting for a means to heal myself for-fucking-ever. Basing it off combo points is freaking genius. There's a real tradeoff happening there. You can choose to use your resources for dealing damage or healing, which is a choice other classes have had for a long time. Just goes to show how outmoded rogues are in comparison to other classes who've gotten more love during the expansion cycle.
Also...basing it off Combo Points means that a near-dead rogue can't just slink off and re-emerge 10 seconds later full health cause he's gone behind a pillar and spam healed himself. He needs to be in battle or to have been recently in battle in order to cast that heal.
Basically I like the balance of it. I like PvP to be about choices, too many abilities nowadays are just "hit this button and win," where is the tradeoff? Mana? Please. Combo points are a precious comodity to a rogue and he'll actually have to think before he decides whether he wants to attempt to heal himself or finish off his attacker.
Chase Christian Apr 11th 2010 3:41AM
GC clarified later in the thread: it will be a skill we can still use at 85, they just meant we GET it at a low level. It will scale with level and gear somewhat, it won't be as good as Enraged Regeneration but it also won't be as bad as Spirit Bond. :)
Xano Apr 12th 2010 1:45AM
"I'm guessing Recuperate will be usable at max level. I've never heard of an ability you lose after passing a certain level. Unless at level 85 your character is officially "old" and begins to forget things..."
Kinda like the Mages out there that are going to be forgetting their Wards and Amp/Damp Magic come Cataclysm :P
FifthElephant Apr 12th 2010 2:18PM
I find the rogue review very boring, they didn't even bother to give our mastery talents exciting names.
Redirect sounds like vanilla wow but we could get a slice and dice from a corpse but with no cooldown. It was certainly not over-powered back then so why we need a cooldown I don't know.
Smokebomb sounds mildy interesting but very situational, I can't see myself using it as I mostly PVE.
Again, Combat Readiness sounds like a pvp ability. If in PVE I am getting struck by anyone I am not doing my job properly, I already have feint, vanish and tricks of the trade why would I need something else? In PVP I would not expect to last long enough for the debuff to prove useful.
All of them are extra cooldowns that I really dont need or want. Until I see the redone talent calculator I really feel we've got one of the worst changes. Mages are currently sat at the top.
Rajah Apr 11th 2010 2:46PM
I don't quite understand the basis for the claim that changing Fan of Knives to using a Thrown weapon is "a clear nerf". You're making some sizable and possibly unwarranted assumptions about how Blizzard ultimately will implement this.
FoK won't work with Blade Flurry? How do you know that they won't change BF to work with ranged weapons (or at least Thrown attacks) the way it currently works with melee weapons?
Yes, it does sound like they intend to limit FoK to a single poison, but that's consistent with their overall stated desire to shift damage from auto-attacks and poisons to active abilities and special attacks. Whether this turns out to be a nerf will depend on just how they tune the FoK damage. Suppose the Cataclysm tool-tip were to change to read:
Fan of Knives
30 Energy, Instant, Requires Thrown Weapon
Instantly throws the equipped Thrown weapon at all targets within 10 yards, causing 200% weapon damage. This is guaranteed to apply the poison on the Thrown weapon to all targets within range.
What would you say in that case, nerf or buff? This is my point - without knowing details such as energy cost, range, and damage coefficients, it's impossible to justify claims like this one.
This change appeals to me from a game design perspective. It never made sense to me that you could throw melee weapons, since that is what Thrown is for. And calling it "Fan of Knives" was patently silly when you realized that it applied also to fist weapons and maces!
Perhaps it's because of my background in tabletop RPGs, but when I read through patch notes and statements of intent regarding Cataclysm, I tend to judge first by putting on my game designer/dungeon master hat. If the change holds together logically and my initial reaction is one of "it should always have been like this" then I'm far more inclined to give it thumbs up. I especially like the direction of shifting damage away from passive attacks to active ones. This rewards intelligent, thoughtful game play while penalizing mindless button mashing.
In general, I'm very optimistic and eager to play my rogue in Cataclysm. The above changes, combined with Redirect, Combat Readiness, Smoke Bomb, Recuperate, the shift away from weapon-specialization talents, and the Mastery bonuses are all very encouraging. Yes, it will require some careful consideration in how best to make full use of this arsenal of skills. I have always regarded this as one of the most appealing aspects of RPGs in general, compared to FPS games. If the complexity discourages a bunch of whiners and causes them to leave WoW, so much the better.
Chase Christian Apr 11th 2010 2:53PM
Limiting FoK to a single poison halves the utility of the spell - it's a utility nerf, the damage may be the same.
Banzai Apr 11th 2010 7:55PM
PvP POV: CS and KS sharing diminishing returns, doesn't that kinda weaken Shadow Dance once more? SD is already a bit too easy to counter, if you know to look for it, due to it not lasting very long. What actually made SD worth speccing into wasn't so much the damage and burst, but in fact, the control it gave. If the length of Shadow Dance isn't buffed the diminishing returns will cause Sub to fall behind once again.
PvE POV: If they are trying to add more cc, less AoE nukage to the game, I sincerely cheer Blizz on for that. Trash pulls in raids and Heroics are pretty much boring FoK spamming. Ironically, FoK crits can give Combo Points for HaT talented Rogues, but with the low energy regen the tree has Sub can't really afford AoE as is. Hopefully they can make the changes to AoE feel more like balancing and less like nerfs. Or they could just give us the Poison Bottle from ToC5, to give us something else to use in AoE situations.
As for the Masteries... They're basically making all Rogue Masteries different versions of the current Hunger for Blood. Boring straight damage buffs to which ever abilities each tree is using, something they can dial to where ever they feel Rogues need to be dps-wise. Boring, but it does the job, I guess.
Kidsmoke Apr 12th 2010 11:41AM
Hey, remember when rogues could use slice and dice on dead targets and blizzard said it was a bug? Hah. I do.
asspidey Apr 14th 2010 12:23PM
yeaaaaaa... though i was just thinking that maybe i was remembering wrong...thanks for reinforcing my belief in me :-)
toppi Apr 14th 2010 4:36AM
wny do no one do somting aboudt the pickpocket system more traps more chest to be open in dungons more random loot so you not need to only skill mining up oor somting els so you can use you skill to graind you money ????? as i see it now the rogue skill is total useless all other skills you can farm 300g alest per hour rogue can even not get 50g whit this skill an very few geen item or stuff drop boost this skill if you ask me wow is not only combat i hope..... blizzard week up man an do somting whit skills like this......
noting happens as always on this front
fernando Apr 14th 2010 6:12AM
i like it all... on the other hand, rogues should always be up on dps, as we don't have a buff for parties/raids that other classes can add to their single dps... 'smoke bomb' may help this... nobody misses a rogue from raid/parties, but you will always miss a pala, druid due to their group buffs... if i don't finish first on dps i am doing something wrong, a rogue on the bottom dps list is a sad view... i'll say we are the loneliest class in wow, a hunter at least have a pet...