Cataclysm Class Changes: Rogue

Some of the major highlights:
- 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.
- 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.
- 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.
- Weapon specializations are gone.
In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what's in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue's different talent specs.
New Rogue Abilities
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.
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.
Changes to Abilities and Mechanics
We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.
Mastery Passive Talent Tree Bonuses
Assassination
Melee damage
Melee critical damage
Poison damage
Combat
Melee damage
Melee Haste
Harder-hittin g combo-point generators
Subtlety
Melee damage
Armor Penetration
Harder-hittin g 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.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
New Rogue Abilities
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.
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.
Changes to Abilities and Mechanics
We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
- 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. - 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).
- 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.
- 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.
- 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.
- 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.
- We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.
- Assassinatio
n 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.
- In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
- Weapon-speci
alization 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. - The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.
Mastery Passive Talent Tree Bonuses
Assassination
Melee damage
Melee critical damage
Poison damage
Combat
Melee damage
Melee Haste
Harder-hittin
Subtlety
Melee damage
Armor Penetration
Harder-hittin
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.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
In addition to commenting, don't forget that we're also looking for guest posts on the above changes.
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 7)
public.twk Apr 8th 2010 5:30PM
First. Address box ftw, lol.
Adam Holisky Apr 8th 2010 5:32PM
/facepalm
onetrueping Apr 9th 2010 4:27AM
Heh, he opened with Ambush, and Adam was Waylayed.
Rakah Apr 9th 2010 4:37AM
gotta macro smoke screen and vanish just for effect :)
kasapina Apr 9th 2010 5:47AM
Vanish will come with a built in smokescreen to counter hunter pets from chasing us in stealth.
K Apr 9th 2010 6:00AM
This isn't even something worth a "First!"
I know that this is the initial deal, but as a PVE rogue, this is complete and utter MEH. Seriously, meh meh meh meh meh.
Lukeyo Apr 9th 2010 6:44AM
@K
Are you kidding me? Transferable combo points, the use of them from dead targets, no more respeccing after getting a sweet drop of a different weapon type, slice and dice without a specific target's combo built up? While there may not be a whole lot of new things for the rogue, fixing everything that was wrong with the class definitely deserves more than a meh. I'd give it a hell yeah, even.
Docp Apr 9th 2010 7:38AM
I was pretty underwhelmed by these changes, but that's mostly because I'm a PVE Rogue. The 81 spell will maybe help trash go down a little faster (when it's not just FOK spam) and might help on the occasional boss but a minute cd seems a little long.
The 83 spell also won't help that much since almost all raid damage is spell and we already have feint to mitigate that and we have much better tools to hit if we accidentally overaggro than this.
Smoke Bomb might get an occasional use but to be honest I can see it being one of those spells that causes more problems than it saves, with such things as hiding that you or your targets are standing in fires. Bear tanks might like it for its LOS nature but tbh Blizz won't design around this and most tanks don't want to leave something like this up to DPS who often don't know what they're doing (and bears might get a ranged silence anyway, who knows?)
With all that said though, I understand that these changes will be great for PVP and since wrath gave us two amazing PVE abilities but only 1 amazing PVP ability it's nice for them to get some love.
K Apr 9th 2010 8:29AM
@ Lukeyo
Tell me you're joking. Most of this is stuff you'd expect from a minor patch (besides the skills, but even then, the combo point transfer should be automatic instead of requiring a skill).
Also, the FoK change is absolutely horrifying.
This is all up for a change in the beta, but seeing the direction that Blizzard has taken here, I don't think we should expect much.
Thanks for the brainless downvote, enjoy your useless new skills.
Thyago Apr 9th 2010 9:21AM
DFTT
a.k.a. Don't Feed The Troll
Como Apr 9th 2010 9:28AM
I'm a bit underwhelmed with these changes too. Our new abilities are better target switching, and 2 pvp skills. I would of liked at least 1 new ability to add into the rotation we have enuf oh shit buttons to mash but sinister strike to 5 then evis is pretty boring, mutliate isn't that much better either imo. The FoK change is jsut more dumbing down (I liked having the option of being able to swap weapons for different situation) but I guess that is the norm these days. Really saw nothing of interest to me, so on a 1-10 I'll give it a 2, maybe 3. Jsut my 2 cents.
SamLowry Apr 9th 2010 10:16AM
"...no more respeccing after getting a sweet drop of a different weapon type"
Are you kidding me? You did read that part that Assassination and Combat rely on the weapon you're carrying, right? So if you've been carrying daggers but find a really great sword then you will have to change specs.
Camo Apr 9th 2010 12:02PM
Well, I think the new skills are fun but not that useful.
Redirect: Swapping CP on trash sounds crazy and on bosses with adds maybe from time to time. One minute CD might be a bit long but we have to see.
Target switches in PVP may be a good place for this.
In todays PVE I just don't pump CPs in an almost dead target if it doesn't matter if the mob lives a second longer.
Combat Readiness: Looks like the 'oh-shit-my-oh-shit-buttons-are-on-CD' button.
I can't wrap my mind around the thought of a rogue that utilizes this and wants to be beaten on to extend the buff time. The six seconds is short enough to kite and the fact that it has 5 stacks a 10% might mean nothing to hard and slow hitting classes like warriors.
Smoke Bomb: That is pretty cool but I don't think raid encounters will be designed around this as no other classes have such an ability. It might hide important stuff (fires!), too.
In PVP this is absolute sick. Shutting off (ranged) peels and heals and forcing them to move in?
The new leveling experience sounds good with some self healing.
Free choice of weapons is nice but not when emphazising the use of a special weapon type with each tree.
FoK and Deadly Throw with the ranged weapon? So you mean I'm using my BOW?!
But poisoning ranged weapon is indeed cool.
Just my random thoughts about that.
Res Apr 9th 2010 6:10PM
@K -- the FoK change horrifying? Are you looking at the change and applying it to the current game? Them saying that you will use the weapon in your range slot as the weapon for FoK doesn't say anything about what the numbers will be like in the expansion. All it says is that it will use the weapon on your ranged slot. Do you even know what that will be?
Blackriver Apr 8th 2010 5:49PM
I apologize; I'm desperate. :P
Akuran Apr 9th 2010 1:35PM
Blackriver and I come from the future to change the past so that this article will exist in our time!
Wulfrixx Apr 9th 2010 3:01AM
X, Y, and Z? Egads!
puni Apr 9th 2010 3:02AM
Some of the major highlights:
* X
* Y
* Z
Yes, that's pretty much it. X = Sinister Strike. Y = Eviscerate. Z = Vanish when aggro is too high. Pretty much a Combat Rogue's life right there.
... and I love it.
raspybunk Apr 9th 2010 3:03AM
I knew rogues were meant to get combo points on a lock's pet then use them on the lock.
Matthew Apr 9th 2010 3:04AM
sounds like they're doing away with stunlock - i hope :D