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.
Rogue PreviewIn 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.
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Reader Comments (Page 2 of 7)
onetrueping Apr 9th 2010 6:13AM
Nah, just makin' it so us Subtlety types can't pop Shadow Dance and Cheap Shot you an extra couple of times. We'll just have to make do with killing you faster.
Leelad Apr 9th 2010 3:08AM
Smoke bomb sounds like an AV nightmare!!
Xylaria Apr 9th 2010 3:16AM
Smoke bomb in boss room = OSHI WHAT JUST HAPPENED?!
Henry Apr 9th 2010 3:22AM
I think it's so stupid. PvP takes total skill now that you can't even target you enemies... Yeah it's just a new thing but this and so much more make PvP just who can chain fear/cyclone/smoke bomb to keep people from really fighting..
Cyanea Apr 9th 2010 3:30AM
Because being able to burn someone down in 2 GCDs is skill? With the changes to armor, the larger health pools and moves like Lifegrip and Smoke Bomb, it seems to be hinting that PvP in Cata is going to have more tactics in it than whoever can press their buttons faster. Between these changes and Rated BGs, it might be enough to get me back into BGing regularly.
Tomatketchup Apr 9th 2010 3:42AM
I've been waiting for the smoke bomb for so long, awesome!
Time to macro /y ACTIVATE SMOKE SCREEN!
Jamus Apr 9th 2010 4:08AM
Sounds more like a developer's nightmare. A class specific ability with mechanics that's completely unique, used nowhere else, and many possible combinations of unforeseen situations... I think I've heard that before from somewhere!
So now rogues will get TWO abilities that'll never work as intended. Wonderful :P
prenden2 Apr 9th 2010 5:01AM
Calling it now, in 7 months or so, Smoke Bomb will be almost-exclusively known as 'Rape Cloud' by PvPers.
Tim Apr 9th 2010 10:35AM
I can't wait to Heroic Leap into your rape cloud with my warrior.
Everybody Apr 9th 2010 1:10PM
As much sense as that makes stylistically, it sounds like heroic leap is going to be targeted, and it sounds like you can't target people inside a smoke cloud from the outside!
Also, if the dungeon designers in cataclysm are particularly cruel (hey guys, here's a circular room with five linked, equidistant caster mobs!) smoke bomb could be one of the greatest pve abilities of all time.
Matthew Apr 9th 2010 2:53PM
Druid new ability: Cleansing wind. BLOWS SMOKE CLOUD AWAY! Also AoE poison removal. Has enough force to unstealth people too. :D (Maybe typhoon could do all of this)
I only WISH.
Worcester Apr 20th 2010 10:37AM
Smoke cloud sounds great. Finally hunters will have an opportunity to dust off those daggers and come into melee range.
AltairAntares Apr 9th 2010 3:09AM
Wow, there's a chance I might care about pvp now! :O
Wait never mind. I'm alliance and that means auto-suck at pvp.
It was fun while it lasted :p
Cptanimal69 Apr 9th 2010 3:46AM
now your gettin it!
/punts gnome
AltairAntares Apr 9th 2010 5:25AM
Hey you tell me what you think when you lose 5 or 6 bgs in a row before winning one every single time you queue... ;)
Res Apr 9th 2010 5:56PM
Change battlegroups, it's not like that everywhere.
Koskun Apr 9th 2010 3:13AM
The second Mastery bonuses seem out of order. Combat gets the most out of ArP, Assassination should get haste, and Sub should get crit.
icepyro Apr 9th 2010 4:00AM
Just because that's how it works now doesn't mean that's how they want it to. It seems to me crit for assassination is so that you can have even more burst like they want. Haste allows you to swing faster (an image of pirates who usually have too much rum to strike to avoid armor and never train to do so comes to mind) and if they give something other than SS/FoK to do, then you may not need ArP so much (maybe it will act like magic/poisons and negate armor for damage anyways). Striking from the shadows kinda acts like ArP in the sense that you can set up your strike to avoid as much armor as you can while you stalk your prey. The mark can't be fully expecting the blow they cannot see and so this is how they make the game mechanics reflect that.
It's all in flavor although there is much work to make worth it in mechanics as well.
Threecubed Apr 9th 2010 4:02AM
Well, if Blizzard were to keep Combat Potency in the Combat tree and Focused Attacks in Assassination as "ways to get more energy" then...
- Assassination would want more crits for the extra 2 energy per crit
- Combat would want more melee haste so their offhand hits more quickly for more chances at 15 energy
I'm not sure it's soon enough to say whether the bonuses are ideal or not, as we have to see the talents that go along with them in order to grasp what might be out of place.
kasapina Apr 9th 2010 4:42AM
Haste is more consistent and helps with energy regen (and while both combat and assassination have en regen talents, combat also has the en regen cd in adrenaline rush), thus it molds with combat's consistent damage. In addition, the haste will speed up attacks from the usually slower non-dagger weapons, bringing combat dual wielding to be just as fast hitting as the other specs. Assassination has always been burstier than sub (which relies more on its tools than on its consistent or burst damage, as opposed to the other 2 specs), so crit is fine for it, though I do think that the crit should include spell damage (poisons). Subtlery will need Arpen just as much as combat if it becomes a viable tree, since both do not really have the potent armor ignoring poisons of assassination.
That's how I justify it.