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 3 of 7)
Revanel Apr 9th 2010 3:13AM
Kinda disappointing...but oh well. Maybe mages will be getting something exciting?
Sup Nick Apr 9th 2010 3:48AM
"Mages: Polymorph artwork updated depending on your glyph.
That is all. Have a great weekend and look forward to the Paladin preview next week!"
Revanel Apr 9th 2010 4:41AM
I forgot that you have to say something overwhelmingly positive not to be down-rated.
Man these changes were awesome. I love CD's! They FINALLY put cheap shot on DR!
Convincing?
itsthebrent Apr 9th 2010 3:16AM
I don't care if Recuperate is only a "low-level small HoT".. that made me extremely happy.
And thank you, THANK YOU, Creator above, for Redirect.. no more "Mutilate, Mutilate,.. oh you're dead, there goes 4 combo points into the nether."
I'm very excited for this.
Minidrake Apr 9th 2010 3:49AM
Not just that, but burning Combo Points off of a Corpse? HELL YES.
Redpostit Apr 9th 2010 10:48AM
You could burn combo points off a corpse in vanilla too (can't quite remember when it was removed).
I never really understood why they removed that, it always was pretty usefull.
Zenith Apr 9th 2010 3:16AM
Woo smoke bomb! Now there's something everyone will love
But does that combat readiness thing sound like it can go on forever as long as you get hit? Combined with the Recuperate thing(under changes to abilities), rogues could be almost immortal, if not then just pop evasion for a few more seconds and if all else fails pop vanish
Or is it a kind of Cloak of Shadows for melee?
asdfsd Apr 9th 2010 3:19AM
Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied
Zenith Apr 9th 2010 3:26AM
Exactly, currently when a stack is full and another should be added, the stack is simply refreshed to it's full duration. So you just have to get hit once every 6 seconds to keep it as a permanent 50% dmg reduction, unless I'm misinterpreting something?
glyakk Apr 9th 2010 3:36AM
While this ability is active....
So this ability will have a preset amount of time it will be active to allow the stacking buffs to occur.
Docp Apr 9th 2010 6:26AM
I think the idea is that it's meant to be able to last quite a while so it forces some tactics on the issue, do I keep hitting the rogue and hope my half damage can take him down or do I pop up some defensive cooldowns of my own, wait 6 seconds and then nail him.
Similar to the warrior bleed debuff, do I keep running from this warrior and take the bleed damage, or can I stand still for 9 seconds without being obliterated.
I think logically it will have some natural end point, if not expect to see the triumphant return of ROGUE TANKING in some form or another =D.
Silversleep Apr 9th 2010 3:21AM
This is pretty terrible. I think any Rogue worth his salt can tell you that these changes are either conveniences that we should have had from the start or gimmicks. Smoke Bomb is the biggest change here, other than that, very little about our gameplay is going to change from the look of this.
Even with the changes to talents, none of which they really went into specifics about barring weapon mastery, they are just repeating what they have said the entire time about which tree should do what. Ok, so they want comparable damage out of each tree but with varied utility, that's fine, but how are they intending to do that?
FoK moving to our thrown weapon... so what? It's formula will need to be adjusted so that it does comparable damage to what it does now. The only thing this does is actually limit us more, because now we cannot use our main AoE attack unless we use a thrown weapon, no point in even being able to equip guns, bows and crossbows now except for leveling pre-80. And I like how they said considering allowing us to put poisons on our thrown. Um... they kinda HAVE to allow this otherwise using FoK without poisons will be a nerf.
NOTHING regarding Vanish.
I don't mean to gripe, but this is by far the most underwhelming class update thus far, and even without comparing it to the other classes, these changes feel like they would come in a patch update, not a major expansion. Here's hoping things change.
Cyanea Apr 9th 2010 3:25AM
"It's also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the "lighter" side of things, as all classes will receive the same level of design attention before the expansion is released."
Silversleep Apr 9th 2010 3:34AM
Yeah, I'm well aware of that. My apologies for not simply making an XYZ joke or saying "OH COOL CANT WATE 2 PLAY MY ROGUE NAO"
They release this information for us to critique and evaluate, and that is what I did. Just because I'm disappointed with what they have said and outlined my concerns by pointing out the shortcomings in their preview doesn't mean I am completely unaware that they will continue to make changes.
Cyanea Apr 9th 2010 3:35AM
If you knew that more was coming, why bother writing a 300 word reply stating your displeasure?
Silversleep Apr 9th 2010 3:39AM
Because they have stated that the information has been released at this point for the purpose of gathering feedback. If it was so far from completion that they had NO confidence any of these changes were being considered for the game they would have waited to give us class previews. I've shared my opinion on the forums and I'm entitled to share it here as well. If you don't agree with me that is fine, but post your reasons for feeling that way instead of copy-pasting the tired "it's not done yet so don't complain."
Revanel Apr 9th 2010 4:52AM
I'm with you Silversleep. The changes were incredibly underwhelming. I didn't roll a rogue because I wanted to go toe-to-toe with someone. I rolled it for all of the shifty reasons any rogue rolls this class, lol.
I guess what I'm trying to say is that it just feels like its headed in a bad direction. Obviously not to say that they can't get back on track...but honestly.
They've changed their "mantras" on this class so many times its seems like THEY don't know what direction its supposed to go in.
icepyro Apr 9th 2010 5:22AM
Very well, I will post reasons I disagree with you (aside from tone even).
Most of the other classes got stuff that they either 'should have had from the start or are gimmicks'. I don't see your point there if you know other classes enough to be worth salt.
They really haven't gone into any trees unless it's to deal with something that is changing due to a general mechanics change. Elemental shamans are getting hit from spirit because none of their gear will have hit. Dispel mechanics explained. A couple new gimmicks. The parts of the tree they are happy with? Blizz glossed over and said they like and want to improve. They didn't say how there, they didn't say how here. SSDD. next.
Rogues not rolling on hunter/tank/etc. loot? QQ. It makes perfect sense that an ability to throw your weapons should throw your thrown weapon. In fact, I'm betting we will see a boost in the damage they do since they won't really be weapons for people other than rogues. They also don't have to let us apply poisons. They could handle that differently for similar effect to now (oh, it assumes MH poison). But to be on your side, it sounds like they may let you have poisons for the sake of letting you have a different poison on it.
As for vanish? Now there is something that could be fixed in a patch and not an expansion. I will also say that some of the aspects of smoke bombs sound like if they can get that right, then they can be further along with Vanish if not have it fixed. I'm not completely up on the issue, so I really don't know what to say there.
Speaking of it being a patch, I daresay that mastery and the new spells alone sound promising to be beyond a patch ability. Most of the mechanics previewed could be done with a major patch, but others do change gameplay significantly away from current philosophy. Combat packin haste? Sub packing ArP? No stunlocks? Able to use CPs from dead targets? Oh, and I can't wait to ambush someone with my mace. There should be a stun for that. Maybe it applies gouge, but doesn't stop your attacks. That'd be OP though fun.
And really, there is nothing wrong with devs saying "we are happy with the direction it's going in". Especially for a class that has been around since game start almost 6 years ago.
jjtwalton Apr 9th 2010 5:58AM
The Rogue class is obviously dear to you, so your frustrations are understandable.. I only have a rogue alt, but considering the Rogue DPS in general and decent PvP utility, I don't think this is a bad start.
Smoke Bomb is essentially an Anti-Magic Shield for ranged attacks, it shoudl work well..
As for standard rotations, they obviously can't change much. This isn't an overhaul, it's a refining.
Wait until the end of Beta and we should have a much better idea of where they are. I'm fairly sure they'll be solid. :)
Stephanie Apr 9th 2010 3:25AM
Smoke bomb doesn't seem all that useful to control "ranged" attacks. Ok if someone is smacking my healer with Shadow Bolt, sure, but it doesn't prevent AoEs. So how is this useful in PvP? "Ooops can't serpent sting: Volley!*" (*I don't play a hunter so, you know, hush if they don't use Serpent Sting that much.)
With Combat Readiness and Recuperate maybe there won't be so many rogues abandoned at low levels.
And I agree that the second order of Mastery talents is all wonky.
Also, maybe, they should leave Tricks of the Trade alone.