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 7 of 7)
slartibart Apr 9th 2010 10:29AM
This is my favorite comment to this post for so many reasons.
blightmare Apr 9th 2010 10:35AM
I was so thinking the same thing for a rouge power. not just hay they should use smoke bombs but the way it would be used lol right on target blizz dont change a thing hahaha
Syme Apr 9th 2010 10:35AM
The "source" link points to Wow.com.
Rooga Apr 9th 2010 10:58AM
So does this mean i can't stunlock ppl to death anymore?
WTF
Imagene Apr 9th 2010 11:06AM
Smoke bombs should've been an engineer creation...
Clockw0rk Apr 9th 2010 11:37AM
I'm going to chime in and agree, as a PvE rogue, the new rogue abilities do seem pretty meh. The low level HoT? Would've been -fantastic- when I was leveling, and may be some much needed mercy for those who haven't been able to get a rogue up themselves.
The Fan of Knives change could be super cool if it actually uses arrows/bullets/model-of-thrown weapon; but if it consumes ammo I imagine that the rumored infinite ammo stacks are just around the corner or else we're getting screeeewed!
The usefulness of Smoke Bomb, IMO, is going to be entirely up to how intrusive it is on screen to the friendly party. If "Gary's" ancient graphics card means he can't see past the cloud and he's on the friendly side, suddenly there's a very pissed party member and HPS/DPS/TPS is going down the crapper. I've known people with old graphics cards who couldn't see the 'fire', and they died a lot until they upgraded. A similar folly with this could make it nigh useless.
I imagine though that -good- rogues will be expected to use it just as good rogues are expected to Tricks the tank at all times.
It's a nice update. I'm not -angry- at any of the changes, but nor am I thrilled or intensely curious to see how it'll play out like some of the other announced changes so far. I don't think cataclysm will make anyone start a rogue if they had no interest to do so before now, and there's nothing that screams "come back to your neglected rogue alts!" either.
Sharvis Apr 9th 2010 12:12PM
Smoke bomb has cemented my decision to roll a goblin rogue come Cataclysm. It just screams goblin to me, and I'll have to make him an engineer as well to keep along with the theme.
Avrus Apr 9th 2010 2:08PM
Sadly this is what I predicted in discussions with my guild last night. I think what will happen is my rogue is going to get shelved when the expansion hits and I'll move over to my warrior full time.
I've generally been in the top 15 on my server for gear, and I can truly say that GC has no clue when it comes to rogues. We are not out dps'ing other classes by 5% or 10% or whatever number he seems to roll around in his head. At best we are 1% - 2% ahead of paladins, mages, death knights, and that's assuming you are playing your rogue 99.5% right. If you make a mistake or get bad RNG and have to move off target even for a moment, you drop like a rock.
Redirect: Cool? Yeah. Game changing? No. Should have been implemented from day 1. I don't view it as a buff, rather a fix. It'll be interesting to see if this affects druids as well.
Combat Readiness: Clueless. Blizzard is clueless. Rogues shouldn't be / won't be getting hit. It's the same reason why no combat rogue takes Unfair Advantage. As far as I see it in PvE, this ability is totally useless.
Smoke Bomb: Seriously? How about fixing vanish first. Again, minimal usefulness in PvE.
Maybe when rogue numbers drop off even further in Cataclysm Blizzard will get it, but I doubt it.
alastairduffield Apr 9th 2010 2:18PM
Yep that's a fair comment, i wasn't aware of the stats and if they're right which they may well be based on those stats then something new and exciting could well have been expected and deserved.
I suppose the trick is to introduce something fun and functional, and make sure it's a direct replacement for another ability, i.e. make it exclusive so it can't be abused to push damage even further, but allows more choice in play style and more situational use/benefit.
Tricky thing though rogues, like warriors they're a no magic class so i guess to be semi in keeping with the lore of the game there couldn't be things too far from the laws of physics, making something exciting and obey those laws must be a real art.
Bryan Dare Apr 9th 2010 2:41PM
=D
Mummrah Apr 14th 2010 3:58AM
As someone who has leveled a rogue somewhat the Recuperation thing, being able to use unused CP left on a dead mob as a HoT is a great change.
eharri23 Apr 21st 2010 5:46PM
This is stupid. Their ruining how Rogues do their damage. Definately a meh meh meh meh meh meh from me
Jake May 12th 2010 5:53PM
Sinister Strike in the 4000 range after half assed buffs from Combat tree sounds good to me.
Fred Barrett May 17th 2010 4:25PM
Rogues only do one thing: Damage. We aren't that great at it either. We barely have top dps and that is if we work really hard at it. Really? Should it be that way? We don't heal, tank, shoot spells, shoot arrows (with decent dmg), buff or anything of the sort. Is it really worth it to be locked into just DPS and nothing else? I say give us more power and cut the bull-crap out. No one wants another "Oh Crap" button like vanish or evasion.
Overall: The new abilites are lame. Rogues aren't meant to go toe to toe against plate wearers. They will never be able to. Smoke bombs are embarrassing. CP transfer isn't an ability, it should be a fix. I don't know what blizzard is thinking.
As for pvp, i love stun-locks, its what makes us unique. It's fun to tick off someone when you pretty much stop them from doing anything and burning them down before the come back. It is almost like trying to beat your best time.
i got an idea, take away all that rogues have and have us die with 3 swings of a axe instead of 2. I think i need to start leveling a Paladin or a Druid.
W_WOLFY_90 May 24th 2010 3:57PM
i don't know if i'm the only one seeing that the new rogue ability's are useless compared to other classes...lets take the strongest one..level 85 smoke bomb...its designed so a range-class will be forced co come close to u...3 min cd and its duration its 10 sec...aoe still works ...its clear if he doesn't come to u you will restealth and burst him again..but what if he aoe the smoke for 10 sec...all it will become useless..redirect..come on..combat readiness ...something like this should be given to rogues in woltk not in cataclysm...
I ASSURE YOU THAT IN CATACLYSM ROGUES WILL BE ONE OF THE MOST OR THE MOST UNDERPOWERED CLASS OF THE GAME
Zom Jun 17th 2010 11:51AM
Well, I haven't played WoW for a long time, and rogue since long before WoTLK, but I guess it will be nice when a hunter drops a flare over your smoke bomb + vanish combo... or am I missing something ?