Encrypted Text: The cooldown class

Rogues have somewhat of a paradoxical standing amongst the other classes, in both PvP and PvE. At times, we're unparalleled, and we become the goal that everyone else can only chase. During other times, we are frail and vulnerable, barely capable of holding our own against our opponents. Rogues have a toolbox of active abilities that were designed to give the class flavor, but have the unfortunate side effect of leaving us bland without them. We are intensely hot peppers with all of our moves ready to go, and we are simply plain rice when they're not.
Are our cooldowns so powerful that they really define the class? Absolutely. Are we so weak without them that our raid leaders and arena partners are looking to recruit wet noodles instead of rogues? Probably not. However, the place we're in right now isn't necessarily where we want to be either, where our CD addiction restricts us from having a more engaging time playing the game. While being demi-gods for 20 seconds every three minutes may seem enjoyable, it still leaves quite a long stretch of impotence for us to deal with. What we need to do is find the middle ground where our CDs are still meaningful, but we're not sitting ducks for the majority of our time outside of Stealth.
Offensive cooldowns
If we examine the offensive cooldowns available to the two premier PvE raiding specs, it's clear that combat has a significant advantage. Mutilate's most potent CD is Vanish, which is actually only used to activate the Overkill buff. Overkill provides a grand total of 60 energy over its entire duration, which is about a 3.3% increase in overall energy regeneration. That's only one extra Mutilate every three minutes, and it also forces the mutilate rogue to sacrifice one their defensive cooldowns to activate it. Cold Blood gives mutilate some reliable burst, but with critical strike rates exceeding 60% in higher level gear, the boost is negligible. Cold Blood actually does nothing to boost our DPS if our attack was going to crit anyway, since there's no way to save it to convert a non-crit into a crit.
Combat, on the other hand, possesses three of the most potent cooldowns of any class or spec. Adrenaline Rush, when used on cooldown, provides 188 extra energy, which is an 8% increase in passive energy regeneration if used as often as possible. With the same CD as Vanish, and no sacrifice of a defensive CD, this one ability alone completely wrecks all of mutilate's burst techniques. We also have Blade Flurry, which allows us to nearly double our damage for 12% of a dual-target fight and allows us to double our AoE damage as well. That's on top of the bonus haste it provides, which is a pretty sizable DPS boost by itself. Killing Spree provides us with combat's final DPS CD, which deals massive damage and is on a short enough cooldown that it can be used to guarantee high burst DPS in times of need, like on a crucial add spawn.
What I would like to see is a softening of our cooldowns into a more leveled curve than the current spikiness that they currently exhibit. Imagine if Adrenaline Rush boosted our energy regeneration by 50% for 15 seconds, but was available every 90 seconds. It would still provide a sizeable DPS increase on demand, but would also make our DPS over a fight much smoother overall, which is a good thing for balance. Cold Blood could use the same treatment, such as a window of 10% extra crit or 30% stronger crits. That would give it usefulness in any situation, and would give mutilate a much better tool to use to provide extra DPS when necessary.
Defensive cooldowns
All rogues share the same set of defensive cooldowns, which allow us to mitigate large amounts of damage or completely avoid many effects altogether. We have Evasion, which provides us with a significant amount of physical avoidance (both melee and hunter-based), and gives us a short pocket of protection where it is very hard for our opponents to do much of anything to us. We have Sprint to keep us close to our targets, though it suffers from the same long cooldown problem as Evasion. Rogues are stuck relying on one of these abilities to save us or let us catch up to our opponents, or else we're really dead in the water. It's the reason that every single PvP spec includes Preparation, since these CDs are literally our only shot at performing at the necessary level.
We also have Cloak of Shadows, which makes us nearly immune to magic for the duration, and it will be a full 100% resistance in Cataclysm as well. I feel that Cloak of Shadows is actually close to where our cooldowns should be, with a short overall duration and a relatively short cooldown that will allow us to use it multiple times per encounter. The ability of a rogue to use a short duration, short cooldown ability to handle various aspects of a fight should be the design paradigm we're moving to. It keeps us active all of the time and reduces the overpowered factor that comes from abilities that are too strong. Feint is a great example, as it provides moderate damage protection at the cost of energy, and we're not invincible while it's active.
One possible solution
Imagine if Gouge and Blind were combined into a new move: Blouge. It would be a 30-second cooldown, with a 20-yard range, and it would incapacitate our target for 6 seconds. By making it useable more often, it becomes more of a clutch decision to use, and less of a problem if it was quickly trinketed or accidentally broken. Overkill could become an activated ability, so that Vanish could be saved for more serious situations, and that would allow its power to be strengthened since it would have a cooldown attached instead of being usable every time we entered stealth. The entire Stealth portion of the talent is only a leftover scrap from its original incarnation before being redesigned.
Our cooldown power needs to be cut into pieces but then multiplied in usability. Rogues have always been about controlling the tempo of an encounter, and by providing more interesting choices for us to use, we can truly create a separation between the mindless ganker who clicks all of his CDs in a straight line all at once, and the graceful assassin who weaves their abilities and games their cooldowns to the maximum effect.
Ghostcrawler and the developers have commented several times on their plans to boost our passive survivability and lessen our requirement on uber cooldowns to carry us through difficult situations. I agree with this design, but I'd rather our power came from skillful play instead of a blanket buff that comes at no cost. We should be pushing ourselves to play our best, and we should have an ability toolbox that supports that playstyle. We need more planning ahead, more complex strategies and a more reactive playstyle. I'd like it if playing a rogue felt more like a complicated chess game with skill taking precedence over inexperience, instead of pushing a couple of cooldowns every 3 minutes and then waiting for them to recharge.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 3)
Deathknighty Apr 21st 2010 5:14PM
Are you calling Matthew Rossi a mindless ganker? Explanation?
Matthew Rossi Apr 21st 2010 5:55PM
Meh, he's a rogue. I stopped paying attention to them when they required Blizzard to step in and make them a protected species.
Deathknighty Apr 22nd 2010 2:59AM
Good call. :P
Jamie Apr 21st 2010 5:22PM
As your typical BG Assassination rogue who's finally got enough gear to not get punked by every johnny-come-lightly, cooldowns are the last part of the rogues arsenal that's important to get to grips with, I can't think of a time when I haven't been thankful for Preperation or even (because I'm a Night Elf) having Shadowmeld to save on the Vanish cooldown.
The only thing I'm left wanting for is Preperation to restore Cloak of Shadows in some fights where I'm not using the latter skill effectively enough, Cloak of Shadows + Shadowmeld can really save my life although in some situations where I simply can't escape quick enough another Cloak of Shadows would be nice.
The life of the rogue really is cooldown micro-management, deciding if it's the right time to pop out of the shadows or wait, often times it is the waiting that really builds the suspense for our class.
Good guide.
Lemons Apr 21st 2010 8:04PM
"The only thing I'm left wanting for is Preperation to restore Cloak of Shadows in some fights where the latter skill utterly fails"
Fix'd. I got your back.
Tybalt Apr 21st 2010 5:29PM
Why even bother mentioning Mutilate rogues? Mutilate doesn't rely on cooldowns at all, making Mutilate rogues completely irrelevant to this column. If you want a different play style that's less burst damage and more sustained damage, there's another spec sitting right there that does exactly that, and a whole lot of rogues play it.
Burst damage is the whole point of the Combat spec. Sustained damage is the point of the Assassination spec.
Chase Christian Apr 21st 2010 6:51PM
Mutilate rogues SHOULD have some burst to add during key phases, is what I'm saying.
glkcox Apr 21st 2010 7:17PM
I disagree with Chase on this one. I use combat on ICC trash and assassination on the less mobile bosses. If I want burst damage on a boss, I shiv for a 5th combo point if necessary. Despite few cooldowns for assassination, I still see enough variation in damage/dps for similar geared rogues to know skill is involved. I don't disagree with the premise that skill should clearly separate players, just with your methods.
Tinwhisker Apr 21st 2010 7:33PM
"I shiv for a 5th combo point if necessary"
You might think that's burst but it's really not.
glkcox Apr 21st 2010 8:55PM
Wow, I guess you have to emoticon everything. I wasn't serious about shivving a fifth point as burst. I don't need burst, my whole existence standing behind festergut for 5 minutes straight doing 10K+ is plenty without any self induced "burst". Heroism and swapping TotT with another rogue is just fine.
Robert Apr 21st 2010 5:40PM
"Blouge" sounds ridiculously OP. 20-yard range, six-second stun, with only a 30 second cooldown?
Epicuro Apr 21st 2010 6:01PM
I believe he suggested a 6 second *incapacitate*, not stun. But I agree with you that I think the 20 yard range would be OP. It's hard enough to get away from rogues.
Chase Christian Apr 21st 2010 6:51PM
Remember that we'd be sacrificing both Blind and Gouge for this ability, and that with the longer pace of PvP in Cataclysm, it wouldn't be as gamebreaking as now where 6 seconds = dead.
Fletcher Apr 21st 2010 5:36PM
I'm a fairly bad rogue in PVP because I tend not to use my cooldowns, or at least not as often as I should; I only recently got the hang of stunlock, and for a while cloak of shadows wasn't even on my bars! I'm also the sort of person who tends to save cooldowns because "what if I need them later?", which is not ideal ... if they were shorter, that'd help mitigate my excessive caution.
With that said, though, there's something you haven't mentioned here - while you've said that shorter cooldowns could make our damage less spiky, Blizzard has said that they want rogues to be doing more damage with special attacks, and less with white and poison attacks - which would make our damage *more* spiky and bursty ... something Blizzard has been trying to work *against*. How exactly they're going to fix it I don't know, but I hope that they can.
Faith-lb Apr 21st 2010 5:52PM
mmmmm Killing Spree
that is all.
Jon Apr 21st 2010 6:04PM
Silly rogues, most OP class in the game PvP wise and you complain? Yep, being a rogue is hard, Stunlock, kill, stealth, repeat..... Not to mention you often times have the highest dps in PvE.
Deathgodryuk Apr 22nd 2010 11:45AM
Try playing a rogue then feel free to come back and tell us how easy it is when we're all continuing to beat your dps by 4k and beating you in arenas, even though you play such an "OP class".
nieboh Apr 21st 2010 6:24PM
This column just verified a lot of things that I had been feeling lately. The vanish to overkill really doesn't seem to do a whole lot which is unfortunate and lately I've been skipping it and my dps hasn't changed much at all as a result. On the other hand, I feel like Ive been asleep for years and finally woke up to notice feint has a damage reduction to aoe. In some of the heavy aoe encounters in icecrown, i'm popping that baby almost every time it's available and just marveling at the fact that my health bar stays topped off. Less work on healing me means more time keeping the tank alive, and that seems to be very good for my max damage.
No mention of Tricks of the Trade? I don't pvp a lot and I don't see that it would be much use there, but in pve, Tricks is a cooldown I'm constantly using. I guess it would be hard to classify as you've done. Is it a defensive cooldown or offensive? A little of both, I think.
Vrogy Apr 21st 2010 6:42PM
Yeah, so totally OP. Hunters already have it, FYI.
http://www.wowhead.com/spell=19503#comments
Scatter Shot
8% of base mana 15 yd range
Instant cast 30 sec cooldown
Requires Ranged Weapon
A short-range shot that deals 50% weapon damage and disorients the target for 4 sec. Any damage caused will remove the effect. Turns off your attack when used.
gamerunknown Apr 21st 2010 7:42PM
Hunters don't have an undispellable unbreakable 6 second CC they can work with though.
Picture this in Cataclysm: Rogue/Lock vs. Moonkin/Priest. Sap priest, cheap shot moonkin. Kidney shot moonkin. Blouge priest, work to 5 cps on moonkin. CoS, have lock fear moonkin, and transfer points to priest, cheap shot priest, kidney shot priest, shadowfury moonkin, blouge moonkin, kill priest.
A similar skill, repentance, is on a minute long cooldown which I find a lot more reasonable.