Encrypted Text: Smoke bomb vs. joke bomb

I've been poring over our Cataclysm class review over the past few weeks, trying to glean any hidden information out of the developers' commentary. I am glad to see an emphasis put onto more active defenses and several changes that should take our survivability to the next level. Most of their ideas are pretty simple: Combat Readiness is going to let us survive being focus-fired and force our opponents to choose another target instead. I still have one burning question about rogues in the next expansion, and it's one that I may not be able to answer until the beta testing begins. How powerful is Smoke Bomb?
When first saw it, my initial reaction was surprise. Blizzard was really adding yet another cooldown to my already taxed keybinding setup? However, after reading some of the developer feedback on the ability, I have the feeling that this could be the sleeper ability of Cataclysm. It's got the potential to do something truly unique: no other class can prevent targeting. While I had hoped for a Death Grip clone like Scorpion's Grapple, I think that once we learn to true potency of this spell, we'll be satisfied with our level 85 ability and its usefulness. The question still remains: What will Smoke Bomb be capable of?
Defensive capabilities
The obvious use for Smoke Bomb is to defend ourselves and our party from hostile attackers by dropping the cloud and hiding inside. I see this as particularly useful for protecting a healer caught out in the open in an arena or battleground. They'll be immune to both direct damage abilities as well as Silence and Counterspell, since they can't be targeted while inside. By allowing our healer to spend some quality time healing without being molested by ranged attackers, we can prevent a positioning mistake from turning into a loss. Similarly, we could shroud one of our friendly ranged attackers to give them free time to unload their most powerful spells without fear of being focus-fired. In addition, our teammates can use any techniques that would normally leave them vulnerable, like Evocation or resurrecting a pet.
If we're getting blown up and Combat Readiness is already on cooldown, we can fall back on Smoke Bomb to provide us with a few moments of peace against ranged attackers. Sure, they can use their AoE abilities to damage us in the cloud, but there's a reason they don't use those AoEs already; they're weaker than single-target damage, and they cost a ton of mana. The opportunity cost of using an AoE attack is a benefit in itself, as we're causing our opponents to use a high-risk technique to simply do average damage to us. If they choose to save their mana instead, we could use a Smoke Bomb to restealth and then start a fight over.
Offensive potency
The offensive push is where Smoke Bomb can really shine -- well, as much as a cloud of debris and dark smoke can shine, that is. Imagine that a frost mage is attempting to kite you or that you're knocked away from a boomkin by Typhoon. You can drop a Smoke Bomb between yourself and your prey that will allow you to charge at them without fear of being rooted or Frostbolted. You can use it to advance your entire team's position in an arena, dropping it between pillars to allow you to migrate around the room. By preventing your team from being snared or attacked, you buy yourself time to close the gap between you and your opponents and then eviscerate them from close range. It also gives your healer time to top off the group as you move forward, which means that you're ready to attack when you reach your prey.
The fun doesn't need to stop once you've reached your opponent, though. While we don't yet know if Smoke Bomb's effect will prevent enemy healers from targeting their own teammates inside the Smoke Bomb, I believe that it will. Imagine throwing a Smoke Bomb onto a wounded healer, preventing any of his teammates from Intervening or using a crowd control effect on you as you execute them silently. It could be used to prolong the amount of time a target goes without heals, by isolating your foe from their healer while waiting for diminishing returns to become active. I imagine an AoE cleave of my own: Smoke Bomb a group of enemies surrounding a flag and focus all of my party's AoE effects onto the cloud, while their healers stand back in horror as their Grid goes from green to yellow to red.
Do you remember Cyclone, the ability that defined arena play in BC? While Cyclone wasn't exactly a potent CC when compared to Polymorph or Fear, it had one advantage that no other CC had: It prevented healing and buffing done to its target. If Smoke Bomb shares this property, we may have the ultimate arena ability. It's like having a surprise pillar in our pocket that we can deploy to ruin even the best laid plans of our enemies. I can only imagine the fear in a priest's heart when he sees himself trapped in a dark cloud with two rogues, his teammate unable to assist him in any way without compromising himself. Shadowstep and Smoke Bomb will have an immense synergy, with our ability to remove an enemy player from the field at any time.
PvE usefulness
I think this is an ability with potential in PvE play, though I'm not quite certain on what types of attacks it will work on. If we could drop the cloud on the melee group on a fight like Lady Deathwhisper, where there's plenty of Frostbolt Volleys going around, we could reduce our incoming damage by an appreciable amount. The problem is that too many effects are AoE-based, which means Smoke Bomb won't be effective at all. How often does a rogue get targeted by a single-target ability in a PvE encounter? I can only think of a situation where there are caster adds, but tanks usually handle that rather quickly.
I do see it being useful in something more like a 5-man dungeon, where we can drop a Smoke Bomb, have the entire party get inside and then have the tank pull the ranged enemies. This would be a godsend in an instance like Halls of Reflection, where many players are stuck abusing a small corner of the wall to break line of sight with the mages and hunters. Smoke Bomb will definitely make a tank's life easier in PvE, though I don't see it being very useful in a raid situation. That's fine with me, as I believe its PvP potential more than makes up for that deficit.
Conclusion
Who knows? Maybe we'll be able to use Smoke Bomb to become immune to some attacks, like we currently rely on Vanish to do when we can. Let me channel Ming here for a second: "As long as warlocks don't gain the Sharingan Eye ability to pierce the dark cloud of our chakra, our Smoke Bomb should hold up against their most powerful jutsus! I predict the new 'Neilyo move' will be Smoke Bombing a Death Coil! Believe it!"
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 3)
Hih Apr 28th 2010 8:09PM
PvE use: Smoke bomb on the tank. The boss can't target the tank. The boss then goes and kills your competition on the dps meters while you vanish until the tank moves and picks the boss back up.
brian Apr 28th 2010 8:44PM
Or, for a more (cough) honorable use, you might be able to throw this on the tank during a ranged pull, causing the casters to run to the tank. However, we don't know how exactly npcs would react.
They could run up to melee range of the tank, because they can't target him (making it similar to an on-use corner pull), or they could just decide that another player was a better target. Given that at the start of a pull, no one but the tank should have threat, it should work fine as a pull technique.
ShadowEric Apr 28th 2010 9:59PM
Except that if you carefully read what they said, you'll realize that Smoke Bomb is line-of-sight obstacle. Which do not drop threat, last I checked. So this scenario is impossible. They've also clarified that Camouflage will work the same way for hunters: the opponent will get a message that says "Target obscured". None of this drops threat.
Interesting idea though... wiping out the DPS competition. :P
Elmouth Apr 28th 2010 11:57PM
It could also have been used to save the healer from a wipe.
Tank dies, boss starts hacking at everyone, you run to the ehaler and smoke bomb the both of you until the boss resets.
Hih Apr 29th 2010 12:07AM
@Shadow: It was meant more to be funny than serious ;)
Though to speculate on how it'll work on tanks, I thought I read on the forums that you wont be able to click on someone in the smoke bomb. If they're in the middle, they'll be obscured from line of sight as well. A boss's pathing AI when given a tank that suddenly has a smoke bomb on them will realize that it can't target and moving around it wont find line of sight no matter where it moves, rather than sitting there wondering where the tank is, it'll look at its threat list and start going after the next highest person on its threat list, similar to how Hand of Protection, etc, work. Yes it wont drop threat, but bosses will go after the highest threat person that they can attack.
PrymalDark Apr 29th 2010 4:05AM
"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. "
Please read the entire description of said ability before speculating ideas that totally contradict the information directly from Blizzard.
ShadowEric Apr 29th 2010 8:45AM
Hih, it doesn't work that way. The fact that the mob can't target you doesn't mean you're not the highest threat anymore. You keep implying that if you can't be targeted, then the next person on the threat list will be. Says who?
Consider a rogue that comes up behind a mob and stunlocks it. The rogue is never targeted until the mob comes out of the stun, yet the rogue is on the threat list.
ShadowEric Apr 29th 2010 8:48AM
Hih, it doesn't work that way. The fact that the mob can't target you doesn't mean you're not the highest threat anymore. You keep implying that if you can't be targeted, then the next person on the threat list will be. Says who?
Consider a rogue that comes up behind a mob and stunlocks it. The rogue is never targeted until the mob comes out of the stun, yet the rogue is on the threat list.
Elmouth Apr 29th 2010 11:55AM
When a mob can't target/attack you it becomes bugged, it becomes immune to damage for a bit and then resets eventually.
Best exemple of this is the wheel in deadmines, along with many others.
Snappel Apr 28th 2010 8:10PM
I'm excited for this new ability. Between my smoke bomb and my priest friend's life grip spell, I think we'll be unbeatable come cata.
Anonymous Apr 28th 2010 9:40PM
The fact that you not only mentioned Ming but linked to his cess pool of a blog that insults and denegrates everyone but especially female gamers disgusts me.
Eturyu Apr 28th 2010 11:56PM
Then my work here is done.
jasonlstroh Apr 28th 2010 8:21PM
Rofl'ed at the naruto refrence... But I still read the article and I agree, smoke bomb will probably become the hell-hole of pvp for casters...
Bernie Roscoe Apr 29th 2010 7:39PM
True, but smoke bomb is designed to allow AoE to hit targets inside.
Aalokor Apr 28th 2010 8:33PM
Many boss's AoE affects are blocked by LoS (i.e. garfrost's permafrost), i expect that smoke bomb will work on these abilities as well.
Kurash Apr 28th 2010 9:02PM
The class preview description of Smoke Bomb specifically says that AoE will hit targets within the bomb's radius. So I think it's safe to assume that boss AoE will still hit people hiding in the smoke.
Jez Apr 28th 2010 8:47PM
Are we sure it stops targetting 'through' and not just targetting IN?
I mean, surely a Druid or Mage can Typhoon you out of your Smoke Bomb and then Root you? Unless it acts like a cylindrical room as opposed to a 'can't single-target me while I'm in my special place' then i think you're right about it being a portable column, but it definitely needs to be seen to be understood, in my opinion.
Still looking forward to it.. with the Homogenisation of raids, it will be ultra unique stuff like this that really shows up in tactics. Hopefully Smoked Tanks don't lose aggro and that Spell-Caster runs up to try and hit them in the face... makes moving the bitch so much easier.
I guess it's probably going to be the best Mortal Strike effect in the game. Blind the Healer, Stun the Lock Nuke, Smoke Bomb, Nuke.
The fact that your enemies can't be single-target healed while in there is a frightening thought.
davidwscott Apr 28th 2010 8:50PM
"Get over here!" LOL
WaterRouge Apr 28th 2010 8:55PM
I think that a few of the potential parts of smoke bomb you mentioned will not come to fruition because I believe they would just be way overpowered. For example, you state that its possible you couldn't target your allies (and heal/buff them) if they enter the smoke bomb. Because of the big complications this would arise with those facing a rogue I'm sure it would have been mentioned in the preview.
Also, you said that you could drop the smoke bomb in-between yourself and the caster and that would prevent snares or what have you, giving a pop-up column for line of sight. This just seems silly because the preview says that you cannot target those WITHIN the smoke bomb's parameters, not that it made a complete wall.
Maybe I'm reading too much into your analysis and speculation but I think you're giving smoke bomb more credit than its worth. My guess is that because all of the above COULD be true, what they told us in the preview for the spell are the only rules that will apply. You can't target enemies inside the smoke bomb unless you walk into it.
What is debatable is how clearly you'll be able to see whatever is inside or outside of the smoke bomb. I'm assuming it will reflect the windows in the WSG flag rooms or the Titus Shield where its essentially a one way view. That's the only way I think you could prevent targeting with all of the "go to whatever my mouse is over" macros. Although you can just tab your way past the windows....
Metatron Apr 28th 2010 9:06PM
"You gouge Hotspot
Garrote and cheapshot
You're yes and you're no
You're Neil and you're yo"
Omg thank you for that link!