Encrypted Text: Rogue survivability in Cataclysm

The veil of NDAs surrounding the Cataclysm has fallen, and the community at large is now privy to all of the juicy details of what Blizzard has in store for us. I have been reviewing the changes that rogues can look forward to, and I've been excited so far at what I've seen. While I still want to get the opportunity to test Smoke Bomb's exact mechanics first hand, I am still waiting with many of you for a beta invitation. I have high hopes for the spell, but I've been satisfied browsing our new abilities on Wowhead.
One spell that I'm really excited about is Recuperate. We only originally knew that it would be a self-healing finisher, and that was about it. Now that all of the specifics are released, I'm even more excited to acquire this spell. Rogue survivability, outside of our cooldown-induced periods of invulnerability, has been a hot topic for rogues since diminishing returns were put into the game. With our stunlock losing a few seconds in Cataclysm, being able to survive an active opponent will become even more important.
Recuperate
First of all, and probably best of all, Blizzard is giving us Recuperate at level 12. This means that every rogue will have access to this spell as they're leveling up, and it will continue to scale as they gain more stamina from levels and gear. When we look at the gritty details, we're looking at a serious amount of healing done. Right now, it's tuned to grant us 30% of our maximum life over 30 seconds, which is pretty substantial. My rogue is sitting at about 25,000 life right now, without any buffs at all. That means a full five-point Recuperate would restore 8,333 life, or about 833 life a tick. While that's relatively weak when compared to a proper HoT from a healer, it's currently three times as effective as using Heavy Frostweave Bandages on cooldown.
Synergy is what takes Recuperate from being simply a new spice all the way to becoming part of the class' flavor. The key boost comes in the obvious form of Improved Recuperate, which buffs the spell by a hefty 66%. What's great about Improved Recuperate is that it's positioned so early in the combat tree that any spec can easily pick it up. The end result is that each tick restores 5% of our maximum life, with 50% of our life being restored in 30 seconds. If you consider the implications, it means that our opponents must have the capability of dealing twice our life pool in damage, in less than 60 seconds, if they have any hope of killing us. It would the up the ticks for me to nearly 1,400 each, which is far more substantial than it was previously.
The interaction with our other talents doesn't stop there, either. Mutilate rogues can pick up Quick Recovery, which boosts the spell by yet another 20%. We can also use Deadly Momentum to keep it up permanently while leveling, which means I'll be investing a few points in DM on the way to 85. One thing to note is that DM works for both Slice and Dice and Recuperate at the same time, so you can keep up both if you move fast enough! Any rogue can also boost his energy regeneration by 20% if he talents into the subtlety talent Energetic Recovery, and with DM to keep it active, that's a passive energy boost he can savor while leveling up.
Combat rogues are sturdier than ever
Combat rogues can put points into Sturdy Recuperation to take 8% less damage while Recuperate is active. This is even more amazing when you consider that combat rogues pick up 12% of free avoidance from talents alone, and we can gain an extra 50% armor from our items via Reinforced Leather. We're talking about a serious about of passive damage reduction here, combined with great avoidance and powerful abilities to keep us alive. Recuperate is not just the new finisher on the block; it's going to become our best friend very, very fast. When coupled with Feint and our other damage avoidance abilities, rogues are going to become the persistent pests that can take some powerful punishment before perishing.
The key is that every rogue is receiving Recuperate, and that the talents to boost it are relatively early in any given tree. Trying to hide the talents at the bottom of a tree or restricting Recuperate to one build wouldn't address the issues that the class has a whole, and so the broad stroke approach was clearly the way to go. Rogues may be able to go back and solo old content now, we just have to figure out whether the incoming damage is lesser or greater than the amount our Recuperate will be restoring. PvP rogues will finally have some of the self-sufficiency that we've always been looking for.
We were the only class without a heal
Enraged Regeneration, Death Strike, Holy Light, Chain Heal, Spirit Bond, Rejuvenation, Renew, Drain Life and glyphed Evocation -- that's a partial list of heals that the other classes of WoW have had at their disposal in Wrath. We've been left praying that a healer's gazing eye causes them to mouse over the raid frame with the yellow text in it and grace us with a cast or two. Our survivability without cooldowns was at an all-time low, and in the interest of bringing us back to longer fights, it was time for a change.
Conclusion
Unfortunately for everyone else, Blizzard likes to save the best for the rogues. When they decided to give us AoE, we were granted Fan of Knives and gained complete dominance in any AoE situation. When it was time to give another class Misdirection, Tricks of the Trade made its way into our toolbox. It was so awesome that they had to go back and re-do the original just to bring it up to par. Now, when they looked to give us some healing capabilities, we've got the most powerful heal of any pure class; Blizzard was even kind enough to bake in enough talent synergy to propel it to stardom. While I'm certain that Recuperate is going to see some rebalancing in the months before Cataclysm's release, I am still excited to see that the developers are serious about making sure rogues stay alive.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 3)
Jejin Jul 7th 2010 2:01PM
I mistook that goblin's chestpiece for his actual skin, and was mildly alarmed.
Gryph Jul 7th 2010 7:43PM
"We were the only class without a heal"
Really? Since when could hunters heal themselves without using bandage or Feign Death / Eat?
Correction:
"We and hunters were the only classes without heals"
Good thing both of those classes have heals in Cataclysm.
J. Jul 7th 2010 8:16PM
@Gryph Spirit Bond says hi.
Rajah Jul 7th 2010 10:45PM
Take pity on the poor illiterate huntard.
Hih Jul 8th 2010 5:33AM
As someone who is neither a Hunter or a Rogue and thus impartial to the argument, here's my opinion: You have to be *really* desperate to claim that "Hunters have a self heal because they have spirit bond."
Sure, that's technically correct... but...
Gryph Aug 14th 2010 7:31AM
@J. So you mean that MM and Survival Hunters have Spirit Bond? Please learn the talent trees before replying you stupid.
Pwekl Jul 7th 2010 2:07PM
Following the absolute bombshell about talent trees earlier today, I have to assume everything about "Improved recuperate" is now null and void.
Malkavos Jul 7th 2010 4:51PM
Not necessarily. It's a two point talent, and interesting, so I'd say it has a decent chance to remain in some form. We'll just have to see.
Docseuzz Jul 7th 2010 2:08PM
My guess is that a big-ol nerf bat is heading recuperate's way... My guess would be that it will break on damage. Still keeps it a very powerful solo grinding ability, but doubling the effective health of a class is not what they've stated as the goal of recuperate. Besides, any talk of talent synergy is now officially out the window with the talent tree reboot news... :)
Bumblebee Jul 7th 2010 6:49PM
can't nerf something that doesn't exists yet. So, it's actually rebalancing that's gonna happen here.
krusty_burger Jul 7th 2010 2:09PM
yeah recuperate looks like -*distracted by talent tree changes*.
Delphenus Jul 7th 2010 2:15PM
I was hoping low level gear would be updated to look better.
Oh well, it's still beta
zdave Jul 7th 2010 2:16PM
"We can also use Deadly Momentum to keep it up permanently while leveling"
grinding never sounded so fun!
vazhkatsi Jul 7th 2010 2:16PM
i take a little bit of umbrage to "most powerful heal of any pure class" afflocks have 2% health every 4 seconds all the time, as well as a scaling heal with corruption that scales with our spellpower, as well as haunt, and as you said drain life even tho no one drains life in raids much. i can out heal the chunks of 5000 health i take out every time i life tap.
so yeah, this is a great heal for you, but dps health throughout wrath stayed pretty steady, so unlike most classes heals, it won't scale that much at higher gear levels to give you more survivability.
vazhkatsi Jul 7th 2010 2:17PM
TL;DR afflocks heals>rogue heals
Pyromelter Jul 7th 2010 2:37PM
Agreed that afflock>rogue heals, especially if the rogue heal works just like any HoT which can be purged or spellstolen (which if I remember correctly can't be done with lock heals).
Alar Jul 7th 2010 2:18PM
I am really looking forward to the possibilities of rogue PvP at level 85 now. I know that we're not going to be able to stunlock our enemies anymore (it will, no doubt, help determine the outcome of a fight, but not be the end-all of the fight), but this just looks amazing.
As a gnome rogue, I approve of Recuperate.
LiaG Jul 7th 2010 2:17PM
I always thought rogues should stay alive by killing ppl. The way this new ability will work is just astonishing in all the good and bad ways.
Solo, grinding, lvling, pfff ... the main use for this will be PvP and we all know it.
Pyromelter Jul 7th 2010 2:34PM
At level 85, I would agree. However, I can definitely see the utility of this ability in a raid setting, especially a high-end raid setting. If you are doing sindragosa p3, and you are able to refresh SnD and Recuperation with a finisher? Oh my everloving earthmother/elune/light-bearing being, that would be a seriously amazing way to cope with the damage going on in that phase. Also, imagine really any healing intensive fight, or something like Vezax where mana is an issue - if you just set the rogues to self-heal, and never have to heal them, that is a huge boon to the entire raid.
I'm sure most encounters won't be like that, losing even just one finisher on a 3-5 minute fight is going to cost you a fair amount of damage, but in fights where survival is more important than dps (ie sindragosa p3 heroic), that would be huge.
In terms of pvp, I think this is a really great tool. Are you going to go for envenom to try to finish off your opponent, or will you use recuperate to assure you will live a while longer, and whittle them down for your next finisher?
I'm also wondering if Recuperation can be purged or spellstolen just like any other HoT in the game.
Killik Jul 7th 2010 3:03PM
I doubt it can be purged or stolen, as it's probably physical, like a Warrior's Enraged Regeneration.