Encrypted Text: The energy resource system

I love energy. Of the three different resources in WoW at level 60, energy was definitely the best around. While death knights may argue that runes are more fun, they suffer from up to 10-second lockouts on some abilities once a particular rune is used up. Some hunters in the Cataclysm beta have claimed that focus is the best thing to happen to their class since pets. That's fine, but energy doesn't require us to play the regeneration minigame to ensure that we're producing enough.
Energy is simple to model and even simpler to use; no ability is more than 6 seconds away. The system has seen constant upgrades since its humble origins, though its core functionality has remained unaltered. It's become a crucial part of our mindset, and it defines the experience of playing a rogue. I had an old friend that used to say that all true rogues set their watches to only tick every 2 seconds. What is about energy that keeps it marching on so reliably?
Energy has come a long way
Energy hasn't always been quite as amazing as it is in today's environment. Originally, it was generated in 20 energy chunks every 2 seconds, which was incredibly clunky. You could be just 5 energy short of using Kick against a clutch enemy ability and get stuck waiting for a full 2 seconds before you'd see your next energy tick. Luckily, in Wrath, Blizzard's dev team smoothed out energy generation, and we now see 10 individual energy ticks every second. The new regeneration model helps us pull of more clutch Kicks, Blinds and Dismantles, as well as allowing us to squeeze out every last drop of DPS.
Previously, rogues didn't have a way to actively regenerate energy outside of consumables like Thistle Tea, the Renataki's trinket or combat's fabled cooldown, Adrenaline Rush. As a result, our ability rotations became incredibly stagnant, since the energy income of a level 1 rogue matched that of a level 60 rogue wearing full Bloodfang. While it may have made it easy to theorycraft rogue DPS due to only having to figure out how hard each ability would hit, it didn't provide a very engaging experience for those involved. If it weren't for the sheer strength of rogues at that point in the game, I am sure there would've been much more vocal complaining.
Passive regeneration: not enough
As our talent trees have grown in the years since the game's release, energy regeneration has been specifically baked into every rogue tree. Assassination rogues pick up extra energy from their quick crits via Focused Attacks, while combat rogues are seeing huge returns from Combat Potency. Even subtlety rogues were included in the action, with the relocated Relentless Strikes making many finishers free to use. Focused Attacks promotes quick weapons, which fits with assassination's lean towards daggers. Combat rogues are literally required to use a quick weapon, or else Combat Potency is completely wasted. The synergy between Relentless Strikes and Honor Among Thieves is the most obvious way to tell rogues that subtlety is all about finishers.
While the combat and assassination trees both have talents that let energy regeneration scale with stats like critical strike and haste, subtlety is stuck with a fixed return on investment based on the maximum number of combo points that can be generated via HaT. Cataclysm is fixing this issue by making the haste stat passively increase our energy regeneration, regardless of talents. Allowing for our energy to scale with gear means that we're able to use more abilities per minute, which means both more decisions and more interesting rotations. With enough gear, we can open up entirely new rotations, while boosting uptime on our various buffs and debuffs. Instead of being forced into rigid rotations, we actually have to monitor our own energy and make intelligent choices about what to do with it.
Front-loading: double-edged sword
Part of what makes rogues so powerful in surprise PvP encounters is that we can unleash several powerful abilities in quick succession from Stealth. In a PvE environment, once we're established and attacking the boss, our energy will very rarely climb up near 100. In fact, we want to avoid having our energy much higher than 85 points at any given time, as we run the risk of wasting energy if we allow it to cap out.
However, in PvP, where uptime on a target is incredibly variable, we often have the opportunity to save up to 120 energy in reserve to unload all at once. Because of the massive amount of special attacks we can use so quickly, Blizzard can't allow for our special attacks to hit for as much as we'd like them to. For proof, look at the massive nerf to Mutilate's damage in the middle of Wrath. It barely dented our raid DPS and was supplemented with additional PvE buffs, but it completely gutted an assassination rogue's opening sequence. This has been a problem for rogues since the stunlock was first conceived.
Active vs. passive
Mages have to cast their abilities, regardless of how much mana they have. This keeps their burst damage in check. Warriors have to build up rage to use their moves, and this keeps their burst damage in check. Rogues start with full energy, and so our specials need to be tuned very specifically to not completely overwhelm any enemy we engage. While we should be able to make a strong attack from Stealth, killing our targets before Cheap Shot ends is simply not viable in a balanced PvP environment.
Blizzard's constant nerfs to our active abilities like Mutilate have left us relying more and more on passive damage to get the job done. On a recent parse of mine, 74 percent of my damage was from passive attacks like melee damage and poisons. What the meters won't show is that I am using my energy for the primary purpose of keeping up Slice and Dice, which increases my passive damage. Assassination rogues similarly use Envenom not just for its damage, but rather for the increased number of poison procs that the buff promises. That's the rogue DPS model in Wrath: We use active abilities that boost our seemingly passive damage. Need more proof? I have three words for you: Hunger for Blood.
Combo points balance out energy
While I know that I'm working to keep my melee damage and poison procs as high as possible, it can seem to the uninitiated that we're just right-clicking the boss and going AFK. The fact is that due to the mechanics of energy, we're not allowed to have hard-hitting specials. While this paradox would normally cause serious issues for another class, rogues are able to recover by leaning on the combo point system for support. Because we still have to build up combo points to use finishers, our finishers have become our primary burst damage abilities. Envenom builds are now a staple in PvP, and I've seen some critical Eviscerates that rival some of our opponents' most powerful nukes.
Warriors are being promised a redo on rage in Cataclysm, while mages are seeing massive changes to their mana dynamics. Death knights are getting a redesigned rune system, and there are a handful of other classes seeing completely new resources introduced. And for us rogues? Just insurance that energy will continue to work as intended for all specs, that our energy-consuming active abilities will be buffed in the slower pace of Cataclysm PvP, and the knowledge that we've got the best resource system in the game. I love energy.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 1)
Andrew Aug 11th 2010 3:32PM
I was always jealous rogues didn't have to sit and drink or ever had to know the word "oom". Always those moments in WSG in the back getting my mana back as I watch a rogue kill someone, re stealth and happily move onto another victim... but luckily my rogue is my new favorite/main :D
thepoisongod Aug 11th 2010 3:25PM
I remember going on the 3.0 PTR and first experiencing the new energy regen. I thought it was the most awesome thing ever.
Iirdan Aug 11th 2010 3:25PM
Nitpick! Steady Shot has been part of Hunter rotations for a long time, so it's not really much of a regeneration game as it is our normal rotation. (Granted SV and BM will be using Cobra Shot in Cataclysm, but I digress.)
I loved this article nevertheless; Energy is the best resource system in game by a large margin, and this article just made me more envious. Lucky rogues! *shakes fist*
Gamer am I Aug 11th 2010 3:45PM
Ah, energy; it's part of the reason why playing as a cat is the best part of playing a druid. Nothing quite beats seeing that burst of damage that comes from starting a battle at 100 energy, and as a solo-er, I get to see that burst a lot. Good times...
jscott87 Aug 11th 2010 3:55PM
*lurks in the shadows*
Tom Aug 11th 2010 4:09PM
I wonder what interesting changes could be made if our Energy regen halted while in Steath. Or even, dare I say it, if moving while stealthed drained Energy.
Drakkenfyre Aug 11th 2010 5:12PM
TF2 Spy?
Then we can have Talents.
FYI I am a Spy
Energy depletes while stealthed, recharges when not. Looting metal items while stealthed recharges energy.
Cloak of Energy Recharge
Energy depletes while moving, recharges when not.
Dead Don't Walk
You cannot stealth when you want, but upon being hit by an enemy, you drop a fake corpse and enter improved stealth for 8 seconds.
Ok, not really.
analgimp Aug 24th 2010 8:21AM
Talenting to play like a TF2 spy? Not very balanced. A talent called "FYI I am a spy"? We need one. Druids get Om Nom Nom, rogues need a talented pop culture reference to balance the energy-using classes again.
Shassar Aug 12th 2010 4:00AM
Gentlemen.
Has anyone killed a Horde Spy around here?
No?
Then we still have a problem.
Emtsn Aug 11th 2010 4:29PM
Even a single-edged sword is a double-edged sword.
brian Aug 11th 2010 9:43PM
What's wrong with a double-edged sword?
It's a sword. With two edges.
McRaider Aug 12th 2010 8:09AM
Actually a normal sword has 1 edge because the edge goes up the blade, over the top and back.
Agreeing with Brian, though.
tanner Aug 11th 2010 4:34PM
Heh, to counter the mages arguement here, although rogues never go oom completely, we do go oom every few seconds. How often do mages say "OMG I couldnt counterspell because I didnt have mana?". Rogues have to choose where to spend our energy, do we kick? gouge? save for burst or do sustained damage? What finisher do we use? Do we switch targets and waste the combo points because we dont have enough energy for even slice and dice at the moment.
Do I even have to mention when we blind is key to our success? When do we use vanish, evasion, sprint? As all of them are on extremely long cooldowns, chances are, once they are used they are gone for the rest of the match. I have played a Death knight, warrior, and priest to 80, (my rogue being my first 80 for the longest time, and my main). I can tell you now, I have put more thought into my rogues actions much more than I have with my other toon's actions in PvP.
Darky Aug 11th 2010 6:21PM
I have to say runes are the most fun because it is one of the only systems where you don't have to stop pressing buttons at any point of time on a boss fight, yes some of our abilities are locked out, but whilst that is happening we either have some of our rune power left or other runes to use up, and when they're used up the main ones are back up and we can use our primary move again.
However I do love energy as well (i currently have a level 42 assassination rogue and a 51 kitty druid) its just I find myself wishing it regenerated a lil' bit faster or that my moves costed less energy (although 34 energy mangle is very nice i am 2 levels behind that :P).
Death knights do not have one awesome aspect that both of these have, the ability of stealth, I LOVE stealth I love creeping around devilsaurs to get to those nodes for my quest, I love vanishing after aggroing way too much for me to handle, I love stealthing, putting on sprint (with the minor glyph) and running across the water from the blacksmith to take out that one lonely paladin guarding it the stables, so if death knights had stealth they would be the only class I'd ever play in wow, however they do not so rogues and feral druids still have their charm.
Aarcial Aug 11th 2010 6:45PM
Aye, with getting focus it's making me miss my Rogue, steady shot is supposed to be a filler, and for marks a slight buff to auto shot speed, not required to pull of our next special. But MM raiding will love focus all the same.
jk55 Aug 11th 2010 7:37PM
I think this is just a matter of taste. I have both an 80 rogue and mage and I enjoy the mana system more. Keep in mind that mine is a pvp perspective.
Energy resource management just feels like "work". I constantly have to keep track of my energy to make sure that I can react. For example, kicking a healer during a cast. Like a poster above mentioned, it feels like running out of mana every 6 seconds, but for a very short time.
With mana, I cast what I want, when I want, and start thinking about mana regeneration when I hit a certain treshold or if I feel like the fight may require some conservation.
Two different mechanics, each has its pros and cons, personally, I'll take mana over energy any day.
Rakah Aug 11th 2010 8:54PM
I've been waiting for this for a while. Good job chase.
Scooter Aug 13th 2010 6:11AM
Nice article Chase very informative. Was wondering except for this site if you guys can recommend any good rogue sites (like WHU is for hunters) that address gear and raiding guides etc. And please dont suggest RogueRogue or the panther one as they are very outdated on a lot of stuff