Encrypted Text: Top new, useful Cataclysm rogue abilities
Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the rogue class. This week, we discuss the new abilities that we'll see as we level up in the upcoming expansion.
As I've mentioned several times before, rogues are often thought of as the "cooldown class." We've got a plethora of abilities, with nearly one (or two) for every situation. We're then regulated via cooldowns attached to each abilities, limiting how often we can use them. This gives the rogue class incredible potency in short fights, when our cooldowns are able to be used in quick succession. However, we have often stumbled in longer encounters, when our cooldowns are only active for a small percentage of the overall fight. Blizzard has been working on resolving this by reducing both the potency and the cooldown of a few of our moves, like Sprint, to give us more flexibility.
The DPS model for rogues hasn't change at all since The Burning Crusade. The only real addition was the creation of Mutilate and Envenom, which have been staples for rogues for years now. While Fan of Knives was a fun addition at level 80, its use on anything but trash has been limited at best. It's unsurprising that even though we're receiving three new abilities in Cataclysm versus BC's two, they're still all cooldown abilities. However, our new spells are actually incredibly fun and useful. They also take some skill to use properly, which is something that the rogue class needs desperately to get back to. Using your abilities wisely should yield a large reward -- and with that thought, I will now introduce the 2010 graduates of the Rogue Ability Academy.
Smoke Bomb is pure cool
As you can see in the intro video, Smoke Bomb is exactly as awesome as I had originally hoped. I tested it as thoroughly as I could, in both PvE and PvP. Targets affected by Smoke Bomb remain targeted and targetable the entire time, but you're simply not able to cast into or out of the cloud if the rogue is your enemy. Friendly healers can heal in both directions, but enemy healers and DPS are locked down. Because of this, Smoke Bomb can be used both offensively and defensively. My favorite usage will likely be on an enemy caster who is trying to use crowd control on one of my friends. Not only will his spell not go off, but he'll be unable to be healed -- and my ally is now free to do as he wishes. It's a pseudo-interrupt for any spell that's not being cast toward the caster or you.
We can be knocked out of the Smoke Bomb by AoE moves like Typhoon, and all AoEs will still affect us. However, even if a spell is being cast as we run into the cloud, we are protected. Spells in the air will still land, however, so make sure to activate Smoke Bomb before your opponent finishes his cast. Pets will definitely follow you into the Smoke Bomb, so beware of hunters. Also note that Smoke Bomb protects both you and any other friendlies who decide to wander inside, and I am sure that proper SB use will be the hallmark of successful gladiator-class rogues everywhere. I have been able to use it to successfully restealth against several casters who were too afraid to venture inside.
Redirect is useful -- but only just
Redirect is one of those moves that I want to like, but I'm still not quite convinced about it yet. Warlocks saw something similar with Soul Swap, so it's clear Blizzard wants to work on making target-swapping easier. I can definitely see some cases for using Redirect, especially on any encounter with high-priority targets. I always end up losing combo points on Marrowgar's Bone Spikes, and being able to unload a 5-point Kidney Shot onto a val'kyr immediately would be awesome. I honestly think Redirect will see the most usage in PvP, where target swaps are a powerful part of setting momentum and scoring kills.
Also featured in this video is a great shot of the new Vanish. The new Vanish functions by putting us into a "Vanish" phase first, during which no damage can break us out of Stealth. After 3 seconds of guaranteed stealth, we're then put into regular old Stealth like we're used to, in which damage will break us out again. Three seconds is a very long time, especially if coupled with Sprint or when attempting to re-open on our targets. This even works on pets and attacks in the air, since there is nothing that can break us out of Stealth for those few seconds. It's amazing. Go download the PTR client and try it yourself!
Combat Readiness wins for best spell animation
I have always been in love with the Assassin class from Diablo 2. It strongly resembles the rogue in many aspects, including the combo point and finisher system. Combat Readiness looks like a spell straight out of Diablo, with swirling shuriken protecting us from all sorts of damage. Combat Readiness' effect only lasts a mere 5 seconds, but as long as we're continually punished, the effect refreshes itself. Imagine using this on Lord Marrowgar to cut your damage taken by half for an entire Bonestorm. There are plenty of situations where we're taking damage, and having such a powerful ability at the ready is going to give us untold survivability. When coupled with Recuperate, it's going to be incredibly hard to kill a rogue. Evasion has shown its age now that everyone has stuns available to them, and Cloak of Shadows simply didn't save us from focused fire. We used to all sport Cheat Death in our level 70 PvP builds, and I think that Combat Readiness is going to bring back a bit of the "tankiness" that we've been missing.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Matt Sep 22nd 2010 6:13PM
Wow. This is awesome! I can't wait until rogues aren't pushovers when they're out of CDs.
Back in TBC, rogues were pretty capable of standing face-to-face with warriors or ret paladins for more than three seconds without getting completely destroyed with ShS, but I noticed with Wrath that, if we're out of CDs, we simply can't do anything to stop from getting totally destroyed by heavy plate-wearing, damage-dealing foes.
I can't wait. Wrath rogue PvP has always kind of been a hit and miss for me and alot of other rogues too.
Cyno01 Sep 22nd 2010 6:56PM
What happened is, they nerfed dodge. The dodge coefficient from agility for rogues was just too high in BC, to the point where rogues who were very specifically geared could get, iirc, 102% avoidance WITHOUT ghostly strike or evasion, and were tanking raid bosses.
http://www.wowwiki.com/Rogues_as_tanks
Oriflame Sep 23rd 2010 12:29AM
I think in wrath rogues were kind of supposed to have a hard time with warriors and ret pallies, because rogues are kind of the scissors to low armor classes paper, and somebody has to be the rock to rogues scissors in that model.
I'm hoping Cata moves away from that approach and see good signs.
jordan Sep 29th 2010 2:35AM
Yes, rogues are capable of taking fairly decent damage in cata, for the first time in a while they make decent flag runners whereas today it's something nearly unthinkable
Jack Spicer Sep 22nd 2010 6:14PM
Smoke Bomb - Separating good rogues from bad rogues in 5-man dungeons.
scherbaddie Sep 22nd 2010 7:41PM
Smoke Bomb - Don't expect them to use it before level 85 though.
syfie Sep 22nd 2010 6:16PM
cool
Hail Sep 22nd 2010 7:16PM
Any news about the new sub spec? It seems fun and you mentioned it's in fairly good shape dps-wise last week, but unlike other specs I had no room for utility talents. Personally, I'd like my sub spec to at least have camo or cheat death, since those make me feel sneakier/specialer.
talkingmike Sep 22nd 2010 6:26PM
The squishiest class in WotLK PVP will welcome this new Combat Readiness spell. Wootages.
Skizzit Sep 22nd 2010 7:06PM
Hrm... Looks like I might have to bring my rogue outa retirement for Cata after all. He has been benched since right after Wrath went live and I realized I was still playing the same class, using the same abilities that I had been using since MC days.
Sadly, it still looks like rogues will play out the same as always for PvE, but at least they will get some fun abilities and gain some much needed survivability in PvP.
Cyno01 Sep 22nd 2010 7:46PM
Were like sharks, perfect killing machines, unchanged despite millions of years of evolution.
Zayd Sep 22nd 2010 7:15PM
My graphics card just a cold chill run down it's spine.
Henry Sep 22nd 2010 7:27PM
The real challenge for us tanks will be convincing rogues to Smoke Bomb to simulate a LOS pull.
lukefromak Sep 22nd 2010 7:46PM
Actually, the first thing I thought when I saw this was "that's gonna be awesome in PvP", but the second thing was "sweet, now I can LOS pull for all the tanks who are too dumb to do it themselves."
Henry Sep 22nd 2010 8:09PM
Yeah, it goes both ways.
Siorra Sep 22nd 2010 8:03PM
Chase, I do hope you've read the new tooltip for Blade Flurry. Wouldn't want you to have leveled all the way to 85 reducing your energy regen by 20% on single target mobs... :)
Xid Sep 22nd 2010 9:20PM
My rogue on the PTR can still be targeted and attacked by pets while Vanished, and so of course, if after 3 seconds that pet is still attacking me, I get knocked out of stealth. Anyone know if this is intended or a bug?
Quench Sep 23rd 2010 2:55PM
I doubt it, it's been that way on the beta since the start, it appears we have traded the ability to force players to drop target for the 3 seconds immunity, pets never dropped target anyway.
Nut Sep 22nd 2010 10:35PM
Wow, from a tanks perspective, I can see Smoke Bomb being a very useful tool in pulling troublesome caster mobs. Have the tank start a pull and drop a smoke bomb on him... Poof! Instant LoS pull. Handy!
Huntrex Sep 23rd 2010 5:01AM
Doesnt this make rogues a tad op in pvp, now they have shadowstep, more efffective vanish and smoke bomb. What ranged stands a chance?