Encrypted Text: Rogue mechanics for the Cataclysm era

After writing Encrypted Text for over two years now, I have gotten into the groove of writing about rogue life at level 80. I've talked about all about armor penetration's various iterations (and eventual removal) and where to snag the best leather gear with your
Blizzard has implemented a ton of changes that affect the rogue class in serious ways. Cataclysm is by far its most ambitious expansion yet. With such a huge delta between what was and what is, the transition is going to be a bit rough as we cope with the post-Shattering world. Poisons have been streamlined (again), our Stealth was buffed significantly, and our talent trees were redesigned from the ground up to ensure that each spec provides a useful raid buff. I think it's safe to say that the rogue as we know it has evolved.
Poisons, simplified
While Wrath brought the removal of the Poison skill from the game, Cataclysm heralds in an even simpler version of the poison system. Instead of the multi-rank smorgasbord of poisons we have today, every poison has been reduced down to a single rank that scales as we level. The system makes sense when we remember that Blizzard also removed ranks from all abilities as well, implementing a scaling system there as well. The new poisons ensure that you'll always have the right rank ready, and leveling rogues can safely stockpile poisons in their bags without worrying about outgrowing them. We've definitely come a long way from painstakingly purchasing the right materials and quantities of reagents from the vendor and going AFK as we leveled our poison skill.

The poison changes weren't all buffs, though. Wound Poison had its effectiveness dropped to a measly 10 percent. While yes, it's comparable to the other healing reduction effects like Mortal Strike (it was nerfed, too), it's still a nerf nonetheless. The good news is that shaman are no longer able to dispel poisons, although paladins and druids retain that ability. I was secretly hoping that while rebalancing healing reduction effects, the Blizzard dev team would make Wound Poison more like Necrotic Strike and less like Mortal Strike. The old Wound Poison used to reducing healing done in an interesting way, and I think allowing a second class to possess the new "healing absorbed" mechanic would be more than fair. While we're taking death knight abilities, how about a Death Grip clone that pulls opponents to us via a chain?
No more Master of Deception
Straight from the mouth of Ghostcrawler (lead systems developer), rogues get the best stealth. We deserve it. And in Cataclysm, Blizzard acknowledges that. Master of Deception is completely removed from the game, and even combat rogues are nearly invisible. While it may seem like a simple change, it dramatically changes the way we approach Stealth. Before, if we didn't have MoD, Stealth was just a precursor to our opening attack. Sneaking around mobs or players was nearly impossible, and you'd get caught every time. Now, we can easily go wherever we please, and our opponents won't be any wiser. By spreading the love to all specs, it makes it far easier for any given spec to be PvP-viable, since Stealth is a huge part of a rogue's success.
Tricks of the Trade can't be wasted
Have you ever popped Tricks of the Trade, only to be stymied by a slow tank or years of RP preventing you from attacking your target? It used to be that once the 30-second duration of Tricks expired, it would put Tricks on cooldown, forcing you to wait if you wanted to use it again. I pleasantly discovered that this issue is now gone, and if the 30-second buff of Tricks disappears before you can utilize it, the spell's cooldown is not activated. This simple change allows you to keep Tricks up 100 percent of the time when out of combat, which means you'll be ready for whatever the dungeon throws your way (like an unexpected patrol).
Guaranteed cooldowns
Vanish works. I've talked enough about that already; suffice it to say that it's the single best change of Cataclysm so far. What's awesome to see is that Cloak of Shadows received a similar treatment. It now provides 100 percent immunity to incoming spell effects while active, which means we don't have to guess if it's going to work or not. When I'm not happy with how something works, I complain about it, just as I complained about CoS' RNG back in 2009. Although the fix came more than a year later, I'm still excited to see that Blizzard has been working to fix even the little things that have been pestering rogues everywhere.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Steve Dec 1st 2010 2:22PM
I think that Tricks change happened months ago.
Rob Dec 1st 2010 2:28PM
Didn't realize that TotT didn't activate the cooldown if it wasn't "used". Awesome! Now to put that in Power Auras...
Eisengel Dec 1st 2010 2:31PM
Now I'm not saying that I don't understand why CoS was made 100%, and I'll certainly enjoy the buff, but I always found it a little fun not quite knowing if I would resist something or not. It added that bit of danger and uncertainty that made it more exciting in a Gobin sort of way (will I get exploded or not?).
bob Dec 1st 2010 8:06PM
RNG is good right?
Kaiserette Dec 1st 2010 3:12PM
I appreciate your writing but the column seems to be for beginners I would like to see more in depth and thought provoking articles that go into detail 1 area of Rogue concern at a time.
Chase Christian Dec 1st 2010 2:43PM
I will be doing more deep-dives once Cataclysm is released, I don't want to write up a detailed guide on something only to have it not make it into the expansion. :)
White Rabbit Dec 1st 2010 2:57PM
Pretty sure Cataclysm is finalized now, Chase. They won't make any changes now that the beta is done
Chase Christian Dec 1st 2010 3:00PM
True, but things can still change between now and level 85, and they've been hotfixing stuff every few days.
Hail Dec 1st 2010 8:37PM
Has anything Chase has posted not been up-voted?
Grubba Dec 1st 2010 11:47PM
Has he posted something that you think should have been downvoted?
Hail Dec 2nd 2010 1:02PM
nope, just curious. I'm not entirely sure why I was downvoted there, so although this might get the same treatment, anyone have an explanation for that?
Grubba Dec 3rd 2010 2:53AM
The short answer is that he gets upvoted because he knows what he writes about. The two responses he posted in this thread are succinct and clear and demonstrate having a better handle on the game and this column than the posts to which he is responding, and that is generally par for the course for him. The readers of this column seem to appreciate that; I know that I certainly do.
Xid Dec 1st 2010 2:59PM
When 4.0.1 was released I remember that pets and minions were sometimes still able to see through a Vanish and continue to attack the rogue. Has this been fixed since?
Couvs Dec 1st 2010 3:29PM
To add to that question, just how were Vanish and stealth in general buffed? I will admit there has been some need to adjust the timing of Vanish, but I distinctly recall a certain Isle of Conquest battle in between patches 4.0.1 and 4.0.3a where I popped sprint, got about 25 yards or so away from a mage, cloaked the dots/debuffs off (all were magic), vanished, and still got ranged down in a matter of seconds by said mage.
also, what is the time frame that an enemy can still see you after initially detecting you? I have gotten a bit too close to an enemy player's line of sight, been detected, sprinted a good 15-20 yards or more away in a matter of some seconds, and they're still able to see me. While I admit that situations like this are, again, borne of a need to time my approach better, I have yet to see any real improvement in our stealth.
jishdefish Dec 1st 2010 4:25PM
.3 or .3a fixed this. I forget which. I remember the language in the patch notes reading how pets and minions are no longer attacking the Rogue after a Vanish incorrectly, but now guards ARE continuing to attack after Vanish correctly. Makes me sad that I missed this PvP opportunity. I do remember shortly after 4.0.1 my Vanish worked against an Undercity guard, but I thought it was a fluke. :(
scherbaddie Dec 1st 2010 4:42PM
I could add a reply explaining how stealth and vanish were buffed, but given you failed to read this article (where the stealth change was explained) and the column a few weeks ago (where the vanish change was explained), I don't see how it would help.
Four Dec 1st 2010 3:15PM
Quick question, did they change lockpicking to scale as well? I asked /2 (I know, I know) but couldnt find any definative answers.
Thanks!
nieboh Dec 1st 2010 3:47PM
I'm wondering about that too. While I appreciate the way it used to be, having to make sure to train up lockpicking every time you level it is odd that it is the only (nonprofession) skill left in the game that you have to work at to level.
Danterius Dec 1st 2010 3:54PM
Yes, the lockpicking skill is gone now, and lockpicking simply scales with your level.
No more having to level lockpicking, (which in my opinion was the most annoying thing ever to level)! :D
Matrillik Dec 1st 2010 4:27PM
Is that first picture showing a rogue with a shit ton of noggenfogger elixirs? if so, i approve.