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
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 2)
Loudfiero Dec 1st 2010 3:10PM
Now that agility = 2AP, is the +26 agi enchant better for DPS or is it still +25 hit +25 crit?
jam Dec 1st 2010 3:18PM
I don't know for sure about rogues, but kitty druids usually are similar. This was the stat breakdown.
http://fluiddruid.net/2010/11/the-cataclysm-feral-dps-gear-wishlist-part-1/
DPS: 3.88
Agi: 2.57
Str: 2.00
AP: .96
Mastery: .91
Haste: .82
Crit: .75
Exp: .71
Hit: .71
Since agi is worth 2.5 points, and crit and hit are both
Stilhelm Dec 1st 2010 4:04PM
Since those are both weapon enchants, neither of them is better. Mongoose is best, followed by berserking. If you're just going for a cheap enchant, then it's probably best to just not worry about it too much, but in general, 26 agi will be better than accuracy (25 hit / 25 crit).
Of course, in Cata, Mongoose will no longer be best once Landslide is available.
Kaiserette Dec 1st 2010 3:14PM
Fair enough Chase I'll wait for the juicy info in weeks to come.
Sedna Dec 1st 2010 3:17PM
Thanks for this! I'm planning on starting a rogue with Cata and it's good to know about the big changes for this class- lets me go in with my eyes open on my little goblin.
And thank Jeebus Vanish finally works. I can't imagine how frustrating that must have been to deal with.
Rihahn Dec 2nd 2010 3:23PM
Vanish doesn't feel 'fixed' yet. When I fire off a vanish about 50% of the time the mage/priest/random autotarget class DPSes me down anyways because vanish didn't break the target.
Hitting vanish and having mindflay keep on ticking - so you hit sprint and get about 12 miles away on the other side of several walls - and mindflay keeps on ticking - sucks.
When vanish does work though, it's pure awesomesauce.
thebl4ckd0g Dec 1st 2010 4:19PM
Whats that icon in the bag in the screenshot with a count of 965? Is that useless bullets? :)
Anne Stickney Dec 1st 2010 6:03PM
I am pleased to see I'm not the only rogue out there that still has their Thieves' Tools. Even if we don't need 'em anymore. :)
Outdatedkero Dec 1st 2010 8:14PM
I just became so used to unbuffing tricks to reset the 30 seconds on a MC that It became second nature. I didnt realize it was fixed! Awesome!
Lemons Dec 1st 2010 7:52PM
What I've been wondering is...is druid stealth better than rogue stealth now? I know we have MoD baseline, but looking at the values on Wowhead has gotten me a bit confused. It says the "stealth value" of Stealth is 40. Meanwhile the stealth value of Prowl is 50. On top of that druids can still spec for their version of MoD as a mastery called Feral Instinct which would add another 15 to that making it 65, in other words 5 levels higher than rogue stealth?
I would really like to know who has the best stealth. It needs to be rogues. On our class description page it calls us the masters of stealth. Not one of the masters, not the second best masters, but THE masters of stealth.
SirTreek Dec 1st 2010 10:27PM
These are neat Rogue changes. I didn't realize they made the TotT change, but it makes sense, because I noticed on my hunter alt that MD does the same thing now, too.
Kinetic Dec 2nd 2010 5:16AM
Here are my concerns around the rogue:
http://elitistjerks.com/f78/t110016-cat ... 1_30_10_a/
TLDR: Assassination and Combat spec are withn 3% DPS of each other. Assuming you go combat spec, there are two rotations. One rotation has 5 abilities, the other uses only 3 - the damage difference between these two rotations is only 2%. Lets leave Sub out of the argument; an incredibly complicated cycle for 5-10% less damage.
Quote:
Q: So the difference between doing the 5-button RvS/SS/SnD/Rupture/Evis cycle and the 3-button SS/SnD/Evis cycle is less than 2%?
A: That's about the size of it, yes.
Bottom line - you can get close to max dps with a rogue by using only 3 buttons. /yawn
One of the things that become quite evident since patch 4.01 is how fixed rotations for most classes are a thing of the past. Many abilities are now activated in one way or another (giving you instant casts, mana free or rune free spells, etc). For me, this makes gameplay so much more fun. I think that Blizz forgot about rogues for Cata.
Xeevus Dec 2nd 2010 7:00AM
Yes, but isn't that what you want, for all specs to do comparable damage? I think that's a great thing because it gives you a true choice of which spec to play based on preferred playstyle.
Kinetic Dec 2nd 2010 8:46AM
The point I was trying to make is not that the damage output is more or less the same across specs. The issue that I have is that the rogue rotations have not changed since we were level 60. SS, SnD, Evis. Did it at level 60, still doing it at level 85.