Encrypted Text: Breaking down tier 12

In case you haven't heard, the upcoming patch 4.2 is currently on the PTR. The patch notes currently include a ton of important rogue changes. First of all, Blind is getting buffed. In PvE situations, it will now last up to a minute. Also, Blizzard is unbuffing Stealth for rogues a bit, as Stealth will start its cooldown upon leaving Stealth, not entering it. I had always assumed that was an unintentional change, anyway. In addition, most crowd control abilities are going to be just like Sap, so that the casters can use them without pulling aggro. Like I said, there's a ton of major changes coming for the rogue class!
In all seriousness, I am a bit cheesed off that we didn't see any damage improvements with the patch. You've all heard my spiel about how rogues are the only pure melee DPS class and how that necessitates our having higher DPS than anyone else. Rogues are very "middle of the pack" right now, with the abominable hunters and warriors typically surpassing us in equal gear. In particular, our effectiveness drops sharply in heroic raids, where it can be downright dangerous to be in melee range. Either way, our raids need someone soak up all the rogue gear, so an analysis of the upcoming rogue tier 12 set is in order.
Tier 12 stat mix
When comparing our current Wind Dancer gear with the upcoming Dark Phoenix raid set, two of our previously blue sockets are converting to red sockets, so we'll be able to match most of our socket bonuses. The new stat mix is actually identical, with heavy doses of haste and crit, an average serving of hit, and garnished with a bit of expertise and mastery. The balance has been redistributed, though, as many of the stats have shifted to new slot locations.
I never like to see this much crit on our gear, but at least we can still reforge out of it. In Wrath, we were just stuck with whatever stats the item design team decided on. Reforging isn't a perfect solution, but if it helps us mitigate all this crit we're getting, then I'll take it. The reason we see so much crit is that it's equally valued for both specs (as opposed to something like expertise, which is awful for some but great for others). There are also several offset pieces that look to have better stat mixes, although our set bonuses may very well force us into using our tier gear.
Like Ignite, but for rogues
The current two-piece bonus on the Dark Phoenix set causes our "melee critical strikes to deal 6% additional damage as Fire over 4 seconds". I lifted the description word-for-word on purpose, as the definition of "melee critical strikes" can refer to either all melee attacks, or only our auto-attacks. We'll have to see what the exact mechanic is once we're able to try out the new gear. In order to figure out exactly how good it will be, we have to go to the parses.
Browsing World of Logs, I made a quick table of damage sources. By browsing the "Damage by spell" section of a few rogue parses across various fights, I can see how much of our damage comes from a particular source. When you mouse over the percentage of "Damage done," it tells you what percentage came from critical strikes. I added up the damage from things like melee attacks, Mutilate, Sinister Strike, and the rest. I excluded our poisons and Envenom, as these deal magical damage and probably won't activate our set bonus.
The results are fairly predictable. Combat rogues rely much more heavily on physical damage, with between 40-45% of their damage coming from melee critical strikes. Assassination rogues, on the other hand, were closer to 25-30%, depending on the encounter. Blizzard has already told us that the fire damage DOT will roll like Ignite, ensuring that we see the full damage always done. We can model the bonus as a straight 6% increase to the above damage values, although the bonus may also be effected by the various debuffs that might be on the boss. We just multiply the percentage of damage coming from melee critical strikes by 6% (or 0.06 on your calculator), and we can see what the percentage bonus will be.
For combat rogues, they can expect to see a 2.4% to 2.7% increase in their overall damage, while assassination rogues will be receiving a 1.5% to 2% boost. Those are great numbers from a set bonus and make our two-piece very desirable.
In the case that the set bonus only affects our auto-attack critical strikes, things are different. Combat rogues would still see a 1% to 1.2% increase, which isn't awful. Assassination would only be getting a 0.5% to 1% buff, which moves it into the "good but not great" category. Even with these hypothetically lower two-piece values, I suspect most rogues will grab their set anyway, as the four-piece bonus is the real boon.
I love Tricks of the Trade
Do you remember our awesome tier 10 two-piece bonus that granted us energy when we used Tricks of the Trade? I do, because I love set bonuses that encourage good play. Tricks of the Trade can be glyphed by most rogues, and we have plenty of GCDs to burn to help out our tanks. Every single rogue I ran a heroic with during the tier 10 era used Tricks on cooldown, and that is a Good Thing. The upcoming tier 12 four-piece bonus takes that to another level, granting us a significant power boost every time we use Tricks. Get your TotT macros ready for the Firelands!
Basically, every time we use TotT, we'll gain a 30-second buff that increases one of our ratings by 25% in a pseudo-random fashion. Since TotT has a 30-second cooldown, we can essentially always have this buff active. Blizzard's crew has already shared some great info on this proc for us. We know that it won't proc a boost to either of the cappable stats of hit or expertise, which means no proc will ever be wasted. We also know that the bonus won't proc the same stat back-to-back, which will help to prevent it from being too awesome if we got five mastery procs in a row and too awful if we got five crit procs in a row. There's still some RNG games at work, but it should be relatively smooth.
Aldriana and Antiarc are modeling the bonus in Shadowcraft as around an 8% boost to the value of the three proc-capable ratings of haste, mastery, and critical strike rating. Aldriana has also speculated that the balance of power between agility and the rating stats could be shifting, which would make any agility socket bonuses worth grabbing. Nearly every socket bonus on our Dark Phoenix set is agility-based, and the one that's not is tied to a solo red socket anyway. While I'm not happy to see our set stacked with crit and no buffs in the pipeline for rogues, these set bonuses definitely have me excited for patch 4.2 and Firelands.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
ScrubRogue May 18th 2011 2:23PM
Can't wait for Firelands, although I'm not sure if we'll be done the current raids by then!
Narlic May 18th 2011 2:28PM
I agree with you on the damage perspective. Healers bemoan melee heavy groups, because we're putting ourselves at a lot of risk to get in there and do our stabbing, and we're constantly soaking damage from various effects. Not to mention that we're trying to maximise DPS uptime during all this; trying to chase a boss with a small hitbox around as the tank shifts out of various blasts and lines of fire. And where is the hunter, with his buffed damage? Safely out of harms way, standing perfectly still, continuing an unabated rotation that he started in the very first second of the fight.
If I didn't freaking love being a rogue, I'd be a lot more bitter. As it stands, I am proud that I can beat that damned hunter sometimes, after working my ass off to stay in melee range and alive at the same time.
Xayíde May 18th 2011 3:14PM
"And where is the hunter, with his buffed damage? Safely out of harms way, standing perfectly still (...)"
Really dude, if you are standing still in any fight in this tier, you are failing. Ranged and melee both have to move a lot. Depending on the fight, ranged have to move even more (Magmaw, for example).
But yes, I don't disagree that a melee heavy group is a liability in most current cases.
As a bit of irony though, Sinestra, supposedly the hardest fight in this tier, is the one I stand still the most as a warlock, heh.
Docseuzz May 18th 2011 2:40PM
Thought/Question for Encrypted Text: What would it take to make Sub viable? I think from a walking-in-the-door perspective, they are OK, in that they bring a reasonably useful raid buff and debuff, but it seems like the effective 'strike from behind at all times' requirement on Sub is what does it in. Some thoughts that may help...
1) for sub rogues, all attacks that require rear positioning, are allowed in side positioning
2) Attacks that require rear positioning, can be used in any position, but non-rear gives -20% dmg (yeah backstabbing someone in their face is a little weird)
3) Ambush is usable outside of steath for sub rogues, but has 15 sec cooldown added (so at least when you _can_ be behind, your dmg goes up)
4) Punt on clever solutions, and crank up Sub's +%dmg mastery bonus, although this has crazy pvp burst issues
5) Rework Sub's +dmg mastery bonus so it's higher, but it gets there over time - they already have the best initial dmg potential, they are lacking in the boss-fight timeframes.
Thoughts?
Hail May 18th 2011 8:06PM
I'd say keep the positional requirements but make it less detrimental by buffing hemo, possibly via reduced energy cost. That would effectively make it a quick CP instead of a powerful attack like BS.
Serrated Blades should be triggerable by Deadly Throw also.
Another suggestion I saw was make SB increase rupture damage by around 10%, stacking, each time it is refreshed.
These have the advantage of being PvP neutral.
chris May 18th 2011 2:48PM
Looking forward to getting a set of this gear. Though I can't say I am overly thrilled about the brown and teal color scheme. Something closer to the fire theme (red/orange/purple) would look a lot better than teal.
Tinwhisker May 18th 2011 3:08PM
Aldriana may model the 4piece as a great bonus, but he's got his own thoughts on TotT itself.
http://elitistjerks.com/blogs/10672-aldriana/535-problem_tricks/
quickshiv May 18th 2011 5:33PM
I totally agree with Aldriana. Tot is the new HfB and we are happy about that? It even adds less dps then HfB how can anyone think this is good?
Lemons May 18th 2011 9:13PM
I agree it's a reworked HfB. I had never really thought of tricks that way though until now, but it's true. In wrath it was actually fun. Working out at tricks rotation with the other rogues in my raid and all working together to boost each other's damage was actually something I enjoyed.
Right now though...I don't tricks. Yea I know I'm awful/bad/a noob for not doing it, but I don't. Ever since I unequipped my T10 2 set bonus I haven't done it. Why? It's not fun boosting another person's damage, and the fact that it's such a sickeningly minor dps boost at that only adds to my apathy toward the ability. Plus...I don't raid often, and there's never another rogue around to tricks me back in a 5 man heroic.
So, yea, I'd love it if the devs did something about tricks. Perhaps with a rogue guru like Aldriana behind the idea the devs will actually look into it. A rogue can dream...
Chase Christian May 18th 2011 10:42PM
Actually, the "response" Aldriana mentioned was my response. :) I think TotT is a fun mechanic, but I don't really know what to replace it with. As long as we DO have it, I think that having the set bonus tied to it is a Good Thing, as we can pop it on demand.
Josh A May 18th 2011 3:08PM
Completely agree re: the current climate of rogue DPS. It infuriates me that I can play my class very well and still be consistently pwned in the meters by undergeared hunters who admittedly barely know their class.
I bring little to no utility to the raid. All of that utility is theoretically given up because I have the potential to do extremely high DPS. That's how it's supposed to work in theory. Otherwise, why would I even play a rogue? Why would anyone want me on their raid team if that's not true? Good question. Unfortunately there's no answer, as certain classes with a ton of utility consistently out DPS us on almost every fight. And you can tell me I suck all you want, but the World of Logs averages across the servers don't lie.
So you win, Blizzard. I've played a rogue since beta and I'm currently gearing up a hunter to replace me. It's clear from my 80+ abilities that you either want me to (1) PvP; or (2) become a terrible 25 second avoidance off-tank anyway.
Stabaa May 18th 2011 3:18PM
Rogue gear with little diamond shaped gems just happens to be a pet hate of mine.
Couldn't you have designed something a little more badass blizz?
Cyno01 May 18th 2011 3:24PM
This doesnt look bad exactly, but it does look like a cross between T9 and wrath PVP gear.
fadewon May 18th 2011 4:53PM
Honestly, why have a giant glowing target on our face if we're supposed to be stealthy and assassin-like?
Kryptich May 18th 2011 4:09PM
"Rogues are very "middle of the pack" right now"
Whats wrong with being middle of the pack? If every DPS was middle of the pack then the game would be perfectly balanced. Basically what your saying is that if your not topping the DPS charts then you will be disappointing that you didn't get a buff ... as illustrated:
"I am a bit cheesed off that we didn't see any damage improvements with the patch"
You should read the post wow insider made regarding people who aren't satisfied with "middle of the pack" and how they are ridiculous.
Kryptich May 18th 2011 4:10PM
Here it is:
http://wow.joystiq.com/2011/01/14/the-middle-of-the-pack-is-a-fine-place-to-be/
Superdooperfuntime May 18th 2011 6:28PM
Perhaps he's more annoyed that rogues, who are a pure DPS class, see nothing new.
Chase Christian May 18th 2011 10:45PM
Middle of the pack is a good place to be... for every other class/spec in the game. Rogues are unique in this way: they are the ONLY pure melee DPS class in the game. We have no ranged options, we have no tanking options, and we have no healing options. Melee range is a liability, and our DPS needs to be higher for to compensate for the danger and difficulty of being in melee range without any other options. It's how the rogue class has worked since literally day 1: we do top DPS, but we also take more damage and die more often. I don't care about being literally #1, but when hybrids are ahead of us, we really can't make a coherent argument for our raid spot.
jordan May 19th 2011 1:47AM
If other melee classes are doing more or equal damage, they are BETTER CLASSES PERIOD. Such is the burden of being the only melee pure.
Tom May 19th 2011 2:11AM
This isn't as compelling an argument when people aren't performing at 100% capacity. There are many, many raids with Rogues placing better than in the middle of the DPS pack.