Encrypted Text: A rogue's guide to patch 4.2

Rogues have a lot to look forward to when patch 4.2 is released. If you spend most of your time in dungeons or raiding, you'll be happy to hear about the sizable buffs to all three of our talent trees. Unfortunately for rogues that favor PVP, there are some cooldown changes to Cloak of Shadows and Combat Readiness that won't be well-received. While I'm not completely satisfied with the size of our buff when compared to our relative position in the DPS pack, our potency in Firelands still remains to be seen.
In addition to the slew of balance changes, we can start salivating over the new gear that will be available. Our tier 12 set has some very fun bonuses, and also some great crafted gear coming up. Our caster rivals will get access to their first legendary weapon since Atiesh, so we'll have to do our best to keep up. The duration of Blind in PVE is going up to a full minute, giving us two forms of long-term CC in Sap and Blind. As proof that rogues are designed to be the best at what they do, most other CC effects in the game are going to start mirroring Sap. Polymorph and the rest won't aggro mobs that they're used on, which should make it far easier to coordinate CC in a PUG. Plus, even if the group manages to somehow mess up CC and starts combat early, we can just use Blind as a stand-in for Sap anyway.
Enjoy the extra damage
When patch 4.2 arrives, your rogue's damage is going to go up without you changing anything. The talent tree bonuses (which I've called "mastery bonuses" in the past) are being increased, so your damage goes up by the virtue of choosing any talent tree. Subtlety rogues are seeing a big damage increase on Hemorrhage as well, which should help with some of their PVP damage concerns that I mentioned last week. Bigger Hemo damage means better burst DPS when we're not behind our target, and it will result in more bleed damage from Glyph of Hemorrhage. It's not enough to make sub viable in PvE, but we'll pack more of a punch in arenas and battle grounds.
Cloak of Shadows and Combat Readiness become mutually exclusive
The cooldowns of Cloak of Shadows and Combat Readiness were tweaked in several ways in patch 4.2, but the end result is that both are weaker. Cloak of Shadows and Combat Readiness now both have identical cooldowns of 2 minutes without Elusiveness; 90 seconds with Elusiveness. Combat Readiness was added to Elusiveness, while Cloak of Shadows had its cooldown increased by 30 seconds. In addition to Cloak and CR now having cooldowns of the same length, they also share an identical cooldown. When you use one, the other goes on cooldown too. We can now only use one of the two cooldowns every 2 minutes (or 90 seconds with Elusiveness), which significantly limits our flexibility.
Combat Readiness doesn't see much use today in PVE, and with this change I doubt we will see it used in PVP as well. Cloak of Shadows has become a quintessential part of the rogue toolbox, and Combat Readiness simply isn't worth trading for it. Even in PVP, I can't think of a situation where Cloak of Shadows wouldn't be a better choice. How many times are we going to be up against a warrior in a 1v1 situation? Combat Readiness might allow us take a pounding, but Cloak of Shadows lets us avoid taking that damage altogether. Combat Readiness is essentially unavailable to us unless we can be completely certain that we won't need Cloak of Shadows, and we simply can't guarantee that. If our opponents see us pop CR, they can immediately counter with a simple magic CC. I'll personally be moving CR to a less convenient keybinding, but I'm still sad to see it go. Cloak of Shadows is just so "clutch."
New craftable rogue gear
Leatherworkers will have access to two new agility-based leather patterns in patch 4.2, both of which are amazing for rogues. Treads of the Craft and Clutches of Evil are a pair of boots and gloves, respectively, which are both itemized with haste/mastery. In addition to both having the idea stat distribution for assassination, they both have red gem sockets that provide an extra 10 agility when met. We should be able to easily toss two Delicate Inferno Rubies in those sockets for an extra surge of agility.
These are really great boots and gloves, and so we'll want to start saving up materials for these now. They each require 4 Living Embers, which will be expensive when patch 4.2 is initially released. I plan on farming valor points on my alternate characters to buy a few of Living Embers quickly to get these two pieces crafted. I will mention that as you start decking out your rogue in Firelands gear, you will eventually replace the Clutches of Evil. As great as they are, we'll want to use our Dark Phoenix Gloves at some point to obtain our 4-piece set bonus. For assassination rogues, we'll be skipping the Dark Phoenix Tunic's crit and expertise in favor of a much superior offset option. Combat rogues will be skipping the Dark Phoenix Helmet for the Hood of Rampant Disdain, as it's stacked with expertise.
If you're missing your mainhand dagger for assassination or subtlety, or if you need a good, slow mainhand weapon for combat, then you're in luck in patch 4.2. You can get a Brainsplinter crafted for all of your Ambushing and Backstabbing needs, while the Pyrium Spellward is perfect for a combat rogue. Neither of these weapons' recipes require Living Embers, so you can gather all of the materials ahead of time. The plans won't be available immediately after the patch as your blacksmith will have to work to obtain the recipe. Still, the price of raw goods will skyrocket with all of the new craftable gear available for every class, so buy your mats now while everything is still reasonably priced.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Matthew Jun 22nd 2011 1:08PM
I read that sap is going to be pvp nerfed due to rogues moving faster while stealthed, but I don't recall where or the details, or when.
Any knowledge of this? or was this a PTR fantasy / nightmare?
ZodiacDragons Jun 22nd 2011 1:38PM
I know that the time in pvp has been decreased to 8 secs, but i think thats with most cc abilities, not just sap so not sure if it is the same thing. Also I THINK that that change has already come into affect. again not sure.
jordan Jun 22nd 2011 2:27PM
The nerf came into effect when movement speed increased. Only lasts 8 secs like any other cc.
Cjdwalsh Jun 22nd 2011 2:00PM
Blizz are awesome at keeping us in a balanced unbalanced state. Why increase the CD of our DoT remover. I use it countless times in dungeons to remove DoT's and other effects and the current CD is reasonably timed between Boss's CD's. Oh, well just gimme the new gear and be done with it.
ZodiacDragons Jun 22nd 2011 1:36PM
"I plan on farming valor points on my alternate characters to buy a few of Living Embers quickly to get these two pieces crafted."
Aren't Valor points being changed to Justice once patch releases?
I love that Blind is becoming a long-term cc ability and i love that you can see without pulling groups and everyone loves an increase to their damage, but I hate the change to combat readiness. I actually keep Cloak and Comabat Readiness macrod together, and like you said, I'll discard CR before CoS. Enjoyed the article man.
Chase Christian Jun 22nd 2011 1:50PM
Yep, I meant that I'll be farming valor points on my alts post-4.2 and then spending them on Embers.
Necromann Jun 22nd 2011 1:58PM
He means he will use his alt's LFD and BH valor to buy the living embers. And any raiding valor, if his Alt raids.
ZodiacDragons Jun 22nd 2011 1:40PM
"i love that you can see" Thats supposed to be "i love that you can cc"
My kingdom for an edit button.
Chase Christian Jun 22nd 2011 1:51PM
Mine too!
sprout_daddy Jun 22nd 2011 3:24PM
Wow those new daggers look awesome stat-wise. Too bad they're just re-colors of existing models. I guess it really would kill someone to come up some new weapon models. :-)
rogerpaulsen Jun 22nd 2011 3:37PM
The buff to Blind is worthless unless it is used before combat. If you have Deadly Poison on your target and then Blind, the first DP tick will break the CC. Why is Blizzard increasing the duration of a CC that is pretty much unusable by an assassination Rogue. That's just as bad as giving us a new ability (Combat Readiness) and then taking it away from us because we were using it!! I think I'll roll a new toon and lock its level at 60. This is frustrating!!
Necromann Jun 22nd 2011 3:50PM
Unless they are changing it in 4,2, glyph of blind removes any dots on your target, like glyph of polymorph. Major glyph.
JattTheRogue Jun 22nd 2011 4:18PM
The point of CC most of the time is not to CC the mob you're fighting, but to CC a mob as you start the fight so you don't have to deal with it until after you've killed some others. This way we can sap before combat and Blind right as combat starts, taking out two mobs for most if not all of the fight. As Necromann mentioned, there's also the glyph that removes dots, but most of the time you're not going to be Blinding the mob you've been fighting in a PVE environment (PVP is a different story and where the glyph really shines). This is quite a good buff for PVE control.
Darkwhisp Jun 22nd 2011 4:02PM
I'm a mage and what I don't get is that DK's have that green bubble they pop which reduces my damage from a normal fire blast of 8k to 1k. They can pop that, from what it feels like, every 30-45 seconds. Heck why don't they just do that with cloak of shadows and be done with it? haha they seemed satisfied with dks.
JattTheRogue Jun 22nd 2011 4:24PM
I hate the nerf to Cloak/Combat Readiness. The obvious reason is obviously the taking away of some of my survivability, but another large reason is that it sucks that they introduce Combat Readiness in this expansion and then two major patches in basically remove it. Of course some of the abilities different classes received in Cata are going to be better or worse than others, but Rogues now have it the worst since this amounts to us basically only getting 2 abilities from 81-85 instead of 3. I find it hard to believe that the developers don't know that rogues will chose Cloak almost every time they have a choice between that and Combat Readiness, so the nerf has some fairly obvious consequences. There are plenty of ways to nerf both or either ability without simply taking away CR.
Steve Jun 22nd 2011 9:27PM
I'm not sure if we did or didn't need a nerf, but the way it has been done makes no sense to me. Either they should remove CR from the game & leave CoS as is or put CR on a shared cooldown with evasion. Is this a fair assessment or have I missed something?
JattTheRogue Jun 22nd 2011 6:22PM
I don't know if I would say that we NEEDED a nerf, but if they had decided to nerf our survivability in other ways that could have been acceptable. They could have done the shared Evasion/CR CD you mentioned, raised the cooldown on Cloak or CR or both, made it so that Cloak and CR couldn't be used at the same time, made CR only affect physical damage instead of all damage or done any combination of all those and it would have been better than what they picked, and I'm sure there are more things I'm not thinking of. Even just simply taking CR away would be almost preferable, since it would be more direct than this roundabout way they're doing the same basic thing.
lancrkllr Jun 23rd 2011 2:59AM
ok, I believe that we needed a survivability nerf, I just don't believe it was handled properly.
As a pvp sub rogue, we are currently getting a lot from recoup: 12 energy per tick, 4% of our max hp per tick, and 6% dmg reduction when spec'd into improved recoup and energetic recovery.
Personally I would have liked to see improved recoup be changed slightly instead of the CoS and CR sharing a CD. The extra 1% max hp per recoup tick should be removed and instead we should have been compensated with an additional dmg reduction when recoup is currently up (it's 6% now... so how about 8%, as 10% might be a bit OP).
At least with that change, it would reduce our effective self healing (pretty much reactive dmg mitigation), but still give us a flat dmg reduction benefit.
I do agree with you Jatt, there were more effective ways to "nerf" combat readiness. I like the idea they used for warriors (deadly calm and recklessness can't be up at the same time), or even just nerf the amount of dmg that it mitigates to 30% and increase the CD, or make combat readiness only mitigate physical damage.
My biggest worry has to deal with neilyo(rhythmic), reckful and woundman all getting worried over the change. Normally, when a big nerf comes in, it's the lower rated arena players that are freaking out about the change, and meanwhile the glad lvl players are all on the ptr adapting to the change.
Rhythmic's (aka neilyo's) interpretation of CoS and CR change.
http://us.battle.net/wow/en/forum/topic/2592852639?page=1
ps. I wouldn't recommend reading past the first post made by rhythmic, the thread got hijacked/trolled a lot .
Fletcher Jun 22nd 2011 8:19PM
Those are some nice crafted goods! Any idea as to where the recipes come from? I'm not raiding (so far, at least) and unlikely to start again any time soon (still burnt out from ICC) but my hunger for purples continues unabated.
slype Jun 22nd 2011 10:07PM
sigh... and they wonder why people are leaving.. I mean, it's like they don't do any balance testing ahead of time and they let us beta test it all the time. For years, rogues were slaughtered by other classes if caught out of stealth... now that we are even, they are going to listen to the masses of kids who play DKs and take CR out of the game? (which is essentially what they are doing). This kind of poor planning and lack of foresight is starting to bother me. Maybe it's time to take a break and come back for the next expansion... I can only imagine how many abilities will be killed by then.
6.5 years is a long run though.. kudos to them for keeping it going that long but they are messing with things too much and too fast as of late.