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
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Reader Comments (Page 2 of 2)
tom.bolick Jun 24th 2011 5:44PM
I hear Rift is pretty cool.....just sayin'.
Khirsah Jun 22nd 2011 10:04PM
A couple things: we rogues have been begging for ShS to become a trainable ability since the beginning. Now is the time to make it happen. It would solve so many of our mobility/survivability issues. But, one of the issues I see is that you need an ability on the sub tree to replace it. I have an answer for that as well: sub needs on demand burst. They are good on bleeds, but they have nothing during a burn phase. Hemo and evis are almost useless against high armor targets.
Here's my idea for a new, sub only, ability: hemo becomes an ability with a stackable debuff. Each stack causes your target to bleed for x damage over 10 seconds. The new ability uses all the stacks at once, for a concentrated burst. Sound familiar? It should, because it would essentially be the same thing as assassination has with deadly poison and envenom. The new ability would be the sub signature finisher. So, assassination would use envenom, combat would use evis, and sub would use the new ability. In addition to the stacking debuff, hemo would still also provide weapon damage + a CP. The new sub rotation would be 5x Hemo, then s&d, rupture, recup, or the new ability. Make it so that the new ability refreshes recup the way cut to the chase does for s&d. You could then get down to a 3 finisher rotation.
What would call this new ability? I think Hunger for Blood sounds pretty good. Obviously, the kinks would have to be worked out, but I think the idea has some merit. What sub needs right now is some burst, and a stacking bleed affect that ignores armor like envenom is a great way to go, and making ShS availble to all specs would make rogue the funnest class in the game again.
My other thing is short: try not to worry too much about the CR nerf. As Chase mentioned, it basically makes the ability useless. It won't take the devs long to figure it out, and they'll change it again soon.
Steve Jun 22nd 2011 11:48PM
".....asically makes the ability useless. It won't take the devs long to figure it out,"
/agree
"and they'll change it again soon."
This I'm not so sure about. Remember Vanish? XD
Hail Jun 23rd 2011 7:12PM
Actually only some rogues want that. Perhaps the majority if not a great many want SS to stay sub and for the mobility issues to be handled by other means.
Bumblebee Jun 26th 2011 8:12PM
- SOME Rogues want to make ShS baseline. Many Rogues disagree with this. There's a lot of options to fix mobility for Combat and Assassination, without taking away a staple of Subtlety.
- Sub has Shadow Dance for burst. The fact that the specs sustained damage is so totally tied to CDs is a design flaw, actually. Find Weakness could be reworked to give the tree better sustained damage, or buff Rupture. Plenty of ways to fix the tree for PvE. Both of these would also bypass high armor.
Pan1c42 Jun 23rd 2011 9:49AM
The reason they are making cloak and combat readiness share a CD is this. When I am in an arena, and in a grinder (can't move and just taking heavy melee damage). I will pop Combat Readiness (50% damage reduction) and Cloak of Shadows (Glyphed to reduce incoming by 40%) I am then taking 90% damage reduction, on top of my 3200 Resil (33% damage). So, I am only recieving 66% of damage from players, and when I pop those, I am only recieving 10% of that. 6% of incoming damage for 30 seconds.
mike Jun 24th 2011 8:28PM
someone already posted y dont they make it to where both CoS and CR cant be up at the same time instead of sharing a cd, you said the reason they did what they did was to prevent the use of both at the same time, if both werent able to be up at the same time then it would negate that, while still allowing us to enjoy CR.
Pan1c42 Jun 24th 2011 9:01PM
Ok, I see your point, and agree, they SHOULD NOT share a cooldown, but be exclusive, so that they cannot be used at the same time. The issue with that is that you then create a long period of time reducing physical damage by 50% (CR) then 40%. (Glyphed CoS). I do wish however that they didn't share a cd.
ahodyniak Jun 23rd 2011 10:58AM
*sigh....Another article, another 12 pages of whining and moaning. "No fair!!!" Dont like the changes? Dont let the door hit you on you way out,
ScrubRogue Jun 23rd 2011 11:15AM
The choice is clear, my glyphed 40% reduction of spells with cloak or CR...lol just a sec moving CR to alt-shift-ctrl-p hotkey... :)
Pan1c42 Jun 24th 2011 9:00PM
Ok, I see your point, and agree, they SHOULD NOT share a cooldown, but be exclusive, so that they cannot be used at the same time. The issue with that is that you then create a long period of time reducing physical damage by 50% (CR) then 40%. (Glyphed CoS). I do wish however that they didn't share a cd.
erndawg Jun 28th 2011 7:30AM
I really wish everyone would stop with the "sub isn't viable in PvE" crap. Just because it's popular opinion doesn't make it accurate. And for you min/max club guys, elitist jerks agrees with... ME!
Having a complex rotation doesn't mean a class isn't viable... it means it takes WORK!
I've been playing sub since level 10, i've done regs, heroics, trolls and... OMG raids with sub. And i'm consistently within the top 3 or 4 deeps on every raid encounter, wether it's with my guild or in a PUG. As a matter of fact, there are a few guilds that look for me in particular when they need to fill out their raid group with a melee dps, because of past performance, and it's not like I keep being a sub rogue a secret.
You say Sub isn't PvE viable, I say you haven't done your homework.
Chase Christian Jun 28th 2011 10:54AM
What would happen if you want assassination, though? You would do more damage. Just because your DPS isn't bad enough that the rest of the raid can compensate doesn't mean that you're doing all the DPS that you could be doing.
erndawg Jun 28th 2011 12:31PM
I'm not disagreeing with you on that point. I am not claiming that Sub Rogues are the BEST for PvE, I am saying that they are certainly VIABLE.
If a spec gets deemed not viable simply because it's not the best deepser, then all of us should just go ahead and roll mages or hunters.
If you want to claim that Sub Rogues aren't the best rogues for DPS, you will get no argument from me. Saying they're not viable though is, quite simply, crap.
Happy Patch Day.
wowdamimcute Jun 30th 2011 4:09PM
I play Sub in pve and pvp. Period. In Pve I generally 2 hit mobs if I come out of stealth. In Pvp it's generally 3 to 4 hits. Meh.... just throwing in an opinion. :-) Also have done alot of Macro work and such to make this happen. I don't know if this is a Sub issue or not but watching recount (current fight), I have noticed a large variation in dps (at lvl 75) from 2,500 to 5,500, and I also want to add that I am aware that this is just the burst damage and that in a long term fight that shouldn't and won't be that high. We rogues ARE the surprise attack experts after all! ;-P