Encrypted Text: Examining the rogue's assassin ancestry

If you start looking into the history of the rogue class, you end up reaching several dead ends. The reason is that a rogue who's easy to track or trace isn't much of a rogue at all. We specialize in disappearing, which makes rogue family trees notoriously difficult to map. Garona Halforcen is often considered to be the mother of the rogue class, executing one of the earliest and most daring acts of assassination and regicide in Azeroth's history.
The truth is that if we want to find our spiritual beginnings, we have to look back even further than Garona and even further away than Azeroth. The true ancestor of today's rogue class first found life eons ago, in another realm, known only as Sanctuary. There, the assassin class stood against the three Prime Evils, defeating the Burning Hell's greatest powers with elegance and subterfuge. The rogues of WoW were inspired by the assassins of Diablo II, and that influence can still be felt today.
Mage slayers
Both the assassin and rogue classes are designed to be the melee solution to the caster problem. Mages in both Sanctuary and Azeroth meddled with forbidden magics, causing the demons on the other side of the universe to take note, leading to an eventual invasion. Each class dual wields sharp weapons in order to dispatch their foes. Rogues can pop open lockboxes and treasure chests without keys, and so can assassins. The twin classes thrive in the shadows and focus on trickery over brawn. In fact, if it weren't for the fact that both the assassin and rogue were designed by Blizzard, I'm sure there would be a copyright infringement lawsuit going on right now.
Charges: More holy power, less combo points
The most striking similarity between the D2 assassin and the WoW rogue is the idea of gaining points via a generating ability and then expending those points with a releasing ability. The nomenclature is even similar, as assassins generate charges and release them with finishing moves. The key difference between combo points and charges is that charges are stored on the assassin herself, while combo points are stored on a rogue's target. In this way, charges actually feel more similar to the WoW paladin's holy power bar. Charges even stack to three, like holy power.
While there are definitely differences between the two mechanics, they both result in strikingly parallel playstyles. A martial arts-focused assassin is going to build up charges via the spec's designed generator and then release them in the finisher that makes the most sense at the time. Most of the finishing moves are actually kick attacks, which adds strikes with feet to the list of class similarities. The Dragon Flight finishing move teleports the assassin to her target and was clearly the inspiration for our own Shadowstep.
Identical rotation mechanics
As a rogue, you know that Slice and Dice is one of the most important buffs in the game. Keeping Slice and Dice's uptime high is a core mechanic to every spec's rotation. Assassins have a direct parallel to SnD in their Burst of Speed ability, which increases their attack and movement speed. An assassination rogue with the Quickening talent and Slice and Dice active bears a strong resemblance to the assassin of Sanctuary.
What would a rogue be without poisons on their weapons? Instant Poison and Deadly Poison are two of the few class-based consumables still left in the game, and they've been there since the beginning. As you might have guessed, assassins did it first with Venom, allowing their blades to inject poison into their targets' bloodstreams. With an attack speed buff active while dual wielding sharp blades coated in poison, using combo points and finishing moves, the assassin and rogue dispatched their targets in an eerily similar manner.
Shared shadowy utility
When I first heard that we were receiving Cloak of Shadows in The Burning Crusade, I was curious to see how Blizzard planned to implement a spell that literally blinded your opponent. The assassin's version of Cloak of Shadows reduced the vision range of their target down to essentially zero, allowing the assassin to sneak around, like the opposite of Stealth. WoW doesn't have any concept analogous to vision range or light radius, but that's fine, because they actually copied Fade instead.
The assassin ability Fade increases their magical resistance and helps them to avoid being cursed or debuffed, which is exactly what Cloak of Shadows does for us today. I guess they needed to use the name Cloak of Shadows simply because Fade was already taken by shadow priests. In the same vein, the spinning shuriken graphic of our Combat Readiness was stolen directly from the assassin's Blade Shield, where they're protected by swirling shuriken.
What else can we steal?
One aspect of the Sanctuary assassin that the rogues of today are missing is the variety of combo point generators. Assassins have a wide variety of generators to use, each of which yields a different effect. Rogues are typically stuck with the one generator that their spec uses. Fists of Fire allows the assassin to burn up her targets and others nearby, while Tiger Strike focuses on dealing the maximum amount of single-target damage. Cobra Strike allows the assassin to sacrifice damage for healing, making health regeneration an active part of combat instead of simply popping Recuperate and watching it tick.
I know there are a lot of rogues who would love to see the combat tree turn into a tanking tree option, and the assassin class had the framework laid out for tanking years ago. Their ability Weapon Block allowed them to use their dual weapons to parry additional attacks, similar to how death knights gain an extra chance to parry via Forceful Deflection. Their Fade ability wasn't a short burst of immunity like the Cloak of Shadows of today, but rather a persistent effect that made them incredibly resilient. If rogues ever do develop a tanking specialization, I think that we need to do it while dual wielding.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
SamLowry Feb 8th 2012 9:16AM
That settles it, now I know I have dyslexia, because I thought that said "Prime Elvis".
Gordal Feb 8th 2012 10:59AM
By the Light, this must exist!
Ametrine Feb 8th 2012 12:07PM
Thankyuh, thankyuhverymuch.
Verine Feb 8th 2012 1:25PM
Do 10 primal Elvi become a "hunk-a hunk-a burnin' love"?
ThaJinx Feb 8th 2012 9:24AM
Now that I've started doing 5-man PUGs, I'm finally beginning to understand why our rotations seem to use such limited tools from within our movesets, and it has everything to do with a drive to maintain the highest level of DPS optimization at all times. We're a pure class, after all.
That said, I do think it'd be great to see a greater number of viable abilities to mix up the way we're able to play and make the class more versatile. It seems silly to have so many different abilities, and then only use a handful of them, like, ever.
Snuzzle Feb 8th 2012 9:35AM
Well, that's why in MOP a lot more abilities are going spec specific. I don't know rogues that well (mine is only 68) but a good example is feral druids hardly ever Moonfire someone, so feral druids will not have Moonfire; only balance druids will.
SamLowry Feb 8th 2012 9:54AM
"It seems silly to have so many different abilities, and then only use a handful of them, like, ever."
That applies to everybody. I think the devs could cut 20% of the spells and abilities for every class without breaking any hearts.
I suspect button overload is the reason I gave up on my pally. (Really, that many to choose from? Are you kidding me? Yet my dps still sucks and I seem constantly out of mana.) And yet with every expansion we still get more buttons to force into the UI and I still end up using only maybe 5 of them with any regularity.
Please, Blizz, cut and condense!
Snuzzle Feb 8th 2012 9:32AM
Fists of Fire, Tiger Strike, and Cobra Strike all sound more like Monk combo generators.
Zachariahs Feb 8th 2012 10:21AM
I'm glad I read the comments, because I was going to say exactly this.
Chase Christian Feb 9th 2012 3:00AM
Sure, now that the monk is coming! But rogues used to be the closest thing to a martial arts expert in WoW.
fbp Feb 8th 2012 9:55AM
Seeing as how Druids are now getting 4 specs, I hope one day they add a 4th spec to the rogue class as a tank. Otherwise, I wouldn't mind seeing us getting a tanking spec, although increasing our melee usefulness is always a good sign. I just feel shortchanged when death knights and warriors can do things I can not, and still do pretty much the job a rogue is required for.
Shadowwind Feb 8th 2012 10:32AM
Honestly, I'd love to see ALL pure dps classes get either a tanking or a healing spec. 'Pure' classes used to do slightly more dps in exchange for a lack of versatility. Those days are long past, (rightfully so, IMO) and yet the pures have gotten little new to make up for their lack of flexibility. Lorewise, it wouldn't take all that much to justify the new roles.
Rogues: swashbucklers. Not really much of a stretch to imagine the flashy swordsperson challenging all comers.
byronius_prime Feb 8th 2012 10:51AM
I just imagined a rogue tanking with dual rapiers, glorious!
SamLowry Feb 8th 2012 11:04AM
The devs say they want to end the tank shortage, yet they keep resisting the suggestion to give everyone a tank spec. Why?
Snuzzle Feb 8th 2012 11:25AM
Because they learned in WotLK with DKs that more tanking specs doesn't mean more tanks. Tanking is just not for everyone, first of all, secondly tanks get a lot of flak in PUGs (which is where the shortage exists), finally the real imbalnce comes from 25 mans needing relatively fewer tanks than 10s and 5s. 1/5, 1/5, and then suddenly 2/25, or roughly 1/12.
Fix the tank percentage imbalance and I guarantee that'll be a HUGE step towards the tank "shortage" shrinking.
SamLowry Feb 8th 2012 11:46AM
Tanks get a lot of flak because the devs insist on making tanking difficult, therefore fewer people put up with it.
The devs thought they had a brilliant idea by increasing the dps threshold for stripping threat from the tank, but they failed to see that the bigger problem is stuff running around randomly, attacking everyone but the tank. The tank--every tank--needs to emit a loud bubble of threat to everything in the vicinity BEFORE THE FIRST BLOW IS STRUCK, so they'll focus exclusively on that tank.
Eyhk Feb 8th 2012 1:23PM
@SamLowry Sounds a little too easy mode, all you would ever have to do is aoe damage and all the mobs automatically come to you. A lot of tanking nowadays you can do with your eyes closed since the boss stays relatively stationary for several fights and lots of audio cues. With adds automatically coming to you, that would be even more so.
But I like how you put it, "bubble of threat", reminds me of that little guy from Surf's Up "CAN YOU SEE THE HAPPINESS EMANATING FROM ME??" I'm sure mobs would attack him first.
SamLowry Feb 8th 2012 2:48PM
Eyhk, I have tanked a few times but would do it more if I didn't feel like a cat herder, constantly running around gathering up critters who keep taking off to attack everyone but me. I can understand this sort of mayhem in a leveling group when the tank is in greens and perhaps doesn't know what he's doing, but to see the same stuff going on when I'm in blues and purples (good enough to let me solo UP without breaking a sweat), I really have to wonder what's going on.
viciouspen Feb 8th 2012 10:19AM
Interesting article, great read.
Some of us on the MoP forums have a lengthy discussion concerning rogue design for Mists and we've been talking about a lot of this.
I'd been thinking recently about how the diablo class was so tied to this, this lays it all out very nicely.
I have to say that the chance in combo point generators, well, mostly they switched that stuff over to fire and forget buffs and I can get that.
Switching to something like this could possibly work but the class would need to play differently, which, might not be a horrible thing.
Rogues really deserve more wow factor. The other classes get cool flashy things to do, rogues, we just go shank shank shank, and then we hit a special attack, and it looks the exact same.
albusrequiem36 Feb 8th 2012 1:11PM
I agree that tanks need to establish threat before the first blow is struck. The ranged dps need to learn this skill too. Its rather difficult to hit anything when you have arrows and magic blowing crap up before you can reach it. Good luck getting some "gogogogogo" types of dps to wait three seconds before starting the fireworks.