Encrypted Text: Rogue poisons dramatically redesigned in Mists of Pandaria

Throw out everything you know about rogue poisons. No, we need to go deeper than that. Throw out everything you know about rogues altogether. In the past few days, we've seen more blue posts on the official rogue forums than we'd seen since Cataclysm's launch. Poisons have been at the heart and soul of the rogue kit from day one. Even though parts of the poison system have changed over the years, the general concept has always remained the same.
Let me blow your mind: In Mists, you can have two poisons on each of your weapons at once. Let me do it again: All poison proc rates will be percentage-based. And a third time: Poisons are no longer applied to your individual weapons but to both weapons at once.
What does it even mean to put your poisons on both hands at once? What in the world am I supposed to write this column about if nobody's asking which hand to put Deadly Poison on any more? I'm going to slip and tell some new rogue that IP/DP is the best, and he's going to laugh and call me an old man.
Poisons are now skills, and this post is now diamonds
I miss crafting poisons. I used to love going to the vendor and using a sticky note next to my monitor to figure out my reagent shopping list. Buying poisons from a vendor made the whole experience feel cheapened -- and it also meant losing the poison crafting skill altogether. Now, poisons are finally leaving our bags and becoming skills. You'll simply learn how to apply your poisons automatically as you level up (remember, you don't learn from class trainers in Mists). While it means some reclaimed bag space, I will miss physically carrying my poisons around with me.
When you use your poison skill, you poison both of your weapons for an hour. You'll still be able to swap them in combat, and you can obviously still pick what poisons you want to use. You just won't have to visit a poison vendor every few days anymore. It's a quality-of-life change for rogues that I saw coming a mile away when hunters stopped needing ammo for their ranged weapons. Do you want to know how sentimental I am? I still carry around a stack of Shatter Rounds in my inventory, just in case. Just in case.
PPM is gone completely
I've talked quite a bit about the difference between PPM and percentage-based poisons, and all that is being made irrelevant. All poisons will be moving to a percentage-based proc rate. The problem is that percentage-based poisons favor quick weapons immensely over slow weapons. In order to facilitate this change, all daggers are going to be unified to have 1.8 speeds in Mists.
There will only be two types of weapons: slow daggers and slow non-daggers. Non-dagger off-hand weapons for combat rogues are still being discussed, and my guess is that any change would be purely visual, but nothing's official yet. So long, Julie's Dagger and Webbed Death. It was nice knowing you.
No more handedness to poisons
Poisons in Mists will automatically be applied to both of your melee weapons at once. We won't have a ranged weapon slot in Mists, so don't worry about that. You decide that you want to use Instant Poison, you cast the spell, and now both of your weapons are ready for stabbing people. It's as simple as that. All of the old macros and addons we used to manage which poison went on which hand will be obsolete.
Double the poisons, double the fun
The most significant change to poisons in Mists is their breakdown into two classes of poisons. There are now lethal (damage-dealing) and non-lethal (debuffing) poisons, and we can have both applied to both weapons at any given time. I was excited about this when it was originally announced, and the final implementation looks amazing.
We simply pick our lethal poison, which will either be Instant or Deadly, and then any one of the non-lethal poisons. Every single swing we land has a chance to proc both our lethal and non-lethal poisons at the same time. Rogues will finally be able to bring some of the utility of our non-lethal poisons without sacrificing any DPS.
I am going to try to refer to poisons in Mists using the same slash notation you're used to, with the lethal poison first and the non-lethal poison second. For example, I would say IP/CP if I wanted you to use Instant Poison (lethal) and Crippling Poison (non-lethal).
Instant vs. Deadly
Let me cut to the chase here: You'll be using the new Deadly Poison in PvE. Deadly Poison has been reduced down to a single-stack debuff instead of five stacks and immediately starts dealing instant poison damage on every subsequent proc. Instant Poison deals the same instant poison damage as Deadly Poison but obviously doesn't require the DP DoT to be applied first.
Because DP can be dispelled in PvP and won't be present immediately on new targets, Instant Poison might be the lethal poison of choice for PvP rogues and fights with tough burst requirements. Deadly Poison might still be too good in PvP, though, as the DP poison debuff can help prevent a healer from dispelling your other poisons from the target. In all other situations, Deadly Poison seems to be the clear winner, as it will only take a second or two to generate the single stack required for it to beat Instant's DPS.
That's my take on it based on the initial talent calculator, but obviously this might change once we've had a chance to see how IP and DP actually work in the (hopefully) upcoming beta.
More changes to come
While the above changes are obviously massive in scope, there are even more changes coming to the rogue poison system. We've got brand new poisons to explore, a completely revamped Shiv that amplifies our poison effects, and new abilities like Shuriken and the new-old Fan of Knives that will interact with poisons in interesting ways. I will be covering all of the new information we've learned (and continue to learn) in the coming weeks.
Filed under: Rogue, (Rogue) Encrypted Text






Reader Comments (Page 1 of 2)
Kyreene Feb 22nd 2012 9:20AM
Oh goodie....as a Boomkin this means I get to just lay in a fetal position whenever I see a rogue in PVP in Mists.
Lohkie Feb 22nd 2012 9:51AM
If you actually SEE the rogue in pvp they're doing it wrong
thebl4ckd0g Feb 22nd 2012 10:19AM
Lohkie - no Rogue has a 1-shot-1kill opener. So they'll see the Rogue at least after his opener. ;)
Naphtali Feb 22nd 2012 11:48AM
@thebl4ckd0g -
Or not....check out the new Rogue talents for MoP.
Middle Column, first on the top:
Subterfuge -
Your stealth breaks 3 seconds after dealing or receiving hostile actions, rather than doing so immediately.
Dragoniel Feb 22nd 2012 9:26AM
Interesting.
Obviously, we will have to wait to see how it works for sure, but right now the most obvious thing to me is that this system might turn out to be a rather direct nerf - I got the impression that we will be able to apply one of each type of poisons, so that means no double utility poison and that means no crippling+wound poison for example.
Might turn out to be less than pleasant having to make choice like this, but we shall see.
midnight08 Feb 22nd 2012 9:51AM
Crippling - utility
wounding - Damage...
you're still fine =)
No crippling/ Mind numbing - if u ever went that route though....
Damage poisons would be
Deadly - DPS (buffed version of current DP/IP mechanics)
Instant = straight dps poison
Wounding - less dps + the heal debuff
the rest (including the new heal and stun poisons) would be utility.
Snappel Feb 22nd 2012 10:55AM
@midnight08 Wound poison no longer deals damage, it just decreases healing received by 25%, so its now a non-lethal poison as well.
berry Feb 22nd 2012 9:35AM
no more ranged weapon slot? And how do Rogues shoot? do you have a "shout" button to pull mobs from far away? hmmm...
Narlic Feb 22nd 2012 9:44AM
We get something very much like a warriors Heroic Throw.
Key Feb 22nd 2012 9:45AM
You actually shot at mobs to pull them? Are you a rogue or a warrior in leather?
Elpizo Feb 22nd 2012 3:50PM
FoK & Throw weapon use your equipped weapon, & will use both your poisons.
Speaking of which, I'm sure I read somewhere that you'd still use 2 poisons, one damage one utility.
evoxpisces Feb 22nd 2012 10:19AM
Shuriken throws add a combo point and obviously you throw it from a distance, and I'm sure there are other long-distance skills now. Not sure if Deadly Throw will still be in the game.
Cephas Feb 22nd 2012 11:26AM
Rogues don't really pull mobs, we pretty much just stealth, run up behind them, and start stabbing. Maybe sap a nearby mob first to limit the incoming damage. We do have the ability to shoot/throw, but we rarely ever use it, and it's definitely not the preferred method of engaging in combat.
Edymnion Feb 22nd 2012 1:14PM
Yeah, in the current form, I doubt anyone self respecting rogue will ever spec into Shuriken throw. Above all else, we rogues are about the DPS. Compare the other two abilities we get, unlimited Redirect (which effectively puts the combo points on the rogue and not the target) and the ability store up combo points that go over our 5 point cap (which is important with how many abilities we have now that can generate CP when we least expect it).
Unless they just specifically make boss encounters where we are physically incapable of getting into melee range, shurikens are worthless. You'll want to either use all of your CP on single target fights, or be able to transfer them from target to target quickly in add fights. Thats my two specs right there.
I would love the shurikens, I really would, but I will never use them unless literally forced to do so.
AltairAntares Feb 22nd 2012 1:33PM
It'd be nice while leveling I suppose so you can chain pull (but I guess that's what shadowstep is for...).
Oh well, it was a nice try.
EVOXPISCES Feb 22nd 2012 2:38PM
While its true rogues don't "pull" mobs per se, throwing will come into use if a mob gets out of reach. Crippling poison + shuriken throw + out of reach mob = soon to be dead mob.
Narlic Feb 22nd 2012 9:43AM
This vastly-decreased poison ramp up time, target swapping will be much less frustrating.
Dual 1.8 daggers is going to be wonderful. No more waiting for an OH drop and sharding a duplicated MH, or vise verse!
I'm stoked that we get a party-wide haste buff; no more begging to bring along a frost dk or hunter. Yay!
Telwar Feb 22nd 2012 11:04AM
I remember not getting a fast dagger for all of Wrath. Who knew I was ahead of the curve?
Narlic Feb 22nd 2012 9:46AM
Wondering out loud here; do you think they'll stick with the 1-hour duration for poisons, or just go with a buff-until-cancelled approach? It seems like the secondary-style enchant is no longer on the daggers, and more attached-to-the-rogue.
Artificial Feb 22nd 2012 2:52PM
In that it will work just like shaman weapon enchants now work, which do remain attached to the weapon, not the shaman, and do require refreshing from time to time, I would guess the answer to your question is no. Of course, who knows, maybe they'll redo how shamans work too... don't see why they would, though. It's no less attached to the dagger than it ever was, as is no less poison than it ever was, it just now resides in your skillbook rather than your inventory bag. Not really *that* big a change...