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 2 of 2)
Narlic Feb 22nd 2012 3:34PM
To clarify what I am getting at:
There appears to currently be a slot on a weapon for a primary enchantment (eg: Landslide, Rune of the Fallen Crusader) and for a secondary enchantment (eg: Instant Poison, Flametongue?)
If Bliz goes the route of adding a third enchantment slot to the weapons to make room for the diversity of Lethal, Non-Lethal, Primary, then it seems to also open the door for someone to end up with a main-hand and offhand with mismatched lethal and non-lethals simply by applying poisons and then swapping weapons and applying different poisons.
This would suggest to me that instead of storing the Lethal and Non-Lethal procs on the weapons -- and all of the headaches that it would include to re-implement how weapons hold enchantments -- that they may attach the duo of poisons as buffs to the player. This would ensure that people were only permitted those two poisons unless they were willing to take the 3seconds to buff with the alternatives.
And if, following that logic, the buff will come to reside on the player rather than the items, then perhaps we might see a change in durations. Perhaps we have to apply poisons after each death, or perhaps poisons will permanently persist. Or perhaps it will be a player-oriented buff for a single hour, mimicking our current situation more closely.
Consider this: When we applied actual poisons to our actual in-game weapons, we consumed them. It was a bit of role-play, in a sense. In the future, it seems that we are skipping that realization and are just announcing our intent. The new poison buffs seem to say, "though I no longer carry poisons, I intend to poison my both of my weapons thusly," and if that's the case, why would there be a 1 hour duration on my intent? Would I not *always* thus intend, until I explicitly changed my mind? If I'm not forced to realize the act of applying a Lethal poison to two weapons, and then a Non-lethal poison to them both again, but am instead just being asked which set I'd prefer to use, then would I really need to worry about them expiring and re-applying?
We'll just have to wait and see, of course. But it is enjoyable to think about the possibilities.
Aevi Feb 22nd 2012 10:12AM
What I read:
Blah blah blah....5 more bag spaces!!!!...blah blah blah
It was a good article. I'm kind of excited about seeing it all work.
JattTheRogue Feb 22nd 2012 5:57PM
You only carry one stack of each? Gotta have me my double stacks of Deadly and Crippling, for PVE and PVP respectively, since I'm applying them to both my off-hand and throwing weapons and they go twice as fast as Instant or Wound. What can I say, I'm a stickler for using them at the same rate. Why go buy more poisons when I still have half a stack of some and none of others?
Anyway, 7 more spaces for me! =D
thebl4ckd0g Feb 22nd 2012 10:21AM
I will wait and see the change first-hand in MoP beta...but it sounds like neat idea...and free bag spaces? Yay! :D
evoxpisces Feb 22nd 2012 10:27AM
Good article and I can't wait to see all this in action!
jordan Feb 22nd 2012 11:02AM
Chase, I'm shocked that you didn't talk about the way they changed poisons to work off of melee crit or the way they will be 200% crits now.
madsushi Feb 22nd 2012 11:33AM
The new poisons, the new crit system, and the new Shiv are all slated for next week. :)
Cephas Feb 22nd 2012 11:36AM
By the way, since you seem to have missed this bit of news, EVERYONE is losing their ranged slot. Wands are becoming main hand weapons, bow/crossbow/guns are becoming two-hand weapons, relics and thrown weapons are going away. Warriors and Rogues will just throw their melee weapons.
AltairAntares Feb 22nd 2012 1:35PM
It'll be fun to laugh at strenth/parry guns, like we do now to the spirit/strength gear.
Marande Feb 22nd 2012 11:56AM
So does that mean I lose all of the extra agility I get by having a ranged weapon equipped? Are all classes going to two weapon slots?
Sunaseni Feb 22nd 2012 12:17PM
That extra agility will be accounted for in rebalancing. Either that agility will be rolled into your weapon, or you will be balanced around not having it, just as hunters losing their melee slot will have the lost stats accounted for in their bow.
boil.san Feb 25th 2012 4:41PM
I just wanna see slow MH/fast OH dual swords (or axes/maces) again!
Combat Rogues, ditch that puny offhand dagger! Wrap your meathooks around a REAL weapon again! Slash, smash & bash shit again! Yay!
Blood makes the grass grow; kill, Kill, KILL…!!!
;^p
Quidamtyra Feb 22nd 2012 1:01PM
Oh, I shall miss thee insane poison macro. What's better than figuring out a macro that has all your poison needs in one macro? I'm going to take this time to show off a little bit:
2 macros for pve/[pvp]
nomodifier: instant poison/[wound poison]
shift: deadly poison/[crippling poison]
ctrl: wound poison/[mind-numbing poison]
alt: crippling poison
left mouse click would apply it to my main hand, right mouse click to my off hand and middle mouse click to my thrown! And I lied, I won't really miss the need for a macro for poisons. I'm glad it's going to be a one-touch deal.
But this time I'm not lying: I WILL miss throwing my Stolen Vrykul Harpoon around and watching a million harpoons flying out during a FoK.
JattTheRogue Feb 22nd 2012 6:08PM
Or you could just get Poisoner to do all of that for you, plus auto-buy poisons back to the threshold you set any time you open a vendor window that stocks them (i.e. - whenever I use Jeeves/my Traveler's Tundra Mammoth), thus never needing to ever make a special trip to buy poisons or running out.
Travy Feb 22nd 2012 1:05PM
I am upset that my vyrukl harpoon will be worthless
Narlic Feb 22nd 2012 3:35PM
THIS.
I... love... that transmog.
et Feb 22nd 2012 1:40PM
The dispel mechanic has changed.
it now removes all poisons with 1 cast but has 8 seconds CD.
Same applies to those who removes curses/magic debuffs.
So whether you choose DP or IP should be purely a DPS decision (as it should be).
Michael Feb 22nd 2012 4:07PM
Gotta say...I feel like they're really taking the homogenization thing too far. Static Mana? Standardized weapon speeds? Those things just feel SO wrong to me. Maybe it's a bigger deal than I'm making it (more like probably)...but I feel like they're reacting too far towards the homogenized end of the spectrum for the sake of balance. It's a worthy goal...but I just feel like it's going to take some spice out of the game.
Call me crazy, but I hope some of these changes don't necessarily go through. There's so much that looks awesome about MoP, but there's also SO many changes. I'm a little worried that they're changing a little too much.