I’m a pretty serious gamer, so this will be the 1st of I’m sure many gaming rants. Okay, so I got a chance to look over some of the new stuff that is going to be introduced in the World of Warcraft expansion: Cataclysm. I must say that unless you’re a pvper, the rogue changes are rather lackluster. Just about every other class gets some cool new ability, or a major overhaul of their mechanics, etc. What do rogues get?
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Redirect (81) Redirect will allow Rogues to transfer combo points from one target (even a recently killed one) to another. 1 minute cooldown.
Combat Readiness (83) Every hit the Rogue takes causes him or her to gain a stack (and refresh the duration) of Combat Insight. If not struck within 6 seconds the buff will fade. Maximum duration of 30 seconds. Combat Insight decreases all damage taken by 10% per application, up to a maximum of 50%. 6 seconds duration, 2 minutes cooldown.
Smoke Bomb (85) Rogues at level 85 will be able to drop a Smoke Bomb, that creates a cloud of smoke to interfere with enemies’ targeting. Players and monsters outside the cloud will not be able to target and directly attack players inside – AoE abilities on the cloud will still work though. Creatures inside the smoke cloud will be able to attack each other normally.
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Okay, let me analyze these one by one. Redirect allows you to transfer combo points from one mob to the next. Time to time I do run into an issue in which I can’t use a finisher on a target because they die before I can get one off, so it would be cool to have those points move over to a new target. Especially since rogues and druids will be able to use self-buff finishers without a target. But to be honest this feels more like an ability we should have had from go; there was never really a reason that combo points should have ever been wasted on any target. This is kind of like dual specialization (sorry to go off topic a bit). Why the hell do I have to pay 1000g to activate this when it should just be a part of the game?! I have one toon of every class and they’re all either 70+ or close to 70. So basically between all my toons I have to pay 10k gold to get them all dual spec. I’d much rather be spending time actually playing the game and not farming for gold or trying to corner markets in the AH. But anyway let me get a back on topic.
Combat Readiness will be pretty cool against melee classes in pvp or for leveling in general. But I haven’t really pvp’d seriously since BC, it’s another cooldown, and this has no bearing on my dps. So do I really care? Negative. Smoke Bomb is another ability best served in pvp. In pve basically it just gives rogues another utility to assist tanks. “Hey rogue can you smoke bomb us so that the casters will come to us on this pull”. So now I get to give the tanks extra threat and dps with my tricks and further make their lives easier by making it so that they no longer have to los pull. Oh joy.
As far as mechanics go, rogues stuns will be nerfed but they will get added survivability instead. More pvp stuff, so I really don’t care. Blizz wants more of the rogue’s damage to come from active abilities as opposed to melee hits. So we’ll probably see less haste from Slice and Dice and more damage from mutilate, hemorrhage, sinister strike, and finishers. This might make playing a rogue more exciting if we got maybe….gee I donno another friggin attack ability! I would even dare to say, maybe something that we would have to do on proc so that our damage is either boosted or penalized based on the skill level of the rogue. Oh here’s another idea…maybe blizz should give rogues a friggin raid buff! I’ve done the research (I’ve even coded a php script to calculate raid synergy), the rogue is the *only* class in the game that has the inability to provide a raid-wise buff. I know rogues provide multiple debuffs, but not a single raid buff. How cool would it be if we had something we could do similar to a DK horn, or warrior shout that increased raid haste or crit maybe? Meanwhile, you have classes like warlocks that get to do penalty-free hellfires, CoE *on top of* banes of agony/doom, and insta-cast soulfires….Ok I think I’m about done ranting here.
To be fair, there isn’t much official information that has been released by Blizzard yet, so until that happens I’ll give them the benefit of the doubt. If they re-worked some of the existing rogue abilities/talents, and made some of the more useless ones more viable in generating maximum dps output (so I’m not spamming SS over and over again), perhaps I won’t be so bitter about this.
**********Update (6/14/10)*************
Now that we some info on the potential Cata beta rogue talents (http://cata.wowhead.com/talent#f), let’s revisit this topic.
Assassination:
There are a few changes that I want to note. First off they are getting rid of Hunger for Blood and replacing it with Vendetta. This ability seems very powerful, so I expect it to be nerfed in the future. Either that or it will be a cooldown ability and that would be good as Assassination could use another cooldown. The only current cooldown, Coldblood is getting an added effect of granting energy, this is very much welcomed. Improved Expose Armor is completely reworked to refund all the combo points used on it; very awesome! This will make me actually use this crap if there isn’t a warrior present to sunder armor. They’ve re-worked Master Poisoner to add a 8% spell debuff (likely will not stack with others), which will improve raid synergy with casters. And Venomous wounds has nature damage proc on bleed damage. This would indicate that ruptures will be consistently used in the mutilate dps cycle again. Overall, nice change although I’m not entirely excited about the top of the tree (seems you have to pick between a sap or leveling talents, meh).
Combat:
This tree seems the least appealing out of all of them. Although, I can understand to a degree as its clear this tree is being reinforced as leveling tree. The talent that adds extra armor contribution to leather confirms this. There aren’t many new things in this tree; the only thing I kind of dig is Restless Blades which reduces the cooldowns on BF and MS on Eviscerates.
Subtlety:
This tree seemed to have gotten the most revamping, and its clear that Blizzard wants to make it a viable PVE spec; this is exciting. The first talent that I want to note is Honor Among Thieves. Zomg did Blizz actually give rogues a real raid buff? I must say that it’s about damn time. Another talent to note is the reworking of Serrated Blades. This will give Eviscerates a chance to refresh Ruptures; very cool. Hemorrhage is being reworked to add extra damage to bleed effects. This will be nice if there isn’t a kitty available. I predict the Sub cycle will be entertaining: Mixing hemo and backstabs and using SnD, Rupture, Eviscerates as finishers. Most likely my rogue will end up being Sub endgame (assuming I decide to play my rogue).
Overview
All in all there are some exciting changes to look forward to. One of my concerns however is the requirement for SnD. This will definitely limit the amount of damaging finishing moves that a Sub or Combat rogue can pull off, which effectively works against Blizzard’s plan to move away from the heavy amount of melee damage that rogues produce. I have a few purposed solutions to this: Option 1: they can reduce the haste from SnD (20% seems reasonable) and give SnD a mechanic similar to Hunger for Blood: separate it from the combo point system. They could even make it a raid buff like Windfury totem and so that it grants melee/ranged haste to the entire raid (not stacking with other haste buffs). Maybe give it a 45 second duration that rogues have to periodically refresh, and add a minor glyph to increase that to 2 mins or so. Option 2: make it a proc. They could make it similar to Riposte in which you can only use it at certain times. Maybe a have it proc off of melee damage so that its a button that you need to hit, but your not penalizing your finishers to keep it up.
My other concern is with the Combat damage cycle. Based on these talents, its going to be just as boring as it is now. I’m hoping that maybe with the removal of Ghostly strike from the Sub tree that Blizz decides to make it a standard ability. If so they can beef up the damage from it a bit, and make it so that combat rogues use it as the priority combo point builder and use Sinister Strikes when its on cooldown. That would make combat less monotonous and maybe I’d have fun being a combat rogue again. If not, maybe they should rework riposte that it is usable in PvE so that combat rogues need to stay on top of using it instead of spamming SS the whole time. Perhaps this would make some type of indicator of a skilled rogue vs. an average one (That’s right I went there, any moron can do the combat cycle).
Maybe I’ll get lucky and someone from Blizz will see this blog one day and take these into consideration. I think they’d add a breath of fresh air for the PVE rogue
At any rate, I’ll most likely be updating this post one last time: when Blizzard finalizes the Cata rogue changes.
***********************Update 10/15/10************************
So WOW 4.0.1 has arrived and we can pretty much guess that the latest rogue abilities/talents will be the final ones (Blizz may throw in some tweaking here and there). Believe it or not I don’t have much QQ, lol. With Revealing Strike combat rogues finally have a combo point generator other then SS. I haven’t played with around with assassination yet, but judging by the talents it seems pretty solid. Obviously rupture will be included in their rotation again (which I like) and everything else seems to be the same, until the enemy is almost dead then mutilate spam turns into backstab spam. Subtlety looks cool, but there is alot of shiz going on with that rotation. Sub rogues have to keep up SnD, recuperate, rupture, and still try to get in as many Eviscerates off as they can to take advantage of their mastery bonus. Uhhh…really? I tried this crap out on a target dummy and it was awful. Its a shame too; this was the tree that I was most excited about.
So back to what I said a few months ago; the woes of Sub could be easily resolved if they took SnD off the combo point system. It would be best served as a HofB style buff, or even a proc. Speaking of procs, why the hell do we have none? I see they got rid of riposte, the only one I could think of that we did have. How cool would it be to have Riposte be a general ability, but have a talent (which would best fit in the combat tree) so that Riposte procs off melee swings or something to that effect. Oh my final suggestion…give us back Ghostly Strike..goodness we already have the least amount of abilities out of all the classes…why are you removing some of them? Lol, ok I’m done.