{"id":411,"date":"2010-04-21T11:22:20","date_gmt":"2010-04-21T17:22:20","guid":{"rendered":"http:\/\/www.thrallatemybaby.com\/?p=28"},"modified":"2010-04-21T11:22:20","modified_gmt":"2010-04-21T17:22:20","slug":"wow-cataclysm-rogue-changes","status":"publish","type":"post","link":"http:\/\/www.bigdamnheroes.org\/?p=411","title":{"rendered":"WoW: Cataclysm Rogue Changes"},"content":{"rendered":"<p>And now we have the Rogue Class changes that will be coming with Cataclysm.<\/p>\n<p>With Smoke Bomb, and the new Mage spell Wall of Fog, Blizzard is definitely trying to bring Crowd Control and Strategy back into the game, even in Battlegrounds.<\/p>\n<p>Link to <a href=\"http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=24262386514&amp;sid=1\" target=\"_blank\">Official Announcement<\/a>.<\/p>\n<p><!--more--><\/p>\n<blockquote><p><span style=\"color: #3366ff;\">In World of Warcraft: Cataclysm, we&#8217;ll be making  several changes to class talents and abilities across the board. Here,  you&#8217;ll get a glimpse at what&#8217;s in store for the rogue class, including a  look the new high-level abilities and an overview of how the new  Mastery system will work with the rogue&#8217;s different talent specs.<\/p>\n<p><strong><span style=\"text-decoration: underline;\">New Rogue Abilities<\/span><\/strong><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p><strong>Redirect (available at level 81)<\/strong><\/span> <span style=\"color: #3366ff;\">: Rogues will be getting a  new ability to help them deal with changing targets. Redirect will  transfer any active combo points to the rogue&#8217;s current target, helping  to ensure combo points aren&#8217;t wasted when swapping targets or when  targets die. In addition, self-buff abilities like Slice and Dice will  no longer require a target, so rogues can spend extra combo points on  those types of abilities (more on this below). Redirect will have a  1-minute cooldown and no other costs.<\/p>\n<p><strong>Combat Readiness (level 83)<\/strong><\/span> <span style=\"color: #3366ff;\">: Combat Readiness is a new  ability that we intend rogues to trigger defensively. While this ability  is active, whenever the rogue is struck by a melee or ranged attack, he  or she will gain a stacking buff called Combat Insight that results in a  10% reduction in damage taken. Combat Insight will stack up to 5 times  and the timer will be refreshed whenever a new stack is applied. Our  goal is to make rogues better equipped to go toe-to-toe with other melee  classes when Evasion or stuns are not in play. This ability lasts 6  seconds and has a 2-minute cooldown.<\/p>\n<p><strong>Smoke Bomb (level 85)<\/strong><\/span> <span style=\"color: #3366ff;\">: The rogue drops a Smoke Bomb, creating  a cloud that interferes with enemy targeting. Enemies who are outside  the cloud will find themselves unable to target units inside the cloud  with single-target abilities. Enemies can move inside the cloud to  attack, or they can use area-of-effect (AoE) abilities at any time to  attack opponents in a cloud. In PvP, this will open up new dimensions of  tactical positional gameplay, as the ability offers a variety of  offensive and defensive uses. In PvE, Smoke Cloud can serve to shield  your group from hostile ranged attacks, while also drawing enemies  closer without the need to rely on conventional line-of-sight  obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.<\/p>\n<p><strong><span style=\"text-decoration: underline;\">Changes to Abilities and Mechanics<\/span><\/strong><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>We&#8217;re also planning to make changes to some of the other abilities  and mechanics you&#8217;re already familiar with. This list and the summary of  talent changes below it are by no means comprehensive, but they should  give you a good sense of what we want for each spec.<\/span><\/p>\n<ul><span style=\"color: #3366ff;\"><br \/>\n<\/span><\/p>\n<li><span style=\"color: #3366ff;\">In PvP, we want to reduce the rogue&#8217;s dependency on binary  cooldowns and &#8220;stun-locks,&#8221; and give them more passive  survivability in return. One major change is that we&#8217;ll put Cheap Shot  on the same diminishing return as other stuns. The increase to Armor and  Stamina on cloth, leather, and mail gear will help with this goal as  well.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">In PvE, even accounting for active modifiers like Slice and  Dice and Envenom, a very large portion of the rogue&#8217;s damage is  attributable to passive sources of damage. Yes, they are using abilities  for the entire duration of a fight, but we want to reduce the  percentage of rogue damage that comes from auto-attacks and poisons.  More of their damage will be coming from active abilities and special  attacks.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">We would like to improve the rogue leveling experience.  Positional attacks and DoT-ramping mechanics will be de-emphasized at  low levels and then re-introduced at higher levels for group gameplay.  We are also providing rogues with a new low-level ability, Recuperate,  to convert combo points into a small heal-over-time (HoT).\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">To complement the change to combo points, non-damage  abilities such as Recuperate and Slice and Dice will no longer have  target requirements and can be used with any of the rogue&#8217;s existing  combo points, including combo points remaining on recently killed  targets. This will not affect damage abilities, which will still require  combo points to be present on the specific target you want to damage.  To coincide with this, the UI will be updated so that rogues know how  many combo points they have active.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">Ambush will now work with all weapons, but will have a  reduced coefficient when not using a dagger. When opening from Stealth,  all rogues will be able to choose from burst damage, DoT abilities, or a  stun.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">As we&#8217;ve done recently with some of the Subtlety abilities,  we want to make sure more rogue abilities aren&#8217;t overly penalized by  weapon choice. With a few exceptions (like Backstab), you should be able  to use a dagger, axe, mace, sword, or fist weapon without being  penalized for most attacks.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">Deadly Throw and Fan of Knives will now use the weapon in  the ranged slot. In addition, we hope to allow rogues to apply poisons  to their throwing weapons.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">We are very happy with Tricks of the Trade as a general  mechanic and as a way to give rogues more group utility, but we don&#8217;t  want it to account for as much threat transfer as it does now.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #3366ff;\"><br \/>\n<strong><span style=\"text-decoration: underline;\">New Talents and Talent Changes<\/span><\/strong><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>In Cataclysm, the overall feel of each of the rogue&#8217;s talent trees  will change, as we would like each tree to have a clearly defined niche  and purpose. The talent details below are meant to give you an idea of  what we&#8217;re going for.<\/span><\/p>\n<ul><span style=\"color: #3366ff;\"><br \/>\n<\/span><\/p>\n<li><span style=\"color: #3366ff;\">Assassination will be more about daggers, poisons, and  burst damage.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">Combat will be all about swords, maces, fist weapons, axes,  and being engaged toe-to-toe with your enemies. A Combat rogue will be  able to survive longer without needing to rely on Stealth and evasion  mechanics.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">The Subtlety tree will primarily be based around utilizing  Stealth, openers, finishers, and survivability. It&#8217;ll be about daggers,  too, but less so than Assassination.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">In general, Subtlety rogues needs to do more damage than  they do today, and the other trees need to have more tools.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">Weapon-specialization talents (for all classes, not  just rogues) are going away. We do not want you to have to respec when  you get a different weapon. Interesting talents, such as Hack and Slash,  will work with all weapons. Boring talents, such as Mace Specialization  and Close Quarters Combat, will be going away.\n<p><\/span><\/li>\n<li><span style=\"color: #3366ff;\">The Assassination and Combat talent trees currently have a  lot of passive bonuses. We plan to dial back the amount of Critical  Strike Rating provided by these trees so that rogues still want it on  their gear.<\/span><\/li>\n<\/ul>\n<p><span style=\"color: #3366ff;\"><br \/>\n<strong><span style=\"text-decoration: underline;\">Mastery Passive Talent Tree Bonuses<\/span><\/strong><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p><span style=\"text-decoration: underline;\">Assassination<\/span><\/span> <span style=\"color: #3366ff;\"><br \/>\nMelee damage<br \/>\nMelee critical damage<br \/>\n<strong>Poison damage<\/strong><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p><span style=\"text-decoration: underline;\">Combat<\/span><\/span> <span style=\"color: #3366ff;\"><br \/>\nMelee damage<br \/>\nMelee Haste<br \/>\n<strong>Harder-hitting combo-point generators<\/strong><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p><span style=\"text-decoration: underline;\">Subtlety<\/span><\/span> <span style=\"color: #3366ff;\"><br \/>\nMelee damage<br \/>\nArmor Penetration<br \/>\n<strong>Harder-hitting finishers<\/strong><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>The initial tier of rogue Mastery bonuses will be very similar  between the trees. However, the deeper that a player goes into any tree,  the more specialized and beneficial the Masteries will be to the play  style for that spec. Assassination will have better poisons than the  other two specs. Combat will have very steady and consistent overall  damage. Subtlety will have strong finishers. <\/span> <span style=\"color: #3366ff;\"><\/p>\n<p>We hope you enjoyed this preview, and we&#8217;re looking forward to  hearing your initial thoughts and feedback on these additions and  changes. Please keep in mind that this information represents a work in  progress and is subject to change as development on Cataclysm continues. <\/span> <span style=\"color: #3366ff;\"><\/p>\n<p><strong>Cataclysm Stat &amp; System Changes<\/strong><\/span> <span style=\"color: #3366ff;\">: <a onclick=\"return warn(this)\" href=\"http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23425636414&amp;sid=1\" target=\"_new\">http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23425636414&amp;sid=1<\/a><\/span> <span style=\"color: #3366ff;\"><\/p>\n<p><strong>Mastery System Preview<\/strong><\/span> <span style=\"color: #3366ff;\">: <a onclick=\"return warn(this)\" href=\"http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23710210871&amp;sid=1\" target=\"_new\">http:\/\/forums.worldofwarcraft.com\/thread.html?topicId=23710210871&amp;sid=1<\/a><\/span><\/p><\/blockquote>\n<p>Updated Information not included in the original post:<\/p>\n<blockquote><p><span style=\"color: #3366ff;\">To clarify on Combat Readiness: when activated being  hit will build up the Combat Insight buff. If not struck within 6  seconds of the last hit it will fall off and the Combat Readiness state  will end. If the rogue continues to be hit however Combat Insight will  continue to reapply, and it can be applied up to a maximum of 30 seconds  total.<\/span><\/p><\/blockquote>\n<p>It looks like Blizzard will be making an effort to make the rogue a little less offensive cooldown reliant.\u00c2\u00a0 The change to allow you to switch your combo points to a new target is much needed, and honestly, way over due.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>And now we have the Rogue Class changes that will be coming with Cataclysm. With Smoke Bomb, and the new Mage spell Wall of Fog, Blizzard is definitely trying to <a href=\"http:\/\/www.bigdamnheroes.org\/?p=411\" class=\"more-link\">[&hellip;]<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"Layout":"","jetpack_post_was_ever_published":false,"jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[4],"tags":[],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p2BPLE-6D","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts\/411"}],"collection":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=411"}],"version-history":[{"count":0,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=\/wp\/v2\/posts\/411\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=411"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=411"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.bigdamnheroes.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=411"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}