Page 1 of 3
1
2
3
LastLast
  1. #1

    Cataclysm - Build 12479 - Rogue

    Rogue



    New Skills
      Spell Level Description
    Smoke Bomb
    85 Creates a cloud of thick smoke in a 10 yard radius around the Rogue for 10 sec. Enemies are unable to target into or out of the smoke cloud.
    Instant, 3 min cooldown
    Combat Readiness
    83 Enter into a state of heightened awareness, deflecting enemy weapon strikes with increasing effectiveness. Successive attacks will deal 10% less damage per application, stacking 5 times. Lasts for 30 sec, but if 6 sec elapse without any incoming weapon strikes, this state will end.
    Instant, 2 min cooldown
    Recuperate
    12 Finishing move that consumes combo points on any nearby target to restore 3% of maximum health every 3 sec. Lasts longer per combo point:
    1 point : 6 seconds
    2 points: 12 seconds
    3 points: 18 seconds
    4 points: 24 seconds
    5 points: 30 seconds

    30 Energy, 100 yd range, Instant


    Complete Skill List


      Spell Level Description
    Deadly Throw
    62 Finishing move that reduces the movement of the target by 50% for 6 sec and causes increased thrown weapon damage:
    1 point : [ 246 + rwb ] - [ 286 + RWB ] damage
    2 points: [ 351 + rwb ] - [ 391 + RWB ] damage
    3 points: [ 456 + rwb ] - [ 496 + RWB ] damage
    4 points: [ 561 + rwb ] - [ 601 + RWB ] damage
    5 points: [ 666 + rwb ] - [ 706 + RWB ] damage

    35 Energy, 30 yd range, Instant
    Envenom
    54 Finishing move that consumes your Deadly Poison and deals instant poison damage. Following the Envenom attack your Deadly Poison application chance is increased by 15%, and your Instant Poison application frequency by 75%, for 1 sec plus an additional 1 sec per combo point. Poison doses, up to the number of combo points spent, are consumed to increase Envenom's damage:
    1 point : [ 9% of AP + 240.8 ] damage
    2 points: Up to [ 18% of AP + 481.6 ] damage
    3 points: Up to [ 27% of AP + 722.4 ] damage
    4 points: Up to [ 36% of AP + 963.2 ] damage
    5 points: Up to [ 45% of AP + 1204 ] damage

    35 Energy, 5 yd range, Instant
    Rupture
    46 Finishing move that causes damage over time, increased by your attack power. Lasts longer per combo point:
    1 point : [ 0.75% of AP + 71.89 ] * ( Glyph of Rupture : 8/12 ) damage over ( Glyph of Rupture : 8/12 ) secs
    2 points: [ 1.2% of AP + 72.89 ] * ( Glyph of Rupture : 10/14 ) damage over ( Glyph of Rupture : 10/14 ) secs
    3 points: [ 1.5% of AP + 73.89 ] * ( Glyph of Rupture : 12/16 ) damage over ( Glyph of Rupture : 12/16 ) secs
    4 points: [ 1.714% of AP + 74.89 ] * ( Glyph of Rupture : 14/18 ) damage over ( Glyph of Rupture : 14/18 ) secs
    5 points: [ 1.875% of AP + 75.89 ] * ( Glyph of Rupture : 16/20 ) damage over ( Glyph of Rupture : 16/20 ) secs

    25 Energy, 5 yd range, Instant
    Garrote
    40 Garrote the enemy, silencing them for 3 sec and causing [ 42% of AP + 797 ] damage over 18 sec, increased by your attack power. Must be stealthed and behind the target. Awards 1 combo point.
    50 Energy, 5 yd range, Instant
    Mutilate
    40 Instantly attacks with both weapons for ( Opportunity : 100/110/120/130 )% weapon damage plus an additional 201.42 with each weapon. Damage is increased by 20% against Poisoned targets. Awards 2 combo points.
    60 Energy, 5 yd range, Instant
    Dismantle
    38 Disarm the enemy, removing all weapons, shield or other equipment carried for 10 sec.
    25 Energy, 5 yd range, Instant, 1 min cooldown
    Expose Armor
    36 Finishing move that exposes the target, reducing armor by 12% and lasting longer per combo point:
    1 point : 10 sec.
    2 points: 20 sec.
    3 points: 30 sec.
    4 points: 40 sec.
    5 points: 50 sec.

    25 Energy, 5 yd range, Instant
    Kidney Shot
    30 Finishing move that stuns the target. Lasts longer per combo point:
    1 point : 2 seconds
    2 points: 3 seconds
    3 points: 4 seconds
    4 points: 5 seconds
    5 points: 6 seconds

    25 Energy, 5 yd range, Instant, 20 sec cooldown
    Cheap Shot
    26 Stuns the target for 4 sec. Must be stealthed. Awards 2 combo points.
    60 Energy, 5 yd range, Instant
    Slice and Dice
    22 Finishing move that consumes combo points on any nearby target to increase melee attack speed by 40%. Lasts longer per combo point:
    1 point : [ ( Glyph of Slice and Dice : 9/12 ) * ( Improved Slice and Dice : 100%/125%/150% ) ] seconds
    2 points: [ ( Glyph of Slice and Dice : 12/15 ) * ( Improved Slice and Dice : 100%/125%/150% ) ] seconds
    3 points: [ ( Glyph of Slice and Dice : 15/18 ) * ( Improved Slice and Dice : 100%/125%/150% ) ] seconds
    4 points: [ ( Glyph of Slice and Dice : 18/21 ) * ( Improved Slice and Dice : 100%/125%/150% ) ] seconds
    5 points: [ ( Glyph of Slice and Dice : 21/24 ) * ( Improved Slice and Dice : 100%/125%/150% ) ] seconds

    25 Energy, 100 yd range, Instant
    Ambush
    8 Ambush the target, causing 190% weapon damage plus 699.105 to the target (274.93% plus 1011.863 if a dagger is equipped). Must be stealthed and behind the target. Awards 2 combo points.
    60 Energy, 5 yd range, Instant
    Eviscerate
    3 Finishing move that causes damage per combo point:
    1 point : [ 141.22 + ( 3% of AP + 5 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] - [ 423.65 + ( 7% of AP + 5 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] damage
    2 points: [ 141.22 + ( 6% of AP + 10 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] - [ 423.65 + ( 14% of AP + 10 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] damage
    3 points: [ 141.22 + ( 9% of AP + 15 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] - [ 423.65 + ( 21% of AP + 15 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] damage
    4 points: [ 141.22 + ( 12% of AP + 20 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] - [ 423.65 + ( 28% of AP + 20 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] damage
    5 points: [ 141.22 + ( 15% of AP + 25 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] - [ 423.65 + ( 35% of AP + 25 ) * ( Improved Eviscerate : 100%/107%/114%/114%/120% ) ] damage

    35 Energy, 5 yd range, Instant
      Spell Level Description
    Combat Readiness
    83 Enter into a state of heightened awareness, deflecting enemy weapon strikes with increasing effectiveness. Successive attacks will deal 10% less damage per application, stacking 5 times. Lasts for 30 sec, but if 6 sec elapse without any incoming weapon strikes, this state will end.
    Instant, 2 min cooldown
    Fan of Knives
    80 Instantly whirl around, releasing a spray of throwing knives at all targets within 8 yards, causing 60% weapon damage.
    50 Energy, Instant
    Shiv
    70 Strikes an enemy's pressure point with your offhand weapon, guaranteeing poison application from that weapon and dispelling an Enrage effect on the target. Slower weapons require more Energy. Neither Shiv nor the poison it applies can be a critical strike. Awards 1 combo point.
    20 Energy, 5 yd range, Instant
    Feint
    42 Performs a feint, causing no damage but lowering your threat by 5%, making the enemy less likely to attack you. In addition, reduces the damage you take from area of effect attacks by 50% for 6 sec.
    20 Energy, 5 yd range, Instant, 10 sec cooldown
    Backstab
    18 Backstab the target, causing 150% weapon damage plus 518.16 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
    60 Energy, 5 yd range, Instant
    Sprint
    16 Increases the rogue's movement speed by 70% for 15 sec. Does not break stealth.
    Instant, 3 min cooldown
    Gouge
    14 Causes 117.02 damage, incapacitating the opponent for 4 sec, and turns off your attack. Target must be facing you. Any damage caused will revive the target. Awards 1 combo point.
    45 Energy, 5 yd range, Instant, 10 sec cooldown
    Kick
    14 A quick kick that interrupts spellcasting and prevents any spell in that school from being cast for 5 sec.
    25 Energy, 5 yd range, Instant, 10 sec cooldown
    Recuperate
    12 Finishing move that consumes combo points on any nearby target to restore 3% of maximum health every 3 sec. Lasts longer per combo point:
    1 point : 6 seconds
    2 points: 12 seconds
    3 points: 18 seconds
    4 points: 24 seconds
    5 points: 30 seconds

    30 Energy, 100 yd range, Instant
    Evasion
    9 Increases the rogue's dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 25%. Lasts 15 sec.
    Instant, 3 min cooldown
    Sinister Strike Enabler
    3
    Instant
    Rogue Passive (DND)
    1 Decreases threat generated by 29%.
    Instant
    Sinister Strike
    1 An instant strike that causes 200.29 damage in addition to ( Aggression : 100%/103%/106%/109%/112%/115% )% of your normal weapon damage. ( Sinister Strike Enabler : Awards 0 combo points.%. )
    45 Energy, 5 yd range, Instant
      Spell Level Description
    Smoke Bomb
    85 Creates a cloud of thick smoke in a 10 yard radius around the Rogue for 10 sec. Enemies are unable to target into or out of the smoke cloud.
    Instant, 3 min cooldown
    Tricks of the Trade
    75 The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time.
    100 yd range, Instant
    Tricks of the Trade
    75 The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next damaging attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time.
    15 Energy, 20 yd range, Instant, 30 sec cooldown
    Cloak of Shadows
    58 Instantly removes all existing harmful spell effects, provides momentary immunity against all damage and harmful effects, and increases your chance to resist all spells by 100% for 5 sec. Does not remove effects that prevent you from using Cloak of Shadows.
    Instant, 1.5 min cooldown
    Safe Fall
    Passive
    48 Reduces damage from falling.
    Disarm Trap
    44 Disarm a hostile trap.
    20 yd range, 1 sec cast
    Blind
    34 Blinds the target, causing it to wander disoriented for up to 10 sec. Any damage caused will remove the effect.
    30 Energy, 10 yd range, Instant, 3 min cooldown
    Detect Traps
    Passive
    32 Greatly increased chance to detect traps.
    Distract
    28 Throws a distraction, attracting the attention of all nearby monsters for 10 seconds. Does not break stealth.
    30 Energy, 30 yd range, Instant, 30 sec cooldown
    Vanish
    24 Allows the rogue to vanish from sight, entering an improved stealth mode for 3 sec. For the first 3 sec seconds after vanishing, damage and harmful effects received will not break stealth. Also breaks movement impairing effects.
    Instant, 3 min cooldown
    Sap
    10 Incapacitates the target for up to 1 min. Must be stealthed. Only works on Humanoids, Beasts, Demons and Dragonkin that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.
    65 Energy, 5 yd range, Instant
    Pick Pocket
    7 Pick the target's pocket.
    5 yd range, Instant
    Stealth
    5 Allows the rogue to sneak around, but reduces your speed by 30%. Lasts until cancelled.
    Instant, 10 sec cooldown
    Shadowstep
    1 Attempts to step through the shadows and reappear behind your enemy and increases movement speed by 70% for 3 sec. The damage of your next ability is increased by 20% and the threat caused is reduced by 50%. Lasts 10 sec.
    25 yd range, Instant, 20 sec cooldown


    Masteries


      Mastery Description Per point Max (51)
      Damage Increases damage. 0.155% 8.01%
      Melee Critical Increases melee critical chance. 0.155% 8.01%
    Poison Damage Increases damage dealt by poisons. 0.39% 20.04%
      Mastery Description Per point Max (51)
      Melee Damage Increases physical damage. 0.155% 8.01%
      Melee Haste Increases haste. 0.155% 8.01%
    Combo Move Damage Increases damage dealt by combo-point generating moves. 0.39% 20.04%
      Mastery Description Per point Max (51)
      Melee damage Increases physical damage. 0.155% 8.01%
      Armor Penetration Increases armor penetration. 0.47% 24.02%
    Finisher Damage Increases damage dealt by finishing moves. 0.39% 20.04%


    Talents


      Talent Tier Col Description
    Vendetta
    Rank 1
    7 2 Marks an enemy for death, increasing all damage you deal to the target by 20% [NYI - special abilities only for now] and granting you unerring vision of your target, regardless of concealments such as stealth and invisibility. Lasts 30 sec.
    30 yd range, Instant, 2 min cooldown
    Cut to the Chase
    Rank 1-3
    6 2 Your Eviscerate and Envenom abilities have a [33%/67%/100%] chance to refresh your Slice and Dice duration to its 5 combo point maximum.
    Venomous Wounds
    Rank 1-2
    6 3 Each time your Rupture or Garrote deals damage to an enemy that is afflicted with your poison, you have a [30%/60%] chance to deal 403.96 additional Nature damage.
    Focused Attacks
    Rank 1-3
    5 1 Your melee critical strikes have a [33%/66%/100%] chance to give you 2 energy.
    Overkill
    Rank 1
    5 2 While stealthed, and for 20 seconds after breaking stealth, you regenerate 30% additional energy.
    Master Poisoner
    Rank 1-3
    5 3 Increases the spell damage taken by any target you have poisoned by [2%/5%/8%], your Envenom has a [33%/66%/100%] chance not to consume Deadly Poison, and the duration of all Poison effects applied to you is reduced by [17%/34%/50%].
    Murderous Intent
    Rank 1-3
    4 1 When you Backstab an enemy that is below 35% health, you instantly recover [10/20/30] Energy.
    Seal Fate
    Rank 1-3
    4 2 Your critical strikes from abilities that add combo points have a [33%/67%/100%] chance to add an additional combo point.
    Deadly Brew
    Rank 1-2
    3 1 When you apply Instant, Wound or Mind-Numbing poison to a target, you have a [50%/100%] chance to apply Crippling poison.
    Cold Blood
    Rank 1
    3 2 When activated, generates 25 Energy and increases the critical strike chance of your next offensive ability by 100%.
    Instant, 2 min cooldown
    Vile Poisons
    Rank 1-3
    3 3 Increases the damage dealt by your poisons and Envenom ability by [7%/14%/20%] and gives you [33%/67%/100%] of the normal chance of applying poisons from your equipped melee weapons when you use the Fan of Knives ability.
    Improved Expose Armor
    Rank 1-2
    3 4 Gives a [50%/100%] chance to refund all combo points used when performing your Expose Armor ability.
    Ruthlessness
    Rank 1-3
    2 1 Gives your melee finishing moves a [20%/40%/60%] chance to add a combo point to your target.
    Quickening
    Rank 1-2
    2 2 All healing effects on you are increased by [10%/20%] and your movement speed is increased by [8%/15%]. This does not stack with other movement speed increasing effects.
    Puncturing Wounds
    Rank 1-3
    2 3 Increases the critical strike chance of your Backstab ability by [10%/20%/30%], and the critical strike chance of your Mutilate ability by [5%/10%/15%].
    Blackjack
    Rank 1-2
    2 4 Even after your Sap wears off, its effects linger on enemies, reducing their damage done by [35%/70%] for 8 sec.
    Deadly Momentum
    Rank 1-2
    1 1 After killing an opponent that yields experience or honor, the critical strike chance of your next attack is increased by [20%/40%] and you have a [50%/100%] chance to refresh your Slice and Dice or Recuperate abilities to their original duration.
    Improved Eviscerate
    Rank 1-3
    1 2 Increases the damage done by your Eviscerate ability by [7%/14%/20%].
    Lethality
    Rank 1-3
    1 3 Increases the critical strike damage bonus of all combo point-generating abilities that do not require stealth by [10%/20%/30%].
      Talent Tier Col Description
    Killing Spree
    Rank 1
    7 2 Step through the shadows from enemy to enemy within 10 yards, attacking an enemy every .5 secs with both weapons until 5 assaults are made, and increasing all damage done by 20% for the duration. Can hit the same target multiple times. Cannot hit invisible or stealthed targets.
    10 yd range, Instant, 2 min cooldown
    Bandit's Guile
    Rank 1-3
    6 1 Your Sinister Strike and Revealing Strike abilities have a [33%/100%/67%] chance to grant you an evolving insight into an opponent's defenses, increasing damage to that target by up to 15%. Opponents [can/will/can] adapt [ov/th/ov]e[/i/]r [tim/d/tim]e[, n/fenses once/,]e[gati//]n[g//] [//gating]thi[/maximum is reached/]s [benef/or if you/]i[t//b],[//n] [and//fit] S[//and]t[/e/]rik[ing//] a[//ing] different oppon[/, and the cycle/]ent will begin [the cycle//]a[n/./]e[//the cycle]w.Ba
    Restless Blades
    Rank 1-2
    6 3 Your damaging finishing moves reduce the cooldown of your Adrenaline Rush, Killing Spree, and Sprint abilities by [1/2] sec per combo point.
    Throwing Specialization
    Rank 1-2
    5 1 Increases the range of Throw and Deadly Throw by [5/10] yards and gives your Deadly Throw a [50%/100%] chance to interrupt the target for 3 sec.
    Adrenaline Rush
    Rank 1
    5 2 Increases your Energy regeneration rate by 100% and your melee attack speed by 20% for 15 sec.
    Instant, 3 min cooldown
    Savage Combat
    Rank 1-2
    5 3 Increases your total attack power by [2%/4%] and all physical damage caused to enemies you have poisoned is increased by [2%/4%].
    Combat Potency
    Rank 1-3
    4 2 Gives your successful off-hand melee attacks a 20% chance to generate [5/10/15] Energy.
    Blade Twisting
    Rank 1-2
    4 3 Gives your damaging melee attacks a [20%/40%] chance to Daze the target for [4/8] sec.
    Lightning Reflexes
    Rank 1-3
    3 1 Increases your Dodge chance by [2%/4%/6%] and gives you [4%/7%/10%] melee haste.
    Revealing Strike
    Rank 1
    3 2 An instant strike that causes 100% of your normal weapon damage and increases the effectiveness of your next offensive finishing move on that target by 20% for 15 sec. Awards 1 combo point.
    40 Energy, 5 yd range, Instant
    Reinforced Leather
    Rank 1-2
    3 3 Increases your armor contribution from cloth and leather items by [25%/50%].
    Improved Gouge
    Rank 1-2
    3 4 Increases the effect duration of your Gouge ability by [1/2] sec and reduces its energy cost by [15/30].
    Improved Slice and Dice
    Rank 1-2
    2 1 Increases the duration of your Slice and Dice ability by [25%/50%].
    Improved Sprint
    Rank 1-2
    2 2 Gives a [50%/100%] chance to remove all Movement Impairing effects when you activate your Sprint ability.
    Aggression
    Rank 1-3
    2 3 Increases the damage of your Sinister Strike, Backstab, and Eviscerate abilities by [5%/10%/15%].
    Improved Kick
    Rank 1-2
    2 4 Gives your Kick ability a [50%/100%] chance to silence the target for 2 sec.
    Improved Recuperate
    Rank 1-2
    1 1 Causes your Recuperate ability to restore an additional [1%/2%] of your maximum health and reduces all damage taken by [3%/6%] while your Recuperate ability is active.
    Improved Sinister Strike
    Rank 1-3
    1 2 Increases the damage dealt by your Sinister Strike ability by [2%/4%/6%] and reduces its Energy cost by [2/4/6].
    Precision
    Rank 1-3
    1 3 Increases your chance to hit with weapon and poison attacks by [2%/4%/6%].
      Talent Tier Col Description
    Shadow Dance
    Rank 1
    7 2 Enter the Shadow Dance for 6 sec, allowing the use of Sap, Garrote, Ambush, Cheap Shot, Premeditation, Pickpocket and Disarm Trap regardless of being stealthed.
    Instant, 1 min cooldown
    Slaughter from the Shadows
    Rank 1-3
    6 2 Reduces the energy cost of your Backstab and Ambush abilities by [7/14/20], and the energy cost of your Hemorrhage ability by [2/4/6].
    Serrated Blades
    Rank 1-2
    6 3 Your Eviscerate has a [6%/12%] chance per combo point to refresh your Rupture on the target to its original duration.
    Cheat Death
    Rank 1-3
    5 1 You have a [33%/66%/100%] chance that an attack which would otherwise kill you will instead reduce you to 10% of your maximum health. In addition, all damage taken will be reduced by up to 90% for 3 sec (modified by resilience). This effect cannot occur more than once per minute.
    Preparation
    Rank 1
    5 2 When activated, this ability immediately finishes the cooldown on your Evasion, Sprint, Vanish, and Shadowstep abilities.
    Instant, 5 min cooldown
    Sanguinary Vein
    Rank 1-3
    5 3 Increases your damage dealt to targets with a Bleed effect on them by [2%/4%/6%].
    Honor Among Thieves
    Rank 1-3
    4 1 Increases th[e ranged and mele//]e critical hit chance of all party and raid members by 5%. When any player in your party or raid critically hits with a ranged or melee ability, you have a [33%/66%/100%] chance to gain a combo point on your current target. This effect cannot occur more than once every [4/3/2] seconds.
    Premeditation
    Rank 1
    4 2 When used, adds 2 combo points to your target. You must add to or use those combo points within 20 sec or the combo points are lost.
    30 yd range, Instant, 20 sec cooldown
    Enveloping Shadows
    Rank 1-3
    4 4 Reduces the damage taken by area of effect attacks by [10%/20%/30%] and increases the duration of your Feint ability by [1/2/3] sec.
    Elusiveness
    Rank 1-2
    3 1 Reduces the cooldown of your Vanish and Blind abilities by [30/60] sec and your Cloak of Shadows ability by [15/30] sec.
    Hemorrhage
    Rank 1
    3 2 An instant strike that deals 110% weapon damage (159.5% if a dagger is equipped) and causes the target to take 30% additional damage from bleed effects for 1 min. Awards 1 combo point.
    35 Energy, 5 yd range, Instant
    Blood Spatter
    Rank 1-2
    3 3 Increases the damage caused by your Garrote and Rupture abilities by [15%/30%].
    Initiative
    Rank 1-3
    3 4 Gives you a [33%/66%/100%] chance to add an additional combo point to your target when using your Ambush, Garrote, or Cheap Shot ability.
    Dirty Tricks
    Rank 1-2
    2 1 Increases the range of your Blind and Sap abilities by [2/5] yards and reduces the energy cost of your Blind and Sap abilities by [25%/50%].
    Waylay
    Rank 1-2
    2 2 Your Ambush and Backstab hits have a [50%/100%] chance to unbalance a target, increasing the time between their melee and ranged attacks by 20%, and reducing movement speed by 50% for 8 sec.
    Opportunity
    Rank 1-3
    2 3 Increases the damage dealt with your Backstab, Mutilate, Garrote[,//] and Ambush abilities by [10%/20%/30%].
    Camouflage
    Rank 1-2
    1 1 Increases your speed while stealthed by [7%/15%] and reduces the cooldown of your Stealth ability by [3/6] sec.
    Improved Ambush
    Rank 1-3
    1 2 Increases the critical strike chance of your Ambush ability by [20%/40%/60%] and its damage by [5%/10%/15%].
    Relentless Strikes
    Rank 1-3
    1 3 Your finishing moves have a [7%/14%/20%] chance per combo point to restore 25 energy.






    Official Class Preview
    Originally Posted by Bashiok (Blue Tracker)
    In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what'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's different talent specs.

    New Rogue Abilities

    Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren'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.

    Combat Readiness (level 83): 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.

    Smoke Bomb (level 85): 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.


    Changes to Abilities and Mechanics

    We're also planning to make changes to some of the other abilities and mechanics you'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.

    • In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'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.
    • In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue'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.
    • 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).
    • 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'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.
    • 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.
    • As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren'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.
    • 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.
    • 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't want it to account for as much threat transfer as it does now.


    New Talents and Talent Changes

    In Cataclysm, the overall feel of each of the rogue'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're going for.

    • Assassination will be more about daggers, poisons, and burst damage.
    • 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.
    • The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
    • In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
    • 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.
    • 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.


    Mastery Passive Talent Tree Bonuses

    Assassination
    • Melee damage
    • Melee critical damage
    • Poison damage

    Combat
    • Melee damage
    • Melee Haste
    • Harder-hitting combo-point generators

    Subtlety
    • Melee damage
    • Armor Penetration
    • Harder-hitting finishers

    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.

    We hope you enjoyed this preview, and we'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.


    Blue Posts
    Originally Posted by Blizzard Entertainment
    Combat Readiness
    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. (Source)

    Combat readiness says it refreshes the timer each time you're attacked so does that mean it'll stay up as long as you're being attacked within the 6 seconds?
    Yes, and can be up for a total of 30 seconds. (Source)

    Recuperate
    Numbers aren't quite hammered out yet but it restores based on max health and the more combo points used the longer it lasts. While it's introduced as a low level ability it obviously scales with gear and base health upgrades (being based on max health and all) and be useful for more than just leveling.(Source)

    Smoke Bomb
    If you target a camo hunter or a rogue using Smoke Bomb, you will get an error message saying something like "Target obscured." You can see them and target them, but can't use your attacks. Imagine they are behind a pillar or something. You can try and get off an AE near them or you can move to melee.(Source)

    New Rogue cooldowns
    Some of you are focused too much on the word "cooldown." Consider for a moment what the abilities actually do. The current traditional PvP encounter with a rogue is to jump out at someone from stealth, then try to burn them down while applying a chain of stuns. One of two things happen (i.e. it's a pretty binary outcome): you kill the target in time, or you run out ouf stuns and the target kills you. Now I know that situation is kind of stereotypical perhaps to the point of contrivance, but you should get the basic idea.

    We want to make that outcome less binary. With abilities like Combat Readiness you should be able to go toe to toe with a plate wearer for a short period of time. With Smoke Bomb, you should be able to escape spells for a short period of time, or at least get the caster to move closer to you. Does this mean you're now a plate-wearer instead of a rogue? Of course not. But it means you aren't so dependent on killing things while they're locked down. It means you get to think on your feet a little rather than apply a pre-determined sequence of attacks that either succeeds or fails.

    In addition, with the boosts to leather armor and Stamina though, you will be a little tougher to kill even without any cooldowns.

    [...] On the cooldown issue, another way to consider the problem is how reliant PvP rogues are on Preparation. That's the problem we're really trying to address: you feel invincible when those abilities are available and impotent without them. A rogue with Sprint and Vanish (maybe) feels impossible to lock down, but a rogue with neither feels immobile. We'd rather see a world in which rogues have a deeper bag of tricks, but are not as reliant on any single one of those tricks as they are today. As with all things beta, the cooldowns on the new (and old) abilities are subject to adjustment based on testing and feedback.  (Source)

    PvP Mobility
    On PvP mobility in general, we're aware of the concerns you have. A trainable Shadowstep isn't something that's in the cards, but we're looking at other ways for rogues to feel like they can deal with opponents who are trying to keep them in range. (Source)

    Lack of new damage-dealing openers, cp generators or finishers
    We've said something similar in some of the other previews, but let me address real quick why we didn't add new damage-dealing openers, cp generators or finishers. It's because you have plenty of openers, cp generators and finishers.

    We don't want to add new abilities for the sake of adding them, and in fact we've spent a lot of the last two expansions trying to make sure your full arsenal of attacks had a purpose. We don't want to consider the hypothetical level 120 rogue and imagine that you have four versions of Ambush and a whole action bar of Sinister Strike with various subtle shades of distinction.

    We do like to add new abilities, because that's an exciting part of a new expansion. But we like to find roles for them. Some are going to necessarily be more situational, but that's why we offer them as core abilities rather than talents that have a heftier cost.

    [...] That's actually the point I was making. Lets make sure all of the current abilities are cool before tossing more into the pile that then become fodder for next year's "When are you going to make X useful?" posts. We gave a similar response for why we didn't add more demons for warlocks or heals for priests.

    To be fair, 3.3.3 did some good things for Subtlety, though we don't consider the job done. (Source)

    Fan of Knives
    Fan of Knives was not nerfed. I'm not sure where that concept is coming from unless you are interpreting that from changing the weapon it's based on to the ranged weapon. We didn't talk much about numbers, so unless you see "We want this abilitiy to do less damage," then you're just jumping to conclusions. It's safer to assume that every number in the game is changing, but the relative roles of abilities and talents are staying the same unless we specify otherwise (not that we're listing every single talent tree change in these previews - far from it.)

    We just want the ranged weapon to be more than a stat stick for rogues. Adding poisons to FoK is actually a pretty hefty buff. Yes, this means that bows and guns aren't of much interest to rogues (after leveling). But in this case we want Fan of KNIVES to be taken literally. Smiley

    Now, having said all that, we suspect you will AE less often in Cataclysm. You'll CC more and you'll burn targets down one at a time more often. But that just means all classes will do less damge with AEs. That's not a rogue nerf. (Source)

    Vanish
    On Vanish, the answer is we just don't know yet. This ability was designed to let rogues get back into stealth in order to perform openers again or drop aggro. It was never intended as a spell dodger and because of technical realities between the way the server and client communicate, we're just not comfortable at this point to promise that Vanish can be the Vanish of your dreams. Now perhaps one option is we go the opposite route and say that Vanish will never get you out of taking damage and we give you another ability that will work to do that. It's just too early in development to know for sure. I for one will be very disappointed if we're still having this conversation a year from now. Sad (Source)

    Healing reduction effects in Cataclysm
    "All equivalent debuffs" means if you have the debuff today, you will have it in Cataclysm, but at 20% healing received. To avoid further confusion, we are talking about Mortal Strike, Furious Strikes, Wound Poison, Aimed Shot, Permafrost and Improved Mind Blast.

    We are also strongly considering having all of these effect cause the same debuff, called Mortal Wounds, which is a physical effect and therefore undispellable. This allows the behavior to be more consistent regardless of who is applying it and lets us consider things like how easy it should be to dispel poisons (since Mortal Wounds would not be affected).

    Heals will be smaller and health pools will be larger in Cataclysm, so we don't expect Mortal Wounds to feel as mandatory as it does today, but this is clearly the kind of thing that will require a lot of playtesting and feedback. (Source)


  2. #2
    Partying in Valhalla
    Annoying's Avatar
    15+ Year Old Account
    Join Date
    Aug 2008
    Location
    Socorro, NM, USA
    Posts
    10,657
    [blizzquote="Zarhym;http://forums.worldofwarcraft.com/thread.html?topicId=25969020177&pageNo=2&sid=1]While this is a first pass on all of the talent trees, death knight, druid, paladin, warlock, Arcane mage, and Assassination rogue trees are not as far along as other specializations.[/blizzquote"]

  3. #3
    Bandit's Guile sound like a Prey of the Weak.

  4. #4
    Quote Originally Posted by Shinja View Post
    Bandit's Guile sound like a Prey of the Weak.
    It sounds like it is quite crap against single bosses or other longer single target attacks, due to the "Opponents can adapt over time, negating this benefit, and Striking a different opponent will begin the cycle anew."
    So, this might be more of a talent that is useful for trash/multiple mobs situation, I guess.

  5. #5
    Deleted
    Quote Originally Posted by DarkKnight388 View Post
    It sounds like it is quite crap against single bosses or other longer single target attacks, due to the "Opponents can adapt over time, negating this benefit, and Striking a different opponent will begin the cycle anew."
    So, this might be more of a talent that is useful for trash/multiple mobs situation, I guess.
    Well, a whole lot of bosses require to deal with adds. That is, where it's not a simple dps/gear check anyway. Although the current formatting on the site suggests you only want to spend 2/3 points on that talent

  6. #6
    Did they remove "Redirect"? I'm kinda liking that if it is

  7. #7
    I really hope they got rid of Redirect, and maybe (prays to god and lights a candle) they even made CP's build on the rogue instead of the target? I would burst into tears of nerd-joy if that was the case!
    Quote Originally Posted by galten1234 View Post
    i have thinking of a new hero class the dragon drake it would be a dragon that would be in horde and have attack like 90% damage and 10% frostbolt and maybe a pet thaat is a serpent? i think it would be very good and it could also have ability called fire and do 30% fire damage !! it will be aswsome plz blizz do this class!

  8. #8
    High Overlord Phantazm's Avatar
    10+ Year Old Account
    Join Date
    Apr 2010
    Location
    Behind You
    Posts
    197
    Quote Originally Posted by Vestia View Post
    I really hope they got rid of Redirect, and maybe (prays to god and lights a candle) they even made CP's build on the rogue instead of the target? I would burst into tears of nerd-joy if that was the case!
    Amen
    Your sig exceeds the maximum allowed size of 500px wide by 100px high by 50kb. Please see the guidelines for more information.

  9. #9
    Herald of the Titans Galbrei's Avatar
    10+ Year Old Account
    Join Date
    Jul 2010
    Location
    Brazil
    Posts
    2,807
    Quote Originally Posted by Valleera View Post
    Well, a whole lot of bosses require to deal with adds. That is, where it's not a simple dps/gear check anyway. Although the current formatting on the site suggests you only want to spend 2/3 points on that talent
    Why do you say that? What would you do with Bandit's Guile 3rd point?
    As a PvE player I like the Combat tree, but looks like Assassation will be more focused on leveling and will lose it's spot in raids.

  10. #10
    It's in the list but incase you all missed it like I did, just saw this on the beta


  11. #11
    Quote Originally Posted by Valleera View Post
    Well, a whole lot of bosses require to deal with adds. That is, where it's not a simple dps/gear check anyway. Although the current formatting on the site suggests you only want to spend 2/3 points on that talent
    Depending on the implementation, it might be simply a boost to combat's burst damage. (AKA, designed for adds).
    However, if it decays slowly, then it might be good. Say, 15% to 0% in 2 minutes? Still a damage boost for bosses, and will make you blow your CDs fast to take profit of it.

    As someone else said though, it looks like anyone wanting to do some raiding will have to be combat.
    Dual Wield Spec as an ability ftl...

  12. #12
    I don't see shadow-step on the talent calculator, is every rogue getting it now?

  13. #13
    Quote Originally Posted by ShayMG View Post
    I don't see shadow-step on the talent calculator, is every rogue getting it now?
    No, you get it at lvl 10(?) when you spec sub.

  14. #14
    From what I can see in the combat tree, once you spec fully into combat, I would use Revealing Strike as the last move before using a finishing move and use SS for the build up, for sinister still does more damage, The +10 expertise is gone along with surprise attacks, so combat rogues would be more dependant on getting gear that has expertise and hit

  15. #15
    Quote Originally Posted by DarkKnight388 View Post
    It sounds like it is quite crap against single bosses or other longer single target attacks, due to the "Opponents can adapt over time, negating this benefit, and Striking a different opponent will begin the cycle anew."
    So, this might be more of a talent that is useful for trash/multiple mobs situation, I guess.
    The talent is worded vaguely but I interpreted it as a stacking debuff on your target that increases your damage. At rank 3, each SS/RS will put a bandit's guile debuff on your target increasing damage say by 3%, stacking up to 5 times. This is your "evolving insight," once you hit the stack cap your damage no longer increases (your insight no longer evolves) and this is your target's defenses adapting.

    Since it's a debuff on your target, and not a buff on you, switching targets means you have to restack and this is "beginning the cycle anew."
    Last edited by shadowboy; 2010-07-14 at 07:44 PM.

  16. #16
    I shelfed my rogue in early WOTLK. It doesn't look like I'll be playing that class anytime soon.

  17. #17
    Partying in Valhalla
    Annoying's Avatar
    15+ Year Old Account
    Join Date
    Aug 2008
    Location
    Socorro, NM, USA
    Posts
    10,657
    @revealing strike: Looks like it'll be optimal to use at 0,1,2,or 4 CP if it's going to fall before a finisher. The reason I exclude 3 is that you could be robbing yourself of a SS glyph proc.

  18. #18
    "Your Sinister Strike and Revealing Strike abilities have a [33%/100%/67%] chance to grant you an evolving insight into an opponent's defenses, increasing damage to that target by up to 15%. Opponents [can/will/can] adapt [ov/th/ov]e[/i/]r [tim/d/tim]e[, n/fenses once/,]e[gati//]n[g//] [//gating]thi[/maximum is reached/]s [benef/or if you/]i[t//b],[//n] [and//fit] S[//and]t[/e/]rik[ing//] a[//ing] different oppon[/, and the cycle/]ent will begin [the cycle//]a[n/./]e[//the cycle]w.Ba"

    That's what I see for Bandit's Guile.

  19. #19
    Quote Originally Posted by shadowboy View Post
    The talent is worded vaguely but I interpreted it as a stacking debuff on your target that increases your damage. At rank 3, each SS/RS will put a bandit's guile debuff on your target increasing damage say by 3%, stacking up to 5 times. This is your "evolving insight," once you hit the stack cap your damage no longer increases (your insight no longer evolves) and this is your target's defenses adapting.

    Since it's a debuff on your target, and not a buff on you, switching targets means you have to restack and this is "beginning the cycle anew."
    Well... Bandit's Guile in the current beta build:

    It's buff on you, but it is still bound to the current enemy (you lost the buff when shitch targets).

    It has 3 stacks: 5%, 10% and 15%. Stacks seems to be proc driven (internal cd maybe), first stack (5%) stays aproximately for 6-10s, so the second stack. 3rd stack (15%) stays exactly 15s, then the buff disappear, and takes again aprox. 6-10s to stack 5% again.

  20. #20
    Anyone else notice that Murderous Intent is still a T4 Assassination talent, which Assassination should never use, unless they actually expect Assassination rogues to switch from Mutilate to Backstab when targets are below 35%.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •