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  1. #1

    WoW:Legion Rogue Discussion

    Rogue Baseline Skills:

    1 Critical Strikes
    1 Parry
    5 Stealth
    8 Evasion
    14 Extraction Point
    14 Crimson Vial
    16 Pick Pocket
    18 Kick
    24 Pick Lock
    26 Sprint
    28 Distract
    32 Vanish
    40 Kidney Shot
    42 Detect Traps
    44 Feint
    48 Feint
    50 Leather Specialization
    58 Cloak of Shadows
    62 Fleet Footed


    Assassination spec:

    10 Assassin's Resolve
    10 Deadly Poison
    10 Improved Poisons
    10 Mutilate
    10 Poisoned Knife
    11 Envenom
    12 Sap
    13 Shadowstep
    19 Crippling Poison
    20 Cut to the Chase
    22 Rupture
    22 Venomous Wounds
    25 Wound Poison
    27 Seal Fate
    29 Cheap Shot
    48 Garrote
    66 Fan of Knives
    72 Vendetta
    78 Mastery: Potent Poisons

    OUTLAW :

    1 Find Treasure
    6 Ambush
    10 Ambush
    10 Saber Slash
    10 Swashbuckler
    10 Vitality
    11 Pistol Shot
    14 Slice and Dice
    22 Gouge
    25 Between the Eyes
    27 Ruthlessness
    34 Combat Potency
    37 Adrenaline Rush
    38 Blind
    42 Riposte
    48 Blade Flurry
    54 Bribe
    78 Mastery: Main Gauche

    Subtlety Rogue -

    1 Backstab
    3 Eviscerate
    10 Energetic Recovery
    10 Shadowstrike
    11 Shuriken Toss
    12 Sap
    22 Shadow Dance
    27 Shadow Techniques
    29 Cheap Shot
    46 Nightblade
    54 Master of Shadows
    66 Shuriken Storm
    72 Shadow Blades
    78 Mastery: Executioner

    Talents Per Spec

    Assassination Spec:

    Level 15:
    Master Poisoner: Increases the damage done by your poisons by 10% and their non-damaging effects by 20%.

    Elaborate Planning: Your finishing moves grant 20% increased damage done for 4 sec.

    Hemorrhage: Rip a gushing wound in the target, instantly dealing 91% Physical damage and increasing your Bleed damage on the target by 30% for 20 sec. Awards 1 combo point.

    Level 30 :
    Nightstalker: While stealthed, you move 20% faster and your abilities deal 50% more damage.

    Subterfuge: Your abilities requiring Stealth can still be used for 3 sec after Stealth breaks.

    Shadow Focus: Abilities cost 50% less Energy while you are stealthed.

    Level 45:
    Deeper Strategem: You may now have a maximum of 6 combo points, and your finishing moves now consume up to 6 combo points.

    Anticipation: Increases your maximum number of combo points by 3. Finishers still consume a maximum of 5 combo points.

    Vigor: Increases your maximum Energy by 50 and your base Energy regeneration by 10%.

    Level 60:
    Leeching Poison: Coats your weapons with a Non-Lethal Poison that lasts for 1 hour, granting you 10% Leech.

    Elusiveness: Feint also reduces all damage you take by 30% for 5 sec.

    Cheat Death: Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 2 min.

    Level 75:
    Paralytic Poison: Coats your weapons with a Non-Lethal Poison that lasts for 1 hour and causes 10% increased duration for your Kidney Shot and Cheap Shot.

    Thuggee: Each time you deal Bleed damage, you have a 15% chance to reset the cooldown on Garrote, but Garrote's silence now lasts only 1 sec.

    Internal Bleeding: Your Kidney Shot also causes the target to bleed for 0 damage per combo point over 12 sec.

    Level 90:
    Numbing Poison: Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 20% chance of poisoning the enemy, increasing all damage taken from your abilities by 10%, stacking up to 5 times and lasting 12 sec.

    Alacrity: Your finishing moves have a 20% chance per combo point to grant 1% Haste for 20 sec, stacking up to 25 times.

    Blood Sweat (NYI): Each time you deal Bleed damage, the effect has a 30% chance to spread to an additional nearby target.

    Level 100:
    Venom Rush: Increases your energy regeneration rate by 5% for every enemy you have poisoned, up to 3. (Assassination)

    Marked for Death: Mark the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.

    Death from Above: Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack.
    You whirl around, dealing up to (166.6% of Attack power) damage to all enemies within 8 yds, then leap into the air and Run Through/Eviscerate/Envenom your target on the way back down, with such force that it has a 50% stronger effect.


    Subtley Spec:

    Level 15 :
    Master of Subtlety: Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 10% damage.

    Weaponmaster: Your abilities have a 20% chance to hit the target twice each time they deal damage.

    Gloomblade: Infuse your weapon with Shadow energies and stab the target, causing 210% Shadow damage. Awards 1 combo point.
    Replaces Backstab

    Level 30 :
    Nightstalker: While stealthed, you move 20% faster and your abilities deal 50% more damage.

    Subterfuge: Your abilities requiring Stealth can still be used for 3 sec after Stealth breaks.

    Shadow Focus: Abilities cost 50% less Energy while you are stealthed.


    Level 45:
    Deeper Strategem: You may now have a maximum of 6 combo points, and your finishing moves now consume up to 6 combo points.

    Anticipation: Increases your maximum number of combo points by 3. Finishers still consume a maximum of 5 combo points.

    Vigor: Increases your maximum Energy by 50 and your base Energy regeneration by 10%.

    Level 60:
    Soothing Darkness: You heal 3% of your maximum life every 1 sec while Stealth is active.

    Elusiveness: Feint also reduces all damage you take by 30% for 5 sec.

    Cheat Death: Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 2 min.

    Level 75:
    Strike From The Shadows: Shadowstrike also stuns your target for 2 sec.

    Prey on the Weak: Enemies disabled with your Kidney Shot,Cheap Shot, Gouge, Sap, or Blind. Take 10% increased damage from all sources.

    Tangled Shadow: Nightblade now decreases the target's movement speed by an additional 20%.

    Level 90:
    Premeditation: Cheap Shot and Shadowstrike generate 1 additional combo point.

    Alacrity: Your finishing moves have a 20% chance per combo point to grant 1% Haste for 20 sec, stacking up to 25 times.

    Expanded Technique: Your combo point generators now also have a chance to trigger Shadow Techniques.

    Level 100:

    Relentless Strikes: You gain an additional 40 Energy when you enter Stealth.

    Death from Above: Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack.
    You whirl around, dealing up to (166.6% of Attack power) damage to all enemies within 8 yds, then leap into the air and Run Through/Eviscerate/Envenom your target on the way back down, with such force that it has a 50% stronger effect.

    Marked for Death: Mark the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.

    Outlaw Spec:

    Level 15 :
    Ghostly Strike: Strike an enemy with your cursed weapon, dealing 176% Physical damage, awarding 1 combo point, and causing the target to take 10% increased damage from your abilities for 15 sec.

    Swordmaster: Sabre Slash has an additional 15% chance to trigger a second instant free Sabre Slash.

    Quick Draw: Free uses of Pistol Shot granted by Sabre Slash now generate 1 additional combo point, and deal 50% increased damage.

    Level 30:
    Grappling Hook: Launch a grappling hook and pull yourself to the target location.

    Acrobatic Strikes: Increases the range on all your melee attacks by 3 yards.

    Into the Fray <NNF>: Increases your movement speed at all times by 15%.

    Level 45:
    Deeper Strategem: You may now have a maximum of 6 combo points, and your finishing moves now consume up to 6 combo points.

    Anticipation: Increases your maximum number of combo points by 3. Finishers still consume a maximum of 5 combo points.

    Vigor: Increases your maximum Energy by 50 and your base Energy regeneration by 10%.

    Level 60:
    Iron Stomach: Increases the healing you receive from Crimson Vial, healing potions, and healthstones by 30%. (Outlaw)

    Elusiveness: Feint also reduces all damage you take by 30% for 5 sec.

    Cheat Death: Fatal attacks instead reduce you to 7% of your maximum health. For 3 sec afterward, you take 85% reduced damage. Cannot trigger more often than once per 2 min.

    Level 75:
    Parley: Pacifies the target, who is forced to negotiate instead of fighting for 1 min. Only works on Humanoids, Demons, and Dragonkin. Any damage caused will break the peace. Limit 1 target.

    Prey on the Weak: Enemies disabled with your Kidney Shot,Cheap Shot, Gouge, Sap, or Blind. Take 10% increased damage from all sources.

    Dirty Tricks: Gouge and Blind no longer cost Energy, and no longer break from damage over time.

    Level 90:

    Cannonball Barrage: Command a ghost ship crew to barrage the target area with cannonballs doing 8 Physical damage over 1.80 sec and slowing enemies by 50% for 1.50 sec.

    Alacrity: Your finishing moves have a 20% chance per combo point to grant 1% Haste for 20 sec, stacking up to 25 times.

    Killing Spree: Teleport to an enemy within 10 yards, attacking 7 times over 3 sec for 100% Physical damage with your main-hand and 100% Physical damage with your off-hand.
    While Blade Flurry is active, each Killing Spree attack will teleport to and damage a different nearby enemy target.



    Level 100:

    Roll the Bones: Finishing move that rolls the dice of fate, providing a random combat enhancement. Lasts longer per combo point. 5 points: 36 Seconds.

    Death from Above: Finishing move that consumes combo points on the target to empower your weapons with shadow energy and perform a devastating two-part attack.
    You whirl around, dealing up to (166.6% of Attack power) damage to all enemies within 8 yds, then leap into the air and Run Through/Eviscerate/Envenom your target on the way back down, with such force that it has a 50% stronger effect.

    Marked for Death: Mark the target, instantly generating 5 combo points. Cooldown reset if the target dies within 1 min.

    Ty @ Denchet for a Summary text of talents
    Last edited by Kuroii; 2015-11-25 at 06:36 PM.

  2. #2
    Stood in the Fire Linneth's Avatar
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    I think that any hope left for improvements to our class has vanished; Demon Hunters are Rogues mixed with Demo Warlock and improved.

  3. #3
    It is difficult to say at this point. There will be a massive influx of Demon Hunters at the beginning just as there were Death Knights in WotLK. In the long run they will remain a popular class just because of the novelty, but like DKs it will level off. Without knowing their toolset it is difficult to say what their impact will be in raiding. Unless they touch the Rogue toolset, we will remain a strong and desired class like every expansion.

    Honestly... In the long run this may benefit Rogues. If the class numbers diminish even further, as I'm sure they will, it might force Blizzard to finally put some attention into the class.

  4. #4
    Deleted
    Exactly what I was thinking. Can't wait to see the next tier of passive talents and the pointless new skill we'll get.

    Hey at least we get to watch another new agility class get interesting mechanics.

  5. #5
    I'm a bit ambivalent about these artifact weapons. Rogues have arguably been the most dependent upon switching specs from one encounter to another this expansion to remain viable. Being forced to focus on one spec would have a pretty severe negative impact on this class.

  6. #6
    Quote Originally Posted by Skarzog View Post
    I'm a bit ambivalent about these artifact weapons. Rogues have arguably been the most dependent upon switching specs from one encounter to another this expansion to remain viable. Being forced to focus on one spec would have a pretty severe negative impact on this class.
    That was my immediate response. "Oh sweet, we get fucked because what spec is good changes constantly."

  7. #7
    Kind of interesting they haven't even mentioned rogues at all. Everything they have talked about so far are paladins, death knights, warlocks, shamans.
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  8. #8
    Quote Originally Posted by Symphonic View Post
    Kind of interesting they haven't even mentioned rogues at all. Everything they have talked about so far are paladins, death knights, warlocks, shamans.
    The only "iconic" weapons we ever had were the warglaives, and I guarantee we don't get them.

  9. #9
    Stood in the Fire snodeath's Avatar
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    Quote Originally Posted by Symphonic View Post
    Kind of interesting they haven't even mentioned rogues at all. Everything they have talked about so far are paladins, death knights, warlocks, shamans.
    They have yet to even say the word "rogue" - not good...

    - - - Updated - - -

    Quote Originally Posted by PessimiStick View Post
    The only "iconic" weapons we ever had were the warglaives, and I guarantee we don't get them.
    Fangs were good, just not warglaive level.

  10. #10
    Stood in the Fire Linneth's Avatar
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    At this point the best thing they could announce for us is a paid class change service.

  11. #11
    Rogues are probably going to get Fangs of the Father, Warglaives are definately going to Demon Hunters. I'm not sure where Thundefury is going to go, could be a Combat weapon, could be a Prot Warrior weapons.

    I don't want to start complaining until we know more about this system. My only thought so far is that we will get daggers that will do 2.6 speed weapon damage when used with Combat, otherwise this will severely limit what Rogues will be capable of next expansion.

  12. #12
    Stood in the Fire Linneth's Avatar
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    Quote Originally Posted by Skarzog View Post
    Rogues are probably going to get Fangs of the Father, Warglaives are definately going to Demon Hunters. I'm not sure where Thundefury is going to go, could be a Combat weapon, could be a Prot Warrior weapons.

    I don't want to start complaining until we know more about this system. My only thought so far is that we will get daggers that will do 2.6 speed weapon damage when used with Combat, otherwise this will severely limit what Rogues will be capable of next expansion.
    It's one artifact per spec, so Combat would get its own weapon.

  13. #13
    If Demonhunters get stealth and rogues dont get an overhaul, I know i'll be switching.

  14. #14
    Why about deleting rogues and make them Demon Hunters?

  15. #15
    Quote Originally Posted by Linneth View Post
    It's one artifact per spec, so Combat would get its own weapon.
    I understand that. But do you get one of each weapon for each of your specs? Do they all "progress" equally? Or are you forced to chose one or progress one? These are pretty important questions for Rogues. Which spec do you chose? If they continue to implement this niche specialization design you will basically be choosing what you're shit at for the rest of the expansion. Go combat? There goes your single target damage. Go Sub? Get fucked on Cleave/Aoe.

  16. #16
    RIP rogues in small scale PvP with spectral sight

  17. #17
    One melee DPS spec for Demon Hunters, and one tank spec. Gain energy, spend it on attacks.
    They can double jump. Pssh, rogues are just as agile!
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  18. #18
    Deleted
    Quote Originally Posted by Linneth View Post
    At this point the best thing they could announce for us is a paid class change service.
    Been playing Rogue since early WOTLK and this conference just made me sad.

  19. #19
    Quote Originally Posted by Symphonic View Post
    Pssh, rogues are just as agile!
    I know, I thought the exact same thing during the presentation.
    Stabby stab stab.
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  20. #20
    Quote Originally Posted by Ozmondo View Post
    If Demonhunters get stealth and rogues dont get an overhaul, I know i'll be switching.
    They get the ability to detect stealth, extremely unlikely they'll stealth themselves.
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