I think we all can agree on rogue play style haven’t moved very far since vanilla, except cataclysm did some things to spice subtlety up and in the right direction. This thread is about improving/inventing new finishers that we can discuss and maybe hopefully catch Blizzard’s attention on the matter. Eviscerate, Envenom and FoK spam is getting old. Crimson Tempest was a move in the right direction but it’s not enough to justify the changes or nonexistent changes being made to the rogue class overall.
When posting please try to be constructive and give a reason why you think X or Y would be overpowered, and what could be different. May it be numbers or just purely mechanics involving both PvE and PvP. Both perspectives are important, so please share.
Area of Effect
Toxic Mix(Animation: Old Poison Proc): A finishing move that combines your two equipped posions by 4/8/12/16/20(Number of CP’s) seconds, to create a powerful mixture that empowers your Shiv ability, causing it to not have a cooldown, though the Shiv Effect CD remains and increasing the damage by n%. During this time a new ability is available called Posion Bomb. Cooldown 3 minutes. Cost: 30 energy
Posion Bomb(Animation:Lord Walden’s green gas or Professor Putricides green ooze that explode): Your daggers fill with venomous poison, exploding in a burst of poison gas in a radius of 8 yards of the caster(or a 30 yard range – throwing a vial), causing the victims blood veins to be extremely vulnerable, spreading Rupture from your current target. 2 charges, with a 8 second recharge, giving a maximum of 4 casts. Cost: 50 energy
Assassination: Ruptures that are spread via Poison Bomb can benefit 25% of the damage done from the Venoumous Wounds(talent) without regaining 10 energy every time the damage procs , or it would cause an overflow of energy and making it far superior for Assassination than Combat or Subtlety.
Combat: As Combats area of effect/cleave damage is already quite strong so it would only spread Rupture normally. Any suggestions how to tweak something cool into Combat as well is greatly appreciated.
Subtlety: In addition to Poison Bomb subtlety would also get one passive ability and one ability. As I believe Subtlety area of effect damage need some love, this is one simple way to improve this further while still keeping some of the subtlety signature abilities and playstyle.
New Passive Ability: Blood Frenzy(Subtlety): Every time Rupture ticks you would gain a stack of Hunger for Blood, stacking up to 10 times. You can only gain one stack each 0.5 seconds. (I thought of making it stack 20 times, but only making 10 stacks usable at highest, though it would make Anticipation the cookie-cutter and I want to avoid that)
New Ability: Hunger for Blood(Subtlety - Could be old HfB animation on targets rather than the caster): Unleash Blood Frenzy, causing Rupture to burst on its target, causing (1/1.5/2/2.5/3)% pr stack of Blood Frenzy of Rupture’s total damage instantly. Cost: 40 Energy.
Single Target
Code of Shadows(all speccs): Empowers your next two finishers, causing the first finisher (5/10/15/20/25)% increased efficiency while the last finisher is dependent upon what first finisher were used.
Recuperate -> Deadly Throw = Transfusion Throw – Heal your target for 10% of its maximum health. Cannot be cast on yourself.
Recuperate -> Slice and Dice = Your auto attacks for the next 5 seconds heal 50% of the damage done to nearby players.
Recuperate -> Rupture = Increases healing done to you for 8 seconds by 25%.
Recuperate -> Eviscerate = Sacrifice 10% of your own health to do 20% of your current health to the target.
Slice and Dice -> Recuperate = Rapidly increase Recuperate halving the duration, 3% every 1.5 sec. – 15 sec duration.
Slice and Dice -> Deadly Throw = Quick Throw – Cast 3 throwing knifes for 50% of Deadly Throw’s damage.
Slice and Dice -> Rupture = Halves the duration of Rupture.
Slice and Dice -> Eviscerate = Energy regeneration halved, damage increased by 100% for 5 seconds.
Eviscerate -> Recuperate = Every time recuperate ticks it does half the amount of damage to nearby target as it heals, reduced by mitigation effects of cause.
Eviscerate -> Deadly Throw = Execution Throw – Increases the damage of your next Deadly Throw by 150%
Eviscerate -> Rupture = Rupture deals 50% of its total damage instantly.
Eviscerate -> Slice and Dice = Increases your auto attack damage by 10% for half of the duration of slice and dice
Rupture -> Deadly Throw = Causes your Deadly Throw to deal an additional 150% damage as a bleed over 3 seconds, ticking once every second.
Rupture -> Slice and Dice = Your auto attacks strike in the veins of your target, causing Rupture to last up to (8/12/16/20/24) seconds longer depending on how long the original duration was.
Rupture -> Eviscerate = Eviscerate consumes Rupture and does its damage instantly together with Eviscerate. The rupture damage cannot be a critical strike.
Rupture -> Recuperate = Bleed effects on you does 50% less damage for 8 seconds.
I was messing around with Kidney Shot aswell, but decided it maybe would be too much for a single ability.
Thanks for reading and your feedback!