I'd like to start some discussion (I'm at work and terribly bored) about the combat tree, missing synergy/raid buffs and the talent unfair advantage.
Unfair Advantage and missing raid synergy
Unfair Advantage as it is now:
meh, pretty weak. First of all, why is dodge in there? Blizzard should know by now that we don't want, nor need dodge in raid situations.Unfair Advantage
Rank 2
Whenever you critically hit an enemy or dodge an attack you gain an Unfair Advantage, increasing your chance to critically hit and dodge by 2% for 8 sec
This talent as it is now is easylie comparable to two points in malice. A t1 talent every rogue speccs. Such a weak talent so deep in a tree? C'mon, that's lame. It's nothing more than a filler.
Second, why is the buff crit dependant? Ok, in a raid it will always be active when we deal damage.
My guess is that this is also intended as a pvp talent - a pretty weak one, because it's a procc and resilience reduces crit.
But the general idea of this talent isn't that bad. If they make a little change, this could be our raid buff, even one that fits the rogue class!
This talent should look like this:
- Changed to 3 Ranks. 2 % seems a little low, but 3 % is just fine. When making a combat built, you'll end up like this:Unfair Advantage
Rank 3
Whenever you critically hit an enemy or dodge an attack you and your group gain an Unfair Advantage, increasing chance to critically hit and dodge by 3% for 8 sec
http://wotlk.wowhead.com/?talent=fZGcVbbVzxMGoVd
All talents that increase your damage are in there and you need one filler. You could put one point in throwing specc or kick, which is rather useless because you'll only get a 50 % chance, plus both talents are unnecessary in a raid environment.
You could specc for stay off execution, which is also useless in raids, even if it works with prey on the weak. If you think about it, when you're below 35% health you'll vanish, are already out of the ae, bandage yourself, or simply die. 5 % damage reduction is useless.
Other options are blade twisting and nerves of steel. Blade twisting would probably be the best option because of hunters steady shot. I'm not quite sure if NoS would be better. On live it would be bad to have it, a resisted fear means you're dead on a boss encounter. Berserker rage does not dispell fear anymore in WotlK, so I guess fear won't play a major role on boss fights. So one extra point in there doesn't really hurt.
Back to Unfair Advantage..
- Changed to a group buff (group only, not raid wide!)
It provides avoidance. There are very few buffs that add avoidance, this could be our niche. Agility is the main stat for rogues (besides hit of course), so dodge would fit perfectly fine for rogues.
This should make rogues more desireable for all brackets (5/10/25 men instances). A tank is always needed, so is dps. The buff is never near useless. Also, dodge is one of the primary tanking stats for feral druids, which adds more to our synergy.
I don't think those 3 % extra crit rate is overpowered. Ferals add 5% melee crit. Moonkins add 5% spellcrit. But that shaman totem adds another 3% spellcrit, but there's nothing that adds another 3% melee crit.
So if they keep our dps high, plus add this buff, rogues will bring enough for raids. I can see one rogue in a tank group, and another one in a melee group.
Combat and PvP Talents
Why are they in there?
The new weak spot for combat, besides the lack of anti-kiting tools, is prey on the weak. This talent only works if you have more health than your opponent. In raids it won't be a problem to keep it active most of the time, but in PvP it will.
Which sane person would specc combat for pvp? The other options are way better. want to use daggers? You'll either go deep sub or assa. Nothing's more horrible than combat dagger for pvp!
Want to use your swords? Then go for shadowstep hemo and put the other points in assa to get cold blood, 20% more heal, 15 % more run speed, 50% reduced snares.
Keep in mind that blizzard already said that you'll be able to switch between two different speccs, something that the players wanted ever since. While it may not make its way into retail release, I'm confident that this option will be implemented some time in WotLK
In my opinion blood splatter should be switched with either stay of execution or throwing specc. Could to the chase should be change to make envenom and evisc the only finisher for mutilate builds. It would also make the assa tree less bloated. There are already enough damage increasing talents in the assa tree, it wouldn't hurt.