The WotLK Rogue Thread
saedo — Fri, 08/22/2008 - 10:04
There really hasn't been any ground shaking rogue changes in Wrath. Even the talents are not fully functioning. We're apparently last on the development cycle. Hopefully at least. But there's a few changes to note that just happened:
- Gouge does not award a combo point anymore.
- Mace Specialization (Combat) no longer stuns enemies, and instead increases critical damage bonus by 2/4/6/8/10%.
Meh no big deal here either. Though losing that mace stun is a bit of a surprise. This mace is a boost to pve damage, but don't think it's closes the gap much on Sword Spec or anything.
But here's where the talk gets more exciting, the Glyphs:
- Glyph - Sap - Increases the duration of Sap by 10 sec.
- Glyph - Evasion - Increases the duration of Evasion by 5 sec.
- Glyph - Backstab - Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.
- Glyph - Rupture - Increases the duration of Rupture by 5 sec.
- Glyph - Eviscerate - Increases the critical strike chance of Eviscerate by 10%.
- Glyph - Expose Armor - Increases the duration of Expose Armor by 10 sec.
- Glyph - Feint - Reduces the energy cost of Feint by -10.
- Glyph - Shiv - Reduces the energy cost of Shiv by -5.
- Glyph - Deadly Throw - Increases the range on Deadly Throw by 5 yards.
- Glyph - Hemorrhage - Increases the damage bonus against targets afflicted by Hemorrhage by 40%.
- Glyph - Adrenaline Rush - Decreases the cooldown of Adrenaline Rush by 60 sec.
- Glyph - Gouge - Reduces the power cost of Gouge by -10.
- Glyph - Slice and Dice - Increases the duration of Slice and Dice by 3 sec.
- Glyph - Sprint - Decreases the cooldown of Sprint by 60 sec.
- Glyph - Garrote - Increases periodic damage dealt by Garrrote by 45%, but decreases the duration by 3 sec.
- Glyph - Ambush - Increases the range on Ambush by 5 yards.
- Glyph
- Ghostly Strike - Increases the damage dealt by Ghostly Strike by 50%
and the duration of its effect by 4 sec., but increases its cooldown by
10 sec.. - Glyph of Blade Flurry - Reduces the energy cost of Blade Flurry by 100%.
- Glyph of Preparation - Decreases the cooldown of Preparation by 2 min.
- Glyph of Crippling Poison - Increases the chance to trigger Crippling Poison by 10%.
- Glyph of Sinister Strike - Your Sinister Strike critical strikes have a 40% chance to add an additional combo point.
So my review of this:
- Sap - PvP or better CC in the 5 mans
- Evasion - The best 15 sec of a rogue's life becomes 20 sec!
- Backstab - PvP, soloing, 5 mans. Doubt raid stuff can be stunned much, maybe some trash.
- Rupture - It's a small boost to rupture. Not really all that impressive, but maybe better for pvp when you wanna keep bleeds on someone
- Evis - Decent maybe for Mulilate folks, but other glyphs prob outshine this
- Expose Armor - Helps keep it up. Definitely good for pve if you don't need/have the Sunders
- Feint - Heh, not even on the bars anymore.
- Shiv - Meh, pvp i guess
- Deadly Throw - More pvp goodness
- Hemo - Hum, I think this means it increases the hemo debuffs effectiveness, so that'd make it do 105 more physical dmg at max rank in Wrath. Prob still a small raid buff though compared to everything else
- AR - Pretty decent. Depending on fight can squeeze an extra AR in.
- Gouge - PvP
- SnD - Huh so kinda like the 2 pc T4. Well it's nice bonus too.
- Sprint - Mostly pvp but some pve movement applications can help
- Garrote - Well improves the only finisher sword pve rogues use anyways. PvP wise, it costs you if your intention was to keep a bleed on.
- Ambush - Huh, very interesting. Start that ambush further away
- Ghostly Strike - Well maybe pvp, or rogue tanking uses.
- BF - Freebie with it, so very good.
- Prep - More pvp
- Cripp - PvP again
- SS - Actually pretty good. Should let you add another finisher over time.



So, they're raising level 83
saedo — Wed, 10/22/2008 - 09:00http://forums.worldofwarcraft.com/thread.html?topicId=11676577982&sid=2000
As I have posted a couple of times recently, we decided to raise the armor of level 83 raid bosses by 10% to correct for some dps difference between casters and melee + hunters. I wanted to address the issue head on with the rogues.
We have done a lot of testing recently, and concluded that even with this change, Assassination rogues are likely the top dps spec in the game against single bosses that don't move around a lot (like Patchwerk). This isn't a bad place for them to be. They pay a small price both for being melee (where more damage tends to occur) and for lacking the ability to respec into a non-damage build. We don't think they will be as far above hybrids as they have been before -- as I've posted before, it's very important that hybrid classes do higher dps now that their buffs do not stack.
Combat builds, especially swords, is competitive but probably behind Assassination. This is something we'd like to address, especially if it turns out to be a major difference between the specs. Additional armor does hurt Combat, but also remember it's just raid bosses and not other players (or trash or heroic bosses).
Subtelty, sadly, is just much harder to test since so much of their damage relies on other players. Our preliminary evidence is that they generate plenty of combo points from Honor Among Thieves, but this might mean their personal dps when not in a group suffers. This is something we're still testing.
I will add that some players have wondered if Honor Among Thieves is bugged since the cp can occur more often than 1 sec. In this case, the tooltip is just unclear. When Jimmy the Shaman crits, he cannnot "send you" a combo point more often than 1 per sec. But if you have lots of players critting all the time, you can build them up quickly. So Honor is (here it comes) working as intended.
More posts from that thread,
saedo — Mon, 10/13/2008 - 13:27More posts from that thread, addressing a bit about the fast dagger mutilate "problem": http://forums.worldofwarcraft.com/thread.html?topicId=10971863142&sid=20...
Basically something they wanna revisit cause they don't wanna nerf rogue dps overall.
Changing Mutilate (or dagger itemization) to beef up slow daggers a little would be nice. The way we'd do that though would probably be to mess with poison procs, which risks being a nerf to rogue dps overall, so that's not something we're comfortable doing at this stage. We think you're still cool using a high dps slow OH dagger, so you shouldn't always be in the situation of sharding any slow daggers. Long-term it's something we'd like to revisit though.
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Ghostcrawler addressed the
saedo — Mon, 10/13/2008 - 12:11Ghostcrawler addressed the combat shiv problem: http://forums.worldofwarcraft.com/thread.html?topicId=10971863142&pageNo...
They're gonna nerf shiv as kinda expected.
On the topic of Shiv, of course we're aware of the issue and I don't think anybody wants Shiv to be the go to ability for rogues. It's intended for utility not straight dps. We're going to remove it from Combat Potency and remove or change the Shiv glyph.
I also want to add that we talked for a very long time about the state of rogues. We consulted some excellent rogue players and did a lot of reading on various forums. We do think rogue dps will be great in Lich King and we think they'll continue to be a major Arena force. I know not all of you agree with that, but if we're wrong, we'll take steps to correct it.
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Well I guess we'll all be in
saedo — Fri, 10/03/2008 - 16:07Well I guess we'll all be in Blade Twisting for Wrath. So I guess it makes the combat spec just a little bit more pvp "viable". (design goal was to make trees viable in pvp and pve)
Maybe there's more, the new patch notes just came up and this was all that appears to be in it. Maybe more undocumented stuff or glyph or something changed.
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So they just buffed 2 PvP
Ewiges — Fri, 10/03/2008 - 16:04So they just buffed 2 PvP spells people haven't been using in BC...
More beta changes today,
saedo — Fri, 10/03/2008 - 15:42More beta changes today, nothing really for dps, some pvp'ish buffs:
Combat
* Blade Twisting - Your damaging melee attacks have a 10% chance to Daze the target for 8 sec. Up from 4 sec.
Subtlety
* Enveloping Shadows - Reduces the damage taken by area of effect attacks by 10/20/30%. Up from 5/10/15%.
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Well yea it means they
saedo — Fri, 10/03/2008 - 11:37Well yea it means they already "buffed" sap and that was it. Nothing else new is gonna happen.
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Was on the same page with
Ewiges — Fri, 10/03/2008 - 11:27Was on the same page with you saedo. Now it doesn't seem like a buff since they said months ago they want rogues to be able to sap almost anything.
Hmm guess a lot of us
saedo — Fri, 10/03/2008 - 09:08Hmm guess a lot of us misunderstood the sap comment: http://forums.worldofwarcraft.com/thread.html?topicId=10544542402&pageNo...
He meant more susceptible sap targets, not more targets at the same time. Oh well.
Yeah, sorry, I was refering to letting rogues sap non-humanoids.
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I'm leaning more towards the
Agoney — Thu, 10/02/2008 - 14:56I'm leaning more towards the rogue. Hunter I'd be kinda limited to PvE since they seem to not want to fix/address the arena problems they face.
Dragon, wow... but yeah.
Ewiges — Thu, 10/02/2008 - 14:08Dragon, wow... but yeah. Blizzard is scared of rogues. That is all.
Abuse sap in pvp eh....no
Dragonspear — Thu, 10/02/2008 - 11:34Abuse sap in pvp eh....no rogues would never abuse CC and lock down classes in PvP.
I've never done it on Callide at all. . . All rogues are perfect angels
"--Many class changes. You won't like the ones made
to your own class but you'll think the changes made to the 9 other
classes are all overpowered." ~Tigole, Blizzard CM
Yea they're scared that
saedo — Thu, 10/02/2008 - 11:27Yea they're scared that rogues will find ways to abuse sap in pvp. Heh, which is kinda true. lol
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Yeah, read that right before
Ewiges — Thu, 10/02/2008 - 11:15Yeah, read that right before coming on here. Honestly, seems like they don't know what the fuck they are doing yet. Just that they want to do something. I guess thats cool.
Sap on multiple targets and
saedo — Thu, 10/02/2008 - 09:22Sap on multiple targets and a bit on poisons: http://forums.worldofwarcraft.com/thread.html?topicId=10532270362&pageNo...
he immune bosses is a topic we're discussing. This applied to elemental resist and disease immune bosses too.
On the one hand, I totally understand why it can be frustrating. On the other hand, there aren't that many of them the last time I looked, and we do like to have variety in the boss fights. You should have to approach each one differently and not just immediately fall into the same rotation the second the pull happens. I realize it's a narrow path to tread without it being too punative.
We discussed letting sap get refreshed a lot. We did fear some problems with PvP so we decided to try expanding the number of targets on which it can be used first. If that doesn't make rogues good enough at CC, we'll consider other buffs to sap.
In my experience, sap pays for its inability to be renewed since you can do it before a pull. With traps or sheep, either the CC'er pulls (bad idea) or has to grab incoming targets and CC them before they get within the range of the AE threat generation. The biggest downside I find playing with a rogue is the time it takes. When it's a good rogue that you run with a lot, they can be setting up the next fight while everyone is still drinking. But when you're in a pug or with a timid rogue, having to mark, then sap, then pull can really slow down progress compared to just pulling and hoping the CC works itself out.
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No hunter eg Ag?
Shihli — Wed, 10/01/2008 - 12:55No hunter eg Ag?
I think I'm playing my rogue
Agoney — Wed, 10/01/2008 - 12:34I think I'm playing my rogue in xpac. My level 70 pve glyphs:
-SS/SnD/Garrote
-Blurred/Safe Fall/Vanish
Still a promise to change
saedo — Wed, 10/01/2008 - 11:38Still a promise to change Lightning Reflexes so it ain't over yet: http://forums.worldofwarcraft.com/thread.html?topicId=10539069803&postId...
LR could definitely use improvement, but no change in this build.
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I got curious and decided to
saedo — Wed, 10/01/2008 - 10:32I got curious and decided to look up what Glyphs are available to me at patch 3.0.2. Just to see what I can get to boost myself from one of our aspiring scribes. Basically just gonna list any non-Northrend herb ones.
Major Glyphs:
- Glyph of Ambush
- Glyph of Backstab
- Glyph of Evasion
- Glyph of Eviscerate
- Glyph of Expose Armor
- Glyph of Feint
- Glyph of Garrote
- Glyph of Gouge
- Glyph of Sap
- Glyph of Sinister Strike
- Glyph of Slice and Dice
- Glyph of Sprint
Minor Glyphs:
- Glyph of Blurred Speed
- Glyph of Distract
- Glyph of Pick Lock
- Glyph of Safe Fall
- Glyph of Vanish
So from the looks of things, to prepare for Patch 3.0:
My 3 major will probably be: Sinister Strike, Slice and Dice, and eh, whatever, um Sprint!
My 3 minor will probably be: Blurred Speed, Safe Fall, and another whatever, um, Vanish maybe, or Distract!
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Well I just realized that
saedo — Thu, 10/02/2008 - 00:02Well I just realized that you only get 2 major glyphs at level 70. Gotta wait til 80 for that 3rd one. So scratch the 3rd on my list. Works out fine that way, no real dps boosters available to Northrend. Which will probably be the Blade Flurry one once I hit 80.
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My pre-WotLK combat
Ewiges — Wed, 10/01/2008 - 10:26My pre-WotLK combat build:
http://talent.mmo-champion.com/?rogue=0252052000005015223100521251005000...
And my 71 pointer:
http://talent.mmo-champion.com/?rogue=0252052000005015223100521251005320...
New beta patch
saedo — Tue, 09/30/2008 - 16:02New beta patch changes:
Assassination
* Focused Attacks now gives 2 energy regardless of the rank.
Combat
* Vitality increases your Energy regeneration rate by 8/16/25%. (Up from 3/6/10%)
* Blade Twisting changed to : Increases the damage dealt by Sinister Strike and Backstab by 5/10%, and your damaging melee attacks have a 10% chance to Daze the target for 4 sec.
* Aggression has been moved from Tier 5 to Tier 4. Now increases the damage done by Sinister Strike, Backstab, and Eviscerate abilities by 3/6/9/12/15%. (Up from 2/4/6/8/10%)
So Focused Attacks basically now behaves what it says, so more of a tooltip error fix.
Combat now looks a bit more interesting. More energy regen, more 15% more Sinister Strike damage total. Aggression moved down yet another tier means that replaces the "filler" that was only in that tier. So perhaps this was the Lightning Reflexes change they were talking about. Well fixes the Tier, not the talent itself.
Anyways, with these changes looks like Combat is gonna see an increase in its yellow damage. Which Blizz has indirectly said before about all classes (don't want majority white dmg).
Also, this does kill the Combat Shiv build. Initial estimates have Combat now only 1.5% behind Mutilate. So possibly quite even at the high levels of gear.
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Another thread with some
saedo — Mon, 09/29/2008 - 23:43Another thread with some good posts from Ghostcrawler (blue): http://forums.worldofwarcraft.com/thread.html?topicId=10539065982&pageNo...
Gist of it is that they know the rogue class is very mathy and can pretty much evaluate the worth of each talent.
Also saying they got a theorycrafter that anonymously keeps in touch with the community and a good set of players on their team so that's why we don't get much blue posts. i.e. They know what we know and are already working behind the scenes.
Also, they are trying to shift things towards each tree being able to stand on their own in PvE/PvP. The DK trees being the closest to what they want to achieve.
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I just liked this response
saedo — Mon, 09/29/2008 - 09:19I just liked this response from a blue in the above link in response to rogues QQ'ing about utility:
Unless you have high level alts in other classes, this new thought process may sound foreign to you. In BC, you might sit down to build a raid by saying that you need X shamans for WF and Bloodlust, 3-4 paladins for all their blessings, a Disc priest for Spirit, 2 Shadow priests for mana, a warlock for Curse of Shadows, etc.
In LK, you can get all the "needed" buffs in a relatively small number of players. After that you take who you want. If rogues were clearly the best dps in most situations, you would fill up your raid with maybe 5-6 rogues. But now what you really want to do is fill up your raid with the best *players*. That may be rogues for some guilds, but it may be mages, Ret pallies or death knights for others. Any group that leaves really good rogues out in order to bring a bunch of redundant buffs does so at its peril. Much more of the emphasis will be on gear and skill now, and less on the magic buff that earns you a raid slot.
The only time I can see this being a problem is if A) you aren't a very good player (sorry) and you were just brought along before because there was nobody else to do Kings or WF, or B) you like to pug a lot and pugs can't evaluate your skill, so they take you for your class instead.
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And when saedo says feet, he
Roguered — Sat, 09/27/2008 - 16:36And when saedo says feet, he means wrists :P
Whoops, fixed
saedo — Sat, 09/27/2008 - 17:03Whoops, fixed it!
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A blue poster answered some
saedo — Sat, 09/27/2008 - 11:03---------------------------------------------
Yes. You won't see the OMG
saedo — Thu, 09/25/2008 - 09:25Yes. You won't see the OMG BIG FAT CRITS and stuff. The goal here is to:
1. Maximize Instant poison procs.
2. Maximize Focused Attack procs.
3. Maximize Mutilate damage on both hands.
Like if we wanna go into the whole formulas (skip this part if you don't wanna see):
Opportunity = 1 + (0.04 * Opportunity Rank)
Offhand Reduction = 0.5 + (0.05 * Dual Wield Specialization Rank)
Lethality = 0.06 * Lethality Rank
Poison Bonus = 1 + (0.5 if Poisoned Target)
Average Weapon Damage = (Weapon Minimum Damage + Weapon Maximum Damage) / 2
Modifier = (Attack Power / 14) * 1.7
Base Damage = Average Weapon Damage + Modifier
Mainhand Base Damage = Base Damage + Mutilate Bonus Damage
Mainhand Damage = Mainhand Base Damage * Poison Bonus * Opportunity
Mainhand Critical Damage = Mainhand Damage * (2 + Lethality)
Offhand Base Damage = (Base Damage * Offhand Reduction) + ( Mutilate Bonus Damage * (1 + (.1 * Dual Wield Specialization Rank))
Offhand Damage = Offhand Base Damage * Poison Bonus * Opportunity
Offhand Critical Damage = Offhand Damage * (2 + Lethality)
Minimum Mutilate Damage = Mainhand Damage + Offhand Damage
Maximum Mutilate Damage = Mainhand Critical Damage + Offhand Critical Damage
So let's assume fully talented stuff, and let's use [Crux of the Apocalypse] and [Fang of Kalecgos] as the daggers, with let's go with 3000 AP, and 35% crit rate.
Going Slow MH and Fast OH:
Opportunity = 1 + 0.2
Offhand Reduction = 0.5 + (0.05 * 5) = 0.75
Lethality = 0.06 * 5 = 0.3
Poison Bonus = 1 + (0.5 if Poisoned Target) = 1.5
Base Damage = (164 + 247)/2 + (3000/14)*1.7 = 569
Mainhand Damage = (569 + 101) * 1.5 * 1.2 = 1207
Mainhand Critical Damage = 1207 * (2 + 0.3) = 2776
Offhand Base Damage = (526 * 0.75) + ( 101 * (1 + (.1 * 5)) = 546
Offhand Damage = 546 * 1.5 * 1.2 = 982
Offhand Critical Damage = 982 * (2 + 0.3) = 2258
Minimum Mutilate Damage = 1207 + 982 = 2189
Maximum Mutilate Damage = 2776 + 2258 = 5034
Average Mutilate Damage = 2189*0.65 + 5034*0.35 = 3184
Fast MH and Slow OH:
Base Damage = (113 + 211)/2 + (3000/14)*1.7 = 526
Mainhand Damage = (526 + 101) * 1.5 * 1.2 = 1128
Mainhand Critical Damage = 1128 * (2 + 0.3) = 2594
Offhand Base Damage = (569 * 0.75) + ( 101 * (1 + (.1 * 5)) = 598
Offhand Damage = 598 * 1.5 * 1.2 = 1076
Offhand Critical Damage = 1076 * (2 + 0.3) = 2474
Minimum Mutilate Damage = 1128 + 1076 = 2204
Maximum Mutilate Damage = 2594 + 2474 = 5068
Average Mutilate Damage = 2204*0.65 + 5068*0.35 = 3206
In this case, the Fast MH combo already wins out with a difference of 3206 - 3184 = 22 damage.
So there isn't a huge world of difference if you go fast main hand or slow main hand if you're thinking of overall averages. Sure, you exchange that 2.8K crit for a 2.5K crit bursty damage, but overall average works around the same.
With more attacks on the main hand to proc focused attacks, and instant poison, this pushes it in more favor of a fast Main Hand.
One more thing I haven't mentioned before that might not even exist when expansion comes live is the Shiv spec.
That's right, you heard me, Shiv. This only works with the Shiv Glyph (reduces energy cost by 5). But the idea is pretty much keep the same BC Combat build, but instead of going into new Combat Talents, you go pick up poison talents and switch to Shiv as your main attack.
Again, due to OP poisons, you wanna maximize poison procs with this. Currently this surpasses the "traditional" combat route in dps.
However, part the community of course thinks this won't go live. Another thing that goes against the normal convention and probably wasn't intended by Blizzard. So speculation is a nerf to Shiv or more buffs to SInister Strikes.
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Saedo would you end up
Dragonspear — Thu, 09/25/2008 - 06:32Saedo would you end up losing dps though by putting the fast dagger in your main hand.
A mutilate rogue (especially now that they attack from the front) attacks with both weapons at the same time with regardes to specials. So that gives mutilate 1 crittable attack that is MH only (well 2 evis or envenom). Is the dps loss from moving your faster dagger into your main hand going to outweigh the damage loss of putting the slower one into your offhand?
"--Many class changes. You won't like the ones made
to your own class but you'll think the changes made to the 9 other
classes are all overpowered." ~Tigole, Blizzard CM
New changes in latest
saedo — Thu, 09/25/2008 - 00:18New changes in latest patch:
Assassination
* Focused Attacks changed to : Your melee critical strikes have a 33/66/100% chance to give you 2 energy. (2 energy in beta, 1 energy in notes, so one of them is wrong, and old is 3 energy)
* Find Weakness damage increased reduced to 2/4/6%. (Old - 3/6/9%)
Combat
* Killing Spree cannot hit invisible or stealthed targets anymore.
* Undocumented - Can no longer use damaging specials during Killing Spree
Subtlety
* Opportunity now works all the time. (Old - Only increased the damage of attacks from behind)
So what does this all mean? Mostly nerfs to Mutilate.
The Focus Attacks nerf (along with previous Deadly Brew nerf) basically means the reign of 2 fast daggers for Mutilate is over now. So all those that heard me say it, can forget it! lol Well some also heard me say they'd do something to normalize it too.
Anyways, yes previously, 2 fast daggers was the way to go for sustained raid dps (not pvp burst omg high yellow crits damage).
But, speed is still good. The criteria now (instead of speed is king) is:
- Higher dps daggers are better
- If 2 daggers are of equal dps, the faster one is better
- If you have 1 slow dagger, 1 fast dagger, you main hand the fast dagger and off hand the slow one.
What? Did that last one throw you in a loop again? lol As it turns out, the more swings you do, the better chance FA has to proc the more energy you can get back. So putting it on the main hand is the thing to do to get the most out of it (kinda mirrors Combat Potency).
Well things could change again.
On killing spree, it's a nerf, but not really a PvE nerf. You get the same stuff done in the 2.5 damage, just can't Sinister Strike or something during it. So as long as you don't cap 25 energy.
PvP wise, it is a nerf. It basically cuts back on that crazy burst you can do using SS in that time. Like -3K burst dmg or whatever SS hits for.
Anyways, Blizz has also acknowledged Combat is behind Mutilate and will be working to up Combat some more.
http://forums.worldofwarcraft.com/thread.html?topicId=10043282488&pageNo...
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