Cataclysm Rogue & Death Knight Changes

Blizzard unveils the proposed revamp to two more classes

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.

Next: Some Warrior clarifications in a Q&A

Comments

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So......
# Apr 10 2010 at 9:06 AM Rating: Decent
Scholar
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4,993 posts
So if they are going to give Rogues the ability to use Combo Points off of Dead Targets for things like Slice and Dice, why not give it to Cat Druids and Savage Roar?

Cat Druid is _the_ hardest DPS to play, period and they could really use some love here... let's hope that they do something like this to them too. I can't even use Savage Roar half of the time; things die before I get it off, even in solo PvE. I run up to something, rake it, then mangle it once or twice and its laying there dead with 3-5 combo points on it and I can't use Savage Roar... in groups, trash packs die too quickly for me to get up more than 1-2 CP on it. If I pick an off-target, I end up getting hit and getting yelled at by the tank.
So......
# Apr 10 2010 at 9:57 AM Rating: Decent
So......
# Apr 10 2010 at 12:57 PM Rating: Decent
Scholar
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4,993 posts
Well, that's awesome news.

I like their viewpoint behind this, not everyone wants to crunch numbers and try to come up with addons that tell you what to hit when... some people want to just relax after a long, hard workday and not have to worry about doing everything JUST right, and not suck. lol.

At the very least, using SR after something with CPs on it died would be an excellent start.
DK Changes
# Apr 09 2010 at 10:30 AM Rating: Good
It upsets me a bit to know that they're changing from what seems to me to be a fairly good idea of Presence and Role matchups (Frost being Tank, Blood being a DPS, and Unholy being a DPS/PVP). With all the effort put forth by thousands of DK's in the game world using this as a platform to mold their favorite play role and style, I'm sure I can't be the only one. Though Blizzard does have a valid point. With Frost being a mainly Dual wield spec which would coincide with a potentially better DPS with a bunch of changes I would really honestly hope that they would add to the Blood spec an ability to use shields and possibly a 2h weapon in the main hand. I don't have much input on the Unholy tree at all, but I would hope that if they think that Blood would be a better Tank than Frost, they would give them some better buffs as they do Pally tanks.

Do you agree with switching the DPS and Tank rolls for Blood and Frost?


Edited, Apr 9th 2010 12:30pm by Andolgeist
DK Changes
# Apr 09 2010 at 10:23 PM Rating: Decent
...why does every one think a tank MUST have a shield.....I would much rather see something akin to Lineage II where if you used a shield you lost evasion but gained p.def and of course the ability to block.

I'd love to use a 2hand on my paladin and gain extra dodge and parry as a passive bonus (availible to all shield-users...yes...even shamans :P) that makes up for the loss of Block. DKs already proved it's possible to tank with lower-than-druid HP and not use a shield.

When you think about it WoW is very....limiting when it comes to play style.
DK Changes
# Apr 09 2010 at 11:04 AM Rating: Decent
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438 posts
Honestly, I always preferred tanking with a blood-based hybrid. The lifesteal was, in my opinion, worthwhile given the amount of DPS that death knights can put out in general, and the other self-healing/raid healing abilities were good in tight corners. Also, Heart Strike was good for threat.

While I can see why people would prefer the other specs, making Blood a tank spec is the way I would have gone.
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