Cataclysm Rogue & Death Knight Changes

Blizzard unveils the proposed revamp to two more classes

Here are some follow ups based on what is being discussed.

Q: Will the rotation for a Fury Warrior just be Bloodthirst and Slam with Heroic Strike to burn off rage?
A: We think Fury is going to end up needing another attack in there for single-target fights. Furious Sundering was intended more as having to Sunder being less of a penalty, but at only 3 stacks, it may not end up being a big deal and we don’t want Fury to feel like they have to purchase a talent that they may not always use. We don’t want Whirlwind to be a good button against single targets however. It essentially gets “free” damage against groups of targets when it’s effective at using against single targets. It’s okay if warriors still do more damage in fights where they can use Cleave and similar attacks often, but right now it’s too extreme.

Q: Are one-handed Fury warriors going to be competing with rogues for one-handed weapons?
A: This is unlikely. Rogues and shaman will want one-handers with Agility, while warriors and death knights will want them with Strength. I won’t be surprised when one of these classes picks up the other’s weapon as it could be an upgrade simply based on the damage, but it won’t be optimal.

Q: Why are warriors not getting some kind of AoE tanking tool?
A: We think the newly buffed Thunder Clap plus Shockwave are sufficient abilities for AoE tanking. The design of Vengeance should make sure that threat generation doesn’t start to slip behind as the dps characters gear up. It’s not our intention that tanks face a constant struggle to generate enough threat, even in group situations, but we also don’t want threat to be totally irrelevant either. The danger for tanking too many creatures should also be tank death not threat management.

Q: Is only Sunder Armor being changed?
A: Rogue Expose Armor and other abilities that apply a similar debuff are being changed accordingly. They will all provide the same debuff at 12% armor reduction.

Q: What about rage loss when changing stances?
A: We still want the act of changing stances to require more consideration than just clicking two buttons to use the ability you want. One idea we are going to explore is that you don’t lose rage when you change stances, but you won’t gain additional rage for a short period of time after changing. This lets you say swap to do an Execute without losing your rage bar, but still keeps the idea that shifting constantly comes with inherent efficiency risks.

Q: Is the intent of Gushing Wound that warriors constantly ask for targets to be kited around?
A: No, it’s intended to be a bonus when you’re in an encounter where the target either moves around a lot (Ex. BONNNNE STORMMMM-ing Marrowgar) or just has to be moved around a lot (say Lich King). Warriors shouldn’t have the expectation of forcing every PvE opponent to move but it would be entertaining to watch this (from a third party perspective).

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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
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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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