Entries in rogues (4)
Patch 3.1 Class Changes Announced
Everyone's favorite class designer hit the official forums during maintenance day to inform us that class changes for Patch 3.1 would be announced soon. For those who don't already know it, Patch v3.1 will be Wrath's first content patch, with the main feature being the addition of an all-new raid known as Ulduar. Popular speculation has Yogg-Saron - the second known "Old God" - or parts of him as the final boss. Piggy-backing on the big content patch are numerous other tweaks, such as the classes changes discussed below. Making good on Ghostcrawler's promise, Eyonix threw up Part 1 of the upcoming changes. However, only Rogues (yahoo), Priests and Shamans currently have a short-list of changes, every other class is "coming soon." I am no Shaman, nor am I an expert Priest, but it seems pretty obvious that both classes have been buffed overall in the listed changes. As for what my lovable little gnome thinks about his upcoming changes? Awesome. PvP, that is the big change for Priests. The notes specifically state that Shadow PvPers will see increased survivability thanks to a buff to Shadow Form which reduces magic damage along with physical damage. Although no specific modifications were detailed, Eyonix notes that the developers are looking into making Holy have "additional PvP utility." All the Discipline Priests shouldn't feel left out though, they get an entirely new ability, Power Word: Barrier, which is essentially a PW:S for their group. Blizzard even through in some love for the whole class, adding Divine Spirit as a core ability. Shamans of the Elemental and Enhancement varieties also scored some additional, although undefined, PvP utility. Following that, Dalaran's lag should be slightly lower come v3.1 thanks to the streamlining of Totems. Mana Spring / Healing Stream Totems and Disease Cleansing / Poison Cleansing Totems have been combined. They are now two totems rather than four separate lag-inducing pillars of doom. The nature-friendly class has received one modification that might be viewed as a nerf, Chain Lightning will jump to four targets, but do less damage. The less damage could mean for the fourth jump or that the overall DPS output by CL will be lowered The number one change I was looking forward to for Rogues was how Blizzard planned to tackle the annoyance of keeping Hunger for Blood active. For the none rogues out there, the spell had to be spammed three times, wasting two extra global cooldowns and 60 energy, to max it out. Then it had to be refreshed every 30 seconds to keep it up. While refreshing didn't break stealth - you could refresh while creeping to the next mob - it was incredibly annoying to worry about an ability with such a short duration that was so desperately needed. The new HfB is a self-buff that can only be used when a bleed effect (anyone's bleed) is active. While the need for a bleed is indeed a nerf, the 6% damage increase - from 9% with three stacks to 15% with no need for stacking - should help soothe that irritated skin. Like the other classes, rogues have also seen a selection of buffs beyond the HfB change. Added haste, lower cooldowns and additional damage to various talents and abilities should make every rogue happy. However, we do not know the exact amount these favorable changes will impact us, due to the numbers on a few of tweaks not being unveiled. The rest of the classes will be revealed in the upcoming parts of Eyonix's post. Please hold off on the complaints until you see your own buffs. Remember, these notes are not comprehensive and therefore do not list all the changes. On the flip side, they can also be thrown out the window at a moment's notice. All of the changes do seem to be buffs, so perhaps Blizzard is saving all the nerfs for one giant post to get all the QQ out at once...Sly devils. In other news, numerous bugs have been found in WoW recently, but the developers are already hard at work on hotfixes. Update: Eyonix has posted more class changes. Warriors, Warlocks and Druids should check out the post covering Part 2 of the changes.
Rogue Changes For Patch 3.0.3
My new Mutilate build has definitely gotten me back into my Rogue. I took quite a break from him due to my little excursion with finally leveling a healing alt, but have since returned to him with reckless abandon. Mostly, the new build has me excited due to its different play style, as opposed to my old combat spec. I have always been partial to daggers, subscribing to the mentality that they are more roguish; although the daggers in World of Warcraft are far too large for my liking. I also would get incredibly annoyed with having to be behind mobs for a Backstab/Ambush build, especially when the servers (or Comcast) decided to be laggy. Those two reasons, and the refunded talent points for Echoes of Doom, made me look good and hard at the new Mutilate build, one without the need to be behind my target. Yesterday, Blizzard decided to give me something else to look at, thanks to the release of patch 3.0.3 and its class changes. Rogues may not have received as many changes as...well any other class, but that doesn't mean there isn't plenty to think on. Nothing directly affects the new build, but the changes could have me second guessing my move. They don't. I will just start off with the one thing that could be construed as a nerf, the modification to how Combat Potency can proc. CP will now only have a chance to proc off of an autoattack, specifically, via your off-hand weapon. Previously, players would often spam the low energy ability Shiv to increase the number off OH attacks. That strategy will no longer work. Aside from that modification, Rogues see a few outright buffs.
- Fan of Knives can now be cast without have anything targeted, and had its cooldown reduced by 10 seconds. The ability will also benefit from Find Weakness, not to mention, flat out look cooler.
- When Rogues enter Killing Spree, players will lose their target on them. While the caster will still take damage, they will become “unstoppable.” Which leads me to believe they cannot be stunned or incapacitated, but can be killed, during the duration. Does anyone know if friendly players lose the target as well?
- Riposte will no longer have its effect reduced by other effects that reduce disarm duration.
- Shadow Dance will no longer increase the cooldown for Stealth abilities (Sap, Garrotte, Ambush, Cheap Shot, Premeditation, Pickpocket, and Disarm Trap).
- Last be not least we have the removal of the Glyph of Shiv. The Glyph of Vigor replaces it, which I am all for. *Note - WoWHead's tooltips are messed up on this at the moment.
Blue Posts To Keep You Busy
I have spent the last two days poring over the various confirmed changes and future additions to World of Warcraft. Eyes glassy and tainted with blue, I have finally been able to come up for a breath. Blizzard Poster Gamnin kept most of us busy during Tuesday's short maintenance by posting an update to the Rogue changes and some new information on the Warrior class. As with all changes, people are sure to be up in arms about something or other so I will avoid being 'that guy'.
Courtesy of Mick Stephenson
First we will discuss my favorite class, the rogues. As mentioned in the comments of my previous Rogue post, Tricks of the Trade is the new level 75 ability and has been confirmed by Gamnin.
- NEW - Tricks of the Trade: The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time. 30 sec cooldown.
- Relentless Strikes moved to Tier 1 Subtlety tree and made 5 ranks, 4/8/12/16/20% chance.
- NEW – Overkill (Assassination Tier 7): Abilities used while stealthed and for 6 seconds after breaking stealth cost 10 less energy.
- Hunger for Blood duration raised to 30 seconds.
- Mace spec ignores 3/6/9/12/15% of target’s armor.
- NEW - Blood Poisoning (Combat Tier 9): All physical damage caused to enemies you have poisoned is increased by 1/2%.
- NEW - Filthy Tricks (Subtlety Tier 9): Reduces the cooldown of your Tricks of the Trade and Distract abilities by 5/10 sec.
- Shadowstep will no longer be usable while rooted.
The new abilities and talents sound interesting but choosing a good build seems more difficult than before. I will reserve my anger and judgments for when we get closer to launch however. I have never seen a point in A) getting angry over stuff that will likely be changed and B) spending so much time making a build when the trees aren't finalized. Of course, I just had to end the list with something to piss off the PvPers.
Also of note, is that Blizzard plans to do something about five rogue Tricks of the Trade rotations. Currently, there is no stacking protection but they are working on some way to avoid the need for it.
The Warrior changes and additions are interesting, just not as lengthy:
- Enraged Regeneration: You regenerate 30% of your total health over 10 sec. This ability consumes all Enrage effects and prevents any from affecting you for the full duration. Must be enraged to use. Cost 15 rage, 3 min cooldown.
- Improved Charge generates 5/10 rage.
- Mace spec ignores 3/6/9/12/15% of target’s armor.
- NEW - Warbringer (Protection Tier 9): Allows Charge to be used in combat.
- Furious Attacks modified to use procs per minute to nullify weapon speed differences.
I like what I heard about Blizzard's take on Shields in WotLK. The developers hope to make the shield more of a weapon instead of just a defensive tool. Adding that utility would make them more accurate to how they were used back in the day (see 300).
Oh and Warriors regenerating 30% of their health over 10 seconds...that is gonna be annoying in PvP.
Upcoming Changes For Rogues Announced
Mmm, finally Rogues have received a nice blue post from Blizzard Entertainment. Blizzard Poster Gamnin updated the stabbing community on changes they can expect to see in the near future. Gamnin admits that these are changes that are currently being worked on, as well as future goals. Therefore, some of these changes may not come for some time. Nevertheless, many of them have me in a twitter. Got me in a twitter:
- Removal of numerous reagents (Thieves’ Tools, Flash Powder).
- Poison skill removed – poisons available via vendors.
- Level 75 unannounced ability designed and teased as adding group utility.
- Fist weapon spec merged with dagger spec.
- Mace Specialization will now grant armor penetration when using a mace.
- Cooldown reduced to 3 minutes on Evasion, Sprint, Vanish.
- Subtlety Tier 1 redesigned to be more attractive
- Fewer dagger specifics talents in subtlety to allow more diverse build options
- Hunger for Blood will remove any harmful physical effects. No longer just Bleed or Magic.