Just thought I might create a thread to consolidate rogue info, since it's all buried in the monster thread. If you don't want a new thread, Gurg, just throw it back on the pile I suppose.
Gems from the Curse db:
Ambush: Rank 7 - lv 66
Ambush the target, causing 250% weapon damage plus 440 to the target. Must be stealthed and behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Backstab: Rank 10 - lv 68
60 Energy
Instant cast
Backstab the target, causing 175% weapon damage plus 262 to the target. Must be behind the target. Requires a dagger in the main hand. Awards 1 combo point.
Connivery: Req Lv 70
Instantly restores 50 energy and increases your maximum energy by 20. Lasts 30 sec.
Deadly Throw: Rank 1 - Req lv 64
35 Energy
Instant cast - 30 yd range
Finishing move that causes thrown weapon damage plus additional damage per combo point: 1 point : 132-228 damage 2 points: 216-312 damage 3 points: 300-396 damage 4 points: 384-480 damage 5 points: 468-564 damage
Deadly Swathe: Req Lv 70
Strikes at nearby enemies in front of the caster, inflicting weapon damage plus 300.
(Probably not a rogue ability, but who knows).
Deadly Swiftness
Increases your movement speed by 10% whenever you deal damage to a target who is below 20% health.
Enchant Weapon: Mongoose
Permanently enchant a Melee Weapon to occasionally increase Agility by 120 and attack speed slightly.
Evasion: Rank 2 - Lv 66
Increases the rogue's dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 50%. Lasts 15 sec.
Eviscerate: Rank 10 - Lv 64
Finishing move that causes damage per combo point, increased by Attack Power: 1 point : 257-379 damage 2 points: 452-574 damage 3 points: 647-769 damage 4 points: 842-964 damage 5 points: 1037-1159 damage
Expose Armor: Rank 6 - lv 66
Finishing move that exposes the target for 30 sec, reducing armor per combo point: 1 point : 410 armor 2 points: 820 armor 3 points: 1230 armor 4 points: 1640 armor 5 points: 2050 armor
Flourish: Lv 70
25 Energy
Instant cast
Finishing move that increases your chance to parry by an additional 50%. Lasts longer per combo point: 1 point : 3 seconds 2 points: 4 seconds 3 points: 5 seconds 4 points: 6 seconds 5 points: 7 seconds
Hemorrhage: Rank 4 - lv 70
35 Energy
Instant cast
An instant strike that damages the opponent and causes the target to hemorrhage, increasing any Physical damage dealt to the target by up to 14. Lasts 30 charges or 15 sec. Awards 1 combo point.
Instant Poison: Rank 7 - lv 68
Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of poisoning the enemy which instantly inflicts 157-210 Nature damage. 130 charges.
Kick: lv 70
Kicks an enemy for 142 damage, interrupting the spell being cast for 6 sec.
Mutilate: lv 62
60 Energy
Instant cast
Instantly attacks with both weapons. Awards 2 combo points.
Rupture: Rank 7 - lv 68
25 Energy
Finishing move that causes damage over time, increased by your Attack Power. Lasts longer per combo point: 1 point : 363 damage over 6 secs 2 points: 605 damage over 10 secs 3 points: 847 damage over 14 secs 4 points: 1089 damage over 18 secs 5 points: 1331 damage over 22 secs
Shiv: lv 70
20 Energy
Instant cast
Performs an instant off-hand weapon attack that automatically applies the poison from your off-hand weapon to the target. Slower weapons require more Energy. Awards 1 combo point.
Sinister Strike: Rank 9 - lv 62
45 Energy
Instant cast
An instant strike that causes 77 damage in addition to your normal weapon damage. Awards 1 combo point.
Sinister Strike: Rank 10 - lv 70
45 Energy
Instant cast
An instant strike that causes 131 damage in addition to your normal weapon damage. Awards 1 combo point.
Vanish: rank 3 - lv 62
Instant
Allows the rogue to vanish from sight, entering an improved stealth mode for 10 sec. Also breaks movement impairing effects. More effective than Vanish (Rank 2).
(not a rogue talent, but relevant KALMAN) Windfury Totem: lv 70 (there's a 62 version also, +400 ap)
Summons a Windfury Totem with 5 health at the feet of the caster. The totem enchants all party members main-hand weapons with wind, if they are within 20 yards. Each hit has a 20% chance of granting the attacker 1 extra attack with 500 extra attack power. Lasts 2 min.
is that backstab right? ie, was it a talented rogue, or untalented?
150% with rank 9 to 175% with rank 10 is a pretty huge jump, and then with oppo it will go to 210% vs current 180%.... That'll be a lot more damage, not counting the extra damage from the flat modifier.
mutilate makes daggers viable in pvp, I say. 30 energy per CP, that's Hemo. If you used energywatch to time it, untalented Cheap shot then mutilate and your at 4 combo points. Then, should be able to do the 4 pt kidney shot just as cheap shot wears off. I thought mutilate required two daggers though, but your description didn't say that. If it's for swords too, that's insane. It could become more energy efficient then sinister strike/backstab with expansion swords, and it adds an additional combo point.
Shiv is cool. Now you can guarantee a proc of mind numbing/crippling when you need it, nice utility skill. Especially if the new -threat poison ends up being good. One of feint's drawbacks is the cooldown time.
Flourish seems pretty worthless. I can't see it being used often. If your doing a finisher on a mob that a rogue could actually tank, it's probably close to dead. On a raid mob, the rogue shouldn't be tanking. I guess it could be situationally useful, but seems pretty weak.
Deadly throw and deadly swiftness.. hahaha, take THAT you god damn kiting hunter/shamans.
Connivery being a trained skill makes me laugh. I thought we were trying to get away from rogue ganking.
Lastly, enchant: Mongoose, holy crap. If it has anywhere near crusader's proc rate, jesus.
Really iTunes? Free downloads while supplies last?
Flourish seems pretty worthless. I can't see it being used often. If your doing a finisher on a mob that a rogue could actually tank, it's probably close to dead. On a raid mob, the rogue shouldn't be tanking. I guess it could be situationally useful, but seems pretty weak.
Blizzard has been emphasizing hybrid roles where situationally someone is useful outside of a standard trinity. Sucks to be rogues, because whereas warriors are hybrid DPS or tanking, rogues are hybrid DPS or uhhh uhhhh uhhhhhhhh DPS. A nerf to warrior DPS come expansion (or rather, a hurt put on its scaling on the road to 70) along with a boost to rogues so that one is a second rate version of the other (gosh, you think throwing away SnD/Evis/Rupture in exchange for +50 parry sounds a BIT like switching out of Zerker stance?) in the negative wouldn't be a horrific sacrifice at the alter of balance.
Everybody is your brother until the rent comes due.
Teaches you how to permanently enchant boots to give 5% snare and root resistance as well as a 1% bonus to hit.
Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Teaches you how to permanently enchant boots to give 5% snare and root resistance as well as a 1% bonus to hit.
So the thinking being everyone getting a +8 runspeed talent (which doesn't stack with the also not stacking boots) this'll be the new PVP enchant?
I really didn't think much of it, but then when I upgraded my wee little shaman's boots and didn't get them enchanted for a week... I really felt the difference in hits taken without +runspeed. (Frostshock while +running is funny, by the by)
The other information wandering around makes it seem like the dazed condition, which is sort of terrible as a form of crowd control when you think about it, is going to start gaining some strength AND appliers (judging from the other thread, not rogue specific). I mention this in context of hey, if people are 5% resisting your snares and roots, dazed is pretty handy at keeping that flagger around while the calvary rides up. Yes, it's a low chance, but if your snare as a mage is frost nova and they resisted that, they hit the jackpot. Yes, that's a terrible example because polymorph is a good fallback, but I'm just thinking on the go here. Being able to do that Cone of Fire Dazed whatever it's called would be a nice alternative to healing the flagger.
Everybody is your brother until the rent comes due.
Mutilate: lv 62
60 Energy
Instant cast
Instantly attacks with both weapons. Awards 2 combo points.
No mention of daggers only here. If this can be used with swords it appears to be severely overpowered at first glance. As a dagger only skill (as has been posted previously) it looks pretty balanced though.
Sinister Strike: Rank 9 - lv 62
45 Energy
Instant cast
An instant strike that causes 77 damage in addition to your normal weapon damage. Awards 1 combo point.
Sinister Strike: Rank 10 - lv 70
45 Energy
Instant cast
An instant strike that causes 131 damage in addition to your normal weapon damage. Awards 1 combo point.
Looks like they scaled up the +damage for Sinister Strike 10 much faster than just another 8 levels would justify. I like it.
Flourish: Lv 70
25 Energy
Instant cast
Finishing move that increases your chance to parry by an additional 50%. Lasts longer per combo point: 1 point : 3 seconds 2 points: 4 seconds 3 points: 5 seconds 4 points: 6 seconds 5 points: 7 seconds
OK this Flourish move is awesome. Combined with Riptose I can see shooting off 1 or 2 point Flourishes to get the needed parry to trigger Riptose as a very viable soloing tactic. For raids a rogue might even be able to fill in as a spot off-tank when the need arises by trading off Evasion and Flourish to keep himself alive for a good bit of time. This finisher opens up a lot of options for rogues.
You gain aggro, pop up Evasion, build up 5 cps via SS and when evasion runs out you have another 7 seconds of tanking time before dieing (or rather vanishing).
Flourish is an aid to pvp against other melee classes as well. I'm not sure I'd rather riposte a warrior for 7 seconds instead of dropping his armor by 2500, but it's an option. Not only does the parry decrease your incoming physical damage, it takes away the specials/instants of your target for 6 (?) seconds in riposte.
Intuition(4 ranks of this in the db, starting at 2%/20% and scaling up 1%/20% per) - Increases the damage from your Ambush and Garrote abilities by 5% and gives you a 100% chance to notice when players see through your Stealth.
o.0 My bet is that the chance to parry will be reduced. As it stands, its *almost* overpowered in PvP - this depends on other class talents revealed. Stunluck a melee class, build 5 points, flourish, and GG. There doesn't seem to be a CD on it, so a rogue could keep a melee class perma-disarmed. Honestly, if this makes it into the expansion as-is, I will be surprised.
If they give warriors/paladins/rogues/shamans a chance to resist disarm, things might be different.
The rating thing is very strange. There are new enchants/items that talk about both "value" and "rating" except the "rating" ones seem to be hugely inflated. For example:
The huge values for these either suggest that "rating" is a completely new mechanic or that there is just miss information/typos happening. Normally I would just assume miss information but with the massive amount of info on the curse site, they must have got hold of an alpha client to get all of it so its pretty much 50/50 for me at the moment.
Intuition(4 ranks of this in the db, starting at 2%/20% and scaling up 1%/20% per) - Increases the damage from your Ambush and Garrote abilities by 5% and gives you a 100% chance to notice when players see through your Stealth.
Where'd you see this? Since it doesn't show up in the talent trees, think it would be trainable?
This explains why BS now does so much more damage if they're going to add another 5% damage onto ambush.