Well, lets go down the list here.
General
* Quality of life improvements. Not much to say here - we'll have about 2 spaces of extra bag space, and will save a little time on restocking poisons. Definite improvements, though not major ones.
* Envenom. So poison should stack up a bit more quickly after an Envenom - with 5/5 Improved Poisons, we're talking an 80% proc rate. Deadly Brew rogues in particular will like this, I imagine. This is a definite buff to envenom due to the lowered opportunity cost, but we will still need a new rank of it if it's going to be a viable finisher in raids.
*Wounding Poison - A significant PvP buff, but the impact is relatively low in PvE. We don't use WP that often, and keeping it up shouldn't be too hard in most cases.
*Anaesthetic Poison - A nice utility boost. I think we just took over as the definitive way of managing enrages - the fact that we dispel them automatically for the most part, and can drop a shiv to take one off immediately strikes me as much more efficient than Tranq shot. Not that every fight will need Enrage removal, but it's a nice niche to have for the ones that do.
*Evasion/Sprint/Vanish. A nice change; faster vanish will be handy in aggro-limited situations, plus more cooldowns is always a good thing for one things start to go wrong.
*Cloak of Shadows. I suspect this nerf is aimed more at PvP, though it will also effect fights like Brutallus and Kil'jaedan. I suspect this won't be *too* relevant in PvE, though - if they make the 2 minute cooldown too much of an annoyance, it'll start forcing rogues to spec Sub for particular fights, which would be annoying. I suspect this wants to be positioned as "a nice perk to speccing subtlety, but will never be required".
*New ability. Obviously hard to comment on.
*Fan of Knives. It's certainly a nice change, and fixes one of the two major problems with FoK; hopefully there are further changes coming to address the "but it still sucks" issue.
Assassination
*Mutilate: Vastly increases the universality of Mutilate as a spec. You can now use it while farming, it's better in PvP, and it means that you don't get totally crippled on fights like M'uru and KJ where you can't always stand behind the boss.
*Relentless Strikes: Another badly needed change. We'll have to see if "more accessible" means trained, or merely tier 1 rather than Tier 3. Either way, it will vastly increase the number of viable specs. Vigor is a much more reasonable talent for that level of the tree - adds a little PvP utility and allows better energy queuing, so useful to many specs, but not at all essential for any.
* Find Weakness. Reduces the importance of energy queuing for rogues (making Mutilate a little easier to play), and makes it vastly easier to model Mutilate cycles, but shouldn't affect net damage output that much.
* Cut to the Chase. A badly needed change, certainly; but as has been discussed, it's still weak for a 5-point talent. I'd still like to see it dropped to 2-3 points to be competitive for it's place in the tree.
* Hunger for Blood. Since we can already cloak the magical effects, I suppose it's nice to be able to remove some stuff that we currently can't; but with the longer cooldown on cloak and the relative scarcity of these sorts of effects relative to magic debuffs, I can't help but feel that this is a nerf to a talent that wasn't super-strong in the first place.
Combat
*Riposte. Nice for farming, possibly useful in PvP, still largely useless in PvE (barring rogue tanking, but lets not go there as that's clearly not anything they're worrying about, based on the rest of the review).
*Mace Specialization. Will really depend on how much armor reduction we get. Too early to tell if this is good or not.
*Deflection. See Riposte.
*Fist Spec. I suspect we don't see many more fast OH fists with this change - rather, the expectation will be Fist MH/Dagger OH, which, coincidentally, also increases demand for daggers, a stated goal for rogues.
*Dagger Spec. This, combined with the previous change (and the next one), basically means that splashing combat becomes a lot more viable for certain specs. I'll touch on this more at the end.
*DW Spec. Okay, this is huge. This is going to open up a lot of new spec options - again, I'll cover this more at the end. Lightning Reflexes, however, will need a *massive* buff to be at all credible as a tier 4 talent.
*Unfair Advantage/Stay of Execution. Again, we'll have to wait and see what they put in, but they're definitely aware of the problem, which is good.
*Killing Spree. A good change in light of the importance of fast OHs to rogues. Though we still don't know how good it's going to be until we get a chance to try it.
Subtlety
Not going to go item by item here - basically, they've realized that subtlety as a tree just sort of sucks and are going to work on it, which is good enough for me right now.
Now, it's still early, and we still have a lot of unknowns, but we can definitely say a few things based on these changes:
1) We're getting some more utility, in the form of our level 75 talent, possibly improved AoE via FoK, and Anaesthetic Poison. Good thing.
2) They're aware of a lot of the talents that just plain sucked. Good thing.
3) There's still a few talents that they seem a little unclear of all the issues with - notably, Cut to the Chase is still weak, as is Hunger for Blood.
4) They're making some of the must-have talents easier to get, to allow greater diversity of specs. This is a very good thing - lets look at this in a bit more detail.
*Deep-Ass builds. Previously deep-ass builds were looking at 41/25/5 and the like due to needing too many important talents in other trees to afford all of Assassination. Now 51/15/5 with DWSpec, Precision, and Close Quarters Combat in combat strikes me as much more viable.
*Non-Mutilate SF builds. I suspect these are still weak, as SF is still not that great; but the fist change does make fist/dagger SF builds more interesting. Particularly due to the ability to swap between Backstab when behind the boss and Sinister Strike when in front. I can see 30/17 forming a useful core for such a build - though we'll have to wait for the Sub changes to have any idea how one finishes out the other 24 talent points.
*Deep Combat builds. Well, the combat part is rearranged but not necessarily improved that much - the filler is just a little higher up the tree. But the relentless strikes change does open up the opportunity for 0/50/21 type builds in addition to 20/51/0 builds, which opens up a lot of options.
*Sub builds. Again, Sub is going to change a lot, so it's hard to comment on this in too much detail, but: with more non-dagger talents, Hemo presumably gets stronger; and the ability to get more of the powerful talents earlier in the tree strikes me as a good thing. Like, you want a basis of 0/10/21 to get DWSpec, Precision, and Hemo; but past that, I can see dropping the other 40 points almost anywhere working - there's still good stuff in combat for CP/Hemo type builds, good stuff in Assassination for tri-spec builds, and plenty of ways to go deeper into Sub for Deadliness and Sinister Calling.
So, basically: we have a lot more somewhat-reasonable spec options to consider; I suspect there's still one or two that will migrate to the top, but if your itemization doesn't allow the best spec, or you hate the best spec for some reason, or you want a hybrid PvP/raiding spec, I suspect you're going to have a lot more options.
On the whole: I like what I'm seeing. They're definitely addressing many of our concerns. There are certainly still issues and areas of concern, but the initial wave of information is definitely promising.
Originally Posted by McFry
This is probably the mentioned % increase to physical damage that was mentioned a few days ago in the Raid Utility post. This is pretty nice considering the changes to Fury, so your warriors aren't still forced to be specced for Blood Frenzy.
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Somehow, I sort of doubt it. It seems odd to me that they'd give us a level 75 ability that only one rogue per raid will ever need to use - that sort of thing strikes me as better done in a talent than in a trained ability. I could be wrong, of course, but if I had to guess I'd expect this to be raid utility more in the "misdirect" mold than the "straight extra damage" - not necessarily aggro management per se, but something that each rogue can do to help a raid which, while not essential, can at times be convenient. But, again, we'll have to wait and see.