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07/07/10, 4:47 PM
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#26
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Von Kaiser
Undead Rogue
Bleeding Hollow
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Originally Posted by Crevan
Obviously, this will affect any builds that aimed to pick up active abilities from two or more trees, like muti/prep for pvp.
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Actually, Mutilate was said to be an ability unlocked by the initial tree purchase.
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The initial talent tree selection unlocks active abilities that are core to the chosen role. Our goal is to choose abilities that let the specializations come into their own much earlier than was possible when a specialization-defining talent had to be buried deep enough that other talent trees couldn’t access them. For example, having Lava Lash and Dual-Wield right away lets an Enhancement shaman feel like an Enhancement shaman. Other role-defining examples of abilities players can now get for free at level 10 include Mortal Strike, Bloodthirst, Shield Slam, Mutilate, Shadow Step, Thunderstorm, Earth Shield, Water Elemental, and Penance.
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31 points into Sub, 1 point into Assassination should get the basics for Muti/Prep with 9 points to spare.
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07/07/10, 5:01 PM
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#27
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Piston Honda
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Except that you won't get Mutilate unless you choose to spec Assassination. Thus Mut/Prep is dead, dead, dead.
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Inaccessible. Shadowstep is essentially no longer a talent. There is nowhere to buy it. You don't get any passive bonuses for picking your second tree. Essentially you choose at level 10 whether to be an Assassination, Combat or Subtlety rogue, and while you can change your mind later, that determines what special ability and what passives you get.
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Source
And we should stop linking to that thread now. Anyone can read the same things we can, so they should do so please.
Last edited by Zaniel : 07/07/10 at 5:08 PM.
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07/08/10, 6:27 AM
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#28
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Piston Honda
Gnome Rogue
Darksorrow (EU)
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We don't know the Combat special ability just yet, but I'd speculate it's going to be either Blade Flurry or Adrenaline Rush. Killing Spree is simply too powerful and is likely to remain at the bottom of the tree.
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07/08/10, 11:35 AM
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#29
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Piston Honda
Human Rogue
Tarren Mill (EU)
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Originally Posted by Crevan
We don't know the Combat special ability just yet, but I'd speculate it's going to be either Blade Flurry or Adrenaline Rush. Killing Spree is simply too powerful and is likely to remain at the bottom of the tree.
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A good move would be to make AR their starter skill so new rogues can early learn to play with the amount of energy gain, or close to it, that they will have passively at level 85.
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07/29/10, 11:11 AM
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#30
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Glass Joe
Night Elf Druid
Bronzebeard
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First half of this is in the Cata changes thread, but the bolded part of the second paragraph is relevant to their plans for us. Source.
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Originally Posted by Ghostcrawler
We are changing Improved Eviscerate to also affect Envenom, to give Assassination another attractive first tier talent for the endgame player.
Endgame rogues will not be balanced around 100% uptime for Recuperate. We do think rogues will use it however. If mana matters a little more, then keeping yourself alive a little more will matter. We're not fans of the (sadly widespread) belief that keeping the group alive is solely the responsibility of the healers and that dps should do everything in their power solely to maximize their dps, even if that makes things harder on the healers. 
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09/20/10, 6:47 PM
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#31
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Piston Honda
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Excerpt from a blue post answering some questions, this is largely the most important part of it related to this forum.
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Combat's mastery -- The big missing piece of the puzzle was that Main Guache was supposed to proc Combat Potency. Without that (which it now has), it is pretty lackluster.
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This might make the combat spec a little more likable than it has been lately.
Source : MMO-Champion BlueTracker | Questions for Devs about Rogues.
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10/23/10, 3:23 PM
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#32
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Piston Honda
Gnome Rogue
Darksorrow (EU)
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While not a blue post, an interesting bit of news from the class panel at Blizzcon: the mastery for combat is being looked at and will be roughly quadrupled in strength.
Since it's a live feed, can't give you a link to the quote
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10/23/10, 3:38 PM
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#33
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Mike Tyson
Night Elf Rogue
Doomhammer
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So, the interesting thing about that is that a straight 4x buff (i.e., to 40% and 5% per point) would risk some unpleasant side effects around, for instance, fast/fast versus slow/fast (I think normalization means we're safe from fast/slow, but even so). It'd also significantly increase our dependence on passive damage, which is also not ideal. So, if I had to guess, I suspect we may see a substantive rework of the mechanics of the talent - either having it do something else entirely, or tweak the existing mechanics in some fairly fundamental way (like, have it be guaranteed to proc Combat Potency, or some such).
Edit: The full set of answers, copied from mmo-champion:

Q: Are there plans to add a disparity between the weapons for rogues so that we can have something other than a fast dagger in the offhand?
A: We might be changing rogue mechanics a bit so you don't care quite that much about having a fast offhand. Or we could change weapons a little, but we like having a variety of weapons for rogues to use.
Q: The dps for rogues, Mutilate is great but Combat and Subtlety are way behind right now. Especially Combat, where's that at?
A: Combat needs help. Next beta build, the mastery for Combat is being roughly quadrupled. One of their passive damage spec bonuses will be brought up too. We want it to be up there with Assassination.
The overall intended design of Combat is the macro specialization, paying attention to Bandit's Guile in conjunction with trinkets, etc.
Q: What is the intent behind Bandit's Guile? The damage is kind of low with Rupture so you only really Eviscerate still.
A: The intent is that when you're on a single target for a long time, it's cyclical damage, it rises then stays there for a while, then resets. It's so you can use your trinkets or cooldowns when it's at its peak.
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Last edited by Aldriana : 10/23/10 at 4:02 PM.
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10/26/10, 5:33 PM
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#34
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Glass Joe
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A: We might be changing rogue mechanics a bit so you don't care quite that much about having a fast offhand.
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This looks interesting... could combat potency be headed toward a ppm mechanic? That would reduce the value of a fast OH. Harder OH hits plus MG procs might outweigh fewer DP procs.
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10/27/10, 12:37 PM
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#35
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Von Kaiser
Blood Elf Rogue
Ravencrest (EU)
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Asssassination
* Mastery: Potent Poisons now increases damage done by your poisons by 28%, up from 20%. Each point of Mastery increases damage by an additional 3.5%, up from 2.5%
Combat
* Mastery: Main Gauche now has a 16% chance to grant an extra off hand attack, up from 10%. Each point of Mastery increases the chance by an additional 2%, up from 1.25%.
Subtlety
* Mastery: Executioner now also increases the effectiveness of Slice and Dice and Recuperate.
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MMO-Champion - Cataclysm Beta - Build 13221
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10/27/10, 1:09 PM
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#36
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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It wasn't explicitly stated but it looks like everyone's MS effect has been reduced to 10%.
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10/27/10, 6:16 PM
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#38
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Bald Bull
Dwarf Rogue
Scarlet Crusade
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10/28/10, 12:45 PM
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#39
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Bald Bull
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Confirmation of Expertise changes:
Due to recalibrating expertise for Cataclysm, level 80-83 creatures (which includes bosses) dodge and parry less, so you need less expertise, 23, to be exact. Sorry we didn't announce this. I would classify it as an unintended consequence (though not unknown) and not a desired change on our part.
At level 85, you will need 26 again.
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Originally Posted by Actovision
If BB trends were to be taken as indicators of where the country is headed, then the trajectory of America would seem to be towards a technocratic, mercenary, debtor nation of violently atheistic, unmarried, childless hyper-polygamists with strong social safety nets. I can't wait!
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10/28/10, 5:12 PM
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#40
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Glass Joe
Undead Rogue
Terokkar (EU)
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Originally Posted by Feist-Mok
Due to recalibrating expertise for Cataclysm, level 80-83 creatures (which includes bosses) dodge and parry less, so you need less expertise, 23, to be exact. Sorry we didn't announce this. I would classify it as an unintended consequence (though not unknown) and not a desired change on our part.
At level 85, you will need 26 again.
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This is for 4.0.1, too ?
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10/28/10, 5:26 PM
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#41
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Bald Bull
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Originally Posted by Mrkew
This is for 4.0.1, too ?
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Yea, that quote refers to the current state, on live, at level 80. At 85, 26/26 is still the cap.
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Originally Posted by Actovision
If BB trends were to be taken as indicators of where the country is headed, then the trajectory of America would seem to be towards a technocratic, mercenary, debtor nation of violently atheistic, unmarried, childless hyper-polygamists with strong social safety nets. I can't wait!
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11/04/10, 4:36 PM
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#42
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Piston Honda
Gnome Rogue
Darksorrow (EU)
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A few posts to clarify the backstab change (or to be more precise, the lack of any changes we should worry about) in the last beta patch:
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Backstab is still 200% weapon damage at level 85.
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Source
Backstab is also 200% at level 80. If you are on beta, you may have a tooltip that says 150%, but it is lying to you. If you are on live, it has always been 200% and will stay that way for Cataclysm.
Below level 80, Backstab (and other attacks) will do less weapon damage, which is really all this change was trying to accomplish.
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Source
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11/11/10, 5:00 PM
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#43
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Piston Honda
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Some minor survivability nerfs in the latest beta build, especially to subtlety:
Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Combat
Recuperate now restores 2% of maximum health every 3 sec, down from 3%.
Subtlety
Mastery: Executioner no longer affects the effectiveness of Recuperate.
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No real surprise on either point, given that most other DPS specs have had their self-healing hit recently. Really more of a PvP nerf, but it will make us a bit more fragile in PvE environments as well. No word on how this affects the combat talent, though I'd assume that would still raise it by 1% per point.
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11/22/10, 7:18 AM
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#44
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Glass Joe
Night Elf Rogue
Gorgonnash (EU)
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from mmo-champion:
Deadly Poison base damage and attack power coefficient have been increased by 30%.
Recuperate now restores 2% of maximum health, down from 3%.
Venomous Wounds base damage and attack power coefficient have been increased by 30%.
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11/24/10, 12:14 AM
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#45
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Bald Bull
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CSD/RED having their requirements reset back to what they used to be.
And here I was actually looking forward to needing to choose gear looking for two +20Agi socket bonii to meet the TSD requirement.
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The current design has been reconsidered, so we're planning to revert gems that now require more blue than red gems back to their original requirements. Such a change can't be accomplished via a hotfix though, so we'll have to wait to revert these in a future patch.
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Originally Posted by Actovision
If BB trends were to be taken as indicators of where the country is headed, then the trajectory of America would seem to be towards a technocratic, mercenary, debtor nation of violently atheistic, unmarried, childless hyper-polygamists with strong social safety nets. I can't wait!
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