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Cataclysm Rogue Changes
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Rogue changes are up.
Binding FoK to thrown weapons, and permitting an extra poison, has an obvious PVE benefit - you can now have two "rotation" poisons that optimize your outgoing damage (like Deadly/Instant), and a "utility" poison for applying debuffs (Wound/Crippling/Mind-numbing, where applicable). Then again, there may be fights where keeping WP up is so important that if you work FoK into your rotation to apply it, you lose so much DPS that you may as well use WP on your MH. Quote:
1) The enemy moves into the cloud, and reacquires the target. (i.e. pull ranged units that are being tanked into melee range) 2) The enemy loses the target and acquires one outside the cloud. (i.e. don't Smoke Bomb the tank or the healer gets it) 3) One or the other, depending on the encounter design and the enemy AI. Let's say you have a scenario like in Halls of Reflection, where early on, when people were still struggling with it, you would get to the last barrier and there was that one caster that just wouldn't seem to move any closer, and got wrapped in the Lich King's moving circle of death. You smoke bomb the tank. Does that pull the caster in, or does it change targets? (In other words, what does losing a target do to the target's place in the aggro table while Smoke Cloud is up?) Hopefully Blizzard will clarify this in a forthcoming FAQ. |
World of Warcraft - English (NA) Forums -> Cataclysm Class Preview: Rogue
(For reference, I've also copied the content below, in case the server is down or what not.) Overall I'm not overly excited about these changes. The combo point transfer is a nice tool, but a) it's on a 1 minute cooldown (most likely for PvP reasons), and the independence of SnD of a target means we'll have to deal with 2 'sets' of combo points then. I think this unnecessarily overcomplicates it a bit. Smoke Bomb seems like fun in PvP, and helpful in PvE for luring ranged adds into melee range (think of Lady Deathwhisper), so you don't need to run behind a pillar/tree/whatever to get them into AE position. 3 minute cooldown may be too high though if you're dealing with multiple add waves, and/or don't have enough rogues to set up a rotation. The mechanic of Combat readiness seems interesting, however it being a cooldown directly contradicts the goal to reduce the rogue's dependency on cooldowns. If that ever was a goal, and we'll have to see if and what other cooldowns will get replaced in Cataclysm. Less dependency on auto attacks is a good thing, and I do like to see my abilities hit harder. So far this has been a problem in PvP, but with the change to stuns (which really is a PvP thing only) they might be able to introduce it without all too much further changes. Not too shiny so far, but this is the first preview of hopefully many to come, so let's see what Blizzard has in store for us. |
This preview seemed much less fleshed out than the others so far. It seems strange that they talk about wanting to make rogues rely less on passive damage, but then seem to tie it so strictly to specific trees. I'm hoping that they still intend to bring white/poison down across the board and then give Mut a little more poison and the other specs a bit more yellow damage.
I'm curious about the change to Ambush. I'm wondering if we'll ever get to a point where combat will want to ambush or whether this is solely a pvp change. It also seems counter-intuitive that they are giving rogues (and warriors) much more freedom in choosing weapons while at the same time restricting us to throwing weapons in the ranged slot. Overall it just felt like a vague and disappointing preview. |
It was a big surprise to see Armor Pen tied to Subtlety, and Haste to Combat (we had previously been told it would be the other way around).
I have to say, the self hot and changes to combo points (which sound somewhat convoluted, but with some tweaking...) are very welcome. I had always thought the best way to do all this would be to store combo points on the rogue rather than the target, but it appears they want to toy with this way first. Both will be a great help to leveling and dungeon-crawling rogues. 2 of our new abilities strongly favour pvp (I can't see combat readiness being that much use in raids), so clearly won't get the support of this community - but, that said, since our trees are among the *worst* culprits for compulsory and boring talents, we'll probably get some interesting stuff through those I want to add a few points affecting rogues that weren't mentioned in the rogue preview Quote:
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As far as the Fan of Knives change goes, there's first of all the question of whether it'll work with anything but a throwing weapon, which seems unlikely.
Now, it's possible this is all part of an attempt to homogenize point blank aoe (looking at the whirlwind change, it sounds like they're working on something atleast), but it does bring about some issues and improvements. First of all it'll remove the requirement to weapon swap to double direct damage poisons on shall we say "FOK suitable weapons". That's all fine and dandy as FOK these days seems to balanced on the assumption that the rogue weaponswaps when using it. On the other hand it could be an issue with regards to poison application. While the situations where you're relying on FOK to spread poisons are definitely situational, loosing a chance to apply Mindnumbing on stuff like Anub'arak Burrowers or Crippling on Lich King's Valkyrs could prove to be a nuisance - that is of course if you aren't able to spec into Deadly Brew which presumable should still work. As for PVP I wondering what exactly the point of the Deadly Throw slow is if you can apply Crippling through Deadly Throw. Last but not least: I think it's safe to assume the synergy between FOK+Blade Flurry is dead in Cataclysm. With regards to the forum rules I should probably add this can be both a good and a bad thing; FOK is likely to be balanced so it's viable but the lack of synergy can reduce the AOE burst potential. I've got no real comments on Recuperate and Redirect; they sort out a couple of niche problems, which atleast at the moment aren't all that critical. They're nice additions for PVP, but not so much in a raiding enviroment; Saurfang's Blood Beasts will still pose a challenge, so will Putricide's oozes and Deathbringer's numerous adds - a challenge, but nothing more. For PVP I can certainly see the potential in a Redirect+Shadowstep+Kidney Shot macro, but if Redirect is supposed to change rogue gameplay, it needs make combo points all together a self buff. The difference between what abilities can be used on dead mobs seems more confusing than helpfull atleast. When it comes to Combat Readiness and Mastery bonuses I'm getting genuinely worried. They're stating they want rogue's to rely less on binary (and if I may, long) cooldowns and react more, and furthermore that they want to rogues to do less passive damage. While doing so they present us with yet another "use and forget" cooldown and Mastery bonuses which largely boost the passive components of our damage breakdown. Admittedly, Combat Readiness requires you to react, and it isn't a "dodge or die" binary ability, but it's still a "use and forgot for 3 minutes" ability. Is this thing even usable while stunned Where did the brilliant concept of more Feint like abilities go? A potential 12.5% reduction in damage taken at max effect is really quite alot, but I honestly feel the distribution needs to be different for it to change our gameplay at all. Lower CD, lower duration. Furthermore, where did the increased energy regen go? If you want to increase ability damage, you either need to increase the damage per hit or the frequency of said hits. The first is easy to control through modifiers which they've apparently gone for in Combat+Sub Masteries, but this historically presents a problem in PVP. The latter is controlled through resource regen. Slice and Dice currently accounts for a fairly large part of our energy regen, but is also the reason why passive damage makes up such a large portion of our damage breakdown. Perhaps it's time to grab the root of the problem and tweak the knobs previously used for balancing rogue damage before settling on what sort of Mastery bonuses would be a good idear. I guess we should expect Tricks of the Trade to be brought in line with the 4 second duration of Misdirect. As the main function of Tricks of the Trade (for me anyway) is to be able to start DPS straight away, I wouldn't care too much about such a change. On a final note I was surprised there was no movement changes. So far both priests, warriors and shamans have seen improvements to movement in Inner Will+Life Grip, Heroic Leap and Spiritwalker’s Grace. Admittedly, Smoke Bomb will allow us to negate alot of crowd control while it's up, but I can only what a nightmare it'll be to play against say hunter+priest - even with Shadowstep. |
I think people are over complicating the issue of combo points here. As it is now, combo points still exist on a mob while you attack another until you generate some on the new mob, if you don't generate new ones you can go back to the first target and they are still there, all this is doing is saying that you can use them without retargeting the first mob.
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But what if you're having CPs on multiple mobs? How will you/the game chose which CPs to use?
How will it differentiate between the mob you're currently attacking and the mob you previously attacked? You need to put some good thought into game mechanics and game UI to make this work, which seems a bit overcompliated to me, as stated before. |
That's right, but why not using an UI which shows you your actual amount of combo points when you loose your main target. If you target it again the UI may show us that this target is actually comboed.
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And since it will have a 1-min cooldown (at this time, anyway), we'll be using SnD when switching targets unless Redirect is up. So essentially, there shouldn't be wasted combo points anymore: either SnD or Redirect. EDIT: I more or less agree with what StoicRoivaS posted while I was typing. EDIT2: The UI does need modified a little: it needs to show combo points when no target is selected (perhaps attached to the rogue's portrait). But that doesn't mean it will work any differently. |
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Dark Swarm Dark Swarm appears on the battlefield as an orange smoke cloud. The cloud encompasses a 6x6 matrix area. Units within the cloud take no damage from ranged attacks. Only units with melee, splash, or special weaponry are able to affect a unit underneath a Dark Swarm. Note that the Swarm will only protect units. Going forward we might be able to further understand how it works with this as an insight. Also, I am curious to see how the ranged weapon in regards to FoK works. Might it include poison tipped arrows and we throw em from our quiver or perhaps radiation type bullets? Hopefully they are taking this into consideration instead of pigeonholing us into thrown weapons only. |
I think smoke bomb could be useful in fights where you want to control who's being targeted by adds. Take the Putricide fight for example. Want someone with a speed boost to be targeted by the orange ooze? Everyone but that person/people fight inside the smoke cloud when the slime attempts to target someone. It wouldn't be appropriate for all fights (and I'm not suggesting it would be ideal for Putricide, was just an example.) That ability is going to be one that has a lot of potential, and it should be interesting to see how it actually functions when it goes live.
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I don't think they force us to range weapon only. My interpreation is that FoK damage will be based off the ranged weapon no matter what type of weapon of equipped, however we will be able to poison our thrown weapon. This situation would point to FoK poisons only being able to proc if the weapon is a thrown and has a poison currently applied to it. This would lead to a situation where by we have a choice to apply three poisons for say crippling poison to slow the target with for a quick deadly throw using a previous example.
I like the idea of redirect. I imagine that passive buffs such as SnD will use those on other targets first until they are all gone. Intresting to see how this is going to work espcially with mulitple targets. Do they queue or will it be that if we have some on mulitple target they can stack to 5 max before the rest are wasted? Intresting to see how this mechanic turns out. Smoke bomb I'm a bit on the fence on. My initial thought was that it was an Archavon reduces chance to hit any target in cloud mechanic but then I read it properly. |
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