The WotLK Rogue Thread
saedo — Fri, 08/22/2008 - 11:04
There really hasn't been any ground shaking rogue changes in Wrath. Even the talents are not fully functioning. We're apparently last on the development cycle. Hopefully at least. But there's a few changes to note that just happened:
- Gouge does not award a combo point anymore.
- Mace Specialization (Combat) no longer stuns enemies, and instead increases critical damage bonus by 2/4/6/8/10%.
Meh no big deal here either. Though losing that mace stun is a bit of a surprise. This mace is a boost to pve damage, but don't think it's closes the gap much on Sword Spec or anything.
But here's where the talk gets more exciting, the Glyphs:
- Glyph - Sap - Increases the duration of Sap by 10 sec.
- Glyph - Evasion - Increases the duration of Evasion by 5 sec.
- Glyph - Backstab - Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.
- Glyph - Rupture - Increases the duration of Rupture by 5 sec.
- Glyph - Eviscerate - Increases the critical strike chance of Eviscerate by 10%.
- Glyph - Expose Armor - Increases the duration of Expose Armor by 10 sec.
- Glyph - Feint - Reduces the energy cost of Feint by -10.
- Glyph - Shiv - Reduces the energy cost of Shiv by -5.
- Glyph - Deadly Throw - Increases the range on Deadly Throw by 5 yards.
- Glyph - Hemorrhage - Increases the damage bonus against targets afflicted by Hemorrhage by 40%.
- Glyph - Adrenaline Rush - Decreases the cooldown of Adrenaline Rush by 60 sec.
- Glyph - Gouge - Reduces the power cost of Gouge by -10.
- Glyph - Slice and Dice - Increases the duration of Slice and Dice by 3 sec.
- Glyph - Sprint - Decreases the cooldown of Sprint by 60 sec.
- Glyph - Garrote - Increases periodic damage dealt by Garrrote by 45%, but decreases the duration by 3 sec.
- Glyph - Ambush - Increases the range on Ambush by 5 yards.
- Glyph
- Ghostly Strike - Increases the damage dealt by Ghostly Strike by 50%
and the duration of its effect by 4 sec., but increases its cooldown by
10 sec.. - Glyph of Blade Flurry - Reduces the energy cost of Blade Flurry by 100%.
- Glyph of Preparation - Decreases the cooldown of Preparation by 2 min.
- Glyph of Crippling Poison - Increases the chance to trigger Crippling Poison by 10%.
- Glyph of Sinister Strike - Your Sinister Strike critical strikes have a 40% chance to add an additional combo point.
So my review of this:
- Sap - PvP or better CC in the 5 mans
- Evasion - The best 15 sec of a rogue's life becomes 20 sec!
- Backstab - PvP, soloing, 5 mans. Doubt raid stuff can be stunned much, maybe some trash.
- Rupture - It's a small boost to rupture. Not really all that impressive, but maybe better for pvp when you wanna keep bleeds on someone
- Evis - Decent maybe for Mulilate folks, but other glyphs prob outshine this
- Expose Armor - Helps keep it up. Definitely good for pve if you don't need/have the Sunders
- Feint - Heh, not even on the bars anymore.
- Shiv - Meh, pvp i guess
- Deadly Throw - More pvp goodness
- Hemo - Hum, I think this means it increases the hemo debuffs effectiveness, so that'd make it do 105 more physical dmg at max rank in Wrath. Prob still a small raid buff though compared to everything else
- AR - Pretty decent. Depending on fight can squeeze an extra AR in.
- Gouge - PvP
- SnD - Huh so kinda like the 2 pc T4. Well it's nice bonus too.
- Sprint - Mostly pvp but some pve movement applications can help
- Garrote - Well improves the only finisher sword pve rogues use anyways. PvP wise, it costs you if your intention was to keep a bleed on.
- Ambush - Huh, very interesting. Start that ambush further away
- Ghostly Strike - Well maybe pvp, or rogue tanking uses.
- BF - Freebie with it, so very good.
- Prep - More pvp
- Cripp - PvP again
- SS - Actually pretty good. Should let you add another finisher over time.


What about polar bear form,
Gares of War — Fri, 08/22/2008 - 12:08What about polar bear form, +20 frost resist?
Edit: Or +30 coca cola drinking
Yea for us at least, a few
saedo — Fri, 08/22/2008 - 12:00Yea for us at least, a few seconds off CDs, a few energy reduction costs, a few added durations etc. It's like 1-3 more talent points worth of tricks it seems.
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You know, I've been thinking
Dufe — Fri, 08/22/2008 - 11:39You know, I've been thinking of the power of glyhs relative to enchants and thinking, "Wow these are OP." But I guess they are almost meant to be more like extra talent points. In that light, they seem far less op, and more in line with reality.
PvE wise. Nothing is
saedo — Fri, 08/22/2008 - 11:30PvE wise. Nothing is really overpowered. They're all a "cool little boost" kinda thing. SnD one being most powerful it seems, but not really OP.
PvP wise. I'm not sure. Maybe other rogues can comment better! But nothing screams amazingly op to me.
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As a note: It looks like the
Dufe — Fri, 08/22/2008 - 11:17As a note: It looks like the glyphs are VERY early in development and they are just throwing every idea they have out there. I don't know rogues, but I do know that some of the supposed mage ones are REALLY OP. I remain highly skeptical that alot of these will make it to live without nerfing, especially since they haven't even been implemented on the beta realms yet. Once that happens, expect alot of changes. That being said, it's still fun to look at what ideas are out there.