Rogue Talent Review - First Glimpse

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Fenz
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Rogue Talent Review - First Glimpse

Post by Fenz »

The review is well underway and we wanted to share a sort of first glimpse into the changes being made for the rogue talent review. Keep in mind that these changes are not complete or final, and the below information is likely to alter as we move into our testing phases. While not everything is listed, the below list encompasses the majority of changes being made in the review.

I'll be working in the weeks to come to get as much additional information as possible, but it is likely that quite a bit of the final information regarding talent changes will not be fully announced until the talent calculators go live. Of course you'll also be able to actually play around with the changes too once the Public Test Realms go up.

I'm going to just list the changes and provide additional information where possible or necessary. Let's get to it.


The following talents have been removed: Improved Deadly Poison, Improved Distract, Throwing Weapon Specialization, Improved Vanish, and Rapid Concealment.


Improved Instant Poison is now "Improved Poisons" and increases your chance to apply ALL poisons by 2/4/6/8/10%.


Rapid Concealment has been merged with Camouflage, by combining these talents you not only get a great talent to start off the tree, but obviously it frees up a number of points to be spent elsewhere.


Murder will now also apply to all finishing moves. The benefit this will provide to output and attack combinations is fairly straightforward.


Vile Poisons now gives your poisons a chance to resist dispel effects, in addition to increasing poison damage.


Improved Kidney Shot has been changed, and will instead increase the damage taken by the target while they are affected by Kidney Shot. This talent no longer reduces the cooldown of Kidney Shot.


Improved Sprint has been changed, and will instead have a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability. This talent no longer reduces the cooldown of Sprint.


Improved Evasion renamed to Endurance, and will add a Sprint cooldown reduction.


New talent Weapon Expertise in the Combat tree, increases your weapon skill with all melee weapons. The recovery of damage with an increased weapon skill should be a good boost to overall output.


Initiative is being reduced to a 3 point talent, but resulting in the same 75% end chance to add an additional combo point.


Elusiveness is being reduced to a 3 point talent, but resulting in the same 75 sec cooldown reduction to Evasion, Blind, and Vanish.


Ghostly Strike now has a reduced Energy cost, the reduction of Energy was enough to make it necessary to also reduce the damage output slightly.


Improved Garrotes damage reduction will be removed. This is being changed as part of an overall improvement for Garrote.


Setup is being moved higher up in the tree, becoming a 16 point talent with no prerequisites, helping move the talent in reach of specific builds.


New talent Heightened Senses in the subtlety tree, increases your Stealth detection, and reduces the chance for you to be hit by spells and ranged attacks.


Hemorrhage will be moved up in the tree to become a 21 point talent. This should help to place the ability in a more reachable position, and allow for a little more versatility with specific talent builds.


New talent Deadliness in the Subtlety tree, increases your Attack Power by a percentage.


Premeditation will have its Energy requirement removed, changed to an instant cast, and range increased. Its cooldown will remain the same. Premeditation will now be pre-reqd by Preperation.


Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.


Garrote, Rupture, and Eviscerate are being increased in damage. More details to come.


Expose Armor will now reduce armor by a percentage.

I'll be continuing to speak with the designers and collecting as much additional information as possible in the coming weeks.

Thanks for reading.
http://forums.worldofwarcraft.com/threa ... ost1271292
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zNow
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Post by zNow »

Looks like a nice buff to our class, but the usefulness of some points is very dependant on the exact numbers ..

"Vile Poisons now gives your poisons a chance to resist dispel effects, in addition to increasing poison damage."
"Improved Kidney Shot has been changed, and will instead increase the damage taken by the target while they are affected by Kidney Shot. This talent no longer reduces the cooldown of Kidney Shot."
"Improved Evasion renamed to Endurance, and will add a Sprint cooldown reduction."
"New talent Heightened Senses in the subtlety tree, increases your Stealth detection, and reduces the chance for you to be hit by spells and ranged attacks."
"New talent Deadliness in the Subtlety tree, increases your Attack Power by a percentage."
"Garrote, Rupture, and Eviscerate are being increased in damage. More details to come."
"Expose Armor will now reduce armor by a percentage."

Either we get to own everything and everyone again (just like we are supposed to!), or its just another "whocarespatch".
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sudo
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Post by sudo »

yes, please bring back the 'never saw him coming, never could do a thing cause I was stunned' days .. those were awesome!1 :P
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Post by Jhorar »

Yes we loved those. :-\
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sneek
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Post by sneek »

Yeah lovely.
With those changes a Shaman always dies to a Rogue in a 1 on 1.

Yeah yeah the game's PvP is balanced on group vs group encounters.
That'll help when I have to solo a quest in Outland!
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Fenz
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Post by Fenz »

sneek wrote:Yeah lovely.
With those changes a Shaman always dies to a Rogue in a 1 on 1.

Yeah yeah the game's PvP is balanced on group vs group encounters.
That'll help when I have to solo a quest in Outland!
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Post by Versus »

Expose armor removes 66% of armor value with 5 combo points and stacks with sunder. :shock:
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Post by Shataz »

do they really NEED to improve the eviscerate damage? lol
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azathoth
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Post by azathoth »

New talent Weapon Expertise in the Combat tree, increases your weapon skill with all melee weapons. The recovery of damage with an increased weapon skill should be a good boost to overall output.
NIIIIICE.

And subtlety is starting to look pretty sweet and actually useful.
do they really NEED to improve the eviscerate damage? lol


Shataz, its actually pretty damn sucky that it does exactly the same damage when naked and wearing a lvl 1 weapon compared to full tier 3 and uberweapons, makes it very weak when you're in full epics.
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sudo
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Post by sudo »

as long as they dont get more hp, I dont care, 25% stun resist means I almost always get an opening, scatter, icetrap, trinket, and kitezor. ofc if the opening doesnt come cause I DIE before that, that'd be bad :|

Shouldve rolled an orc sneek ;)
Paladin is man or woman with holy light, liek angel from god paladin hold up holy light so you see in dark and not be scared. You CANT play naughty paladin coz it not fit with paladin holy light ok?
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Post by Hina »

time to take hina out for a stroll in wow again :P
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Kerz
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Post by Kerz »

Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.
About time :)
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Post by Gorlom »

sudo wrote:as long as they dont get more hp, I dont care, 25% stun resist means I almost always get an opening, scatter, icetrap, trinket, and kitezor. ofc if the opening doesnt come cause I DIE before that, that'd be bad :|

Shouldve rolled an orc sneek ;)

tauren stunn is almost more helpfull the 25% stunn resist for shamans because we dont have any form of CC .

imo insignia of the horde + stunn > orc passive racial
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sudo
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Post by sudo »

you have earthbind totems, slowing insta nukes, and you can heal yourselves! (I never played or fought a shaman tho, does it show? :)
Paladin is man or woman with holy light, liek angel from god paladin hold up holy light so you see in dark and not be scared. You CANT play naughty paladin coz it not fit with paladin holy light ok?
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sneek
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Post by sneek »

Although it being situational I was referring to a Shaman vs Rogue matchup, Sudo.

This patch will improve the Rogue's odds even more so.
Vile poison's a good example; crippling poison with mindnumbing stacked as well spells doom, at least for a Shaman. And don't even start about a certain Totem.

Read that the new Expose Armor (the % based one) will STACK with Sunder Armor btw. Ka-ching.
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