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Készült 2013. március 8. | írta Attila

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Rogue 5.2

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We had a lot of work to do on the Rogue talent tree, probably the most of any class.

  • Rogues, historically a PvP mainstay, felt underpowered and weren’t well-represented in high-end PvP. We wanted to change that.
  • In PvE, we wanted to tone down the cleave capabilities of Combat so it didn’t feel like a mandatory spec for some fights.
  • We wanted to give Rogues a little more PvE utility instead of feeling quite so selfish.

While we tweaked several talents to make them more attractive, there were large-scale changes to two tiers. In an attempt to balance a perennial problem we’d had balancing Rogues in PvP, we initially asked them to choose between Preparation and Shadowstep. Forcing Rogues to choose between the two worked . . . so well that Rogues felt ineffective in PvP. While we tried to make it a trade-off between the defensive capabilities of Prep and the movement capabilities of Burst of Speed or Shadowstep, as with the Mage tree, we eventually came to the conclusion that only movement could compete with movement. We gave Prep to all Rogues, buffed Burst of Speed, and created a new talent, Cloak and Dagger to be part of the movement tier. Cloak and Dagger causes a Rogue to teleport to their target whenever they use an opener. Combined with dropping out of combat to re-stealth, Shadow Dance, and the Subterfuge talent, we expect that it can be used to accomplish some pretty interesting things.

Similarly, while Anticipation proved very popular in the level 90 tier, Versatility did not, and in fact, Anticipation felt like it provided the benefits of Versatility, only better. We retired Versatility and added a new talent, Marked for Death, which will mark a target and instantly generate 5 combo points on that target. When the target dies, the cooldown will reset.

In addition to giving Rogues Preparation baseline, we also wanted to increase Rogue burst in PvP. That may sound backwards given that we are often trying to reduce the burst of classes in PvP, but we think Rogues had the opposite problem, where their large component of passive damage from white attacks and poisons coupled with the low damage per hit of using a pair of small weapons meant that Rogues had significant issues closing the deal and taking an enemy down during a burst window. Our solution here was to allow Rogues to store up more energy in PvP through a new set bonus. This means a Rogue will have to work for their burst, but it will be there if they plan for it.

Blade Flurry has been an iconic spell for Combat for some time, and while we initially discussed just giving it to all Rogues, we thought Combat lost too much under that design. Ultimately, we like that Combat is good at cleaving. The problem was it was so good that it felt mandatory for many Rogues to switch to Combat for some fights. Ideally, a Rogue who prefers Assassination or Subtlety should be able to stick with that spec, knowing they might fall a little behind on cleave situations, but can make up for it in other situations. We changed the way that Blade Flurry works, so that it will strike more targets for less damage. Combat will still be the best choice for AoE fights, but not so much so that it will be at an overwhelming advantage. We’ll be increasing Combat single-target damage via an increase to Vitality to compensate. Overall, we hope that most players will feel comfortable sticking with the spec they are most comfortable playing without feeling compelled to swap between fights. Subtlety will see increased single-target damage via an increase to the effects of Sanguinary Vein.

PvE utility is very subjective. Some players equate it with a raid-wide damage reduction cooldown, while for others, the utility has to be something unique that nobody else can provide. We add that caveat just because we don’t think the community will ever agree on who brings “enough” or “the best” utility. The change we made for Rogues was simple: Smoke Bomb now provides damage reduction, so in a similar fashion to abilities like Rallying Cry, a Rogue can help survive against, oh say, just for example, the damage a huge freakin’ dinosaur can dish out.

Patch notes

  • Preparation is now a baseline ability learned at level 68 and no longer resets the cooldown on Cloak of Shadows.
  • Versatility has been removed.
  • New Level 90 Talent: Marked for Death
    • Marks a target and instantly generates 5 combo points. When that target dies, Marked for Death’s cooldown is reset. This talent has a 1-minute cooldown.
  • New Level 60 Talent: Cloak and Dagger
    • Ambush, Garrote, and Cheap Shot now have a 30-yard range, and will cause the Rogue to teleport behind the target.
  • Burst of Speed now costs 30 Energy (was 50 Energy), can be used in Stealth, and always grants increased movement speed in addition to breaking snare effects, but no longer breaks root effects.
  • Shuriken Toss now causes the Rogue to throw ranged shurikens coated in Lethal Poison and auto-attack at 75% damage (was 80%) for up to 10 seconds if the enemy is farther than 10 yards away.
  • Deadly Throw can now interrupt spellcasting when used at 3, 4 and 5 combo points, and upon interrupt prevents any spell in that school from being cast for 4, 5 and 6 seconds respectively, instead of 5 combo points and 6 seconds.
  • Blind now has a cooldown of 2 minutes (was 1.5 minutes).
  • Cloak of Shadows now has a cooldown of 1 minute (was 2 minutes).
  • Smoke Bomb now reduces damage taken by allies in the area of effect by 20%, in addition to current effects.
  • Nerve Strike now reduces the effectiveness of healing provided by the target by 10% in addition to existing effects.
  • Shadow Focus now reduces ability energy costs by 75% while stealthed (was 100%).
  • PvP set bonuses have been changed:
    • Vigor is now the 4-piece set bonus and increases maximum energy by 30 (was 10).
    • Deadly Brew is now the 2-piece set bonus and its effects remain unchanged.
  • Assassination
    • Dispatch now deals 15% more damage.
    • Envenom now deals 20% more damage.
  • Combat
    • Vitality now increases attack power by 30% (was 25%).
    • Blade Flurry has been changed. It now strikes up to 4 additional nearby targets for 40% of normal damage.
  • Subtlety
    • Sanguinary Vein now increases the damage the target takes by 20% (was 16%).

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4 komment érkezett a(z) Rogue 5.2 poszthoz

  1. Hatba mondja:

    Végre!

    Rogues do it in the darkness,
    Rogues do it where the sun don't shine,
    With a little drop of poison,
    Rogues do it from behind!

    Amúgy: telerugó 🙂

    Tetszik(0)Nem tetszik(0)
  2. Napkelto mondja:

    Egy-egy ilyen true rogue feeling módosítás után, mint ez a cloak and dagger, mindig elfog a vágy hogy visszatérjek a jó öreg lumbágós rugómhoz. (aztán mindig rájövök, hogy a random bg random emberekkel csak neurózist okoz)

    Tetszik(0)Nem tetszik(0)
  3. koxy mondja:

    http://tinyurl.com/agbdlqq - Rugo s13 (lehet még kék meg piros de elvileg a zöld az elit(wowhead szerint))

    Szerintem teljesen rendben van (hosszú idő után talán az első set ahol nem fogom az egészet transmogolni)

    Tetszik(0)Nem tetszik(0)
  4. Khrys mondja:

    Hit and Run ability-vel mi lett? volt valami ilyesmi is, nem? Elvetették az ötletet ahogy nézem

    Tetszik(0)Nem tetszik(0)

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