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Burning Crusade: Rogue Talent Preview

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Video Producer
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Joined: 19 Feb 2006

Burning Crusade: Rogue Talent Preview

I know a lot of you are curious about Burning Crusade, and it can seem like a lot to absorb. So here is a ranking of all the new talents and skills for rogues come patch 1.13 and Burning Crusade. They are all ranked from 1-3, with 1 being poor and 3 being awesome.

First, a quick bit about me. My name is Slycne 60 undead rogue on Mug Thol, and the rogue class leader for Shadow Syndicate. I love playing my rogue, my only 60, actually.

Assassination Talents

Fleet Footed

Requires 20 points in Assassination Talents

Rank: 1/2

Increases your chance to resist movement impairing effects by 5% and increases your movement speed by 4%. This does not stack with other movement speed increasing effects.

Rank: 2/2

Chance to resist is 10% and speed increase is 8%.

Score: 2 - A decent pvp minded talent, frees up your boot enchant and the chance to resist is a nice bonus even if it is a small amount.

Quick Recovery

Requires 20 Points in Assassination Talents

Rank: 1/2

All healing effects on you are increased by 10%. In addition, your finishing moves cost 40% less Energy when they fail to hit.

Rank: 2/2

Healing is 20% and Energy return is 80%.

Score: 3 - One of the best new talents. The healing increased EVERYTHING bandages, healing pots, heal over times, all of them. The energy return is great against other rogues and protection warriors, in addition to being nice overall.

Master Poisoner

Requires 25 points in Assassination Talents

Rank: 1/2

Reduce the chance your poisons will be resisted by 2% and increase your chance to resist Poison effects by an additional 15%.

Rank: 2/2

Chance reduced to 4% and your chance increases to 30%.

Score: 1 - Nice for rogue v. rogue ... and that's about it, maybe for heavy poison builds looking for a little more bang in their poisons so they are less likely to resist.

Deadened Nerves

Requires 30 points in Assassination Talents

Rank: 1/5

Decreases all physical damage by 1%.

Rank: 2/5

Decrease by 2%

Rank: 3/5

Decrease by 3%

Rank: 4/5

Decrease by 4%

Rank: 5/5

Decrease by 5%

Score: 1 - Hey, someone put a protection warrior talent in my rogue assassination Tree! Would only be worth it if it was all damage and a lower amount of points.

Find Weakness

Requires 35 points in Assassination Talents

Rank: 1/5

Your finishing moves increase the damage of all offensive abilities by 2% for 10 sec.

Rank: 2/5

Increased 4%

Rank: 3/5

Increased 6%

Rank: 4/5

Increased 8%

Rank: 5/5

Increased 10%

Score: 3 - This only affects your skills/abilities (yellow damage), however this is still a very powerful talent. Works very well with Imp Kidney Shot. Mutilate rogues will have this up most of the time.

Mutilate

Requires 1 point in Vigor

Requires 40 points in Assassination Talents

Rank: 1/1

60 Energy; 5-yd range; Instant; Requires Daggers

Instantly attacks with both weapons for an additional 44 with each weapon. Damage is increased by 50% against Poisoned targets. Must be behind the target. Awards 2 combo points.

Trainable Ranks Listed Below

Rank 2: 63 with each weapon

Rank 3: 88 with each weapon

Rank 4: 101 with each weapon

Score: 3 - OK ... this is a hard one. The best way to look at mutilate is to compare it to hemorrhage, in my opinion. The combo point and poison proc generation is amazing. Mutilate can proc both your poisons at once. However the target has to be poisoned so make sure to pick up Improved Poison with it.

Combat Talents

Blade Twisting

Requires 25 points in Combat Talents

Rank: 1/2

Gives your Sinister Strike, Backstab, Gouge and Shiv abilities a 10% chance to Daze the target for 8 sec.

Rank: 2/2

20% chance

Score: 2 - Opens up the ability to mainhand a damage poison. Blade Twisting with crippling poison offhand and shiv should be enough to keep someone snared and in range.

Vitality

Requires 30 points in Combat Talents

Rank: 1/2

Increases your total Stamina by 2% and your total Agility by
1%.

Rank: 2/2

Increase Stamina 4% and Agility 2%.

Score: 2 - Not enough in my opinion, not a horrible talent though.

Nerves of Steel

Requires 30 points in Combat Talents

Rank: 1/2

Increase your chance to resist Stun and Fear effects by an additional 5%.

Rank: 2/2

Chance is 10%

Score: 2 - Once again the amount could be a little higher, but a resist at the right time could be key. Orcs might like to stack this on top their racial resist.

Combat Potency

Requires 35 points in Combat Talents

Rank: 1/5

Gives your successful off-hand melee attacks a 20% chance to generate 3 Energy.

Rank: 2/5

6 Energy

Rank: 3/5

9 Energy

Rank: 4/5

12 Energy

Rank: 5/5

15 Energy

Score: 3 - Must stack more chance to hit ... great talent.

Surprise Attacks

Requires 1 point in Adrenaline Rush

Requires 40 points in the Combat Tree

Rank: 1/1

Your Sinister Strike, Backstab, Shiv and Gouge abilities can no longer be dodged, and damage caused by those abilities is increased by 8%.

Score: 2 - Another hard one, a decent pvp talent (ever had a mage dodge your backstab at low health, yeah it sucks). The problem is due to the way WoW rolls hits/misses/dodges/crits, without the 8%, this is actually a dps decrease for combat daggers. It's better to have a dodge for less energy and a high chance to crit your next backstab, than to just have that dodge only hit. Coupled with the damage increase, it comes out to a pretty decent talent.

Subtlety Talents

Master of Subtlety

Requires 25 points in Subtlety Talents

Rank: 1/3

Attacks made while stealthed and for 6 seconds after breaking stealth cause an additional 4% damage.

Rank: 2/3

Additional 7% damage

Rank: 3/3

Additional 10% damage

Score: 3 - Just what the subtlety tree needs some damage coming out of stealth - could lead to some big hits.

Enveloping Shadows

Requires 30 points in Subtlety Talents

Rank: 1/3

Increase your chance to avoid area of affects attacks by an additional 5%.

Rank: 2/3

Resist 10%

Rank: 3/3

Resist 15%

Score: 2 - 15% is a good amount, also think beyond just Arcane Explosion ... warrior fear, priest fear, piercing howl, etc.

Cheat Death

Requires 30 points in Subtlety Talents

Rank: 1/3

You have a 10% chance to completely avoid any damaging attack that would otherwise kill you.

Rank: 2/3

20% chance

Rank: 3/3

30% chance

Score: 2 - A little over-rated I think, sure it sounds great but chances are you are going to be dead in the next few seconds anyways. Could still lead to some clutch wins, imagine some priest hits you with shadow word death...

Sinister Calling

Requires 1 point in Premeditation

Requires 35 points in Subtlety Talents

Rank: 1/5

Increase your total Agility by 3%.

Rank: 2/5

Increase 6%

Rank: 3/5

Increase 9%

Rank: 4/5

Increase 12%

Rank: 5/5

Increase 15%

Score: 3 - Right now with my 400 agility this would be 60 agi, and I expect that number to go up.

Shadowstep

Requires 40 Points in Subtlety Talents

Rank: 1/1

10 Energy; Instant; 20 sec cooldown; 30 yd range; Requires Stealth

Attempts to step through the shadows and reappear behind your enemy. Your next Ambush, Backstab, or Garrote ability is increased by 20%. Lasts 10 sec.

Score: 2 - A good idea, it is certainly a fun talent to have. The problem is that after that first ambush, backstab, etc you suck for the rest of the fight because you have to give up either imp bs or lethality. And with fights lasting longer now....so the only thing it will really be good for is stealing killing blows.

New Skills[/span]

Deadly Throw

8-30 yd range; Instant cast; Requires Thrown

Requires

Level 64

35 Energy

Finishing move that reduces the movement of the target by 50% for 5 sec and causes thrown weapon damage plus additional damage per combo point:

1 point : 132-228 damage

2 points: 216-312 damage

3 points: 300-396 damage

4 points: 384-480 damage

5 points: 468-564 damage

Score: 3 - What every rogue wanted for Christmas. A ranged snare with decent damage, and combined with the pvp gloves it interrupts as well.

Garrote

5 yd range; Instant cast; Requires Stealth

Requires

Level 70

50 Energy

Garrote the enemy, Silencing them for 3 seconds and causing 978 damage over 18 sec, increased by Attack Power. Must be stealthed and behind the target. Awards 1 combo point.

Score: 3 - Finally, rogues who don't use daggers have a real opener against mages. Might even be worth using it over ambush.

Evasion

Instant cast; 5 min cooldown

Requires

Level 66

Increases the rogue's dodge chance by 50% and reduces the chance ranged attacks hit the rogue by 50%. Lasts 15 sec.

Score: 3 - It's about time. This will help greatly against hunters. Also, blind is no longer the guaranteed fight restart it used to be.

Envenom - 2

5 yd range; Instant cast; Requires Melee Weapon

Requires

Level 69

35 Energy

Finishing move that consumes your Deadly Poison doses on the target and deals instant poison damage. One dose is consumed for each combo point.

1 dose: 204 damage

2 doses: 407 damage

3 doses: 611 damage

4 doses: 814 damage

5 doses: 1018 damage

Score: 2 - Good but very situational, it does crit as a melee attack but counts as nature damage so it ignores armor. Probably best for mutilate rogues, as they need poisons on the target.

Shiv

5 yd range; Instant cast; Requires Melee Weapon

Requires

Level 70

33 - 49 Energy

Performs an instant off-hand weapon attack that automatically applies the poison from your off-hand weapon to the target. Slower weapons require more Energy. Awards 1 combo point.

Score: 2 - Very good new skill, the guaranteed proc really opens up some new poison combos. You can quickly get crippling back on people who trinket, slap mind numbing on a caster right at the get go, I have even seen some theorycraft of using shiv as a main ability (think guaranteed Instant Poison with Imp Poison talents).

Anesthetic Poison - 1

Requires

Level 68

Coats a weapon with poison that lasts for 30 minutes. Each strike has a 20% chance of reducing threat by a moderate amount. 120 charges.

Score: 1 - Close to useless at present, a well-timed vanish is more than enough for most fights. Might be worth using it on very close aggro fight, this poison plus shiv vs feint? The cap is 67 at the moment, so no word on the actual amount reduced.

Cloak of Shadow

Requires

Level 66

Instant; 2 min cooldown

Instantly removes all existing harmful spells effects and increases your chance to resist all spells by 90% for 5 sec.

Score: 3 - This is what rogues needed in order to stay alive in these longer caster fights in expansion. It must be cast so it doesn't break any crowd controls, but still very good especially now that it is trainable.

Permalink

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Ding! (Grats!)
Posts: 43
Joined: 6 Nov 2006

*cough* 2.0 *cough*

nice write up tho :)

Video Producer
Posts: 1101
Joined: 19 Feb 2006

Ok 1.13 talents annnnnd the beta skills. Happy =P

image

Ding! (Grats!)
Posts: 43
Joined: 6 Nov 2006

i read too many blizzard forums for my own good and have about lost my mind with the version number, and to top it all off, i do tech support for a living so that doesnt help.

not that hearing someone go "im using windows 97..." ( /push mute button and say obscenities to myself) is much like 1.13 vs 2.0 ;)

Ding! (Grats!)
Posts: 36
Joined: 7 Nov 2006

was it so, that shadowstep was removed, it is no longer?

"Jean-Paul Sartre is an animal, and should be shot"
-I say LoL, noob. Talk for yourself!

Video Producer
Posts: 1101
Joined: 19 Feb 2006

Hinotora:
was it so, that shadowstep was removed, it is no longer?

We have Shadowstep in beta. I don't know why it is still CoS on PTR. My only guess is that they are still not happy with shadowstep yet.

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Apprentice
Posts: 2
Joined: 8 Nov 2006

The problem is that after that first ambush, backstab, etc you suck for the rest of the fight because you have to give up either imp bs or lethality. And with fights lasting longer now....so the only thing it will really be good for is stealing killing blows.

Can you elaborate on how the fights are longer in the expansion? Is there more stam and armor on items than before? Thanks.

Video Producer
Posts: 1101
Joined: 19 Feb 2006

windex859:

The problem is that after that first ambush, backstab, etc you suck for the rest of the fight because you have to give up either imp bs or lethality. And with fights lasting longer now....so the only thing it will really be good for is stealing killing blows.

Can you elaborate on how the fights are longer in the expansion? Is there more stam and armor on items than before? Thanks.

Stamina is now worth 1/2 of what it used to in terms of item creation. So the effect is all items have double the stamina. Most of the blues you pick up have 30+ stamina on them, so even though your damage is going up as well people health levels are climbing at a faster rate.

Armor however will not scale as well because of the curve of armor values, the more you get the less it is worth.

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Apprentice
Posts: 1
Joined: 27 Nov 2006

Nice rundown. I haven't really been able to spend much time scrutinizing the other classes, so it's good to see what's new, what it does, and why it was added.

I'd love to see more rundowns like this for the other classes.

 
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