Welcome to roguerogue, your resource for World of Warcraft's rogue class. Here you'll find up to date articles on strategies, PvE and PvP perspectives, video content, and more!

Tags

achievements arena blizzard dps duels enchanting eviscerate faq gear gemming guide guild information interface leveling mutilate nition opinion patch preview professions pve pvp racials site social spec stateofstealth strats talents tr video wotlk

Recent Comments

Popular Posts

last 7 days

Patch 3.1.3: The Long Awaited Overkill Nerf

posted by Akrios on May 26th, 2009

World of Warcraft Client Patch 3.1.3

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/
The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

Death Knight (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Frost Presence: Armor bonus is now 60% down from 80%.

Druid (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Improved Barkskin: This talent now also grants 80/160% additional armor while in Travel Form or not shapeshifted.
  • Improved Tree of Life: The armor bonus to Tree of Life Form from this talent has been reduced to 67/133/200% bonus armor.

Hunter (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Hunter’s Mark: The ranged attack power bonus from this ability has been increased from 300 to 500.
  • Master Marksman: This talent now also decreases the cost of Aimed Shot and Chimera Shot by 5/10/15/20/25%.

Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Eye For An Eye: This talent now deals 5/10% of the critical strike damage taken by the paladin back at the attacker.
  • Hand of Freedom: The base duration of this buff has been reduced from 10 seconds to 6 seconds.

Rogue (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Overkill: Talent redesigned. Now increases energy regeneration by 30% while stealthed, and for 20 seconds after breaking stealth.

Warlock (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Chaos Bolt: This spell no longer ignores damage reduction effects of the target.

Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)

  • Blood Frenzy: This talent now provides 5/10% haste instead of 3/6%.
  • Bloodthirst: Cooldown reduced from 5 seconds to 4 seconds, and rage cost reduced from 30 rage to 20 rage.
  • Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.

Items

  • Death Knight PvP Gauntlets: The chance to refresh a Frost Rune when casting Chains of Ice has been removed. When equipped, these gloves now generate 5 additional runic power whenever Chains of Ice is used.

Raids & Dungeons
Ulduar – Mimiron

  • The flight time of Rocket Strikes has been increased, and Rocket Strikes will try to prefer players at range.
  • The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability.
  • Proximity mines now deal less damage and have a lower duration. A small arming time has also been added so proximity mines will not immediately detonate on creation.
  • Druid Tier 8 Balance Set: The 4-piece bonus no longer has its effect consumed by Starfire casts in progress when it triggers. The chance for the effect to be triggered has been reduced down to 8%, as it was originally inflated to compensate.
  • Ice Layered Barrier: Upgraded to item level 232. In addition, the stats in the tooltip have been correctly adjusted to 78 spell power, 48 haste rating, 16 mana per 5 seconds, 52 Intellect, and 50 Stamina.
  • Pulsing Spellshield: The stats listed in the tooltip for this item were incorrect and have been adjusted. This item provides 69 spell power, 34 haste rating, 42 critical strike rating, 45 intellect, and 45 stamina.


Well as far as nerfs go, this overkill one is probably about right. I think rogues are fairly balanced atm for what they are. I’m not completely happy with what they are but I will say that in my opinion they are right about where they should be on the totem pole. This cuts out the ridiculous burst we have out of an opener, but you will still have a lot of damage coming out of stealth with a full energy bar, so It’s not the end of the world. It was coming sooner or later, better to get our nerf over with now. But how about addressing our survivability issues?

Well good news in that Dk’s and Druids are slightly squishier, although not much has changed. The eye for an eye nerf is great because it continues blizzard’s trend of cutting down on innate reflective damage that’s grown so strong in wotlk. The DK glove change is fair, don’t expect it to be that noticeable when facing DKs. The juggernaut change is excellent as well, as warriors should be right about where they should be, the intercept / charge cds were getting out of hand.

The only change I don’t like here is the chaos bolt one. I think it would have been better to nerf the damage instead of detracting from the unique utility and flavour provided by the spell; seems like a lazy and simple way to fix something interesting but overpowered. Overall seems like a nice balancing patch.

Related posts:

  1. Thoughts on the Mutilate Damage Nerf
  2. Patch 2.4.3 is LIVE, Cheat Death Nerf Breakdown
  3. 3.1.0 Patch Notes – Rogue Review
  4. 3.0.8 Patch Rogue Highlights
  5. 3.1 Notes Out, New Rogue Glyphs Out

35 Comments »

  1. First..!!

    Comment by Stopz — May 26, 2009 @ 10:12 pm

  2. Second post!!! go way. http://www.youtube.com/watch?v=_QyYaPWasos&feature=fvst ^^

    Comment by Mizzy — May 26, 2009 @ 10:46 pm

  3. QQ
    WHY CHAOSBOLT WHYYYYYY?

    Comment by DDwannabe — May 26, 2009 @ 10:59 pm

  4. IT is really stupid that they have nerfed it… Now chaosbolt will only be a cast time version of incinerate…

    Comment by Shaddyd — May 26, 2009 @ 11:27 pm

  5. Isn’t it still alot more powerfull than incinerate?

    Comment by Dissis — May 26, 2009 @ 11:46 pm

  6. I think that I am going to like the new rogue talent.
    It gives me 30% more energy regeneration for 20 seconds in every vanish-cheapshot rotation.
    I think that it is going to be a lot more pooled energy (60 on a full duration), than that 10 energy profit from the old talent.

    Comment by Bloedhoertje — May 26, 2009 @ 11:56 pm

  7. On a second thought, the old talent also gives 10 on the 6 second after. Opener-mutilate-mutilate-cheapshot = 40 energy. (or even more) We’ll see what happens.

    Comment by Bloedhoertje — May 27, 2009 @ 12:06 am

  8. the overkill change was a buff imho

    Comment by Buddhist — May 27, 2009 @ 12:08 am

  9. Yea, I agree.. Can’t seem to see all the fuzz people are making about it. I prefer the sustained dmg because when I’m doing arenas I don’t want to waste vanish to refresh overkill so I can burst people down right away.

    Comment by Jiona — May 27, 2009 @ 12:13 am

  10. I can live with the nerfs to the classes I play (Ret/War/DK… Not a great patch for me :P (Also, I’m not sure if I should be concerned for PvE tank DKs…)), but I’d like to see some more druid changes.

    It seems to me that they’ve buffed the caster form survivability (needed), not nerfed the tree form survivability enough (possibly needed), not really addressed the fact that druids are either prehotted or dead in seconds (very needed), and completely ignored the current ridiculousness of innervate (OH GOD WHY HASN’T IT BEEN HOTFIXED needed).

    On the bright side, this does appear to be first revision, so maybe there’s more to come.

    Comment by Oshi — May 27, 2009 @ 1:39 am

  11. Post two:
    Oh, and I’d really like something done about hungering cold, and possibly some frost strike nerfs (or at least the uludar sigil)

    Comment by Oshi — May 27, 2009 @ 1:45 am

  12. The Leviathan Mk II component of the V-07-TR-0N will become stunned during Phase 4 when the VX-001 component begins to cast the P3Wx2 Laser Barrage ability

    Finally. I hate the mimiron fight and this should help… Also I don’t really mind the change they made to overkill. Thanks Akrios :D

    Comment by Aryea — May 27, 2009 @ 4:45 am

  13. As always, thanks for your time Akrios.

    Comment by Spookilol — May 27, 2009 @ 6:01 am

  14. overkill=pointless now, this will be noticed soon ;\

    Comment by thykut — May 27, 2009 @ 7:09 am

  15. I like the overkill change to be true. Sometimes you could get stuck in situations where overkill could be wasted, fully.

    It adds a lot of pve usability too. It is a nerf, but a good one.

    Comment by Välerie — May 27, 2009 @ 8:27 am

  16. The Overkill nerf will hurt a little, it is very powerfull as it is when used at it’s max potential, but it’s an understandable nerf… The new one is far from useless and will give the max current Overkill can return (60) but not for instant KS burst.

    Seeing the other things they changed, I can say this patch is for the best, toning down things to let actual strategy being more viable then 3 button push :)

    Freedom nerf ftw xD

    Comment by Swiftz — May 27, 2009 @ 8:59 am

  17. Nice to see Eye for an Eye getting some tonedown, now waiting for Thorns/retri aura to get PPM’d!
    Overkill change me like, like said we do crazy dmg with the openers. But like always we shall see what our brave lads will come up with this 20sec energy regen buff.

    Comment by Juizaa — May 27, 2009 @ 9:01 am

  18. 30% energy increase for 20 seconds? sounds like a buff but maybe a nerf? or is it? Let’s see.

    overkill at max potential used to give 6 globals of -10 energy so you basically gained 60 energy total.

    you general regen 10 energy per second so an extra 30% (3) for 20 seconds is still 60 energy.

    overall it is a nerf to burst but a good change none-the-less. Most rogues will be able to keep it up anyway.

    Comment by Talbadar - Cho'gall — May 27, 2009 @ 10:50 am

  19. I see what blizzard was going for with giving us sustained damage vs front loading burst however I think this will be a fairly harsh nerf for double DPS especially until they give rogues some form of survivability outside of our cooldowns.

    I will take sustained over burst any day however its hard to sustain damage if you dont live long enough to sustain it. The reason that I personally feel overkill was OP was because rogues were chaining vanishes to get the energy benefit, but also having to chain the vanishes to CC for survivability reasons.

    Maybe its just that melee classes in general are too bursty (which is quite possible), however it doesnt look like that will be fixed anytime soon so for now a survivability buff would be nice.

    Comment by Rolybaby - Dark Iron — May 27, 2009 @ 11:58 am

  20. ^This. It will only really be useful if you run a healer comp or are super pro at staying alive without one (like akrioss and the other rogue heroes XD).

    It’s nice to have better sustained, but not when I have no defenses while stunned.

    Rogues are the only class that doesn’t have a baseline decent ability, passive or active, that you can use during or before a stun that reduces dmg taken. The only exception is glyph of cloak of shadows, but only does physical, and being a glyph makes it really awkward compared to all the shields, armor, hots and whatnot other classes get.

    WTB old BC days when I could go toe to toe with another melee without having to blow a cd every 1 sec, and blowing a cd gave you about a 80% survival chance.

    Comment by omegatrigun — May 27, 2009 @ 1:43 pm

  21. http://ruhuen.mybrute.com/ lololol

    Comment by Ruhuen — May 27, 2009 @ 3:29 pm

  22. The new overkill ability looks like it has its benefits and disadvantages compared to the old overkill. With the old Overkill, rogues could start out a fight with insane burst with little energy to spend, where as this new overkill will help the rogue in the longer part of the fight, the part where the enemy trinkets your stun.

    Seems like its worth a shot, we’ll see what happens.

    The Chaos bolt nerf is retarded btw

    Comment by Evolas — May 27, 2009 @ 4:49 pm

  23. I prefer the new overkill … All the while looking to increase the sustained damage in fights against healers who was spending an absurd overkill/vanish for 6 sec burst.

    Comment by Aenea — May 27, 2009 @ 5:07 pm

  24. Glad I can come here for all my rogue needs

    Comment by Aggrø — May 27, 2009 @ 6:34 pm

  25. Thanks for the update btw

    -Aggrø of Maiev

    Comment by Aggrø — May 27, 2009 @ 6:35 pm

  26. Overkill+adrenaline rush+vitality

    I smell win inc?

    Comment by Lulzmachine — May 28, 2009 @ 1:44 am

  27. Yay mut has our own mini-AR

    Comment by Teckniq — May 28, 2009 @ 9:02 am

  28. The overkill change is fair to be honest, it should open up different strategies to our game which are well needed.

    Thinking over rogue survivability, we definitely don’t need new active abilities to add to our arsenals but tweaks to our existing ones.

    apart from the obvious vanish 1 or so sec immunity that i think everyone agrees on, how about a talent-able HoT attached to the vanish buff that heals say 2% total health every sec of duration.

    The one other possibility i was thinking of was regarding Master of Subtlety. Perhaps any targeted enemy the rogue is in combat with killed during the duration of MoS could cause an instant restealth (once per minute of so) or reduce out of combat time to 1 second or so.

    What do you guys think of these ideas? or am i totally out of perspective

    Comment by Copenet — May 28, 2009 @ 5:53 pm

  29. Did Nition quit?

    Comment by Fortitudelol — May 28, 2009 @ 7:22 pm

  30. Did anyone miss the “not shapeshifted” part of “Improved Barkskin: This talent now also grants 80/160% additional armor while in Travel Form or not shapeshifted.” ?

    This is ridiculous. Druids are already one of the hardest classes to counter for many in PvP, and now they haven’t even any real weak point while going out of form or while constantly changing from bear or tree to travel form to avoid CC…

    Comment by Zareph — May 29, 2009 @ 6:54 am

  31. Name Change FTW?

    Comment by Feight — May 29, 2009 @ 12:16 pm

  32. I agree,
    i dislike how blizzard is handling the druid situation.
    the main idea that should be behind the druid class should be the following:

    “You want to be good at THIS, no problem but you will have to sacrifice THAT”

    Knowing the druid potentials in each form as well as its weakness, should be what makes player A different from player B.

    Comment by Avoit — June 2, 2009 @ 6:01 am

  33. I was leveling up my rogue and just got overkill last night… didnt even get to use it >,<

    Comment by Overkilled — June 2, 2009 @ 8:59 am

  34. Nerf. All rogues really have is our burst. We get in, burst em down and get out. Half of our overkill will be wasted just because we know if we stay in too long we die. Dots/bleeds = no vanish. I dont think the talent will ever really be used in pvp to its full potential. Especially if you play double dps, your survivability is crucial. That’s my two cents.

    Comment by KillenIT — June 7, 2009 @ 9:47 am

  35. i don really know about this overkill seems a bit wierd it has posstive sides and negative sides.Dont like that chaos bolt doh XD

    Comment by Reqz — June 9, 2009 @ 9:08 am

RSS feed for comments on this post. TrackBack URL

Leave a comment