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Posts Tagged ‘patch’

3.2 Patch Notes, Huge Resilience Change, Rogue Impressions

Monday, June 22nd, 2009

The full patch notes can be found here.

The Resilience Changes

Resilience: No longer reduces the amount of damage done by damage over time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

Well this is easily the biggest PvP change in this expansion thus far. I see what Blizzard is trying to do here. Their idea is that players do not have enough survivability in arena, people get bursted too easily. Unfortunately, I feel their solution is mediocre at  best, and will be greatly detrimental to rogues in their current state. Here’s why.

The problem with WOTLK isn’t just damage, its also healing burst. One insanely fast heal (that you have to guess to interrupt) already heals way too hard. On good healers, you have to guess if the healer is faking or not at this stage of wow to try to get an interrupt on the vast majority of heals, and penance is a complete guess because even if they fake it they can use two huge ticks for a full health bar. One heal should not bring a target to full every single time it goes off, especially when they have become so easy to get off. Nerfing damage without nerfing this will have a huge effect on the game’s structure and balance.

This resilience change is great in that it solves the problem of damage in PvP. Yes, it was too high, and this will probably put damage on a full resil target right about where it should be. But why not instead adjust stamina levels by 10-15 percent rather than resilience? Buffing resilience buffs healers and classes that can last an extremely long time (warriors, warlocks) and don’t rely on a quick slurry of burst and cooldowns. This change is going to see healing dominate this game , there will be no more double dps success (and I know this is already a non-factor but triple dps will be completely gone as well). Strong healing and survivability goes best with classes that last like warriors and support dps that never goes oom like warlocks or dks. Rogues are the MS class that will struggle the most with these changes because at the moment we have the least longevity as fights go longer when compared against the other ms classes.

We considered the idea that resilience acts like a debuff for heals, but we’re not happy with what that might do to the game. You’d be in a situaiton where sometimes you might not want extra resilience since it lowers your healing. Resilience is already something of a trade-off since it often comes at the expense of other stats (though hopfully less after these changes).

There is a possibility that if fights go on for too long that dps casters may run OOM more than they should. That is something we may have to adjust, but we don’t think it’s simple to math out what kind of buff casters should be given at the moment. Note that the intent is not to turn every Arena match into a 20 minute slog. The intent is to have fewer 30 second matches.

I do see some people saying that healers were already in god mode and this will only buff them. Just realize that player perceptions or intentions are different. For one person, a healer in a 2 vs. 2 shouldn’t be able to keep their partner up alone. For another, having a 1 healer, 4 dps team in a 5 should be perfectly viable.

So what I take from that response is that they are aware that healers are already incredibly strong and are only going to get stronger. I don’t know how to respond to this specifically but it is bad news for rogues as they stand at the moment. Adjusting stamina would have been a much, MUCH more balanced and obvious statistic to buff to balance the game rather than resilience. At least we can say blizz is aware of the problems and has the right goal in mind, but where are these 30 second games they’re talking about? In 3s, yes things are slightly too bursty but games aren’t that fast. I really hope that their vision for arena is some kind of balance where people will die without ooming the opposition.

Shadowdance Change

Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.

This change follows the sentiment of trying to make the games longer. Shadowdance, as it stands, is only good for its (more…)

Patch 3.1.3: The Long Awaited Overkill Nerf

Tuesday, 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.

Random Arena Clips, How to Sap a Vanish, 3.12 Official Notes

Monday, May 11th, 2009

Click here for the full download

Just some random clips I had lying around with no intention for using them in any other way, so I thought I’d post. Music by Tool – Schism. I guess you can vanish frost traps haha. I think the hunter games where from late S5.

How to Sap a Vanish

Over the past several months I’ve been trying to utilize what has become a reliable and effective technique; sapping rogues out of vanish. I knew it was possible for a while, especially with dance sap (mahiko does this a lot) but it was only recently I learned just how game-breaking this can be.

What occurs exactly:

By sapping a rogue immediately as they vanish, sap will usually go off. The reason for this is that vanish, in addition to returning the rogue to stealth, also immediately drops combat. Sap will now work on them. Furthermore, sap will not occur until the rogue has already performed vanish, thus vanish will not immune the sap. This means that you want to target the rogue at the time you expect them to vanish and begin spamming sap. This spamming is for situations where you have stealthed, and are in sap range of the rogue in a situation where they will likely vanish. I can give a recent example of when this situation occurred and was effective. In a mage rogue mirror, I garroted, mutilated, and vanished. As I vanished, the opposing rogue opened on my mage right after, with the intentions of vanishing afterward. In stealth, I targeted him, knowing he would vanish. I began spamming sap as he vanish, and he was sapped out.

The other scenario in which you can do this is when you are fighting against a team with a rogue and standing within sap range. You can vanish in reaction to the opposing rogue’s vanish. Knowing they will be going to cheap shot you, vanish will pull them out, and spamming sap macro as this happens will now sap them, as they just went out of combat.

With is this technique (more…)

3.1 Initial Impressions

Sunday, April 26th, 2009

Although I’ve been frustrated with rogue mage (druid teams are a nightmare) I have to say that blizzard is continuing to move the game in the right direction. I’ve been a bit busy this past week with exams, but I’ve still had a chance to check out some of what 3.1 has to offer.

First off, from a PvE perspective, Ulduar feels like a big success. Yes the new encounters, the wide open environment, and the fact rogues kick ass in PvE again is nice, but the real reason that Ulduar is a success is because the difficulty is right on target. A casual guild will be able to clear the instance on 25 man with a fair amount of effort and commitment, but it won’t get finished overnight. The bosses aren’t to insane, but they can be challenging. For the more hardcore guilds, the hard mode difficulty of encounters will keep them frustrated and happy for a while (see Algalon, the encounter you can only do for one hour at a time, with a hard mode in which no one can die to algalon during the instance lockout). Even the new VoA boss isn’t a total walk in the park.

3.1 PvP Balance

I think I can safely say that PvP, while still far from perfect, is moving in the right direction. Death knights are far more balanced with the nerf to shadowfrost spec. Dks still have amazing survivability and damage, but now they can’t do it from range. Frost has some amazing burst and serious crowd control on a one minute cd, and when used effectively hungering cold can end games. Destro locks, as expected, have come a long way. I would not call them overpowered in any sense, they take a ton of damage and they deal a ton of damage. That’s the reality of a burst class and spec, if destro doesn’t have that insane damage then it can’t compete with 19 k holy lights.

The biggest winners of 3.1 have to be priests. The most offensive healer is now able to outlast, and keep themselves alive incredibly well. Without rogues changing significantly in pvp, priest rogue has become increasingly successful, as it has always been popular. I really hope blizzard doesn’t take this as a sign that rogues are somehow out of balance, because I still think rogues have a long way to go to be the class they should be. Rogue survivability really hasn’t changed, the class continues to be the most fragile and easiest to kill, vanish failures still costs you games. So long as blizzard realizes that the increased success of priest rogue and rogue / mage / priest can be attributed to priests being a little too strong, I don’t think rogues will receive unwarranted nerfs.

Retribution paladins, even with the nerfs and the removal of PvP exorcism, had a huge increase in popularity with ret / healer 2v2. I really find some hope for balance in this game, though, when replenishment (mana restoration) was hot-fixed to only affect the paladin (same for other replenish classes) in arena. What else gives me hope? Blue posts like this:

…paladins have more to contend with than just maximizing damage. They do have heals, bubbles, cleansing and similar mechanics going on. That is why I said we can’t take something as complex as a rogue’s combat system and shoehorn it in for Ret. (more…)