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re: Rogue Class Changes WOD

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Rogue (Updated)

There are a number of Rogue changes listed under Ability Pruning, but there are a few additional changes to note. The biggest change for Rogues is a fundamental change to how Combo Points work. They're now shared across all enemies; you can swap targets and you won't lose your Combo Points.

  • Combo Points for Rogues are now shared across all targets and they are no longer lost when switching targets.
     

In our efforts to reduce cooldown stacking across the game, we chose to remove the damage increase from Tricks of the Trade. And second, we decided to loosen the weapon requirements on Assassination. It's important to note that we still intend for daggers to be the optimal choice for Assassination Rogues, but this change will help Rogues who want to try out Assassination but don't have two daggers.

  • Assassin’s Resolve no longer requires daggers to function.
  • Dispatch can now be used with fist weapons or one-handed swords, dealing 331% weapon damage (instead of 480%) when used with those weapons instead of a dagger.
  • Mutilate can now be used with fist weapons or one-handed swords, dealing 137% weapon damage (instead of 200%) when used with those weapons instead of a dagger.
  • Sinister Strike now deals 188% weapon damage when used with a dagger (instead of 130%).
  • Tricks of the Trade now has no energy cost and no longer increases damage caused by the target by 15%.


Bandit's Guile is an interesting mechanic that is important to Combat gameplay, but wasn't working out quite as well as we think that it could. In particular, there's basically no way to adjust when you're going to be in Deep Insight, other than stopping your rotation (and thus wasting energy, combo points, temporary effects, cooldown time, etc.). So, we're making an adjustment to Revealing Strike and Bandit's Guile. The intention here is that you can use Revealing Strike in place of Sinister Strike when you want to delay Deep Insight (such as to line it up with a specific upcoming fight mechanic), and have little lost damage besides the overall Deep Insight uptime. We don't expect this nuanced rotation adjustment to be used by all Combat Rogues, but having a little more control over the pace of your rotation will be useful to some.

Worth noting here is the removal of Ambidexterity. This was done to reduce the amount of damage coming from auto attacks for Combat Rogues. We’ve increased the damage of their active abilities to compensate and make them more rewarding.

  • Revealing Strike now deals 20% more damage, but no longer advances Bandit's Guile.


Among some other changes to improve Rogue AoE damage, we made a couple of baseline changes, and added a few Draenor Perks that impacts their AoE.

  • Blade Flurry can now trigger poisons.
  • Seal Fate now also grants a combo point for area attacks that critically strike the Rogue's primary target.


Honor Among Thieves is an extremely powerful ability, but has the downside that it adds significant disparity between character power while soloing and while in a group. We made this change to bring up the soloing Subtlety Rogue, without having a significant impact on their performance while in a group.

  • Honor Among Thieves can now also be triggered by critical hits from the Rogue's melee Auto Attacks.


To better balance the scaling rates and value of secondary stats for Subtlety, we reduced the power of their Sinister Calling passive ability.

  • Sinister Calling now increases Agility by 15% (down from 30%).
     

A couple of Rogue abilities do periodic damage, but don't have an intended alternative if that periodic is already on the target. We made these abilities roll remaining damage from their previous effect into the new effect, so that it's still ideal to use them again in these cases.

  • Crimson Tempest's periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.
  • Hemorrhage's periodic damage now has rolling periodic behavior, meaning that remaining damage from the previous application is added into the newly-applied periodic-damage effect.


Subterfuge has proved too powerful, and frustrating to play against in PvP, so we decided to reduce its defensive capabilities, while preserving its offensive power. We changed the Subterfuge period to allow the use of stealth abilities without actually stealthing you, similar to Shadow Dance.

  • Subterfuge now allows you to use abilities that require stealth for 3 seconds after leaving Stealth, instead of actually staying stealthed for 3 seconds.


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