March 23, 2010 2 Comments
Patch 3.3.3 is live as of today, so let’s take a look at the Rogue specific changes:
- Rupture: The damage-over-time component of this ability can now produce critical strikes.
- Filthy Tricks: Now Reduces the cooldown by 5/10 seconds and energy cost by 5/10 of Tricks of the Trade, Distract and Shadowstep abilities, and reduces the cooldown of Preparation by 1.5/3 minutes.
- Ghostly Strike: If the rogue has a dagger equipped, this ability now deals 180% weapon damage instead of 125%.
- Hemorrhage: If the rogue has a dagger equipped, this ability now deals 160% weapon damage instead of 110%.
- Serrated Blades: This talent now allows the rogue to ignore up to 3/6/9% of the target’s armor, rather than a fixed amount of armor ignored per level of the rogue.
- Slaughter from the Shadows: Now adds 1/2/3/4/5% damage to all attacks and reduces the energy cost of Backstab and Ambush by 4/8/12/16/20, up from 3/6/9/12/15.
- Waylay: The debuff from this talent can now be caused by Backstab in addition to Ambush and can be triggered by all hits from these abilities rather than just critical strikes, but the snare component is now 50%, down from 70%.
- Glyph of Deadly Throw: Now increases the slowing effect on Deadly Throw by 20%, up from 10%.
- Glyph of Expose Armor: Now increases the duration of Expose Armor by 12 seconds, up from 10 seconds.
- Glyph of Feint: Now reduces the energy cost of Feint by 20, up from 10.
Before I get too carried away with this post, I didn’t participate in the 3.3.3 PTR, so I haven’t seen the effect of these changes firsthand. I’m excited to test them out, and I will be testing them for the remainder of the week, but take anything I say today with a grain of salt.
I’ll start with Rupture.
With this change to Rupture, it’s quite possible we’ll see Combat Rogues using it again. Having looked at some of the modeling on the EJ upcoming changes thread, respeccing the from some form of 20/51/0 spec to 7/51/13 appears to be an overall loss of a few hundred DPS, but keeping 20/51/0 and using Rupture (glyphed) seemed to increase DPS by a few hundred. If you’re into min/maxing, it might be time to do some research and retool your spec / glyphs /rotation.
If you think it’s too much to worry about to get from 11k DPS to 11.25k DPS, then don’t worry about it. Either way, I haven’t seen any math to support Assassination Rogues taking up Rupture again, and despite the slight gain Combat will have in single target fights, Assassination should still come out on top, but it’s getting pretty close. I’m planning on staying Mutilate, but for the duration of a whole raid, Combat’s utility and on demand burst make it slightly more attractive the Assassination in my opinion
Now for Subtlety…
Subtlety got some massive changes in this patch. I don’t know that a lot of Rogues were utilizing the tree. I wish I could find the post where Ghostcrawler explained Blizzard’s attitude toward having it be the Rogue’s high utility, lower damage tree. Apparently Sub had to be made weaker because if it wasn’t every Rogue would spec into it. Now, to a certain degree I can appreciate this viewpoint, but, PVE speaking, it really wasn’t comparable to the other two. If Sub were the strongest tree, it would be my spec of choice. I’m certainly not saying that’s the case here, but these buffs should allow it to be a very strong leveling and PvP tree, as well as somewhat closing the gap between it and the other two trees for endgame raiding.
The Filthy Tricks change has great synergy with the 2 piece T10 bonus. If you were to attempt to raid as Subtlety, you’d be gaining an additional 15 energy per minute, as well as extending 6 more seconds of the damage buff to whomever you Tricks. It’s not game changing for Sub Rogues, but it is a buff nonetheless.
Ghostly Strike and Hemo have both had their damage increased with Daggers, which is something I’ve been hoping would happen for a long time. Neither of these abilities will hit as hard as a sword does, but they’re much closer than they were. I’ll be doing a full write-up on the math behind this as my next post.
The redesign to Serrated Blades should allow more armor pen on high armor targets, however, it is likely a nerf against low armor targets. Call this one what you will, but this change isn’t huge either way. It might (again haven’t tested this) be slightly more helpful to the leveling Sub Rogue than its current incarnation.
The changes to Slaughter from the Shadows are a flat buff. 5% for all attacks is like a unglyphed Hunger for Blood that you don’t have to apply, plus the reduced energy cost will allow for more attacks in less time. It’s hard for me to say without testing it directly, but I’d wager that this is the biggest buff of the patch as far as damage is concerned.
I like the change to Waylay. Sure the snare effect was reduced by 20%, but anyone trying to turn and run from you in PvP is going to have a hard time getting away. This makes me want to try some Subtlety PvP and I think with the expected rise in battleground activity due to that system’s changes, I probably will give it a test.
As for the three glyphs, Deadly Throw’s glyph will make gap closing a little easier. I wanted some love for Expose Armor, and I guess 12 seconds is better than 10. The last glyph, Feint makes me curious. There was a recent blue post about making DPS more responsible for their health pools, and I have to wonder if this change is something to that effect. I doubt that I’ll glyph it, but Feint is an ability I use quite often when raiding ICC, mainly for the AoE Reduction (This works on Saurfang’s Mark if you didn’t know). Still, I’d rather have my glyphs be used for offensive rather than defensive purposes.
This is a good patch for Rogues. It doesn’t directly buff Assassination, but then again, did Assassination really need buffing? Combat gets a small boost, and Subtlety is a little less subtle in the damage output. I’m quite looking forward to leveling my SAN-US Samuel this evening, as I’m about to start picking up the good stuff to test, like Hemo. It should be a lot of fun.