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by Ming, Level 68
Last updated at August 14, 2007, 8:19 pm
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Normally I don’t pay attention to balance suggestions, but Idejder has a proven track record of being able to accurately predict upcoming patch notes, and he has done it time and time again. I will let his article do the talking, but if everything he posts goes through I will be in heaven! Kalgan’s gorgeous Asian girlfriend plays a level 70 rogue and I think the man finally had a chance to experience the frustration of playing a rogue himself. All hail to the nameless heroine of the rogue community! I don’t believe all of these will make the final patch, but even if half of the bolded changes went through, we will be looking at a very competitive class going forward.
I only went for changes that will have a significant impact on actual match-ups. For bug fixes and minor tweaks please read his full article.
1) Blind is now a Physical effect with a cooldown of 95 seconds. Elusiveness reduces cooldown by 15/30 seconds. Blind no longer requires a reagent.
This will greatly increase rogue’s arena utility. Wow, a 10 second CC that can not be removed by anything other than PVP trinket. Remember when I said rogue brings nothing unique to the table? This will be our signature ability. It is the trump card that will force people to either save their PVP trinket for blind and eat full duration fear/sheep, or be CCed for 10 seconds at a critical time which is an eternity in high level play.
2) Envenom is now usable with Wound Poison and consumes the stack when used.
Will finally put Envenom on a PVP rogue’s toolbar, and offers a nice high damage finisher against heavy armor when you are trying to burst them down with caster DPS.
3) Shadowstep is now usable in combat and roots the target for 2 seconds.
Finally a great 41 pointer! This will opens up a lot of possibilities between blind on a super low cooldown to CC one healer, then immediately shadowstep to a paladin to kick his heal. Shadowstep rogue will require most skills to play, but potentially most rewarding.
4) Sprint duration changed to 5 seconds, cooldown changed to 60 seconds, and for the duration the rogue ignores any snares on him (they persist and re-snare after the effect ends).
5) Endurance now lowers the sprint cooldown by 12/25 seconds.
6) Fleetfooted now passively increases your movement speed by 20% instead of 8%. This effect does not stack with other movement increasing effects.
If nothing else went through except these three changes, I will be extremely happy! Mobility is the biggest problem I have playing a rogue. Last night I played some 2v2 with Ramius and sure enough we ran into warrior/paladin three games in a row. I am sure everyone know the drill by now. Both me and paladin have freedom, warrior intercepts me for 3 seconds, paladin runs away, and from there I can never catch him again outside of ONE measly sprint every 5 minutes, while taking full damage from the warrior. Cripple shiv and finally get some distance? Another intercept usually into a mace stun and I lost another large chunk of my health without doing any damage to the paladin.
With these changes improved sprint and fleet footed will make it much, much harder to kite a rogue in long games. The 20% fleet footed doesn’t help you at all when you are slowed by frost armor or hamstring, but it will ensure when both you and the target have freedom, you can actually catch him. Of course, this will also make 41/20 mutilate the best rogue arena spec by a large margin, as snare removal is huge for dagger rogues. I have no problem with it, I truly believe dagger should be the strongest rogue PVP spec, as it requires more skill to play.
Rogue doesn’t have to do more damage or be more durable, in fact I believe we are fine on both ends. It is the fact that despite of being designed as light melee, our heavy melee equivalent can stay on his target MUCH easier than us!
Kalgan’s girlfriend, if you get these changes approved, I will send you a dozen roses. The rogue community will forever be grateful to you.


52 comments
Galumia Aug 14, 2007 at 8:25 pm
+0 votes
I could not agree more with this post Ming. MOBILITY MOBILITY MOBILITY. Its been the bane of rogues since TBC.
Hexd Aug 14, 2007 at 8:30 pm
+0 votes
6) Fleetfooted now passively increases your movement speed by 20%
instead of 8%. This effect does not stack with other movement
increasing effects.
In your dreams.
instead of 8%. This effect does not stack with other movement
increasing effects.
In your dreams.
Winterscar Aug 14, 2007 at 9:03 pm
+1 votes
20% on Fleetfooted won't happen, it's just too good to be true; pairing Envenom w/ Wound Poison would be great against Warriors or bursting resto Druid -> bear form down during sticky situations; Blind change would certainly make a huge difference during life or death situations.
Ming Aug 14, 2007 at 10:49 pm
+1 votes
It is not that strong, everyone has 8% by default so you have 12% extra speed. It is like trying to chase someone down who doesn't have the boot enchant but you do.
Usaybis Aug 16, 2007 at 10:22 am
+1 votes
I agree, it seems a litte overpowered when you first look at it, but in practice I don't think it would be.
TheSupa Aug 14, 2007 at 10:58 pm
+1 votes
People are overreacting a bit I think. It's exactly as they stated, everyone already has 8% so it's really only a 12% increase. And that is only really going to help anything when the rogue isn't snared, which is generally a lot less often than a rogue is actually snared.
The blind change is spot on aswell. As mentioned, it's something rogues bring to the table that no other class has (well, almost, but cyclone can blow me). Coupled with whatever sap change blizzard has instore MAY be a little too strong, but we'll have to wait and see. Overall, I think that's a super strong change.
Shadowstep change really doesn't matter, tbh. Sure, in theory it's good, but the rogue still has to put 41 points in a tree that has about 25 talent points wasted on stealth and openers. We all know how much that matters in arena.
The blind change is spot on aswell. As mentioned, it's something rogues bring to the table that no other class has (well, almost, but cyclone can blow me). Coupled with whatever sap change blizzard has instore MAY be a little too strong, but we'll have to wait and see. Overall, I think that's a super strong change.
Shadowstep change really doesn't matter, tbh. Sure, in theory it's good, but the rogue still has to put 41 points in a tree that has about 25 talent points wasted on stealth and openers. We all know how much that matters in arena.
deathtac Aug 15, 2007 at 2:40 pm
+1 votes
Unless your blind gets broken by Frost Nova. Damn novices~
Kwicksandz Aug 15, 2007 at 1:53 am
+1 votes
Rogue mobility isnt underpowered. Warrior mobility is Overpowered. remove improved intercept and change the pvp set bonus. give all snares cooldowns/DR. rogue mobility fixed in a nutshell
Shaithis Aug 15, 2007 at 12:38 pm
+1 votes
Warriors would ***** too much. It would be like deleting CloS and replacing it with Imp Distract.
Thrict Aug 15, 2007 at 2:05 am
+1 votes
I agree with all these changes except the running speed, with the sprint change and speed buff I think rogues would have a little too much mobility.
Eriaa Aug 15, 2007 at 2:15 am
+1 votes
"Last night I played some 2v2 with Ramius and sure enough we ran into
warrior/paladin three games in a row. I am sure everyone know the drill
by now."
again...you use bad examples to help prove your point. It's like me on my priest saying I can't get away from an undead rogue. It's just the way it is. Use another example, like a warlock CoEX kiting you after clos is down, and you don't have sprint up cus it's on a long cool down. Even if intercept was 20-25 seconds, you still would still have a hard time staying on the paladin. It's just how the match up works. I think rogues do need more mobility, but use better examples of when it's needed, or get a different 2v2 partner, priest rogue does very well vs scrub warrior/paladins. Like warriors, your strength also lies in who you team with. Everyone has bad match ups, you can't beat everyone, get over it.
fleetfooted is already a strong talent. You couple it with surefooted and Enigmatic Skyfire Diamond and you're looking at A LOT of snare resist. Last week we played Nitrana's 3s, and I landed 1 hamstring in one of the matches, the combo of those all stacking is that good. Try it out.
As for blind, BoP and DS would remove it if it was a physical effect, just like other physical effects. If you think it's going to be like cyclone...cyclone is a banish effect if you didn't know.
warrior/paladin three games in a row. I am sure everyone know the drill
by now."
again...you use bad examples to help prove your point. It's like me on my priest saying I can't get away from an undead rogue. It's just the way it is. Use another example, like a warlock CoEX kiting you after clos is down, and you don't have sprint up cus it's on a long cool down. Even if intercept was 20-25 seconds, you still would still have a hard time staying on the paladin. It's just how the match up works. I think rogues do need more mobility, but use better examples of when it's needed, or get a different 2v2 partner, priest rogue does very well vs scrub warrior/paladins. Like warriors, your strength also lies in who you team with. Everyone has bad match ups, you can't beat everyone, get over it.
fleetfooted is already a strong talent. You couple it with surefooted and Enigmatic Skyfire Diamond and you're looking at A LOT of snare resist. Last week we played Nitrana's 3s, and I landed 1 hamstring in one of the matches, the combo of those all stacking is that good. Try it out.
As for blind, BoP and DS would remove it if it was a physical effect, just like other physical effects. If you think it's going to be like cyclone...cyclone is a banish effect if you didn't know.
TheSupa Aug 15, 2007 at 2:46 am
+1 votes
None of that really matters, being physical is still a big step up from what it is now.
Jorrd Aug 15, 2007 at 5:02 am
+1 votes
"Fleetfooted now passively increases your movement speed by 20% instead
of 8%. This effect does not stack with other movement increasing
effects."
and then you get hamstringed.
of 8%. This effect does not stack with other movement increasing
effects."
and then you get hamstringed.
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