Ah the ever changing landscape of an MMO. With every new major and minor patch these days it seems each class can expect something that comes along to affect them either directly or indirectly. A long time ago classes didn’t change much, you’d get a class review once in a blue moon but that’s about it. Now Blizzard is much more apt to tweak classes as they go; it’s still the same old conservative Blizzard but with a bit faster reflexes.
Patch 3.3.3 is now on the PTR and with it come some changes to rogues. These changes are very likely to be the last we’ll see before Cataclysm. Blizzard says that they’re never truly satisfied with anything but the fact remains that rogues are in a pretty good place right now. Since the last round of nerfs, the caterwauling about our damage being OP has subsided to it’s usual low rumble and while there are a few fights that penalize us more than other classes (*cough* Sindragosa *cough*), it’s not anything we can’t learn to just deal with.
The changes are pretty interesting, let’s take a look.
- Rupture: The damage-over-time component of this ability can now produce critical strikes.
This is the only real change for raiding rogues; it’s the 4-piece tier 8 bonus now made baseline. (For those wondering, the 4 piece tier 8 bonus is being changed to give +20% damage to Rupture.) Feral druids have had this for some time and rogues were jealous. During T8 content rogues ran with as high of a Rupture uptime as possible but as gear levels increased we all saw the writing on the wall. Once we were out of T8 content our other abilities which scaled better than a crit-less Rupture would force Rupture out of our rotation. Anyone who was reading my ranting in the LoD forums will remember me talking about how I’d be dropping Rupture from my talents/glyphs/rotation as soon as we were out of Ulduar. And I did.
Now that a crit-ing Rupture could become baseline we have to look at it again. If you’ve not been following the discussion on the web, I’ll sum it up for you.
- Assassination builds have become far too dependent on the Envenom buff for DPS to lose any of it’s uptime to Rupture. Blizzard would have to buff the hell out of Rupture’s scaling and likewise nerf Envenom for Assassination to take the talents and use it.
- Combat builds aren’t as cut and dry. Keeping the same strategy of gearing and gem’ing for Armor Penetration but changing talents and glyphs to support Rupture, Combat builds can get a 3% or possibly greater buff on fights where you can use Rupture, i.e. static fights with long lived mobs. On fights that aren’t as static and you can’t use the Rupture talents and glyphs it’s only about a 1% loss. Basically, giving up a small about of burst damage for some sustained damage. Is it worth it? I don’t know, but since the gearing is almost identical and each character can run two specs and glyph sets… well, you do the math.
The rest of the changes have to do with the perennially neglected Subtlety tree. Even GC himself says that no tree in all of WoW has it as bad off as Subtlety. It’s been a running joke for years and that’s sad. Subtlety is a lot of fun to play. In fact if you look at Subtlety, you can get a feel for how talent trees in Cataclysm will look. There are lots of talents in there that don’t just bump your damage by X%. A lot of the talents in Subtlety are just fun and unique.
And there-in lies the problem. The Subtlety tree is too much fun. There, I said it. If Blizzard buffed Subtlety to be even close to raid viable, every rogue without exception would flock to it, no question in my mind about that. And with all that said, they’re buffing Subtlety… slightly.
- 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.
- Filthy Tricks now reduces the cooldown by 5/10 sec and energy cost by 5/10 of your Tricks of the Trade, Distract and Shadowstep abilities and reduces the cooldown of Preparation by 3 min.
- Waylay now affects your Ambush and Backstab hits (Old – Only Ambush critical hits). Movement speed bonus reduced from 70% to 50%.
- Hemorrhage now deals 160% of weapon damage if a dagger is equipped.
- Ghostly Strike now deals 180% of weapon damage if a dagger is equipped.
First off, the Hemorrhage and Ghostly Strike changes are long overdue. Subtlety has always had an identity crisis about what kind of weapon tree it is and this is just to make it clear. Subtlety is a dagger tree. There’s also a straight up damage increase as well as some energy cost and cooldown reduction in there.
Honestly, this looks like Blizzard’s attempt to give rogues a PvP tree again. Blizzard might love hybrid classes but they hate hybrid specs; Blizzard wants everyone to go 51 points into a tree in both PvE and PvP. Contrary to this, rogues have been running a Mutilate/Prep build for PvP since the dawn of time. Everything in rogue PvP is balanced around it and Blizzard can’t get us away from it.
Is Subtlety PvP viable with these changes? Probably. Subtlety has been on the fringe of breaking into PvP for some time and this looks like it might push it into the mainstream. I highly doubt it will de-throne Mut/Prep but stranger things have happened.
Is Subtlety PvE viable with these changes? Ask again later. Right now the general consensus is “no” but things on the PTR change all the time and there are some hidden benefits to Subtlety. First off, it has the ability to change targets as well as Combat and it’s mobility is unrivaled by any class/spec in the game. Talented with the new Filthy Tricks, Shadowstep becomes a 20 second teleport that costs no energy and give a 20% damage boost to your next attack. Right now all eyes are on 10/10/51 to be the best shot at raid viable Subtlety but for all that mobility and fun the damage is still sub-par and the rotation would make a feral druid want to tear their hair out.
Honestly though? I’d love to see Subtlety make it into raiding. That would be awesome. I’ll be on the PTR as much as I can this weekend to try it out and will report back what I find.
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