3.0 Rogue Talents

As usual Crazy is delivering the new patch information faster than we can read it. Big thanks to him for the new 3.0 Rogue talents posted here. You can continue to follow the changes in this thread in the forums.

Assassination
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Combat
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Sublety
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Also, here is a list of most of the added spell and talent descriptions datamined directly from the game files:

51712 Slaughter from the Shadows Rank 5 Reduces the energy cost of your Backstab and Ambush abilities by $s1.
51713 Shadow Dance Instantly enter stealth and begin the Shadow Dance. For $d you will reenter stealth every $t2 secs.
51724 Sap Rank 4 Incapacitates the target for up to $d. Must be stealthed. Only works on Humanoids, Beasts, Demons and Dragonkin that are not in combat. Any damage caused will revive the target. Only 1 target may be sapped at a time.
51701 Honor Among Thieves Rank 3 When anyone in your group critically hits with a damage or healing spell or ability you have a $h% chance to gain a combo point on your current target.
51696 Waylay Rank 2 Your Ambush critical hits have a $h% chance to reduce the target’s melee and ranged attack speed by $51693s1%, movement speed by $51693s2% and prevent item use for $51693d.
51690 Murder Spree Step through the shadows from enemy to enemy within 10 yards, attacking an enemy every .5 secs with both weapons until 5 assaults are made. Can hit the same target multiple times.
51679 Throwing Specialization Rank 2 Increases the range of Throw and Deadly Throw by $s1 yards and gives your Deadly Throw a $h% chance to interrupt the target for $51680d.
51631 Devious Poisons Rank 2 Increases the damage caused by your Instant Poison and Deadly Poison by $s2%. In addition, when a target you’ve poisoned is healed or cured, there is a $h% chance the poison afflicts the healer.
51625 Deadly Brew Rank 1 “When you apply Instant, Wounding or Mind-Numbing poison to a target, you have a $h% chance to apply a second poison:
Instant -> Deadly
Wounding -> Crippling
Mind-Numbing -> Crippling”
51669 Cut to the Chase Rank 5 Your Eviscerate and Envenom critical strikes have a $h% chance to refresh your Slice and Dice duration to its 5 combo point maximum.
51634 Focused Attacks Rank 1 Your melee critical strikes have a $h% chance to give you $s1 energy.
51633 Blood Spatter Rank 2 Increases the damage caused by your Garrote and Rupture abilities by $s1%.

More info will be added to this thread as it comes in, stay tuned! 

5 Responses to “ 3.0 Rogue Talents ”

  1. [...] Current Rogue 3.0 talents *sigh* Also to see the actual website go here 3.0 Rogue Talents | DeathKnight.info [...]

  2. Roflmao is this joke?Dont u think its a bit imba?

  3. “Wrongfully accused” i think that talent will be exploitable/buggy

  4. What this looks like is shifting the balance of power back towards PvP using daggers and PvE using other weapons (Swords.) After all who doesn’t think a sub rogue with swords is easy mode for PvP? Hopefully the power shift back to daggers (as well as the cheat death nerf at 2.4.3) will make rogues who have been using the subtlety tree as a crutch learn to play better or reroll.

    I admit right now the way the new subtlety is looking shifting back to daggers (Which as having been mutilate and combat daggers I have no problem with getting behind and facing) I will be enjoying the change of pace.

    I have to admit the new assassination is just as brutal and will most likely be just as unloved as always. Though nomming off a debuff for free and getting a damage boost is niiiiice. Turn the tables will be nice for soloing just as much as PvP and personally is one of the talents I look forward to the most. Though the shift seems like they are becoming more poison heavy then even before. This makes sense for mutilate, but the way it seems to be set up, however nice the trick can be with whatever you do with your poisons, it’s not going to stack up with dealing more damage, imo right now poison tallents in sin are useless.. we’ll see how that changes and if they add any new interesting poisons.

    There are a few pressing questions I have for the combat tree, When using ‘murder spree’, why would someone not just switch to a slow offhand before using it and pwn face that much more? Or would murder spree have a chance to proc combat potency like shiv can? Prey on the Weak will be interesting for the fact that it will be like the new lethality combat rogues, but does this mean fist weapons (with their higher crit chance) would over take swords as a favorite?

    I’m not math wiz and won’t profess to be one (Ever) but taking an example
    We’ll assume a combat rogue has a crit chance of 25% with some decent gear, 5% from lethality and 5% from fist specialization

    We place him against a swords rogue with the same gear and assume the weapons have the same speed and damage range. And for sake of my brain we will make each attack a nice even 1000 damage.
    This would be the result of making 100 attacks of white damage. Also for this example we will assume for sake of ‘prey on the weak’ that the rogue is consistently above the mobs health. This is a 55% crit increase total with lethality. So a crit for 2000 normally goes to 3100.

    Fists
    35% crit
    65 swings non-crit (65000)
    35 swings crit (108500)
    Total 173500

    Swords
    30% crit
    70 swings non-crit (70000)
    30 swings crit (93000)
    5% extra swing (we’ll assume 2 crit) 9200
    Total 172200

    Not a shocking difference in Damage, but once you factor in instant strikes, slice and dice, and other things I have a feeling it would edge out swords by a bit more.

    I know this doesn’t factor in a lot of game play elements but simple algebra is what I used, if there are flaws in it feel free to point them out, I have no objection to constructive feedback.

  5. Looks quite nice. hope they’ll survive.

    @Ithy: I guess you can’t take the 30%+critdmg from Lethality to calculate the white damage auto hits, cause lethality only affects abilities.

    So you should calculate noncrit 1000 crit 2500 (2000 + 25% prey the weak )

    Fist
    35% crit
    65 swings non-crit (65000)
    35 swings crit (87500)
    Total 152500

    Swords
    30% crit
    70 swings non-crit (70000)
    30 swings crit (75000)
    5 extra swings (we’ll assume 1,5 crit ;) ) 7250
    Total 152250

    damage difference: 0,16%

    the difference is even smaller, but as you said, not shocking.

    now you could add 100 abilitystrikes, lets say 2000 noncrit and the crits 4000 +55% due lethality and prey on the weak at 6200

    Fist
    35 swings Crit (2170000)
    65 swings noncrit (130000)
    Total 347000

    Swords
    30 swings crit (186000)
    70 swings noncrit (140000)
    5 extra swings ( 1,5 crit ) 16300
    Total 342300

    damage difference: 1,37%

    now you can say whatever, 200 whitestrikes with 100 abilitystrikes and get

    fists 652000
    swords 646800

    which makes a total difference of 0,8%

    so far you’re right. at the moment swords have a small advantage in white damage, fist got the advantage of abilities in damage, neutralizing each other. with prey on the weaks the whole thing isn’t balanced any more and the advantage’s on the fist side of life. but as you said, the difference won’t have big effects on gameplay. just my 2 cents, if i’m wrong somewhere correct me ;)

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