Archive for the 'General' Category


Rogue Talents Datamined – Subtlety

Disclaimer: datamining is unreliable.  Nothing here is certain to make it live.

Disclaimer: these talents, even datamined, may not be in their right place in the talent tree.

First, it must be said that Subtlety Rogues have new baseline abilities.  This is important to set out first because many of the talents modify them.

Shadowstrike – Appear behind your target and attack.  Awards two combo points.  This will replace Ambush and Shadowstep.  Requires stealth.

Shuriken Toss – Formerly a talent, now a Subtlety baseline attack from range. Awards one combo point.

Nightblade – melee finishing move that does Shadow damage and reduces movement speed by 50%

Now that that is out of the way, let look at what the dataminers have found in the Legion beta files.

Subtlety Talents:

With the removal of Honor Among Thieves, the combo point generation will be very different for Sub rogues.  The new baseline ability Shadow Techniques gives a chance to proc combo points from autoattacks.  That will replace HoT.

Eleven out of twenty-one of our old talents have been removed for Outlaw spec.  Here are the new talents that replace them:

New Talents

  • Master of Subtlety – its back!  Attacks made from stealth and for 10 seconds after cause 10% additional damage.
  • Weaponmaster – Your attacks have a chance to hit the target twice each tie they deal damage
  • Gloomblade – basic attack, replaces Backstab.  Does shadow damage, awards one combo point.  No positional preference.

One interesting aspect of Subtlety rogues is how much of their damage is being shifted from physical to shadow.  If they use the Gloomblade talent and also use Nightblade as the finisher, then only their autoattacks are doing physical damage.

  • Deeper Strategem – can gain up to 6 combo points, and finishers can use up to 6 combo points
  • Acrobatic Strikes – increases the range of your melee attacks by 3 yards
  • Into the Fray – increases your movement speed at all times by 15%
  • Deeper Strategem – you may now have up to 6 combo points and finishing moves can cosume up to 6 combo points
  • Vigor – increases maximum energy by 50 and base energy regeneration rate by 10%
  • Soothing Darkness – Heal 3% of your life every second while you stay in stealth
  • Strike From the Shadows – Your Shadowstrikes also stun the target for 2 seconds.

Strike From the Shadows is interesting.  It turns Shadowstrike into a combination of Shadowstep, Ambush, and Cheap Shot all in one.

  • Tangled Shadow – Nightblade now reduces target movement speed by an additional 20%
  • Premeditation – Cheap Shot and Shadowstrike generate 1 additional combo point
  • Alacrity – Finishing moves have a 20% chance per combo point to grant 1% haste for 20 seconds.  Stacks up to 25 times.
  • Expanded Technique – your combo point generators now have a chance to trigger Shadow Techniques

Expanded Technique should just be built into a baseline ability.  Otherwise it is dull.

  • Relentless Strikes – you gain an additional 40 energy when you enter stealth

Also, rogues gain a baseline ability called Master of Shadows at level 54 that provides 60 energy when you enter stealth.  Thus, if Relentless Strike is chosen as a talent you would get 100 energy.

I can’t really get a mental feel for this spec.changes to this spec.  It clearly intends for you to jump in and out of stealth as often as possible, which is interesting.  Not sure about the interplay of all the talents and new abilities.  I’ll be sure to try it if I get into the beta.


Rogue talents datamined – Assassination

Disclaimer: datamining is unreliable.  Nothing here is certain to make it live.

Disclaimer: these talents, even datamined, may not be in their right place in the talent tree.

Now that that is out of the way, let look at what the dataminers have found in the Legion beta files.

Assassination Talents:

So we see that ten of our old talents have been removed or made baseline.  Here are the new talents that replace them:

New Talents

  • Master Poisoner – increases poison damage by 10% and non-damaging poison effects by 20%
  • Elaborate Planning – finishing moves grant 20% increased damage for 4 seconds
  • Hemorrhage (!) – basic attack that increases bleed damage on the target and awards 1 combo point.  Costs 30 energy.

Wow, Hemo in Assassination (unless this is a datamining glitch).  It costs more than half of the energy of Mutilate and does less than half the baseline damage, but the increase in bleed damage is hard to calculate.  It will be interesting to see if it is worth choosing that as a tier 1 talent over a more straightforward one like Elaborate Planning.

  • Deeper Strategem – you may now have up to 6 combo points and finishing moves can cosume up to 6 combo points
  • Vigor – increases maximum energy by 50 and base energy regeneration rate by 10%
  • Paralytic Poison – its back!  Removed in WoD, it has returned in a new form. Causes 10% increased duration of Cheap Shot and Kidney Shot.
  • Thuggee – Each time the target takes bleed damage there is a 15% chance to reset the cooldown on Garrote, but the silence from Garrote now only lasts 1 second.  Also, it makes me think of the second Indiana Jones movie.

If you take Vigor (3rd tier) and Venom Rush (7th tier) then you have 150 energy and a super-fast regeneration rate.

Thuggee seems odd.  Garrote only has a 15 second cooldown.  Do we need a talent that might reset it?

  • Numbing Poison – not the same as the old min-numbing poison.  Each application increases your damage on the target by 10%.  Stacks up to 5 times.
  • Alacrity – Finishing moves have a 20% chance per combo point to grant 1% haste for 20 seconds.  Stacks up to 25 times.

I don’t get the Alacrity as written.  If it only lasts 20 seconds, there is no way to stack it 25 times, unless each new application also extends the duration of previous applications.  If that is the case, then as long as you use a 5-point finisher once every 20 seconds, you will eventually have +25% haste.

  • Blood Sweat – every time you deal bleed damage, there is a 30% chance to spread it to a nearby target

Thank goodness there is no more reagent cost to switch spec.  People will be switching in and out of Blood Sweat for single vs multi target fights.

As typical with rogues, there are no sweeping changes here.  We’ll see more changes in the Combat Outlaw spec.


Rogue redesign in Legion

I’m not sure how long it would take me to get used to not using poisons.  I’ve used them since vanilla, going back to when we had to craft them ourselves.  They are second nature to me.  Fortunately, I typically play an Assassination rogue, and they are keeping poisons.

Here’s the quick recap:

Assassination rogues

No huge changes for assassination rogues.  No word in today’s preview about AoE.

  • Still use poisons
  • Still use rupture, garrote, mutilate, envenom
  • Seal Fate can now proc off of each hand with mutilate.  That means that  a single mutilate could potentially award 4 combo points on a double-crit
  • Venomous Wounds gives energy
  • Mastery increases poison damage

Combat Outlaw Rogue

The spec has been renamed and redesigned to embody more of a bandit/swashbuckler/pirate type.  Seems like it will play similarly to how combat plays now, but with a couple of neat new attacks.

  • Stealth de-emphasized.  Ambush is the only opener.
  • No poisons.
  • Still uses Slice and Dice, Combat Potency, Ruthlessness, Adrenaline Rush, Blade Flurry
  • Saber Slash replaces Sinister Strike.  35% chance to proc an additional attack, ad an extra combo point, and make the next Pistol Shot free
  • Pistol Shot – draw a concealed pistol. 20 yard range, slows movement.
  • Lunge Through = finisher
  • Mastery = Main Gauche

Subtlety Rogue

Emphasizing stealth.  Multiple ways of returning to stealth during a fight to re-open.  No poisons, but now can apply shadow DoT.

  • No poisons.
  • Shadowstrike – opener combines Shadowstep and Ambush.  Teleport and attack from behind.
  • Backstab no longer requires you to be behind the target, but grants a 30% damage bonus if you are.
  • Nightblade = finisher that deals damage and applies a shadow DoT
  • Still has Eviscerate as finisher, also
  • Shadow Dance – on a finisher, 20% chance per combo point to activate stealth for 3 seconds.  Creates a decoy of you to confuse enemies. Works differently in PvP.
  • Shadow Techniques – autoattacks can generate combo points (probably replaces Honor Among Thieves)
  • Mastery = Executioner, increases damage by finishers


Even though Combat was renamed and re-themed, it looks like Subtlety got the most changes.  Still, reading the forums indicates that people are pretty excited about the Outlaw spec.  We’ll see how all this evolves as Legion approaches and when we see all of this in beta.



Blizzcon has come and gone.  I watched the Overwatch stuff with some interest, although I may never play the game because I don’t expect to enjoy a game that is all fighting with no story arc.

The Legion information was pretty good.  Really it was “we’re bringing you lots more of the same!” which is fine if you’re still playing the game, as I am.  If you have left WoW, I’m not sure what was there that would bring you back.  The artifact weapon is cool – if you’re a paladin and get Ashbringer.  The other classes get more obscure weapons that would interest lore geeks, but they are not of themselves as exciting.

This is no fault of Blizzard.  The MMO genre is played out. They can’t change it because people hate change.  But by not changing it we just get more of the same.

With the Class Halls idea, I keep hearing people say that it looks like a glorified quest hub.  So what if it is?  After all these years, do you really expect WoW to abandon quest hubs?

I’m looking forward to a new leveling experience, new 5-man dungeons, and new story.  It looks like we’ll get Karazhan reimagined as a 5-man, Demon Hunters, and quality of life improvements.

As of this writing, Blizzard is revealing class previews three per day.  The Rogue preview is last.  The new Outlaw spec (formerly combat) should be interesting to see.  I’ll wait and see how that plays out.


Looks Like I’m Done Raiding

Now that the school year is in full swing, my available game time has dropped to an all time low.

Surprisingly, I found myself with a full day this Saturday with nothing to do.  I logged on and jumped into Draenor with hours of available play time.

And yet a full day of gaming later, I found that I never had any desire to queue for LFR.  I also wasn’t motivated to try and navigate the Group Finder to get into a group that might take me with no Normal Mode raid achievements.

Instead, I ran a couple of classic raids looking for pets (got none), did Brewfest on four characters to get the new Toys and Pet (got them), camped a book spawn in Dalaran to finish my Higher Learning achievement (done!), and worked on leveling another alt.

I found this thoroughly enjoyable.  I didn’t miss raiding in LFR at all.  Perhaps Normal raiding might be better, but I’m not sure its worth the effort to find a group.

Is this it?  Am I finally done with raiding for this expansion?  Forever? I’m doubtful that enough of my guildmates will return with Legion to start guild raiding again, so LFR might be my raiding option for as long as I play the game. Once I outgear the drops from there I might just be a full-time non-raider.


Still plenty left to do

I’m still playing.  Still lots left to do.

Why do I have so much left to do?  Because I ration my playtime.

Here’s how a typical WoW week goes for me:

  • Tuesday.  Log on for 20 minutes at night, do my garrison chores on 6 characters.
  • Wednesday:  Log on for 20 minutes at night, do my garrison chores on 6 characters.
  • Thursday: Usually don’t log in at all because I’m busy
  • Friday: Log on for an hour or so.  Do garrison chores and run Tanaan dailies on one or two characters.
  • Saturday morning: Do the Hellfire Citadel LFR raids on my rogue main.
  • Sunday morning: Do one or two wings of Hellfire Citadel LFR on my druid healer.
  • Monday: Usually don’t log in at all.

I have not run a single boss in Hellfire Citadel on Normal, Heroic, or Mythic difficulty.  I just don’t have the time.  It bugs me when people in chat tell me I should “get better and run Normals”.  I want to reply that they should “Grow up and get a job” but that is as ridiculous a generalization as the one they are applying to my lack of raiding.  LFR fits my schedule and playstyle.

I also have not run a Mythic Dungeon.  I may try that sometime soon.

I still don’t have my Safari Hat or my Stormwing pet or my Felfire Hawk mount.

I’m still short by more than 50,000 Apexis Crystals for some of the vanity items I want to buy.

I really want to get all the professions maxed.  There is no benefit to doing so right now other than tradition.  I have always prioritized professions, but they were so lackluster in WoD that I put them aside.  I still haven’t leveled Tailoring, Engineering, or Jewelcrafting.

So bring on more WoD time.  At least I can fly   :)


I finally got burned at the shipyard

Ever since the shipyard came out, I’ve been reading sob stories about people who failed on 95% shipyard missions and lost a ship.  I generally ignored these complaints as either (1) people who don’t understand that 95% is not 100%, or (2) people that want automatic success and can’t tolerate a little failure.

Maybe its karma, but I got my comeuppance today.

I failed a 96% missions and lost TWO epic ships.  I then switched to another character and failed a 93% mission and lost TWO more epic ships.  Two failures on 90%+ missions resulting in four lost ships.  Ouch.

I still stand by my opinion, though.  No whining.  I immediately bought four Shipyard Rush Orders and built four new ships.  They will be leveled to epic within a week or so.  Total set back is 2000 garrison resources, and having a couple of ships below epic level for a few days.

Yes, that does mean that my success chances will be slightly lowered while I level my ships.  Yes, it is possible that this will impact some other missions for a few days.  If I were in a terrific rush to get to a final goal, then might bug me.  I’m not that bothered.

Was it “fun”?  Of course failing isn’t fun on its own.  But a game that offers no risk isn’t fun, either.  The failing just makes the successes a little sweeter.



Dinaer - 100 Assassination Rogue (US - Sen'Jin)
Derence - 92 Prot/Ret Paladin (US - Sen'Jin)
Metius - 91 Shadow Priest (US - Sen'Jin)
Liebnitz - 100 Arcane Mage (US - Sen'Jin)
Fastad - 90 Subtlety Rogue (US - Sen'Jin)
Darishin - 100 Resto/Balance Druid (US - Sen'Jin)
November 2015
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