WotLK Beta Changes

Posted 1 year, 8 months ago at 4:37 pm. 4 comments

Blizzard has lifted the Wrath of the Lich King NDA. In the first beta patch, there are a lot of changes to existing talents and abilities for all classes. This patch will very likely occur a month before the expansion, much like the patches before Burning Crusade made changes to hit and critical strike rating and introduced Shadowstep, Mutilate, and Surprise Attacks.

In general, these changes seem like an attempt to streamline current abilities and make them more valuable to Rogues. One noticeable design change is the removal of some of our talents/abilities to resist an effect and rather grant a reduction in the length of the negative effect instead. I don’t really see this as a positive change as being able to avoid an effect (like Fear) +10% of the time allows you to have complete control over your character when you resist. With the new changes, you always get affected but it lasts 30% less than it would have otherwise. For a Fear, that’s 7 seconds down from 10 seconds. This is undoubtedly another response to feelings that Rogues and Warriors are dominating in Arenas.


  • Hit Rating, Critical Strike Rating, and Haste Rating now modify both melee attacks and spells.
    Woot! Finally, a excuse to start wearing cloth. ~_^


  • Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4/8 seconds.
    Expanded to all melee attacks rather than just Sinister Strike, Backstab, Gouge and Shiv, this is changed from 10%/20% for 8 seconds to 10% for 4/8 seconds. This could be good because it definitely will occur more often, but I’m not so sure that a Daze effect is worth the talent points.
  • Deadened Nerves (Assassination) now reduces all damage taken by 1/2/3/4/5%.
    Expanded to all damage rather than just physical damage.
  • Fleet Footed (Assassination) now reduces duration of movement impairing effects by 25/50% rather than increasing resist chance.
    This seems to be a common theme among all the changes to all classes: less resist and more reduction in the duration of effects. I think this will be immediately felt by Assassination rogues as this is a core mechanism for their ability to remain on their target without Shadowstep.
  • Gouge is now only 1 rank and causes damage based on attack power.
    The change in damage is bizarre and laughable. Our current highest rank of Gouge does 104 damage. If this is change to something akin to [AP*0.07]+104 damage. The damage will be nice, but no one is trying to reach the top of the DPS meter with Gouge.
  • Kick is now only 1 rank and no longer causes damage.
    Curious that they would chose to scale the damage on Gouge, but remove the damage on Kick.
  • Nerves of Steel (Combat) now reduces the duration of all Stun and Fear effects by 15/30%.
    Like stated above, this change is in likely the response of protests from casters that Rogues are unstoppable.
  • Pick Lock and Disarm Trap no longer require Thieve’s Tools.
    Awesome! Blizzard has granted us one more bag slot. /sigh
  • Premeditation (Subtlety) duration increased to 20 seconds.
    This will be great for starting off on a Mage and for when they Blink away.
  • Riposte (Combat) now slows the target’s melee attacks by 20% instead of disarming them.
    With the addition of Dismantle, I can see them now changing this. Dismantle will disarm a target of weapon, offhand and other equipment (idol/libram?). However, as the ability is still tied to Parry, it is only usable against a melee opponent.
  • Setup (Subtlety) chance to gain a combo point increased to 33/66/100%.
    Definitely better than before. However, with the prevailing opinion that Rogues should resists effects less, this may become less useful.
  • Vanish no longer requires the reagent Flash Powder.
    That’s right. Wrath of the Lich King, the expansion where Rogues get more inventory space. I’m so excited. =P
  • Vile Poisons (Assassination) reduced to 3 ranks, now increases damage of poisons and Envenom by 7/14/20% and increases dispel resistance by 10/20/30%.
    MMO Champion had this down as Eviscerate instead of Envenom, but I’m pretty sure it’s Envenom (and WowHead lists it as this in its tooltip). This is a reduction in the amount of points needed to maximize this talent, but it’s also a 10% reduction in the dispel resistance. =/

Here are some other notable patch notes affecting Rogues from other classes. One of the first things I noticed is the change to the threat mechanics. Rumor has it that the game interface will more display threat more visibly to players. As such it seems that they have removed any ways for people to have lasting buffs or effects to reduce their threat. Blessing of Salvation has been removed and replaced with the strange Hand mechanic and Tranquil Air Totem has been removed without replacement. Warriors in Defensive Stance have gained a slight nerf to their threat.

  • Paladin – Blessing of Salvation renamed Hand of Salvation, now reduces total threat on the target by 2% per second for 10 seconds while also reducing all damage and healing done by 10%. Only one Hand spell can be on the target per paladin at any one time. Now costs 6% of base mana.
    If you let your Paladin use this on you, you should leave the raid.
  • Shaman – Tranquil Air Totem has been removed. (Threat is being addressed by modifications to the base threat of players and/or “baked” into tanking abilities.)
    o_O I’m very interested in seeing how this all shakes out.
  • Shaman – Windfury Totem is now a flat 20% melee haste totem. All ranks have been modified.
    This should be a boost for most Rogues as it will affect both main and off-hand.
  • Shaman – Grace of Air Totem has been removed. (Agility has been rolled over into Strength of Earth Totem)
    So, don’t be a n00b and asked for GoA anymore. Ask for Windfury or Strength of Earth.
  • Warrior – Defensive Stance now increases threat by 45%.
    Currently, Protection Warriors pick up Defiance for an additional 15% more than the 30% they already get from Defensive Stance. 1.3*1.15 = 1.495. So, those Warriors are losing 4.95% threat. So, keep your Vanish for wiping threat. =)


4 Replies

  1. Rishkkin Jul 21st 2008 Gravatar

    Warriors in Defensive Stance have gained a slight nerf to their threat.

    Actually they added defiance in it, making us save 3 talents points yes, it’a 4.x % nerf, but those 3 pts would cover it I’m sure about that

  2. Thanks for commenting, Rishkkin!

    I’m not really an expert at Warriors. ^_^ But it seems that this initial change will hurt them. However, I agree that there may be a way to use the 3 points freed up by Defiance to increase threat.

  3. PoKuTe Jul 29th 2008 Gravatar

    “Ask for Windfury AND Strength of Earth.”


  4. No more salv eh? Awesome. I think the best part of this will be when the healer says “Sorry, can’t heal you, I have to wait 10s or that big dude in the middle will smack me.”

    I can’t be the only one that sees this as a disaster. Old salv – 20% threat reduction for 1/2 an hour. New salv, scream for salv when you see your threat overtaking the tank and then wait 10s for the full effect.

    Seems to me that once you outthreat the tank, even 1s is too long. And yes, it might save lives if you’re fast on their feet, the rest of the raid don’t mind you kiting mobs and bosses and you don’t need more than 1 hand of salv to get below the tank.. but those lives probably wouldn’t need saving in the first place if the old salv was still around.

    On the plus side, pallys with tank envy can mess up their drood and warrior rivals at will. I might roll a pally just to do that. Almost better than md’ing to warlocks on accident after a bad day in the arena.

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