WotLK Beta 8820 Rogue News

Posted 1 year, 7 months ago at 9:59 pm. 7 comments

I found some addtional Glyphs listed on WotLK Wiki and included them at the bottom of the list in italics.

First of all, I think every other class needs to send Blizzard a thank you card for the following change to Mace Specialization.  As a Combat Swords Rogue (and as a Resto Druid), I’m pretty excited to see it myself.  This should make Mace Specialization a bit more attractive for raiding as well.

Mace Specialization (Combat) no longer stuns enemies, and instead increases critical damage bonus by 2/4/6/8/10%.


Pretty, but not an actual glyph.

Inscriptions for Rogue abilities and talents have been released (along with just about every other class).  Honestly, I’m not excited about most of them, which I guess may be a good sign that they might be balanced somewhat. ^_^  Though Glyph Gouge and Glyph Backstab look like they might be a great combination for leveling!

  • Glyph – Sap – Increases the duration of Sap by 10 sec.
  • Glyph – Evasion – Increases the duration of Evasion by 5 sec.
  • Glyph – Backstab – Increases the damage dealt by Backstab to stunned and incapacitated targets by 20%.
  • Glyph – Rupture – Increases the duration of Rupture by 5 sec.
  • Glyph – Eviscerate – Increases the critical strike chance of Eviscerate by 10%.
  • Glyph – Expose Armor – Increases the duration of Expose Armor by 10 sec.
  • Glyph – Feint – Reduces the energy cost of Feint by -10.
  • Glyph – Shiv – Reduces the energy cost of Shiv by -5.
  • Glyph – Deadly Throw – Increases the range on Deadly Throw by 5 yards.
  • Glyph – Hemorrhage – Increases the damage bonus against targets afflicted by Hemorrhage by 40%.
  • Glyph – Adrenaline Rush – Decreases the cooldown of Adrenaline Rush by 60 sec.
  • Glyph – Gouge – Reduces the power cost of Gouge by -10.
  • Glyph – Slice and Dice – Increases the duration of Slice and Dice by 3 sec.
  • Glyph – Sprint – Decreases the cooldown of Sprint by 60 sec.
  • Glyph – Garrote – Increases periodic damage dealt by Garrrote by 45%, but decreases the duration by 3 sec.
  • Glyph – Ambush – Increases the range on Ambush by 5 yards.
  • Glyph – Ghostly Strike – Increases the damage dealt by Ghostly Strike by 50% and the duration of its effect by 4 sec., but increases its cooldown by 10 sec.
  • Glyph – Blade Flurry – Reduces the energy cost of Blade Flurry by 100%.
  • Glyph – Preparation – Decreases the cooldown of Preparation by 2 min.
  • Glyph – Crippling Poison – Increases the chance to trigger Crippling Poison by 10%.
  • Glyph – Sinister Strike – Your Sinister Strike critical strikes have a 40% chance to add an additional combo point.


7 Replies

  1. I had the opposite reaction – for pve, those are all really really marginal – I guess the snd one is going to be the best – it’s equivalent to 2pc t4 now, which isn’t terrible.

    And what’s the point of 5 seconds on rupture? That’s not even a whole number of ticks.

    For PvP, they all seem awful. I guess shiv energy cost is better than nothing…

  2. Bendyr Aug 22nd 2008 Gravatar

    The Mace specialization change is horrifying for PVP. We’re now going to get double-nerfed by resilience, like Destruction Warlocks are with Ruin.

    As for the glyphs, I think they’re all pretty unimpressive. I would probably pick up the SnD and Rupture ones for raiding. There’s probably some fancy math that you can do with the Shiv one to work it into a raiding rotation.

  3. YeOldeGit Aug 23rd 2008 Gravatar

    The most curious thing I noticed this patch is one of the undocumented changes reported on MMO Champion (linked below): “Gouge does not award a combo point anymore.” Maybe I’ve missed something, but I thought the general idea was to try to bring daggers back into more popular use; this change seems to be going in the opposite direction. I did most of my levelling using the gouge-backstab rotation, since I usually came across better daggers than swords (not to mention the fact that backstab is just more roguey to me than SS), but I’d hate to have gone through that getting only half the combo points all the time. Obviously it’s going to have little impact on end-game raiding, but for solo content, whether levelling or farming, it looks like another step back for daggers.


  4. The Mace spec change means that no combat rogue will ever use maces for either PvE or PvP because it is by far the worst spec talent. Its less DPS than any other weapon in PvE and without the stun component there is no reason to take it for PvP. Great change Blizzard!

  5. Calll me a newb, but how do these suck? Are the other classes getting much superior Glyphs? Did people expect something much greater?

    Horrifying for PvP? Well, I guess if you’re mace spec and have your s3/s4 maces it might be and I’ll admit to liking stuns. Now isn’t everyone always QQing about Rogues being overpowered (certainly not MY Rogue, doormat that it is) and will this help to reduce the crying?

    It seems to me that most of these are in line with the talents. They add something that’s useful, and most of these are useful, but not overwhelming. I’m looking forward to several of them.

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