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Sioux
05-24-2006, 11:34 AM
Interesting read ;)

http://forums.worldofwarcraft.com/thread.aspx?fn=wow-rogue&t=1146103&tmp=1#post1146103

Especially the unofficial part ;)


Since the PTRs are live and the patch notes are out I thought I would pick out the notes that directly affect the rogue class. This is really just for ease of use for all of you, and hopefully I don't leave anything out.

- Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer hit stealthed or invisible units unless visible to the caster.

- Detect Traps is now a passive skill.

- Pick Pocket: This ability will no longer trigger effects on your target.

- Stack sizes have been updated:
Stacks of 20
Flash Powder
Rogue Poisons (Instant, Crippling, etc.)
Rogue Poison Reagents (Essence of Pain, Deathweed, etc.)

- Slice and Dice: This ability will no longer play its sound effect twice.

- Vanish: Cancelling your Stealth aura while Vanish is running will now cause Vanish to be canceled as well.

- Somewhat unofficial as it isn't listed in the patch notes yet, but poisons should now remain through zoning.


Poisons stick through zoning <3

McDark
05-24-2006, 12:30 PM
Deliverance at last!

Finally I can use poisons in BGs >.<

Mandos
05-24-2006, 05:21 PM
Whoa.

Wasn't there something in the fundamentals of the game engine which prevented poisons sticking through zoning? As in, the whole game would need to be completely rewritten to sort it...

Clearly not...

/salute Blizz

Shin
05-25-2006, 02:40 AM
Another "unofficial" change is the Deathdealer shoulders being nerfed with 10 less stamina. Second unmotivated nerf to this set.

On the bright (or so) side, currently on the test server standing up from sitting will come with a global 1.5 second cooldown, which if it is intended will be an indirect pvp buff for rogues.

Silv
05-25-2006, 03:43 AM
Is the global cooldown triggered in all cases (including attacks) or only when standing up willingly (by tapping the key, moving)?

Aldassia
05-25-2006, 09:31 AM
Whoa.

Wasn't there something in the fundamentals of the game engine which prevented poisons sticking through zoning? As in, the whole game would need to be completely rewritten to sort it...

Clearly not...

/salute Blizz

yeah like this one line of code which said:

remove_itembuff_on_zoning = 1 is now remove_itembuff_on_zoning = 0

It's Blizz... :p

Ant
05-25-2006, 03:48 PM
DD chest has also been changed:

Original:

Deathdealer's Vest
Binds when picked up
Chest Leather
253 Armor
+19 Strength
+37 Agility
+28 Stamina
Classes: Rogue
Durability 120 / 120
Requires Level 60
Equip: Improves your chance to get a critical strike by 1%.
Equip: Improves your chance to hit by 1%.

New:
Deathdealer's Vest
Binds when picked up
Chest Leather
253 Armor
+76 attack power
+31 Stamina
Classes: Rogue
Durability 120 / 120
Requires Level 60
Equip: Improves your chance to get a critical strike by 1%.
Equip: Improves your chance to hit by 1%.

Dukey
05-25-2006, 04:05 PM
the pvp gm chest is now better than it >.> /cough

"Warlord's leather breastplate"
Binds when picked up.
Unique.
Chest.
260 armour.
+26 agility
+31 stamina
Equip: Improves your chance to get a critical strike by 1%.
Equip: Improves your chance to hit by 1%.

Kirill
05-26-2006, 03:22 AM
Not actually a rogue nurf but the change to the gnomish MC cap to it working on ooc players cuts deep into my rogue bag of tricks.

Silv
05-26-2006, 04:07 AM
Not actually a rogue nurf but the change to the gnomish MC cap to it working on ooc players cuts deep into my rogue bag of tricks.

Yeah, noticed that as well, don't see why the developers reasoned to do that though :/ Just got to love to mind control the flag carrier in Warsong and sprint back with him/her all the way back to the flag room :p

But yeah, at least its still useable.

Ant
05-26-2006, 08:37 AM
The reason why they nurfed the gnomish MC cap (imo :P) is because one of the new bosses in Nax requires you to MC his 4 adds in turn and to use them to tank the boss its self. Therefor most raids will have to be pretty well organised to keep controlling the 4 adds with the 6/7 priests the raid may have, guess blizz thought it would be too easy if we had 7 priests doing MC as well as another 5/6 engineers in the raid doing it too.