[WoW] [Chat] Ghost donkey earns $2 million in four hours
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited April 2010
Oh, and the Rogue changes just went up.
Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.
Fucking finally.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what's in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue's different talent specs.
New Rogue Abilities
Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.
Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.
Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
Changes to Abilities and Mechanics
We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
* In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
* In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
* We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
* To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
* Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
* As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
* Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
* We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.
* Assassination will be more about daggers, poisons, and burst damage.
* Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
* The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
* In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
* Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
* The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.
The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Edit: I'm actually not displeased with this stuff, though I'm definitely noticing a pattern of "two new PvE abilities, and one very obviously PvP" with the 81-85 spells. Though I'm curious, since the "To complement the change to combo points..." part is kind of vague. What change to combo points? The Redirect thing? Or is there some overall combo point change that I missed?
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
I'm guessing you can have points on multiple targets, but they never specifically stated such. Funny how they arbitrarily space these previews out and still forget vital stuff like this and the demo shout change.
Yeah, I really don't pity melee classes that much when it comes to leveling. My warrior had to eat maybe every 10 pulls or so when the bandage debuff was up.
They might intend for it to see some use at 85.
Sterica on
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BeezelThere was no agreement little morsel..Registered Userregular
edited April 2010
time for bitter bitter tears to flow forth from us clothies
Recuperate also sounds pretty nice, though it feels a little redundant alongside bandages.
Well you can just hit it after you kill a guy and consume any leftover combo points on his corpse and then run to the next guy. Should be nice for rogue levelling, give it a bit of the cat shift rejuv cat kind of thing that druids get.
-You can only put them on one target at a time
-They don't go away when the target dies, allowing you to use abilities like Recuperate or Slice and Dice, or you could choose to use...
-Redirect, which transfer those combo points to a new target.
I do hope that Assassination gets something to do between its bursts, though. It's currently a relaxing, simple joy to play whether I'm solo, in a 5-man, or in a raid, but at times it feels a tad bit too simple.
Something like Fan of Knives not using energy, but being on a cooldown.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
I like gimmicky skills though. Sure, they're useless most of the time, but when you manage to use them the way intended they're super fun.
See: Thunderstorm.
The thing is...they're really useful this time. Spiritwalker is going to be pretty damn amazing. Leap of Faith is probably the BEST skill introduced so far. Dark Simulacrum is going to be hilarious and oft-used. Heroic Leap and Demon Soul are pretty much the only things not really cool. And the latter may have some neat effects.
It's funny to compare how many people were whining for Heroic Leap to how many are whining that it's been added.
The only thing that's really all that similar between Heroic Leap (wrath beta) and Heroic Leap (cataclysm beta) is they both have the same name. That's going to disappoint some people.
Dehumanized on
0
GrobianWhat's on sale?Pliers!Registered Userregular
edited April 2010
I just hope we do get all those gimmicky abilities. Spirit Link and Heroic Leap were already scrapped once and Smoke Bomb also looks difficult to implement. But I obviously don't know anything about the WoW engine, so maybe it's all good.
The combo point change is a godsend for leveling. Not because of the HoT (I also just use bandages if needed), but because you can now finally keep up SnD.
Grobian on
PoGo friend code: 7835 1672 4968
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BeezelThere was no agreement little morsel..Registered Userregular
It's funny to compare how many people were whining for Heroic Leap to how many are whining that it's been added.
The only thing that's really all that similar between Heroic Leap (wrath beta) and Heroic Leap (cataclysm beta) is they both have the same name. That's going to disappoint some people.
wasn't the wrath beta version pretty much what reavers in SC2 are now? I imagine that it was causing all sorts of problems with terrain in old world azeroth so it'd make sense to reintroduce it at a point where they're just redoing everything anyway.
It's funny to compare how many people were whining for Heroic Leap to how many are whining that it's been added.
The only thing that's really all that similar between Heroic Leap (wrath beta) and Heroic Leap (cataclysm beta) is they both have the same name. That's going to disappoint some people.
wasn't the wrath beta version pretty much what reavers in SC2 are now? I imagine that it was causing all sorts of problems with terrain in old world azeroth so it'd make sense to reintroduce it at a point where they're just redoing everything anyway.
Yeah, afaik it was terrain issues that were the problem. And not specifically old world, dungeons too. Anywhere you can't fly really.
If it's targetted now, that should solve most of the issues.
In wrath beta it was a ground circle targetted jump. You know that jumpbot daily quest in Icecrown? It was that. The cataclysm version is another gap closer which seems intended to be equivalent to charge with the intent being that sometimes you'd charge (for example, if you needed more gap closers -- since it has a lower shared cooldown with heroic leap), other times you'd heroic leap (say, when you are closing a gap with multiple mobs for PvE tanking).
Dehumanized on
0
BeezelThere was no agreement little morsel..Registered Userregular
edited April 2010
I can see it visually not too different from the ghoul leap
In wrath beta it was a ground circle targetted jump. You know that jumpbot daily quest in Icecrown? It was that. The cataclysm version is another gap closer which seems intended to be equivalent to charge with the intent being that sometimes you'd charge (for example, if you needed more gap closers -- since it has a lower shared cooldown with heroic leap), other times you'd heroic leap (say, when you are closing a gap with multiple mobs for PvE tanking).
Yeah, they've said it basically does a super-charged (ie - fairly high damage) version of Thunderclap so I'm guessing it'll be the go-to skill for groups.
Why charge+TClap when you can Heroic Leap for better damage?
To clarify on Combat Readiness: when activated being hit will build up the Combat Insight buff. If not struck within 6 seconds of the last hit it will fall off and the Combat Readiness state will end. If the rogue continues to be hit however Combat Insight will continue to reapply, and it can be applied up to a maximum of 30 seconds total.
I hope that Heroic Leap functions basically identical to Charge, in that all you do is select a mob, hit it, and instead of a straight line you go in an arc. If it just rockets you forward X feet, I guarantee I'll never get the hang of it and constantly over/undershoot my target as I'm a horrible judge of depth. A targeting circle wouldn't be that bad as it would allow for precision, but I also find those types of attacks slightly cumbersome to use in the middle of a fight. If it handled under the same rules as Charge, you could essentially assure that you can never say leap off a cliff by accident, or even use it to circumvent terrain by jumping somewhere you're not supposed to be (not that it matters with flying mounts now usable, but you never know).
The Wolfman on
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
0
AriviaI Like A ChallengeEarth-1Registered Userregular
The druid update should be interesting with the tweaks we've seen so far. HoTs benefiting from crit and haste naturally, HoT/DoT refresh mechanics, combo point transference...
I wonder what their unique "fun ability" will be.
I'd also like them to announce new Boomkin and Tree colors (or maybe even models!) but that's probably asking a little much.
I hope that Heroic Leap functions basically identical to Charge, in that all you do is select a mob, hit it, and instead of a straight line you go in an arc. If it just rockets you forward X feet, I guarantee I'll never get the hang of it and constantly over/undershoot my target as I'm a horrible judge of depth. A targeting circle wouldn't be that bad as it would allow for precision, but I also find those types of attacks slightly cumbersome to use in the middle of a fight. If it handled under the same rules as Charge, you could essentially assure that you can never say leap off a cliff by accident, or even use it to circumvent terrain by jumping somewhere you're not supposed to be (not that it matters with flying mounts now usable, but you never know).
I feel the total opposite, we already have three abilities that work that way.
815165 on
0
BeezelThere was no agreement little morsel..Registered Userregular
edited April 2010
I can't wait to have hot, sweaty Dark Intent circle jerks with other warlocks
I hope that Heroic Leap functions basically identical to Charge, in that all you do is select a mob, hit it, and instead of a straight line you go in an arc. If it just rockets you forward X feet, I guarantee I'll never get the hang of it and constantly over/undershoot my target as I'm a horrible judge of depth. A targeting circle wouldn't be that bad as it would allow for precision, but I also find those types of attacks slightly cumbersome to use in the middle of a fight. If it handled under the same rules as Charge, you could essentially assure that you can never say leap off a cliff by accident, or even use it to circumvent terrain by jumping somewhere you're not supposed to be (not that it matters with flying mounts now usable, but you never know).
I feel the total opposite, we already have three abilities that work that way.
Heroic Leap may not be usable in combat anyway. I'd prefer a targeting circle.
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2010
Holy balls, heroic leap is making a comeback! And Gushing Wound sounds totally fucked. I think that's the new "fuck rogues" thing, unless they continue to hack away at the whole positional combat aspect.
Getting rid of the weapon mastery talents makes me sad and happy; on the one hand, yeah I guess respec'ing for weapons sucks. On the other, giving weapons traits of some sort seems kinda cool. I guess this isn't the right environment for it.
Edit - And heroic strike, what the eff.
Henroid on
0
HenroidMexican kicked from Immigration ThreadCentrism is Racism :3Registered Userregular
edited April 2010
Wow, they're really aiming for making rage a thing to work up and spend actively. I'm liking the sound of all this.
Posts
Fucking finally.
New Rogue Abilities
Redirect (available at level 81): Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.
Combat Readiness (level 83): Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.
Smoke Bomb (level 85): The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.
Changes to Abilities and Mechanics
We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.
* In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
* In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
* We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
* To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
* Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
* As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
* Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
* We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.
New Talents and Talent Changes
In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.
* Assassination will be more about daggers, poisons, and burst damage.
* Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.
* The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.
* In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.
* Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
* The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.
Mastery Passive Talent Tree Bonuses
Assassination
Melee damage
Melee critical damage
Poison damage
Combat
Melee damage
Melee Haste
Harder-hitting combo-point generators
Subtlety
Melee damage
Armor Penetration
Harder-hitting finishers
The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Edit: I'm actually not displeased with this stuff, though I'm definitely noticing a pattern of "two new PvE abilities, and one very obviously PvP" with the 81-85 spells. Though I'm curious, since the "To complement the change to combo points..." part is kind of vague. What change to combo points? The Redirect thing? Or is there some overall combo point change that I missed?
- The Four Horsemen of the Apocalypse (2017, colorized)
Smoke Bomb sounds awesome!
I'm a little confused about what's going on with the Combo Points.
- The Four Horsemen of the Apocalypse (2017, colorized)
They might intend for it to see some use at 85.
"...only mights and maybes."
Sounds like an absolute hoot though. Hope they get it working.
Well you can just hit it after you kill a guy and consume any leftover combo points on his corpse and then run to the next guy. Should be nice for rogue levelling, give it a bit of the cat shift rejuv cat kind of thing that druids get.
Well, that's one way of reducing white damage in raids, I guess.
- The Four Horsemen of the Apocalypse (2017, colorized)
-You can only put them on one target at a time
-They don't go away when the target dies, allowing you to use abilities like Recuperate or Slice and Dice, or you could choose to use...
-Redirect, which transfer those combo points to a new target.
Shouldn't be too difficult. Just slap down an invisible wall that breaks LOS.
Also, the official forums are so terrible. The first like 5 pages are nothing but "Reserved" posts.
See: Thunderstorm.
Though I'm totally sold on rolling a goblin rogue.
Something like Fan of Knives not using energy, but being on a cooldown.
- The Four Horsemen of the Apocalypse (2017, colorized)
In PvE at least.
The only thing that's really all that similar between Heroic Leap (wrath beta) and Heroic Leap (cataclysm beta) is they both have the same name. That's going to disappoint some people.
The combo point change is a godsend for leveling. Not because of the HoT (I also just use bandages if needed), but because you can now finally keep up SnD.
wasn't the wrath beta version pretty much what reavers in SC2 are now? I imagine that it was causing all sorts of problems with terrain in old world azeroth so it'd make sense to reintroduce it at a point where they're just redoing everything anyway.
"...only mights and maybes."
Yeah, afaik it was terrain issues that were the problem. And not specifically old world, dungeons too. Anywhere you can't fly really.
If it's targetted now, that should solve most of the issues.
"...only mights and maybes."
Yeah, they've said it basically does a super-charged (ie - fairly high damage) version of Thunderclap so I'm guessing it'll be the go-to skill for groups.
Why charge+TClap when you can Heroic Leap for better damage?
Well that's a hell of alot better.
What rogue skill isn't?
I wonder what their unique "fun ability" will be.
I'd also like them to announce new Boomkin and Tree colors (or maybe even models!) but that's probably asking a little much.
"...only mights and maybes."
Heroic Leap may not be usable in combat anyway. I'd prefer a targeting circle.
Getting rid of the weapon mastery talents makes me sad and happy; on the one hand, yeah I guess respec'ing for weapons sucks. On the other, giving weapons traits of some sort seems kinda cool. I guess this isn't the right environment for it.
Edit - And heroic strike, what the eff.
Although from the sounds of it they might be getting rid of Overkill, at least for Assassination, and probably giving it to Subtlety.
So far most of the changes (even for classes I've never played) sound interesting.
Steam Me