The state of Rogues in SoD is a popular discussion topic, because they feel a bit left behind and uninspired. Mutilate is strong - too strong some would say - but overall, the rogue feels lackluster and one-dimensional. Pretty much all rogues are forced to play double daggers to become viable in both PvE and PvP.
In addition, while Rogue tank is playable, it certainly still feels it has too many weak points, which I would also like to address seperately.
All points are mostly regarding PvE but will ofcourse affect PvP aswell.
DPS rogue
Main gauche reworked into Low Blow
Low Blow
Glove rune
45 energy
An instant strike that hits for 100% weapon damage + (0.15xlevel) to the target.
If using a fist weapon in the main-hand weapon slot, this attack ignores (5xlevel) of the target’s armor.
If used against a target that is stunned, incapacitated, dazed or blinded, the total attack deals 8% more damage.
This ability can be used while disarmed for 70% of its total damage.
Low Blow benefits from all talents and abilities that modify Sinister Strike.
Saber Slash
- Saber slash can now stack up to 5 times
- Saber slash now deals 100% weapon damage, plus an additional (0.25xlevel) for each stack of your Saber Slash bleed on the target.
(50 extra damage at 5 stacks, at level 40). - If using a sword or mace in the main-hand weapon slot, this attack applies two stacks of bleed instead of one.
Shiv
Moved to the boots rune slot.
Poisoned Blade
Rune reworked.
Passive.
Using Shiv against a poisoned target now grants Energy Surge, increasing energy regen by 50% for 6 seconds. (Does not stack). (30 energy/2s instead of 20/2s).
Using Shiv against a non-poisoned target now applies three stacks of Deadly Poison, regardless of which poison was applied.
Mutilate
Mutilate is just too strong compared to anything else, but nerfing it too harshly would make it useless and put dagger rogue in the gutter.
I suggest only ONE of these nerfs:
- Mutilate back to 60 energy, but Slaughter in the Shadows applies to it now.
- Mutilate only awards one combo point.
- Mutilate bonus damage against poisoned targets lowered to 10%
- Mutilate to 50 energy.
Mutilate to 1 combo point seems like the most reasonable/realistic: a relatively harsh but justified nerf, since 2 combo points for 40 energy, on a spammable ability, is unprecedented in WoW Classic’s history and is just way too strong.
TANKING
Tanking feels bad for a few reasons: You need to keep blade dance up to gain the damage mitigation from Flesh Wound, we have 0 tools to deal with magic effects (except vanishing and then taunting back once), our AoE threat is almost non-existent and frankly, we are still kind of squishy.
I suggest the following changes and reworks, which can perhaps be further adjusted in Phase 3 when the new (tank) runes are revealed as well.
Just a Flesh wound: the 20% physical damage mitigation is now always active. In addition, also gives 15% magic damage mitigation to any spells cast on you within 10 yards.
Blade dance: In addition to current effect, now also causes the rogue to counterattack the target when parrying an attack, causing 50% weapon damage. 2 second internal cooldown.
Shuriken toss: Damage reworked to (0.5xlevel) base damage + 10% of attack power. Threat modifier increased to 250% while Just a Flesh wound is active.