Setting the Stage
In the upcoming patch 10.2, Rogue has finally received their talent tree rework which is largely focused on using what they have learned during Dragonflight to make a talent tree enjoyable to play with. One of the largest pain points for the Rogue community during Dragonflight has been the overall lack of options when it comes to utility talents. The previous structure of the tree where a majority of the damage talents are stuck at the bottom means that many of the iconic rogue utility spells earned over expansions are just not obtainable while also doing maximum damage. Talents such as
强化疾跑,
, and even
抓钩 are in awkward spots due to constantly competing with premium damage talents. It always felt as though you picked damage first, and just ended up with what utility happened to be within it's path which never felt great.
Other more Outlaw Rogue-specific issues are overall smaller scale. Due to the change to
正中眉心 back in Shadowlands and with
洞悉弱点 being in the class tree, the spec that used to be the best at swapping targets easily slowly became the worst and most cumbersome.
Thankfully the rework has fixed most of the issues above and then some. Target swapping has become easy again, many bland DPS talents have been removed to help make pathing on the tree much less constrictive, better utility options have been given to us, and even some brand new talents have been made which have large implications on how we end up playing.
The Class Tree
First I want to focus on the changes to the class tree. One of the great changes has not only been the increased pathing, but the new and much stronger utility talents. Not only is
强化疾跑 easy to grab now, but the new talent
轻若鸿毛 is also incredible. With both talents
疾跑 turns into a 1-minute cooldown, 100% movement speed increase, that lasts for 12 seconds. Throw in
无休锋刃 in there as well and you can almost keep this up with 100% uptime.
Rogue also should be much better against DoT effects since once again, the better pathing allows us to grab
心灵手巧 and
铜肠铁胃.
优雅诡谋 is the other new defensive talent added now while it might sound insane due to how strong a defensive tool
佯攻 can be, although due to it's already short cooldown you tend to always have it up whenever you need it. One interesting implication with this talent though is if we ever end up having an extreme rot fight again similar to
安度因·乌瑞恩,
翩跹蝶舞 can be taken in tandem with
飘忽不定 to cover one of Rogues historical largest weaknesses defensively.
The last three talents I would say are much more focused on giving Rogue an expanded toolkit into M+.
卓越混合物 is a bit of a sleeper talent, when you combine all the ways to scale your poison effect by grabbing
毒物大师,
减速药膏 becomes a whopping 72% slow making this the highest slow in the game that can be consistently applied. The opportunity cost exists as you have to decide if this slow is stronger than the effective damage reduction that
迟钝药膏 or
萎缩药膏 provides.
刺激弥散 is a new talent that finally gives Rogues an AoE stop to help with packs in M+. Pairing this with
致盲粉 lowers the cooldown down to 48 seconds, add in
劈头棒击, and suddenly you have a pretty spammable, highly effective stop. Something to note though is that the added range of
致盲粉 only applies to the initial cast and not the ones replicated from
刺激弥散. The last part of the improved M+ toolkit is
静影遮蔽. A pretty simple talent overall that might sound stronger than it ends up being on paper. Blizzard has over the years proceeded to make
潜伏帷幕 worse in dungeons by giving all the worst packs true sight and at the end of the day you still need count to complete the dungeon. Even for people who just pug dungeons, this should help make sure you have shroud back up after you wipe on the 2nd pack after a shroud skip.
When it comes to issues I don't have many. I'd say overall, there are a few talents that feel a bit awkward in their positioning still. A fairly contentious one is still the positioning of
. With the stated goal of making utility in less competition with DPS talents, many people take issue with it's placement still forcing you to miss out on damage to grab this unless you are pathing towards
申斥回响. I would argue that
is an insanely strong talent that I will always grab because the value it provides is something you cannot put a DPS number on, but can easily equate to more damage than an actual DPS talent.
凿击 was already a fairly niche spell for Rogues to take for dungeons even before the rework. Now that talent competes with
刺激弥散 and the synergy talents that go with it. On the topic of
致盲,
劈头棒击 is an incredibly strong talent with the synergy package of
刺激弥散 and
致盲粉 but it has one super large issue; it's a choice node with
嫁祸诀窍 which I'd argue is an essential talent when it comes to M+. This could be intentional as this
致盲 package of talents is incredibly strong and
劈头棒击 might push it over the edge. Lastly, talents such as
不破之步 and
快速备战 already felt pretty underwhelming with increased competition amongst choices and synergy packages it's hard to see these getting played even in niche scenarios.
Below is an image of how I imagine a majority of the trees will look when built for raiding. Many of the damage talents you are used to from before are still going to be essential for damage.
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The Spec Tree
When the Rogue rework was announced, I wasn't expecting large changes to the Outlaw tree specifically because it felt very feature-complete to me. However, they managed to do what they did to all the other spec trees, which greatly improved the ability to move around the tree which is huge for both utility and damage-related pathing.
抓钩 has been made baseline as with the currently existing build, it competes with a DPS talent which means we forgo that talent and rely solely on
暗影步 for mobility which didn't feel great.
鬼魅攻击 has been reworked in a few different ways. Firstly it's been given a much larger cooldown. From 45 seconds to 1.5 minutes. It was also taken off of the GCD which makes it much less intrusive to the rotation overall. This new cooldown pairs well with another reworked talent in
影舞步 which has been changed from a normal ability to a finisher with a 1.5 minute cooldown rather than the original 2 minutes. Both of these talents benefit from
无休锋刃 which means you can potentially sync these together for large damage windows. One of the largest issues plaguing
影舞步 has always been the animation lock which can lead to your untimely demise but this has been fixed in two different ways. One, Haste now scales the duration of the channel, and Two, all damage taken during the channel is converted into a damage over time effect for 8 seconds. This debuff can be nullified with
暗影斗篷 which is great. The last reworked talent is much smaller overall.
迅猛挥砍 used to provide attack speed per combo point spent on
切割 but between this talent and the fact
影舞步 now scales with Haste could mean that Haste is a much more appealing stat overall for the spec.
Lastly, to talk about the new talents, there aren't a lot of brand new talents but the ones that are added are quite strong and worth building around.
卑劣优势 is a brand-new passive skill that reads quite strongly. The strongest part of it is that Stealth now causes
冲动 to extend its duration. This works with both
消失 and stacks with
诡诈 which gives you 6-second
消失 windows which gives you around 70-90% uptime of
冲动 over an encounter. The other big talent here is
裂额射击, a fairly simple talent all things considered but is incredibly powerful. Thanks to
袖里乾坤 and
强化正中眉心 正中眉心 becomes a very potent spell, and being able to chain cast it within your Stealth windows is a massive damage increase. It's not uncommon during a
暗影之舞 window you will cast
正中眉心 6 times in a row.
Below is the concept for a build focused on
藏锋寻时 and leveraging stealth windows to take advantage of all of the stealth-related talent synergies the spec has now.
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Closing Thoughts
When it comes to what I was expecting from a Rogue rework, I was honestly expecting some small-scale changes. Maybe opening up a few talent pathways, and removing some small-scale issues people have with the class, but this rework is much larger than that. Pretty much every issue I had with the spec in previous patches, even some of the more nit-picky stuff has been resolved. There are more and much more interesting utility talents that are worth considering, there are strong talents that have powerful synergies worth building around and altering your rotation to abuse, all the while keeping the Rogue fantasy at a high.
To highlight the remaining issues I have, I would say that
鬼魅攻击 still feels a bit awkward off of the GCD making it an extremely expensive talent energy-wise now. Recently
大乱斗 was changed to no longer make it so you cast
剑刃乱舞 on single target, but due to
卑劣优势 you are likely going to continue to do so at least 1-4 times over a 5 minute encounter. Talents such as
败血刃伤,
凿击, and
劈头棒击 exist on very hard-to-justify choice nodes overall which might limit their ability to see play. Lastly, some talents feel a bit weak numerically.
手法娴熟 is already a hard to justify talent, which gets even worse with increased
冲动 uptime due to
灌铅骰子 being even easier to proc. I'm also unsure if the changes to
影舞步 and
迅猛挥砍 at current numbers make haste a strong enough stat to justify stacking it. My final issue is in regards to
. While personally I think it's an interesting choice in which you sacrifice a small amount of sheet DPS for one of the best quality of life talents in the game, I don't think it's fair that Feral, or Ret Paladin has similar talents in
星界支配 and
十字军的恩赦 don't have this similar level of opportunity cost.
I would say my praise of the talent tree overall outweighs my remaining nitpicky issues, a lot of which are just related to tuning. From a feels standpoint, the spec feels the best it's been since launch before they nerfed
迅疾连射. If there has ever been a time to join the hype train and play Rogue, now would be the time with all 3 specs looking fantastic with a fresh coat of paint.