Preview du revamp Voleur au patch 1.12

Ca vient de sortir et c’est en anglais

[quote]The review is well underway and we wanted to share a sort of first glimpse into the changes being made for the rogue talent review. Keep in mind that these changes are not complete or final, and the below information is likely to alter as we move into our testing phases. While not everything is listed, the below list encompasses the majority of changes being made in the review.

I’ll be working in the weeks to come to get as much additional information as possible, but it is likely that quite a bit of the final information regarding talent changes will not be fully announced until the talent calculators go live. Of course you’ll also be able to actually play around with the changes too once the Public Test Realms go up.

I’m going to just list the changes and provide additional information where possible or necessary. Let’s get to it.

  • The following talents have been removed: Improved Deadly Poison, Improved Distract, Throwing Weapon Specialization, Improved Vanish, and Rapid Concealment.

*Improved Instant Poison is now “Improved Poisons” and increases your chance to apply ALL poisons by 2/4/6/8/10%.

  • Rapid Concealment has been merged with Camouflage, by combining these talents you not only get a great talent to start off the tree, but obviously it frees up a number of points to be spent elsewhere.

  • Murder will now also apply to all finishing moves. The benefit this will provide to output and attack combinations is fairly straightforward.

  • Vile Poisons now gives your poisons a chance to resist dispel effects, in addition to increasing poison damage.

  • Improved Kidney Shot has been changed, and will instead increase the damage taken by the target while they are affected by Kidney Shot. This talent no longer reduces the cooldown of Kidney Shot.

  • Improved Sprint has been changed, and will instead have a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability. This talent no longer reduces the cooldown of Sprint.

  • Improved Evasion renamed to Endurance, and will add a Sprint cooldown reduction.

  • New talent Weapon Expertise in the Combat tree, increases your weapon skill with all melee weapons. The recovery of damage with an increased weapon skill should be a good boost to overall output.

  • Initiative is being reduced to a 3 point talent, but resulting in the same 75% end chance to add an additional combo point.

  • Elusiveness is being reduced to a 3 point talent, but resulting in the same 75 sec cooldown reduction to Evasion, Blind, and Vanish.

  • Ghostly Strike now has a reduced Energy cost, the reduction of Energy was enough to make it necessary to also reduce the damage output slightly.

  • Improved Garrotes damage reduction will be removed. This is being changed as part of an overall improvement for Garrote.

  • Setup is being moved higher up in the tree, becoming a 16 point talent with no prerequisites, helping move the talent in reach of specific builds.

  • New talent Heightened Senses in the subtlety tree, increases your Stealth detection, and reduces the chance for you to be hit by spells and ranged attacks.

  • Hemorrhage will be moved up in the tree to become a 21 point talent. This should help to place the ability in a more reachable position, and allow for a little more versatility with specific talent builds.

  • New talent Deadliness in the Subtlety tree, increases your Attack Power by a percentage.

  • Premeditation will have its Energy requirement removed, changed to an instant cast, and range increased. Its cooldown will remain the same. Premeditation will now be pre-reqd by Preperation.

  • Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.

  • Garrote, Rupture, and Eviscerate are being increased in damage. More details to come.

  • Expose Armor will now reduce armor by a percentage.

I’ll be continuing to speak with the designers and collecting as much additional information as possible in the coming weeks.

Thanks for reading.[/quote]
http://forums.worldofwarcraft.com/thread.a…p=1#post1271292

Edit : je pense que l’info est suffisament importante pour en faire un sujet à part et avoir des débats spécifiquement sur ce revamp, mais si un modo estime qu’il doit être placé dans le sujet sur le patch 1.12, pas de problème B)

  • Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.

et quid de Flare ?

Flare c’est cheaté
Nerf Hunters

Je sent que mon petit voleur va adorer toutes ces modifications !

Enfin le vanish enlevera les dots, enfin eviscerate sera plus puissants, enfin expose armor servira a quelque chose, et enfin kidney shot deviendra un coup très utile.

Joie !

j’ai répondu dans le thread 1.12. La flemme de répéter B)

Non, ca retirera que les débuffs qui permettent de te griller.

(d’ailleurs, Faerie Fire est considéré dedans? Les druides vont gueuler si c’est le cas)

Sinon, ce serait honnetement trop abusif…

ca m’étonnerait, vu que le but de faerie fire (dans le tooltip) est d’êmpêcher ça B)

D’empecher le restealth, apres qu’une ability de 5min avec reagant enleve un debuff instant sans cooldown ranged qui nous empeche de stealth pendant 40s et des poussieres, je trouverais ca normal.
Ca sent de plus en plus la spécialisation 31/20 voire abandonner AR pour mettre plus de points dans la subtlety qui a l’air vachement bien avec la reduction des cooldowns

vu la description, je pense que le vanish aura pas d effet sur flare et fearie, dont le but est d empecher le stealth.

par contre le thread aurait eu sa place ici http://www.cafzone.net/ipb/index.php?showtopic=33060&hl= , ou a la suite du thread rogue

Le faerie réduit également l’armure, ce n’est pas uniquement un truc anti-voleur (tout comme la fleche qui augmente la puissance d’attaque), donc rien n’est sur.

hop

boah tant qu’ils fixent vanish que ca remove les marques et tout ça je m’en fous… Bah vi ce serait con que le pet sorte de stealth alors qu’on est plus marqué B)

Drysc a clarifié : Faerie Fire ne sera pas enlevé par vanish B) :

I think it would be kind of funny if it did considering Faerie Fire restricts stealthing, but no, it isn’t intended to remove Faerie Fire.
[/quote]

désolé :smiley:

[quote=« Akimbo, post:4, topic: 29776 »]Je sent que mon petit voleur va adorer toutes ces modifications !

Enfin le vanish enlevera les dots, enfin eviscerate sera plus puissants, enfin expose armor servira a quelque chose, et enfin kidney shot deviendra un coup très utile.

Joie ![/quote]

vanish n enlevera pas tout voir plus haut :confused:
expose armore, tant que se sera pas stackable aec thunder, ca sert a rien…
et kidney shot c est deja super utile en solo, et meme dans quelque instance(le plus gros exemple est sartura je pense)

La 2eme version du calculateur de talent
http://www.worldofwarcraft.com/info/classe…s2/talents.html

Dans le message sur le forum ils ont oublié de parler d’un nouveau talent en Finesse, Sleight of Hand (2 rangs) qui donne 2% de chancer de résister à un coup critique en mélée et à distance, et qui augmente l’efficacité de la Feinte de 20%.

Vous pensez quoi de ce template ?

Ca dépend de ce que tu veux faire… on dirait que tu t’orientes vers un build hemo pour le PVP. Mais je ne vois pas l’utilité de l’imp sap à part pour s’amuser 15 min avec le palouf qui garde le drapeau des écuries dans Arathi. Je metterais pas autant de point dans camouflage et master of deception aussi.

Au fait pour build hemo tu as besoin d’une arme très lente en main droite. Et je devine que tu utilises des dagues vu que tu as imp backstab…

Edit au passage: mon mien de future template pour faire bobo dans les raids http://www.worldofwarcraft.com/info/classe…000000000000000
Combat dagger avec Adrenaline rush par dessus, ca va bastonner.