Rogue PTR Patch 3.2.2 Changes

Via, some changes for Rogues that will be incoming in the Onyxia revamp patch 3.2.2:


  • Fan of Knives: The damage done by this ability has been reduced by 30%.


  • Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.

Ok, so with most nerfs the initial reaction is irritation or full out nerd rage.  I’m trying to stay reasonable.

1. The FoK damage reduction.

I can understand this. There’s no reason for Rogues to top damage meters in AoE. However, I still believe this could have best been accomplished with a change to the Fan of Knives glyph that increases damage by 20%. They didn’t ask my opinion though. The only thing surprising here is that the nerf didn’t occur sooner.

2. Loss of AoE interrupt.

This was an overpowered ability in 3’s and 5’s arena, but most Rogues that are in the top ranks of Arena prowess are not speccing into this ability. However, it is a huge nerf to Rogues working through hardmode PvE content. It made the Thorim arena more manageable without making it a joke. It took pressure off of Phase One and Three Yogg especially as you start reducing the number of Keepers without trivializing the encounter.

For those who would argue that an AoE interrupt is ridiculous, I would say stand and try to do something complicated like work on some math problems in your head. Ok, now I’m going to throw poisoned daggers at you in succession. See if you can continue what you are doing without losing your train of thought. How’d that work out for you? 😉

The loss of useful PvE abilities to Arena or PvP nerfs for all classes doesn’t even make me angry anymore it’s just tiresome. It’s so tiresome that I think we are all tiring of complaining about it.

Edit for Blue response:

From Damage Dealing forums by Ghostcrawler:

“It’s hard for me to imagine this is really out of the blue.

We sat on a change for awhile because we hoped FoK spam was a flavor-of-the-month thing. We thought there was a chance the community would come up with a way to counter it, and since it’s pretty much a one-trick pony, there would be no reason to keep trying it. The community absolutely comes up with counters on its own — the answer to every new strategy should not immediately be for us to nerf it. We also hoped the resilience changes would chill out the damage enough that rogues would stop pursuing FoK spam. That doesn’t seem to be happening.

It is a nerf in PvE, but honestly it’s probably a nerf that was also needed. We wanted to give rogues some AE damage, and we were okay with the big numbers for a long time because they were big when fights were short, but not as good over longer AE fights. (Protip: AE doesn’t just equal trash these days.) Few people would argue that rogue single-target dps on most fights isn’t amazing (“jaw-dropping”? 😉 ). As long as rogues can still contribute meaningfully to AE fights, which they will be able to do, they shouldn’t be in any danger of being sidelined.

It’s possible some select fights, notably Yogg 0, may be too difficult without the interrupt, but the encounter designers are prepared to make changes accordingly, and everyone will have access to better gear in the new raid tier anyway.

I asked a rogue in our guild if she thought Blizzard would nerf Fan. She said “They probably need to, but it was fun while it lasted.”

The greatest casualty is probably the loss of so many FoKing puns”


So in this message I see the truth they want us to see – There’s always more epics to be had so don’t be sad. lolololol

The Journey Begins…Glory of the Raider

This video is credited to Tankspot has contributed some amazing videos to assist guilds in learning the Tier 7 and Tier 8 raid instances available in Wrath of the Lich King.

I just watched this one today. If you haven’t seen raid content, this video gives a nice summary of the story of the expansion up to Ulduar release. It details the guild’s fights leading up to the receipt of their Proto Drakes for the Glory of the Raider achievement.

Glory of the Raider

Hope you enjoy as much as I did, and big thanks to Ciderhelm and the team.

Side note on General Vezax changes – From Blue “As a side-effect of this change, in 25-player mode in particular, he will also cast Searing Flames slightly more often” – Yeah, exactly 5 secs after every kick is definitely more often. The Rogue community thanks you. 😛

Hints at Icecrown Citadel

In the midst of a post on “tanking niches,” Blizzard developer Ghostcrawler threw out a hint about what could possibly await us in the final raid instance of the Wrath expansion:

“players have visions of the DK who parks outside of Icecrown until boss 4, 17 and 31 (yes, IC is that big)”

Full post can be viewed here:

Thirty-one? Good Grief. Sarcasm or serious? I guess we’ll find out. It’s possible more information on Icecrown Citadel as well as the future expansion will come out at next week’s Blizzcon in Anaheim, CA.

My guild immediately launched into speculation on what the 31 bosses could possibly be. Our raid leader wins the guessing game with the following submission:

“Arthas cannot be launched, please try again later.”

Enjoy your adventures!

I’m working on a Wrath banner, not using paint…I swear!

Rogue Q&A and a Patch Day!

The most burning questions in every rogue’s heart have been…sorta, kinda…answered!

The Rogue question and answer session with chatty developer Greg Street, aka Ghostcrawler, is now available in our main class forums.

Some highlights:

1. Blizzard’s theory on Rogues and the new 1-handed axe usage introduced in Patch 3.2

Rogues are supposed to be the masters of melee weaponry and there’s extensive support in classical literature for brigand/swashbuckler/lightly armored warrior types using axes (pen and paper RPGs, pirates, Native Americans with tomahawks, gladiators). If a rogue would pick up a broken bottle to use as a weapon (the infamous Barman Shanker) it seems likely they’d use a good axe. As a result, shamans and death knights should see more axes in the game overall. (Though remember, the 3.2 patch largely focused on the new Isle of Conquest BG, so we don’t have a ton of new raid bosses to itemize. That will change in 3.3.)”

2. The current state of Rogue PvE damage (as we’re told L2P sort of, lol)

“In dungeons they’re absolutely right — one of the disadvantages of scaling so well in a raid scenario is that you need to start at a lower baseline. They’re better than they used to be for dungeons due to a mostly reliable Sap, but they’re still not great compared to a caster or melee hybrid. In a raid they’re great, and the problem exists between the chair and the keyboard if they’re not contributing damage effectively in that scenario.

3. The infamous need for a fix to the Vanish ability.

“No, Vanish isn’t working properly and breaks when you breathe on the rogue funny. There are two problems with fixing it. One is that technically it’s just not easy. We would need to change the ways spells are resolved on the server side. Now that is something we can do, but the outcome would be taking a powerful ability and making it more powerful. We need to solve the frustration part of the ability, but not also greatly buff rogue survivability or damage potential when doing it. The solution we like the most is something like Vanish puts you in stealth for 1 second minimum no matter what else happens.”

4. A theory on possible changes to the basic class design (This one makes me worry about an incoming kidney shot, cheap shot, gouge nerf. I don’t want to be a tank, that’s what my warrior alt is for.  :P)

“The current rogue design could be described as fragile, but rarely takes damage, since it’s possible to apply so much crowd control. Chaining crowd control and countering crowd control is a huge part of PvP that’s fun for a lot of players and we don’t want to remove that. On the other hand, we often run into problems with the rogue where we can’t diminish or change the DR on crowd control because then the rogue just takes damage and dies. An alternative model is a slightly more tanky rogue than can survive more damage (perhaps only when cooldowns are up or something), but can’t keep someone locked down so long. Also note that this would improve the rogue level-up experience as well. It’s effective and occasionally fun but can get pretty slow and tedious to have to approach every opponent from within stealth. Sometimes you just want to stab a relatively non-challenging mob to death and move on.”

Read and enjoy while in it’s entirety at the link posted above while Patch 3.2 is downloading today. I would like to reiterate how thankful I am that my guild does not schedule raids on Tuesdays. I do wish I’d taken up that 500g bet that a Resto Shaman friend was willing to put up during last night’s raid that the patch would arrive today though.

Incoming…Patch 3.2

With the background downloader active and a retail version of the patch on the PTR, it looks like 3.2 will be hitting soon if not this Tuesday then in the next week or two.

A few of the changes I’m interested to see, a few worry me..

1. Sword specialization changed to Hack ‘n Slash for Rogues allowing them to use one-handed axes.

Why not? This change is to the combat tree. Rogues already use maces, so this goes in hand with the master of all things one-handed that is the combat rogue. In my mind, rogues will always mean the cloak and dagger master of stealth, but the change is definitely interesting.

2. Wintergrasp will now be a queued battleground instead of community generated raids.

I understand the logistical reasoning for this change, but it saddens me. Wintergrasp returned a bit of that old days world PvP feeling to the game.

3. Four different raid lockouts for the new Argent Collesium raids.

Four??!! Seriously? I’m willing to say it if I’m wrong, but this feels like a bit of overkill.

Not to mention a myriad of changes to mounts, professions, etc.

Places to read the patch notes abound. I’m just glad my guild doesn’t schedule raids on Tuesdays anymore.

Happy Raiding!