Class Changes:

Rogue

Not a lot to say for Rogues. If anything, Combat being the only viable talent spec in PvE all the way to late AQ40/Naxx is unfortunate. Debuff cap limits and some new abilities to add to their toolkit without majorly changing the way the class functions is something we believe Rogue players are looking for.

New Abilities

Blade Flurry

Learned at Level: 30 Cost: 25 Energy Cooldown: 4 sec

Your attacks strike an additional nearby enemy. While active, your damage and Energy regeneration are reduced. Lasts until canceled. It is baseline, and a toggle you turn on for packs and off for single targets.

Ghostly Strike

Cost: 40 Energy Cooldown: 20 sec

A strike dealing a percentage of melee damage that also increases your dodge chance, awarding a combo point. Baseline for every Rogue.

Flourish

Cost: 20 Energy

Finishing move that increases your chance to parry by an additional 20%, lasting longer per combo point:

  • 1 point: 3 sec
  • 2 points: 4 sec
  • 3 points: 5 sec
  • 4 points: 6 sec
  • 5 points: 7 sec

Deadly Throw

Hurl your thrown weapon at the target for a percentage of thrown weapon damage, interrupting spellcasting. Gains range and an off-hand poison application from the Throwing Weapon Specialization talent.

Agitating Poison

Coat a weapon with poison for 30 min. Each strike has a 20% chance to inflict Nature damage and cause additional threat: a threat poison.

Shiv

An instant off-hand weapon attack that automatically applies the poison on your off-hand weapon, rather than waiting for a proc.

Quickfooted

Passive

Your movement speed is increased, stacking with other movement speed effects.

Changes to Class Mechanics

Combo Points on Target Change
Changing target does not wipe your combo points. They stay banked on the target you built them on, so you can swap away and come back to spend them. You only ever hold one set at a time: building a point on a different target starts that target from zero and discards whatever you had banked. Druids get the same change.

Changes to Baseline Spells

Energy costs
Sinister Strike costs 40 Energy at every rank, Eviscerate 30, and Rupture and Slice and Dice 20.

Backstab, Ambush and Ghostly Strike
Scale from your melee damage.

Sprint and Evasion
Both come off cooldown in 4 min at every rank.

Talent Changes

Assassination

Noxious Assault
Row 7, 1 Rank: new capstone
Strikes with both weapons for damage plus 30% of your attack power and applies the poisons from both weapons. Awards combo points.

Envenom
Row 5, 1 Rank: new
A finishing move that increases the effectiveness of your poisons and your chance to apply them, lasting 12 to 28 sec depending on combo points spent.

Taste for Blood
Row 4, 2 Ranks: new
Extends Rupture's duration, and each Rupture increases your melee damage per combo point for its full duration, even if the Rupture itself does not land.

Efficient Poisons
Row 5, 3 Ranks: new
Reduces poison resist chance and gives poison applications a chance not to consume a charge.

Throwing Weapon Specialization
Row 3, 2 Ranks: new
Increases the range of Throw and Deadly Throw, and gives Deadly Throw a chance to apply your off-hand weapon poison.

Improved Blade Tactics
Row 2, 3 Ranks: replaces Improved Slice and Dice
Increases the duration of both Slice and Dice and Flourish.

Vigor
Row 7 → Row 6, 1 Rank → 2 Ranks
No longer a capstone. Applying poison also has a chance to grant Energy.

Lethality
Applies to all your combo point generating abilities.

Relentless Strikes
As well as restoring Energy, it increases the damage of your finishing moves for a duration, stacking.

Remorseless Attacks
The crit bonus after a killing blow applies to your next combo point generator, whatever it is.

Cold Blood
Moved within Row 5
Also empowers Noxious Assault.

Vile Poisons and Improved Poisons
5 Ranks → 3 Ranks each

Removed: Improved Slice and Dice, Improved Kidney Shot. Improved Expose Armor moved to Subtlety.

Combat

The four weapon specializations are gone
Dagger, Mace, Sword and Fist Weapon Specialization are replaced by Close Quarters Combat (Row 5, 2 Ranks: crit with Maces, Daggers and Fist Weapons), Hack and Slash (Row 5, 2 Ranks: extra attack with Axes and Swords) and Concussive Blows (Row 4, 5 Ranks: chance to stun with a mace).

Surprise Attack
Row 5, 1 Rank: new, takes Blade Flurry's slot
A strike dealing 25% of your attack power, usable only after the target dodges. Cannot be blocked, dodged or parried, and awards combo points.

Blade Rush
Row 6, 2 Ranks: new
Increases your melee attack speed and shortens the time between Energy ticks by an amount based on your Agility.

Weapon Expertise
Row 6 → Row 5
Covers Axe, Dagger, Fist, Mace and Sword.

Improved Backstab
Moved within Row 2
Also gives Backstab a chance to award an additional combo point.

Aggression
Also increases the damage of Riposte and Surprise Attack.

Opportunity and Setup
Both moved out of Subtlety and into Combat.

Removed: Improved Sinister Strike, Endurance, and Blade Flurry, which is now baseline

Subtlety

Mark for Death
Row 7, 1 Rank: new capstone, replaces Premeditation
A marking strike that reveals the target's vulnerabilities, increasing your party's attack power by 30% and their magical damage by up to 18% of your melee attack power. Cannot be blocked, dodged or parried.

Tricks of the Trade
Row 6, 5 Ranks: replaces Deadliness
Your opening moves, and your finishing moves per combo point, have a chance to increase your party members' critical strike chance. Stacks.

Shadow of Death
Row 5, 1 Rank: new
A finishing move that etches a sigil on the target. The sigil stores a share of all damage the target takes, up to a cap based on your attack power, then unleashes it as Physical damage when full or when it expires.

Honor Among Thieves
Row 6, 2 Ranks: new
Physical critical strikes by you or nearby party members grant you Energy.

Smoke Bomb
Row 3, 1 Rank: new
Creates a cloud of smoke around you. Everything inside it has a reduced chance to be hit by attacks and spells.

Cloaked in Shadows
Row 4, 2 Ranks: new
Vanishing cloaks you and nearby party members in a shield absorbing a share of your maximum health.

Blackjack
Row 4, 2 Ranks: replaces Improved Sap
Returns you to stealth after Sap, and puts a damage reduction on targets when your Sap or Blind ends or fails to apply.

Improved Ghostly Strike
Row 3, 3 Ranks: new
Ghostly Strike now grants you and your nearby party members movement speed, and costs less Energy.

Blinding Haze
Row 4, 3 Ranks: new
Reduces the Energy cost of Distract, and targets hit by Distract have their chance to hit reduced: guaranteed to apply.

Bloody Mess
Row 5, 2 Ranks: new
Reduces Hemorrhage's Energy cost and increases the Physical damage bonus it applies.

Hemorrhage
Row 5 → Row 3
Deals a percentage of weapon damage and increases Physical damage taken by a percentage.

Serrated Blades
Row 4 → Row 2
Also increases Garrote damage, not just Rupture.

Improved Ambush
Row 3 → Row 2
Refunds Energy when your Ambush does not critically strike.

Camouflage
Row 2 → Row 1
Also reduces the chance enemies detect you while stealthed.

Removed: Premeditation, Deadliness, Master of Deception, Sleight of Hand, Improved Sap, Heightened Senses, and Ghostly Strike, which is now baseline