I loved my rogue in Cata, had fun with it. Now I've benched it to play as my DK, so I've got no experience at 90 so I can't really comment on what everyone else says, but I've got to tell ya, the comments all make me not want to play it at all, it's just so depressing. Especially after that Rogue: Dry as Dust thread the MoP Beta forum had.
The thing I do have issues with and can actually comment on it, the talents. Why are the talents so horrid?
This comes from a purely Assassination PvE rogue, as I don't play Combat or Sub so I don't know exactly what's going on with them, and I abhor PvP in it's entirety. It's not fun to me, never has been.
Just gonna add this as a preface here: This is all purely opinion, *not* fact. If you find some uses for things I describe as not being good or useless, great.
At first I thought this talent tier was gonna be a choice, a tough one, actually. I sat there for a long time, thinking about which would be better to take as Assassination; Shadow Focus or Subterfuge? Shadow Focus for obvious reasons and Subterfuge because it would keep Overkill going that much longer. Then my decision was made for me when Overkill got removed. Shadow Focus without a doubt, while using Night Stalker for solo purposes only. No choice here at all.
Deadly Throw; I never used it when it was baseline. Being purely PvE, I never needed a ranged interrupt. Kick was enough for me and didn't cost combo points to use. DT didn't even make it onto my action bar. As such, this was never a choice for me. I feel bad for the people that do use it though. Didn't it use to silence at any CP count? Nerfs abound!
Nerve Strike.......anything that actually matters in a dungeon and whatnot cannot be hit with Kidney Shot or Cheap Shot; Nerve Strike is thus rendered worthless. As such, this tier also only has one choice; Combat Readiness. Which was baseline until the pre-MoP patch hit. What exactly warranted Deadly Throw, Shadow Step, Preperation(SS and Prep for Sub only, granted, and Prep was only talented, but it was an obvious pick me talent), Combat Readiness and Night Stalker taken away from as as baseline? I know, Night Stalker wasn't exactly baseline, but improved stealth for the extra movement speed while stealthed was picked up by a large portion of rogues, I'd have to imagine. Point is, why did we have to not only lose baseline abilities, but also have to blow talents to only get a few of them back? No sense was made.
Only realistic choice: Combat Readiness. Even then, if your getting hit by a boss, chances are the combat readiness effect won't stack quick enough to keep you from eating dirt.
It took three tiers to finally come across a talent choice that doesn't have any clear winner, I think anyways. I could be wrong on this one and Elusiveness be the go-to one, as I don't know how well Leeching Poison actually works at the cap.
Cheat Death will save you should something go horridly wrong, so that's a legit option, though not what I consider optimal as it requires your healer to blow a bunch of mana picking you back up.
Leeching Poison is what I took personally. It makes a healer's life easier to have to heal just a little bit less and thus helps the healer out by making him/her consume less mana Yeah, it takes away crippling/mind-numbing/wound poisons, but I don't believe there are many bosses out there where any of these would have any effect. As such I consider it a non-issue.
Elusiveness, this bad boy is probably actually the go-to choice since a 30% cut in damage after a Feint is pretty big. The only thing though, I don't see it having much use in a dungeon setting. For Elusiveness to actually do anything you'd have to be the one tanking and you would be losing some dps since it consumes 20 energy in order to use it. Feint natively has a -50% AoE damage taken after use, and your MUCH more likely to take AoE damage rather then single target. I could see it if the 30% reduction stacked with the 50% AoE reduction though.
Choice for this talent tier is actually a choice, I think anyways.
This tier is marred by the sheer fact that sub used to just have these abilities anyways. I feel really bad for the sub rogues out there, as their spec got gutted for this talent tier to exist. While helpful(I guess.....) for Assassination and Combat, Sub, ouch.
I guess this tier has a choice to it.
Preparation: This has obvious uses to it, as it's pretty defined in what it can do. Extra vanish to make use of Shadow Focus or Night Stalker again, extra sprint to close the gap between you and the boss, extra Cloak to avoid an obnoxious boss mechanic a second time, extra evasion for when you must fill the gap as a ghetto tank, and an extra dismantle. Uh, yeah. Dismantle. Five minute cool down on this thing makes it not as good a gap closer as Shadow Step though, with it's 24 second cool down.
Shadow Step: This is my go-to choice just because I like the idea of an instant gap closer mid-fight. No dps lost from movement time, just poof and your ready to continue your assault. Easy enough.
Burst of Speed: While nice on paper, sixty energy? That's a pretty steep cost. If your sitting on that much energy, what are you doing? Being afk? Again, if your goal is a gap closer, Shadow Step. Low cool down timer and no energy cost. I don't think you need a gap closer more often then half a minute at a time.
So for this tier, I guess a choice. Only between two options though, not three. My own go-to is Shadow Step.
This is *the* most worthless tier out of the bunch, so much so that I refuse to use the talent point. It's an atrocious tier. That bad. Seriously. Reason? I hate PvP with a passion, and all of these talents are geared towards PvP, and have almost no use at all in a dungeon setting. I shouldn't even have to touch up as to why, but I will.
Prey on the Weak: The target takes 10% more damage while the effects of Kidney Shot, Cheap Shot, Gouge, Sap, and Blind. Not only do Gouge Sap and Blind break on a single hit, no boss can be hit with ANY OF THESE. If you pick this talent for just PvE purposes, you may as well just have left this tier untalented.
Paralytic Poison: It's a stun. Not helpful against bosses. Not only that, if you take this and even attempt to use it, that gets rid of the option for any of the other utility poisons. Yes, we've been over this, most of the utility poisons aren't helpful against bosses either, but if you use this, you can't use Leeching Poison. So if you take this, you limit your third tier to just two choices instead of three. Why you would take this is beyond me, except maybe to FoK trash into stuns, if your lucky.
Dirty Tricks: Gouge and Blind no longer have an energy cost, and neither ability will break upon your bleed and poison ticks. This is the *only* potentially useful PvE talent in this tier and that's only to remove the energy cost of blind. The other half of this talent, not breaking blind and gouge upon your DoT ticks is pointless as well. If you blind something, the whole point is to remove it from combat. If you're removing a target from combat, your not attacking it in the first place, so it won't have any of your DoT's on it anyway. During a boss fight? Only useful in a boss fight that just happens to summon adds, that can be stunned somehow. During a raid boss? Forget about it.
Conclusion: If I absolutely HAVE to pick one it would be Dirty Tricks because Prey on the Weak and Paralytic Poison have no possible use on bosses or anything.
This is supposed our awesome "omg can't wait to get it, it's going to be so cool" talent? How?
Shuriken Toss: From what I keep hearing, this thing hits like a wet noodle. Like......really old school Crusader Strike bad. I can understand it being nice to have a ranged CP generator, but really, you shouldn't be out of range long enough to warrant using this to build CPs as it takes 20 energy to use. Your better off saving the 20 energy to use something that actually hurts for when you get back into range. This is a glorified throw, all it is.
Versatility: This is a talent we shouldn't even need to have to begin with. The only point we even have Redirect in the first place is because they refuse to free us from that archaic method of having CPs on the target instead of on the rogue like holy power on plds. This is also only really useful during trash pulls that are small enough to not warrant using FoK over single target abilities. Versatility thus does nothing on bosses, unless the boss has adds or requires target swapping. Only boss in MoP I've run across so far that requires target swapping thus far is the Stone Guardians. By jove, that's a lot of uses!
Anticipation: This is the only one actually worth using, and even then it's not that great. The only possible uses this has(as much as I can figure based on the tool tip, as I've not gotten to level 90 as my rogue, and probably won't for a long time) is as Assassination(Possibly for other specs, but again I have no experience with other specs). When your setting up a Vendetta, sit on 9-10 CPs instead of just 4-5, use Vendetta and then immediately fire off two Envenoms in a row, instead of Envenom Mutilate Mutilate Envenom. You'd eek out a little bit more damage that way, I should think. I even hear people complaining about this one, the one I consider the only real choice. Something about how the extra charges can really only be used by offensive abilities and not passive buffs like Slice N Dice, so that you lose some of those stored CP from the duration of the buff wearing off.
Only real choice: Anticipation.
In a talent system that was promoted as a talent system where your choice really matters, there's actually not that much choice to it if your a PvE'r. To a lesser extent a PvP'er, I guess, as they actually have a use for Deadly Throw, Night Stalker, and the whole of talent tier five. Even the talent tiers that are actually a choice, none are impressive that completely, totally changes the way you play. I don't believe that this talent tree lives up to the hype it was given. This is very legit the only talent tree I don't even have to think twice about what to pick.
Edited by Memoru on 10/8/2012 4:02 PM PDT