Assassination Rogues have received a fairly substantial rework with the Dragonflight 10.2 PTR. Our Assassination Writer, Whispyr, breaks down all the early changes as Blizzard attempts to allow more talent options, offer reliable AoE, and create opportunities for players to increase damage from better performance all while not losing the essence of Assassination.

This Public Test Realm (PTR) is a testing environment for the content coming with the Dragonflight: Guardians of the Dream update.
Dragonflight: Guardians of the Dream Update Development Notes

  • ROGUE

    Developer’s note: In Guardians of the Dream we are updating all 4 Rogue talent trees to bring them up to current standards. A sweeping pass was needed to make significant adjustments to address notable concerns, like: moving the first gate from row 3 to row 4 to match all other classes; improving pathing and increasing interconnectedness on every tree; removing 3-point nodes; and reducing the percentage of minor DPS talents taken in the Class tree to make room for more flavorful and robust utility options. We also wanted to use the opportunity where so many things are changing to rework or redesign some talents that needed the update, and also just to make some new talents to experience and (hopefully) enjoy. Let us know what you think!

  • Many changes have been made to Class talent positions and connections.
  • Sap is now a baseline ability.
  • Shiv damage increased by 20%.
  • Shiv now costs 30 Energy (was 20) and has a 30 second cooldown (was 25 seconds).
  • New Talent: Featherfoot (Passive) – Sprint increases movement speed by an additional 30%, and duration increased by 4 seconds.
  • New Talent: Superior Mixture (Passive) – Crippling Poison reduced movement speed by an additional 10%.
  • New Talent: Graceful Guile (Passive) – Feint has 1 additional charge.
  • New Talent: Stillshroud (Passive) – Shroud of Concealment has 50% reduced cooldown.
  • Vigor’s location has changed and is now a 2-point talent, increasing max Energy by 50/100 and increasing Energy regeneration by 8/15%.
  • Deadly Precision is now a 1-point talent. Per point value has not changed.
  • Nightstalker’s location has changed and now increases damage while Stealth is active by 8/15% (was 4/8%).
  • Reverberation now increases Echoing Reprimand damage by 100% (was 75%).
  • Deadened Nerves now reduces physical damage taken by 5% (was 3%).
  • Echoing Reprimand now charges a combo point from 3/4/5 (was 2/3/4).
  • Marked for Death has been adjusted:

    Cooldown adjusted to 40 seconds for all specializations (was 30 seconds for Assassination and Subtlety, 60 seconds for Outlaw).

  • Grants full combo points (was 5).
  • Now increases the damage your finishing moves deal to the target by 15%.
  • Lasts 15 seconds (was 60 seconds) and resets cooldown if the target dies during the effect.

Nightstalker damage bonus reduced to 5/10% (was 8/15%).
Elusiveness now causes Evasion to reduce damage taken by 20% (was 10%).

  • Developers’ note: This change will be deployed to PTR over the course of this week.

Airborne Irritant has been moved to the class tree (was in Outlaw) and has been adjusted – Blind has 50% reduced cooldown, 40% reduced duration, and applies to all enemies near the target.
Marked for Death has been removed.
Assassination

Seal Fate has changed:

  • Moved from Class talent tree to Assassination.
  • Now a 1-point talent.
  • Effect now always triggers from critical strikes (was 50/100% chance).

Internal Bleeding’s effect is now also applied by Rupture.
Crimson Tempest has been adjusted:

  • No longer has an instant damage component.
  • Now has an initial damage over time tick on application.
  • Damage per tick reduced by 25%.
  • Duration increased by 2 seconds.
  • Now deals bonus damage when multiple enemies are afflicted, increased by 20% per target, up to 100%.
  • Now deals reduced damage beyond 5 targets (was 8).

Lightweight Shiv now increases Shiv damage by 100% in addition to its previous effect.
Exsanguinate has been redesigned:

  • Active version: 1 minute cooldown. Garrote, Rupture, and Crimson Tempest consume 10 Energy to duplicate 100% of any damage dealt. Lasts 10 seconds.
  • Passive version: While above 100 Energy your Garrote, Rupture, and Crimson Tempest consume 8 Energy to duplicate 40% of any damage dealt.

    Developers’ note: There are two updated versions of Exsanguinate available to test on PTR, located on the talent tree as a choice node with one being active and one being passive. Based on testing, feedback, and possible iteration, we will likely keep one to continue on for patch release and discard the other.

Flying Daggers now increases Fan of Knives damage by 15%, in addition to its previous effects.
Venom Rush’s effect now refunds 6 Energy (was 7).
Vicious Venoms has been adjusted:

  • Bonus damage effect increased to 35/70% (was 10/20%).
  • Now increases Ambush and Mutilate energy costs by 5/10.

Poison Bomb now affects an area within 8 yards (was 6 yards).
Zoldyck Recipe is now a 2-point talent. Per point values have not changed.
Dashing Scoundrel effect now generates 1/2 Energy (was 1 Energy at both ranks).
Scent of Blood is now a 2-point talent, and its effect now increases Agility by 1.5/3% (was 1/2/3%).
Arterial Precision’s effect now increases Bleed damage by 30% (was 20%).
Dragon-Tempered Blades now causes your weapon poisons to apply 30% less frequently, in addition to its previous effect.
Indiscriminate Carnage has been redesigned – Garrote and Rupture apply to 2 additional nearby enemies when used from Stealth and for 3 seconds after breaking Stealth. Passive Talent.
Venom Rush’s Energy return reduced to 5 (was 6).
Kingsbane damage reduced by 10%.
Internal Bleeding damage reduced by 20%

  • Developers’ note: This change will be deployed to PTR over the course of this week.

Exsanguinate (Passive) now has an Energy threshold of 150 (was 100) and consumes 4 Energy (was 8) to duplicate 25% damage (was 40%).

  • Developers’ note: This change will be deployed to PTR over the course of this week.

Exsanguinate (Active) now consumed 8 Energy (was 10) to duplicate 75% of damage (was 100%) during effect.

  • Developers’ note: This change will be deployed to PTR over the course of this week.

Elaborate Planning has been removed.
Amirdrassil, the Dream’s Hope (4) Set Bonus – Envenomous Explosion damage has been increased by 230%.
Caustic Spatter damage increased to 35% (was 30%).
Dashing Scoundrel is now a 1-point talent (was 2).
Indiscriminate Carnage duration is now 10 seconds (was 3 seconds).
Scent of Blood now increases Agility by 2/4% per target Ruptured (was 1.5/3%), to a max of 20% (was 24%).
Exsanguinate (Active) has been removed.
Exsanguinate (Passive) – Energy threshold changed to 50% of max Energy (was flat 150), Energy consumed reduced to 3 (was 4) and damage duplicated reduced to 20% (was 25%)
Sudden Demise’s Bleed damage trigger value reduced to 150% of remaining health (was 200%) and now benefits correctly from Zoldyck Recipe bonus.
Indiscriminate Carnage now prioritizes targets without Rupture and Garrote.

As a note, this article was written before the above changes, and edits have been made to reflect them accordingly.

A brief look at the issues

I think the best place to start is with a short explanation of why Assassination needed changes in the first place, and the issues plaguing the spec. The biggest complaints you’ll hear boil down to one of the following four arguments generally:

  1. The spec doesn’t have any AoE in mythic+ dungeons, no burst, and it can’t keep up
  2. To do any respectable AoE damage, it has to sacrifice a ton of its single target damage, with the same being true in reverse
  3. As a spec revolving around buff/debuff management, the fact that everything is at 100% uptime is stifling the spec
  4. The spec is often perceived to rely on Stealth effects like Improved Garrote and Iron Wire

The first two are the big ones in terms of viability and balance. There is a lot of lost damage in the tree when trying to switch between situations in 10.1.7. It’s almost an all-in for the most part. If you take Indiscriminate Carnage, you’re also taking 3 points with Scent of Blood for a total of 4 points that are near useless in a single target. You don’t get to pick Zoldyck Recipe or something like Serrated Bone Spike since you would then lose the ability to take Dragon-Tempered Blades. On the opposite end, if you’re raiding you want Blindside and Zoldyck Recipe,but in doing so you removed the ability to take Scent of Blood and Indiscriminate Carnage for the quick spread of bleeds on an add wave. Not to mention, a lot of your aoe currently comes from Crimson Tempest, which you wouldn’t want to use 2 points to take either. To top this all off, the damage you get from swapping these 4-6 points around in your tree doesn’t amount to much in the greater meta game between specs, leaving Assassination in an awkward spot no matter the situation. For the last three expansions this has meant relegating the Assassination rogue to purely focusing on the boss and doing single-target damage, as this was the only thing it could do. This has impacted my personal raid progression many times in the past. Most recently on Raszageth, I made the switch to Subtlety for the considerably higher damage during intermissions, and the impact I had in my raids success was instantly felt.

The third point strongly resonates with me. I started playing Assassination many years ago and the spec was slower than most melee specs. But even with the slower gameplay the required uptime on bleeds and various other buffs forced you to manage your resources well and plan ahead. Assassination became faster and faster as the game evolved, but the design never kept up with the uptimes on buffs like Envenom and Elaborate Planning creeping higher and higher. As a result the old gameplay loop was simply accelerated. That brings us to 10.0 with the release of Dragonflight. During the first raid Envenom uptimes were already well above 90% and all of the resource management that used to separate the skilled rogues from the rest quickly faded into a relic of the past. At this point in the 10.1 patch cycle the spec has nowhere to go without reconsidering the gameplay. With changes to slow down the spec, there is more uptime to gain and something to play around. Don’t get me wrong, plenty of people enjoy the Envenom spam gameplay and if you’re one of those people that’s okay! Pain points on a spec are different for everyone and this one happens to really hit home with me.

The last point is one of the most talked about and controversial topics regarding the spec in the previous decade. It could deserve an article all on its own! Stealth effects have always played a role in mythic+ for Assassination, the biggest in recent times being Improved Garrote. While stealth effects themselves aren’t new to the spec, their power is often pretty questionable. Looking at damage breakdowns, Garrote at the end of a dungeon is responsible for roughly 12%-14% of the overall damage dealt. Considering Improved Garrote is currently a 50% multiplier (1.5x the regular damage), the quick evaluation of Improved Garrote comes in at around 4.5% overall damage if all Garrotes were cast from stealth. With Vanish usages and some Stealth casts happening naturally, the more realistic estimates for the impact of Stealth end up being around 2% overall damage. In my opinion, that 2% damage swing from getting proper Stealth casts throughout a dungeon isn’t very impactful to the overall viability of Assassination. There are of course other effects that provide value, such as Nightstalker or Iron Wire, but their impact is measurably weaker compared to Improved Garrote.

With that tense history lesson out of the way, let’s take a deep breath and dive into the new exciting talents we can expect with Assassination and try and see if/how they address those issues.

New Talents

Sudden Demise

Sept 27th Updates

The change here is a much needed buff to the ability as well as a bug fix. My gut reaction is that the effect might still be too weak, especially for keys past +20, but as I mention further down, this is a very very difficult balance to strike. I welcome the buff to effect however.

Sudden Demise‘s Bleed damage trigger value reduced to 150% of remaining health (was 200%) and now benefits correctly from Zoldyck Recipe bonus.

Sudden Demise is the first fun talent I want to talk about. It’s front and center as a brand new capstone talent on the bottom right of the tree. The positioning and ability scream “mythic+ talent”, but there’s some disappointment behind the cool effect. If you have played a Monk before, it’s vaguely similar to Touch of Death but with bleed damage. Currently, the 200% remaining health clause on Sudden Demise means that if a monster has 50k health remaining, you would need 100k worth of bleed damage remaining on the target in order to kill it instantly. Because of that, you wouldn’t want to go out of your way to bleed dying targets to try and snipe the effect since your bleeds are consumed at 50% efficiency. Instead, consider the effect as a type of “loss prevention.” If you had bleeds on the target anyway, you would have lost less damage from the target dying, which is great for random world content or very low mythic+ dungeons where monsters don’t have much in the way of health. This effect is spineless in higher-level dungeons though (past +20). While doing mythic+ testing around the +23 keystone level, the effect portion of Sudden Demise was doing between 0.5% and 1% of my overall damage, which isn’t an exhilarating start for a new capstone talent. Luckily, however, it also adds a passive “10% increased bleed damage, ” which bridges that gap from effect to tangible gain from the talent. The increased bleed damage is amounting to a much more respectable 4%-5% of my overall damage in the same dungeon. Overall that puts the talent at maybe 5% or 6% overall currently.

It doesn’t help that the balancing of this talent is difficult, conceptually. Going below 100% on the effect itself means your bleeds are gaining damage, which would skew the gameplay into trying to snipe low-health monsters. It’s not exactly my vision of ideal gameplay. Even more problematic tuning-wise is that the effect is raw flat damage. It can only proc once on any given enemy. In contrast, something like Flying Daggers is an increase to a spammable, repeatedly cast talent. If a monster’s maximum health increases, you will get more Fan of Knives casts, thus more total flat damage from the effect. But with Sudden Demise, the maximum health of the monster is irrelevant. Therein lies the core of the issue. While the raw damage dealt is identical regardless of the keystone level, the relative percentage of your damage it deals will be lower. The instant execute is a very cool effect. It’s thematic and unique.

As an extreme example:
We can consider Sudden Demise to be killing an enemy from 50k health remaining using the 100k damage worth of bleeds left on the target. In this situation, If the monster had:

  • 150k maximum health -> Sudden Demise does 50k damage -> 33% of the monsters health
  • 500k maximum health -> Sudden Demise does 50k damage -> 10% of the monsters health
  • 2 million maximum health -> Sudden Demise does 50k damage -> 2.5% of the monsters health

This phenomenon of the effect being relatively worse in higher content makes the ability very difficult to tune. If the effect is tuned at a strong level for a +20, it is inherently a higher percentage of your damage in a +10 and much lower percentage of your damage in a +30, purely because of how the effect works. This isn’t necessarily a bad thing, as it still has the % increased bleed damage portion to lean on for a large part of its value. Still, the instant-kill portion will realistically be forever unbalanced and disappointing for a part of the community on either end of the spectrum, regardless of what the numbers end up being. I think the talent itself is really fun to play with, I just wish there was a way to make the cool part shine, instead of having it become a capstone version of Bloody Mess.

Exsanguinate

Sept 27th Updates

I personally think Exsanguinate (Active) being removed is the right decision. It was another 1 minute cooldown on top of many other 1 minute cooldowns, and provided less of a gameplay feel overall compared to the passive variant. On top of that, the high energy cost simply made it difficult to try and fit into our already cluttered burst rotation, making it very awkward in general.

Exsanguinate (Active) has been removed.
Exsanguinate (Passive) – Energy threshold changed to 50% of max Energy (was flat 150), Energy consumed reduced to 3 (was 4) and damage duplicated reduced to 20% (was 25%)

The highly awaited Exsanguinate rework is finally here. After being noted as a problematic talent that needs looking at back in 10.0, we’re now harvesting the fruits of our patience with an incredibly cool talent. The way the talents work is when a Rupture, Garrote, or Crimson Tempest does damage; it consumes some energy in exchange for extra damage on those bleeds. This can be considered as a trade off with Venomous Wounds. Instead of granting energy, it is converted into bleed damage.

The passive version (Exsanguinate) consumes less energy, but only while the player is above a threshold of energy, currently set to 150. That creates a much more interesting gameplay, and it perfectly hits that third issue from earlier, at least for me. The passive version adds a layer of gameplay and depth to a spec desperate for some skill expression by re-introducing the concept of pooling and playing around your resources back into the specialization. The energy consumption slows down the gameplay, but it is just enough to be slightly uncomfortable and require attention, not to an annoying level. During your cooldowns, you most likely will want to expend that energy, forgoing the extra bleed damage in exchange for additional poison damage during Kingsbane, maximizing Envenom uptime during Deathmark, and utilizing Shiv windows appropriately.

In my opinion, this is the best thing Assassination has gotten from the rework, and it elegantly handles a lot of the issues with AoE as well by becoming a significant bleed damage increase during medium to large pulls in Mythic+. You will still have an abundance of energy in those situations from Venomous Wounds, but Exsanguinate slows down the flood of energy just enough to be noticeable, and seeing your energy go down slightly whenever Crimson Tempest ticks before seeing it shoot up again from the Garrote/Rupture ticking is a surprisingly satisfying feeling that I really appreciate. It feels impactful and introduces skill expression through pooling and maintaining a high uptime on the effect, knowing when to dump the energy off. I am super happy with how Exsanguinate has been reworked and I want to play it everywhere just for the gameplay; it’s that good.

Caustic Spatter

I had to read the talent a couple of times until I stopped calling it “Splatter.” Spatter has no L because this talent is another big win for Assassination. On the surface it’s Blade Flurry for poisons and you would be right to think that. But the gameplay around Caustic Spatter is much more interesting. When you deal damage with your poisons it cleaves onto nearby enemies for 35% of the damage, but this isn’t just your Deadly Poison or Amplifying Poison. The effect also works on Envenom, Sepsis, Kingsbane, and even Vicious Venoms and the damage dealt from Poison Bomb on the debuffed target spatters in an aoe as well.

Not only does this mean that Assassination can entirely single target an enemy and do aoe damage passively, but it also means that your Deathmark (which doubles your poisons on the target) is technically an AoE cooldown. Your Kingsbane also turns into a semi-AoE cooldown. Playing around with this is already showing excellent results during testing. A big Kingsbane critical hit with Caustic Spatter up can do some respectable aoe burst damage. Like Exsanguinate, this is a thematic talent with significant interactions for the entire kit. It also bridges the damage profile in raids assassination struggled most with, dealing with adds while a boss is active. Caustic Spatter allows you to continue to hit the boss while still doing aoe damage to the adds that spawned as well. Stacking effects like Kingsbane into the window only strengthens the damage profile and solidifies it as a priority damage/cleave option. It also opens the gate to poison-based mythic+ setups that go heavy into what would traditionally be single target talents, which can now be used in mythic+ to fuel Caustic Spatter. The possibilities with this talent are honestly incredible, and I’m just as excited to play with this as I am with Exsanguinate.

Airborne Irritant

The last new talent is a much-needed crowd-control option with Airborne Irritant. This talent causes Blind to disorient all nearby enemies on a 1-minute cooldown, similar to Blinding Light for Paladins. You can also choose to combo this with Blackjack, which adds a potent damage/heal reduction to the disoriented enemies afterward. Airborne Irritant mixed with Blackjack creates some very tangible possibilities for rogues to save a pull and mitigate a lot of tank damage in the process. It’s not specific to Assassination as it is on the top of the class tree, but it does need mentioning as a new talent that heavily impacts Assassination versatility in handling tricky situations.

Miscellaneous Talents

On top of all the new talents we also saw an overhaul to the class tree which brought some notable defensive changes. Alongside Featherfoot causing Sprint to give a blistering +100% speed buff for 12 seconds, rogues can also have two charges of Feint through the new talent Graceful Guile, which is a big boon to the control we have over our defensives. Additionally, Elusiveness has been buffed, giving more options than ever on how to keep yourself alive during fights. These two talents together make for a potent combination, and I would not be surprised if we saw more and more rogues dropping the “core” defensive of Cheat Death in favor for this stronger controlled option. That being said, I would’ve loved to see one more talent specifically against damage over time effects, a niche damage type that rogues cannot do anything about. When it happens in a raid encounter or mythic+ rogues are among one of the worst classes against it, often ticking out to a bleed such as Earthen Shards from Sentinel Talondras in the reworked Uldaman dungeon. More often than not, the only thing to do when the bleed targets you is to call for an external from the healer, use Crimson Vial and a Healthstone, and pray. If it targets you twice in a row? Nothing you can do. A talent to buff the duration and healing of Crimson Vial or something like the old legion effect Dense Concoction could be helpful here.

Old Talents, New Tricks

Indiscriminate Carnage

Sept 27th Updates

This is a great change for the quality of life of the ability, but does not affect its balance in the greater picture.

Indiscriminate Carnage is one of the more exciting and debated changes. Instead of having a 45-second cooldown that spreads the next cast of Garroteand Rupture to 8 targets, it’s currently a passive that causes Garroteand Rupture cast from Stealth and for 10 seconds after Stealth to apply to 2 additional targets. This gameplay creates a 10-second window after coming out of Stealth where you will want to fit Garroteand Rupture into since each cast will apply to 3 targets, allowing for the potential of spreading 9 of each. It is weaker than the current iteration, but it has to be out of necessity. There are so many new AoE options for Assassination where Indiscriminate Carnage is simply unnecessary as a one-talent solution to the spec like it is now.

The design has some issues, though, which aren’t easily solved and must be addressed. The first “issue” is the least of them, but the fact that it’s tied to Stealth. Plenty of people cite this as a massive downside to the talent. While the damage benefits from being in Stealth aren’t very impactful, the gameplay feel definitely is, and a lot of players are concerned about how a Stealth based effect will end up feeling. The good news is that on top of our regular Stealth and Vanish, we also have easy access to Shadow Dance in the class tree now, giving us unprecedented access to Stealth. During testing, I never felt as though I needed more Stealth uptime. Whenever I needed the extra cleave, or just wanted to control the pack with Iron Wire, I had either Shadow Dance or Vanish. Most of time I was even using them on cooldown offensively, but the opportunity to hold them when playing in a Pug is definitely there.

Attaching the effect to Stealth is an explicit design choice to promote it as a tool in the opener. On top of that, Indiscriminate Carnage is weaker than before, putting less pressure on needing Stealth to do your AoE damage. But the gameplay has some issues, too. Even though the effect lasts 10 seconds, Improved Garrote is only for the first 3 seconds after breaking Stealth. Improved Garrote is one of the more significant benefits Assassination rogues get from Stealth, so having Indiscriminate Carnage be a more prolonged duration doesn’t fix the underlying problem of being tied to that 3-second window, causing some confusing situations between unempowered and empowered casts. Most people were looking for a more lenient time to cast those Improved Garrote, but this long duration on Indiscriminate Carnage could have addressed the issue better. The cleave is still good; you spread a lot of bleeds, but it’s falling flat in solving the issue. One of the more popular suggestions makes this effect into a charge system, where entering Stealth grants the effect on the “next two casts of Garrote” for example. These subsequent two casts would have Stealth benefits to create leniency. The problem with this solution is that in lower target cleave, it makes situations where the second cast would be held in order to extend Improved Garrote on the targets, essentially acting as a free Vanish. It remains to be seen what Indiscriminate Carnage will end up as we get towards the end of the PTR cycle. Still, it needs to be clearer right now, and the way forward is shockingly tricky, given the design intent of a Stealth/opener effect. It will be interesting to see the evolution of this talent as we go forward.

Crimson Tempest

I’m not sure if I want to consider this a talent “rework”, but it’s worth noting in its section. Crimson Tempest currently is an instant damage hit, with a bleed attached afterward. In 10.2, this instant hit was removed entirely, putting all of the focus on the bleed. This change increases the synergy with Exsanguinate, and clarifies the AoE rotation considerably. Gone are the days of trying to balance spamming Envenom in AoE versus spamming Envenom to proc Poison Bomb. This was one of the most unintuitive gameplay loops the spec had, with Poison Bomb often being slightly better at the cost of a smaller range. Tier sets often shifted this back and forth as well. But with the new Crimson Tempest, you simply maintain the bleed and its the full effect, leaving Envenom to proc Poison Bomb as the “spammable” finisher. You will still have to Rupture to maintain energy through Venomous Wounds however, no two button AoE rotation here! On top of this, Crimson Tempest now reads, “Deals extra damage when multiple enemies are afflicted, increasing by 20% per target, up to 100%”. This bonus can be confusing on the first read, so let’s break it down quickly.

Target count Bonus % Notes
1 Target 0% Bonus Hitting 1 target does not count for “when multiple enemies are afflicted”, therefore no bonus
2 Target 40% Bonus At 2 targets, multiple enemies are afflicted and we count a 20% bonus per target
3 Target 60% Bonus 3 targets means 3 times 20% for a total of 60% bonus
4 Target 80% Bonus 4 targets means 4 times 20% for a total of 80% bonus
5 Target 100% Bonus With 5 targets we hit the maximum at 100% bonus
6 Target 100% Bonus While the crimson tempest will hit all 6 targets, there is no additional bonus at this point

On a single target, you are not afflicting multiple enemies, so you’re not getting any extra damage. But when you get two targets, you now get 20% extra damage per target. This situation puts you up to 40% extra damage in 2 target encounters. This means that Crimson Tempest will never be used in single target but should be fully maintained with more targets. The bonus damage acts as a sort of “penalty” to prevent casting the ability in single target over an Envenom. This is a good change for the health of the spec long term, especially in AoE. By removing the instant damage hit, Crimson Tempest cannot be spammed, which paves the way for Envenom to act as our main AoE, either through Caustic Spatter or Poison Bomb.

Shadow Dance

Another talent we’ve seen before. Shadow Dance did not receive any changes. However, it is much easier to get in 10.2 with the removal of Find Weakness from the class tree. Find Weakness was a very weak talent for Assassination, since bleeds already ignore armor, and the vast majority of the rest of our damage would be magic damage, which also ignores armor. That change alone makes it a very competitive talent for Assassination rogues, as the point efficiency to take Shadow Dance is much better now. In mythic+ this allows for more cleave through Indiscriminate Carnage but there is a darker side to Shadow Dance mostly revolving around raids and single target.

With Nightstalker on the class tree, snapshotting is back on the menu for us Assassination Rogues. Some people like it, some people hate it. I’m not a fan of it but it must be done if it’s more DPS, right? For those unfamiliar Nightstalker increases damage from Stealth by 10%. This effect however applies to the entire duration of damage over time effects, meaning if you Shadow Dance, and then Kingsbane right after as an example, the whole Kingsbane is buffed by 10%, even after Shadow Dance times out. This is the same concept as Improved Garrote working on the entire duration of Garrote, but it isn’t the case for many other effects. Elaborate Planning in 10.1.7 for example is a dynamic effect, only increasing the damage dealt during it duration. Increases such as Arterial Precision and Lethal Dose are dynamic as well, losing or gaining the effect makes the related damage over time effects weaker. Deathmark similarly removes all the duplicated effects at the end of its duration, so you can’t cast Rupture at the very last second and get two full length casts. Gaining or losing stacks of Scent of Blood also updates all your damage dynamically, no locking in an extra 2% agility for your bleeds! The examples really go on and on where Nightstalker ends up being the odd talent out and is very unintuitive for many players.

Looking ahead, that would also mean we want to snapshot Sepsis, Garrote, and most likely also Rupture, getting the 10% buff on them for their full duration. Trying to shove all these effects into the Shadow Dance window can be stressful and not entirely fun, but I’m not sure the alternative is much better. If Nightstalker didn’t snapshot for example, the talent itself would be nearly worthless and pathing to Shadow Dance would be very expensive for not much payoff. Removing the snapshot and buffing Nightstalker to compensate would make Shadow Dance a big cooldown on the level of Vendetta, which isn’t a great solution either in my opinion. In doing so, Shadow Dance would lose a lot of the charm interacting with stealth effects, and just become a %damage buff. And all of that on top of the tricky issue that Subtlety and Outlaw would be leveraging the buff too. Is snapshotting a necessary evil, or should it be removed at all costs? I’m not sure, but let me know what you think!

Target Caps

One of the smaller things to note regarding the AoE output in Mythic+ that you might notice is that everything is tuned to “reduced damage beyond five targets.” Target caps are also a very hot-button issue but in this case it probably helps the spec out more than it hurts. The old reduction past eight targets was a weird space for Assassination to be in from a design standpoint. The gameplay loop fundamentally hindered the spec from doing more than 4-5 targets. That gave the spec an awkward juxtaposition where the spec was clearly a single target/cleave spec, and the multi-dot playstyle fostered it, but the target caps were just arbitrarily high for no reason. By setting the cap down from 8 to 5, Assassination gets to be clearly defined as that cleave spec. I hope that the tuning will end up reflecting that change in philosophy.

Pathing Changes

However, the most significant change(s) of them all, and one that I’ve alluded to slightly while talking about Shadow Dance, is the pathing of the trees. The pathing and connectors have been greatly improved to the point where the Assassination tree can pick multiple combinations of 4 out of the 5 capstones now, including:

In fact, any combination of 3 capstones is possible except Dragon-Tempered Blades + Sudden Demise + Arterial Precision, which is 1 point short. This mix-and-match opens up an enormous amount of choice and flexibility in handling hybrid aoe/cleave/single target situations, both in raid and mythic+.

In mythic+, you can take Indiscriminate Carnage, Dragon-Tempered Blades, and Kingsbane all from the same central node of Poison Bomb. This combination still allows you to have a big part of your single target kit, without sacrificing any of your aoe in the process. The new connectors and pathing options are great for player control on the talent tree and only strengthen Assassination’s adaptability in the future. For more on the pathing, have a look at the sample builds linked below.

Miscellaneous Changes

On top of that, we see a significant buff to the quality of life of Poison Bomb, which received a massive range increase. The Fan of Knives talents have been changed, with Thrown Precision leaning heavily into the critical strike synergy and Flying Daggers giving a huge 30% damage buff to Fan of Knives in 5+ target aoe after receiving a baseline 15% buff. Arterial Precision got buffs, but Shiv also has received baseline buffs, making Arterial Precision even more potent as a result. Shiv damage is looking quite decent in 10.2 now. Vicious Venoms got an upgrade, increasing the energy cost of mutilate and ambush and giving a very large portion of bonus damage in the process.

Overall Thoughts

I am in love with the changes to Assassination. Playing it on the test realm during raid and mythic+ testing has been a complete blast, and there are plenty of times when I am forced to make a decision and think about my rotation. The viability in mythic+ went up drastically. I could not be happier.

That being said, I do still have concerns. I mentioned Sudden Demise, Shadow Dance snapshotting, and Indiscriminate Carnage already, but on a larger scale, Assassination simply needs the numbers to line up in its favor, especially for mythic+. Since so much of the new AoE damage is reliant on bonus damage from bleeds or cleaved damage through Caustic Spatter, the concern is always there that we revert back into a single target specialization and with it the new talents are simply not strong enough to carry the numbers in mythic+. Whether that concern becomes a reality must be seen in the following weeks of PTR and early into season 3 as tuning is ongoing.

The other concern I’ve heard from the community is that there still is not a single-effect big aoe option. I tend to disagree with the argument, but the idea behind it is that Assassination will continue to be bad, as long as there isn’t a big “spam this” aoe button, similar to Black Powder, Rain of Fire, or Flamestrike. The fact that our AoE is spread out across multiple talents could be seen as a significant hindrance as the hectic AoE gameplay mixed with required single target talents to cleave using Caustic Spatter requires a great deal of effort more than other specs. I believe tuning can iron out that concern and leave us in a good spot where the spec can perform in various situations.

The last concern is something the community has recently been very vocal about: button bloat. I’m afraid I also disagree with this. However, I can see the picture forming slowly if Nightstalker/Shadow Dance is not addressed. Currently, with snapshotting, it’s crucial to play Kingsbane, Sepsis, Shadow Dance, two charges of Shiv, an on-use trinket, and Thistle Tea. If the active version of Exsanguinate makes it to live, we would also have Exsanguinate as a button. There are situations where you can log in and find 2 or 3 more keybinds than you currently use. For some people, this is no issue. Still, others are already running the max they can so I see the desire to have fewer buttons.

With the concerns out of the way, I want to reiterate that I’m very excited about the future. My testing has been great so far and the spec honestly feels really smooth. There’s obviously things to iron out, but if the spec released tomorrow I would already be overjoyed. The rework is frankly incredible and positions Assassination as a very versatile and adaptable spec capable of handling near every situation the game could throw at it. Below you can view some sample builds that are being used on the PTR. I can’t wait to progress with it in 10.2, and hope to see you all in my keys next patch! Biya!

Sample Builds

Raid Builds

Mythic+ Builds

Hiya! I’m Whispyr, Moderator and Theorycrafter in the Rogue Discord. I’ve been playing Assassination at a high level for many years now, offering people help with the spec, contributing to SimulationCraft, and doing what I can to educate on all things rogue!
I also stream regularly on Twitch (whispyrttv) and have a couple of youtube videos. Feel free to message me directly on Discord (@whispyr) for any one-on-one questions you may have.



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