General suggestions
1) make Combo Points (CP) not applicable to current target and stick them to player: allow target switching without CP loss. Stop CP loss when mob die (you still lose CP if you are not in combat for 10 seconds). Self CP is a modern mechanic in the wow. If it's too modern, let's use a least TBC Combo Point mechanics.
2) Blade Flurry make it baseline (learned at ~30 lvl), but without 20% haste bonus (20% bonus will be added by new "Improved Blade Flurry" combat talent). Also reduces CD to 45-60 seconds. We want this change to allow all rogue builds to have at least one AOE spell.
3) Sap ability should be viable in all specs, so let's move "Improved Sap" talent into 1st tier near the "Master of Deception" talent or even make TBC implementation (sap always returns to stealth without any talents and "Improved Sap" talent instead adds +10 meters for sap range, check "Dirty Tricks" TBC talent). Without this change Sap in vanilla absolutely is not a useful ability when you are not a Subtlety spec rogue.
4) Add Cheat Death ability as a base ability with 3 minutes CD. Glass cannon class should have some base survival ability which will slightly help with enemy spells, AOE and range damage in raids and pvp. Cheat death activation also removes all enemy dots effects. We want this addition because original cheat death without Cloak of Shadow is useless vs multi dot based enemy like warlock or shadow priest.
5) Ambush ability adds +2 Combo Points instead of 1.
6) update Hemorrhage ability: does 155% damage if a dagger is equipped (make equal dmg when rogue uses dagger in mh). Now Hemorrhage debuff increases only bleeding damage for 30% and consumes debuff charges only for extra bleed damage impact. This will add a unique rogue buff in raids and will be useful for druid bleed finishers.
7) Poisons: Let rogue poisons be applied with Windfury Totem effect. WF is too strong and in vanilla it forces not to use poisons in PVE (in next patches rogue could use poisons with WF)
8) Add the possibility to repair thrown weapons or make them undestroyable. Add more thrown weapons in the raid loot tables and create some cool "rogue only" shuriken thrown weapons similar to other class specific items like relic, idol, etc.
9) Flourish let's make it available from 16 lvl and adjust buff formula: Ability bonus cannot exceed 80% of total avoidance (dodge+parry). So, If rogue already has 79% avoidance Flourish will add only 1% extra parry bonus. This limit should be implemented only with "Improved Flourish" and "Glancing blow defense''. See subtlety suggestions.
10) Add Surprise Attack a new ability with 10 seconds CD with taunt effect.
11) Make Deadly Throw interruption effect as baseline.
12) Allow to use Slice and Dice without stealth breaking (makes good encounter start in PVE with "Premeditation" or after vanish)
13) Reduce cooldown of Sprint, Evasion, Blind, Vanish abilities from 5 minutes -> 3m, and Preparation 10 minutes -> 5 like it was done in TBC. We want to reduce strong class CD dependency.
14) Add Axe mastery for rogue. Update appropriate talent improvement in combat spec.
15) Allow Backstab ability hit in face without strafe-dance by default. If it is not very difficult it would be also good to implement it in the same way as in modern wow: normal damage for front hit and some bonus (let say 5-10%) from behind to encourage using backside mechanics. Look at modern ability description.
16) Kick ability should cost less energy, because 25 energy is equal to 2.5 seconds of energy accumulation or -25% energy income if we kick target by CD which is too expensive in comparison to opponents like warrior (main rogue competitor). So Kick should be cheaper (10 energy?) or have a slightly better interruption mechanic, like add +1CP on success interruption.
17) Eviscerate should have better attack power scaling.
18) Stop sharing Thistle Tea cooldown with other important items like warlock Healthstone.
19) add small drop chances for daggers in all Junkboxes from pickpocket. We already have such mechanic with "Gut Ripper'' from "Sturdy Junkbox" and I suggest extending this approach for all Junkbox quality with appropriate dagger quality. We need it because all dagger based rogue builds are dependent on dagger weapon and players during leveling always encounter lack of daggers because they have limited pool of available daggers for current level, when other builds have pools of swords, maces and fist weapons and don't have such issue. To fix this unfair situation let's additionally include "only rogue" or "soulbound" dagger loot in pickpocketable junk boxes throughout 1-60 leveling.
Assassination suggestions (main idea: add some damage by poisons to make this build more viable in PVE in earlier progress. Make "Vigor" interesting):
1) Remorseless Attacks: make buff duration +20 seconds per point (40 seconds at 2/2). 20 seconds very often is not enough to get another mob after a previous fight, especially if you need to eat or use bandage after last fight.
2) Improved Expose Armor talent also grants 50% per point (100% if 2/2) not to spend Combo Points. In synergy with "Relentless Strike" and 5 CP it will be free to use and allow rogues to cast Expose Armor buff without losing damage potential.
3) Improved Poisons talent 5/5 adds 25% (was 10%) apply chance.
4) Vile Poisons talent 5/5 adds 50% (was 20%) poison damage.
5) Add Toxic Сourage new tier 5 talent: reduces CD of Cold Blood ability for 3 seconds each time when you apply on target poison effect. This talent requires 5/5 investment in "Vile Poisons" and 1/1 in "Cold Blood".
6) Add Toxic Atmosphere new tier 5 talent with 3 points: Increases the Nature damage taken by any target you have poisoned by 2% per point and gives all poisons chance per hit to create a cloud of poison in an 5 yard radius around the Rogue for 10 seconds. I suggest reusing existing poisonous puddle spell from the Diseased Ghoul mob in Scholomance dungeon.
7) Add Master Poisoner new tier 6 talent with 5 points: when you apply any poison on target with 20% (100% when 5/5) you additionally apply an extra instant poison hit. You also have a 20% (100% if 5/5) chance to reduce enemy poison resistance/immunity.
8) Add Mutilate new tier 6 talent with 1 point: add a new Mutilate ability: Instantly attacks the target with both daggers. The target takes 10% more damage per your stack of Deadly Poison. Awards 2 combo points. Damage bonus could be balanced. This talent requires 5/5 investment in "Master Poisoner".
9) Vigor talent adds 20 (was 10) energy and add new passive ability:
Option "A: your Deadly poison tick (each 3 seconds) with maximum stacks (5) starts giving rogue additional 3-10 energy (depending on other improvements).
Option "B: Vigor adds 20 energy and +15-25% (depending on other improvements) to energy generation.
Combat suggestions (main idea: add Axe support, and Throw improvements for the build, make getting riposte talent more cheap on leveling, bring PVP part in combat):
1) Replace Blade Flurry (we want it as baseline without 20% bonus) with "Improved Blade Flurry" talent that will increase attack speed by +20%. We want this change to allow all rogue builds to have at least one AOE spell
2) Improved Sprint buff also removes all impairing effects each 3 seconds.
3) Throwing weapon specialization current implementation is not viable and investment in talent is just a waste of 2 talent points. So, I suggest making Deadly Throw interruption as baseline and probably removing extra range of throw abilities. Instead it will add Deadly throw ability 50% (100% 2/2) chance to immobilize target for 2 seconds and in addition it will increase +50% (+100% if 2/2) “Throw” damage and give Throw ability 50% (100% if 2/2) chance to add 20% dodge buff for 8 sec if rogue makes thow hit not being in combat.
4) Riposte also generates additional threat.
5) Mace Specialization move existing mace skills bonus to weapon expertise talent and add new bonus: Increases the damage dealt by your critical strike hits with maces by 1% (5% when 5/5) and your attacks with maces now ignore up to 3% (15% when 5/5) of your opponent's armor. We don't remove passive stun bonus cuz it will destroy pvp/tanking oriented builds. The main aim is to make mace weapons viable and concurrent with swords.
6) Close Quarters Combat redesign talent to apply additional bonus for fist weapons, like 7.5% instead of 5% for critical chance or 5% chance to restore some energy when you hit with fist weapons. The main aim is to make fist weapons viable and concurrent with swords.
7) Sword Specialization refactor to apply in addition the same bonus to Axe.
8) Adrenaline effect also grants immune to fear and stun effects (possibility to make combat viable in pvp).
Subtlety suggestions (main idea: create a viable dagger PVE/PVP build based on "Ambush" and "Backstab" abilities. Add "Setup" leveling and tanking builds. Make "Premeditation" interesting. Make Ambush more ultimate ability similar to Pyroblast, Soul Fire, Execute). Make "Feint" a viable ability.
1) Master of Deception make it 3 maximum points to invest. 1 -> +2, 2-> +4, 3 points -> +5 effective stealth level. We need this change to allow pick improved ambush and “Improved Sap”.
2) Add Improved Flourish a new talent with 3 max points to invest in tier 1. Talent increases the duration of your 'Flourish' ability by 15% (45% when 3/3) and reduces the duration of stun effects on rogue by 10% (30% when 3/3) when 'Flourish' is active. This talent is a prerequisite for 'Glancing Blow Defense'."
3) Add Glancing blow defense new tier 2 talent with 5 max points to invest: when Flourish is active the rogue additionally receives reduced magic damage by 8% (40% when 5/5) of total avoidance and reduced physical damage by 13% (65% when 5/5) of total avoidance stats, where avoidance is a sum of character dodge and parry stats. This talent requires 3/3 investment in Improved Flourish. Example: if rogue gear has total 50% avoidance (let set 40% dodge and 10% parry) with 5/5 Glancing blow defense you will get 20% spell damage reduction and 32.5% physical damage reduction while flourish is active.
4) Sleight of hand. Additionally Feint ability hit after 10 seconds brings rogue second breath which generate rogue 15 (30 if 2/2) energy. This brings sense to pick this talent and to use feint ability in PVE rotations.
5) Elusiveness additionally reduces taken spell damage by 15% (30 if 2/2) and adds 15% (30 if 2/2) to dodge (evade) enemy shots when you have activated Evasion ability.
6) Setup 15% -> 33% (100% if 3/3). Each proc also reduces CD of Ghostly Strike by 1 sec. This effect cannot occur more than once per second. We want to revive rogue tanking based on setup talent like it was initially designed in the wow alpha version.
7) Improved Sap each point reduces sap energy cost by 20 energy (-40 if 2/2). Move this talent in tier 1 to allow other specs to use playable Sap.
Option “B” replace this talent with TBC “Dirty Tricks“ https://tbc.wowhead.com/spell=14076/dirty-tricks and make Sap always have a 100% chance not to break stealth.
8) update Ghostly Strike ability: does 190% damage if a dagger is equipped (make equal damage when rogue uses dagger in MH). In addition to existing effects, "Ghostly Strike" buff also grants 15% to resist spell damage and evade range shot. We want to create Ghostly Strike + Setup based subtlety tank build. If we don’t get baseline Blade Flurry, let’s imbue Ghostly Strike with cleave effect to allow pick mob packs on tanking.
9) Improved Ambush now has 2 max points to invest and gives +25% critical chance per point and
idea1 add new talent Shadow Proficiency: now your Ambush deals shadow damage instead of physical. This talent requires 2/2 investment in Improved Ambush.
idea2 do not create additional talent and just add 25% ignore armor to ability per talent point (50% armor ignored in total when 2/2).
Without permanent critical strike and some armor penetration this ability is not worth spending 60 energy even to hit usual mobs after 40+ lvl during leveling.
10) Deadliness: talent also generates combo points:
idea1: adds +1 combo point from "Rupture" bleed tick. This effect cannot occur more than once every 20 seconds (5 seconds if 5/5, each investment reduce timer for 5 seconds).
idea2: enrich Deadliness with mechanic from Honor Among Thieves talent https://www.wowhead.com/wotlk/spell=516 ... ng-thieves
11) Slaughter from the Shadows new tier 6 talent with 3(5) max points to invest: reduces the energy cost of your Backstab and Ambush abilities by 5(4) per talent and increases hemorrhage damage by 5(4)% . This talent requires 5/5 investment in Deadliness.
12) Premeditation reduces CD to 20-30 seconds, this will make it very useful on leveling and on dungeon trash mobs. Then to make it really viable in PVE/raids let's add one of next passive bonus improvements:
idea1: adds new passive ability: each successful Backstab hit reduces rogue vanish CD for 30 seconds. In that case we make unpopular [Elusiveness] and T1 vanish set bonuses very interesting and bring the ability to enter the stealth in combat each 7 Backstabs which is equal 54 seconds by default or ~40 seconds with tea+AQ trinket or full Naxx set.
idea2: adds possibility to "Enter the shadow" aka Shadow Dance for x seconds. To have the possibility to activate this ability, a rogue should stay in combat for some period of time or should land a series of hits with a CP generating ability (2xBS or 1.1x hemo). This "Enter the shadow" buff should not stop auto attacks and just allow the player to use all abilities (or at least premeditation+ambush) without stealth. Let's rename the Premeditation talent name (not the spell) on "Enter the shadow" or "Shadow Dance".
idea3: Each time when you hit let's say 3 Backstabs in a row your next Backstab will be Ambush hit instead. If you leave combat this counter will be reset. This Ambush must get all ability bonuses, i.e. Initiative and Improved Ambush.
13) Initiative talent has 33% (was 25%) proc per point. This update makes more reliable Ambush+Premeditation opener especially in PVP https://www.wowhead.com/wotlk/spell=13976/initiative
Tanking suggestions
After last big update in 2022 the Turtle team added rogues possibility to tank dungeons (dodge gear set) and raids (requires 100% avoidance on strong bosses without strong spell damage). I guess this idea has the right to live, but to be more viable we MUST to add non/low cd AOE to allow rogue-tank pick up packs with a few mobs in normal dungeons and also good to have some spell damage reduction or survive and taunt abilities for raid tanking. ALso I don't like adea with full avoidance. Lets prevent 100% avoidance but give some damage reduction which is based on avoidance stats. So, rogues won't be immune to melee attacks but they can survive during strong melee critical hits due reduced incoming damage.
1) We need some reliable AOE ability to have the ability to pull packs of 3+ mobs. I see two ways:
a) make Blade Flurry base line with 45-60 seconds CD
b) add Riposte and Ghostly Strike cleave effect.
b) add "Fan of Poisoned Knifes" ability to allow aggro poisons AOE hits https://www.wowhead.com/wotlk/spell=51723/fan-of-knives. I see this ability with 5 seconds CD, it does very low or even zero physical damage and applies with 100% proc rate only poisons that have damage effects, it generates 0 (1) CP and costs 15 (35) energy because after FoPK cast we need to have not less than 65 energy for Ghostly strike (40) and flourish finish with 1 CP (25), otherwise without avoidance buffs rogue can just die after FoPK cast. We don't want to get AOE ability that adds possibility to apply crippling poison in range cuz it will impact on PVP.
2) Please check my suggestion for "Improved Flourish", "Glancing blow defense" and "Ghostly Strike" talents described in this post. Because rogue has no any damage reduction talent in vanilla, low armor and base HP pool is 30% less than any other tank, we need such changes to have some protection against casters, range shoots and physical mekee critical hits in raids especially after 100% melee avoidance will be nerfed and not achievable.
4) Each real tank should have a taunt-like ability to have the possibility of taking the boss from another tank or just for saving someone on over agro. As a taunt candidate ability I see:
a) Throwing weapon specialization in addition to my previous suggestion also grants "Throw" ability 50% (100% if 2/2) chance to apply taunt effect on target.
b) Surprise Attack let's make Surprise Attack ability with aggro/taunt effect.
c) Feint with updated or new talent grants taunt effect.
d) Shiv (was added in TBC) which can taunt targets if your weapon has Agitating Poison.
e) Ghostly Strike also could be enriched with taunt, but I'd say this is the worst option.
5) Also if we have real tank plans for rogue we need some alternative of warrior “Shield wall” for hard PVE encounters. That's why I suggest updating existing Elusiveness check talent description and additionally and I’d take a loot at Cheat Death spell to allow rogue survive when something went wrong in the raid.
https://www.wowhead.com/spell=31230/cheat-death
Cheat Death could be taken just as an idea and reworked in scope of proc frequency, buff time and damage percent reduction. I think Cheat Death is very good from a lore/design perspective, because rogue is a "glass cannon" class (it has no armor or damage reduction abilities) and it will give a good opportunity to survive mortal hits during tanking.
6) Agitating Poison should generate threat even if the target is immune to poisons, otherwise rogue can't tank Elementals, Mechanics and other units who are immune to poisons. Also Agitating Poison should be available from low levels, let say right when you get poisons, to make viable tanking in low level dungeons.
7) Setup 15% -> 33% (100% if 3/3). Each proc also reduces CD of Ghostly Strike by 1 sec. This effect cannot occur more than once per second. We want to revive rogue tanking based on setup talent like it was initially designed in the wow alpha version.
Poison improve suggestions
1) Let rogue poisons be applied simultaneously with the Windfury Totem effect. WF is too strong and in vanilla it forces not to use potions on main hand weapons in PVE. If it's impossible, let's up poison damage to be equal to WF damage impact.
2) Poison damage formula should include rogue Attack Power, similar to how it was implemented after the classic.
3) Deadly Poison let's add some talent in assassination to get: after 5 stacks each proc also applies some Instant poison damage. Similar to how it works nowadays https://www.wowhead.com/spell=2823/deadly-poison (Coats your weapons with a Lethal Poison that lasts for 1 hour. Each strike has a 30% chance to poison the enemy for [(6.3% of Attack power) * 12 / 2] Nature damage over 12 sec. Subsequent poison applications will instantly deal (4.5% of Attack power) Nature damage.) Check "Master Poisoner" suggestion.
4) Let's add some talent in assassination to penetrate poison immunity and some raid buff for poison and Nature spells in general. Check "Toxic Atmosphere" .
5) Add Mutilate ability: Instantly attacks the target with both daggers. The target takes 10% more damage per your stack of Deadly Poison. Awards 2 combo points. Damage bonus could be balanced.
6) Add Envenom as trainer spell or tier 6 talent with 1 point. Adds Envenom ability that does not consume deadly poison stacks.
7) Make poisons scale with spell power. This will allow the creation of a spell power geared fan assassin build, like it was in TBC.
Improve rogue quality of life suggestions
1) Ability to remove poisons from weapon (right click on poison buff or special rogue item, aka "POISON CLEANER T-3000")
2) Add poison reagents to field repair bot
3) Reduce cooldown of Sprint, Evasion, Blind, Vanish abilities from 5 minutes -> 3m, and Preparation 10 minutes -> 5 like it was done in TBC.
Other less rogue related suggestions
1) Add rogue Insignia of the Horde possibility to remove stuns.
2) Remove engineering skill requirements from Iron Grenade activation or create "Goblin Thorium Grenade" alternative which will be slightly expensive and can by used by non-engineers. This will allow engineers earn some extra money from profession by selling consumable Iron Grenade (similar like elixirs in alchemy) and will make profession less non-alternatively required for PVP and will allow rogues to tank better and do AOE damage, cuz now non-engineers will get one more extra AOE with 1 min CD. P.S. Engineer will still have monopoly for other cool AOE like Thorium Granades, Goblin Sapper Charge, mana-burn bombs...
3) Add some unique enchants for Leatherworkers. They already have a bunch of armory kits and they are absolutely useless. Let's add some new consumable LW enchants like Rugged Enchanted Agility Kit, Rugged Enchanted Strength Kit, Rugged Enchanted Intelect Kit, Rugged Enchanted Spirit Kit with appropriate stat.
4) Add new Telabim food with 15 agility buff
5) Black Moras dungeon has only 1 useful drop item (chest) for rogues. let's add something additional in loot tables.
6) Increase run buff speed of goblin [Exit Strategy] or remove daze effect. Currently this is useless almost ability in pvp/pve/leveling, so let's make it usable at least as additional "sprint".
7) create new quest chains for blue T0.5 items to allow upgrade them on epic quality in new 1.17 dungeons/raids.
8) Add some casual trinkets to Survival, like add mount speed, swim speed, extra gold from mob loot, extra cooking/fishing skills
Known rogue bugs
1) Improved Sap sill works badly in pve - when you sap mob you lose you stealth and if there are two mobs - 2nd mob start gets aggro and starts hitting you in stealth
2) Vile Poisons talent does not add any additional poison dispel resist
3) Wound Poisons do not stack from two weapons. Instead of getting twice faster stack they overwrite each other
4) Improved Slice and Dice work for Flourish as well, but there is no any description about it
5) you can infinity use range finishers on mob after it was avoided