Patch 4.1 is nearly upon us, and while some classes are seeing fundamental changes to their class mechanics, rogues remain fairly unchanged. A few tweaks here and there, and a major quality of life change for Mutilate rogues are the extent of it.

But before we dive in to patch notes, remember that the new second-tier 5 mans, ZA and ZG, will be dropping ilvl 353 epics to help you replace that one blue which never drops from <Insert Boss Here>.

One example of the new 5-man loot, and it's for Combat!

MMO-Champion has some data-mined loot from these dungeons, and it looks like quite a bit of this leather has haste, and expertise. No doubt this will help the fresher combat rogues reach their crucial dodge caps. There’s also a neck and ring with copious mastery, great for those of us specced in to Mutilate.

Keep in mind these items are ilvl 353, so you won’t suddenly pick up the Cataclysmically Epic achievement. You will, however, be able to farm these dungeons enough to get some Maelstrom Crystals — so now there’s less reason  to not have Landslide.

Now that the new loot to drool over is done with, the actual tweaks — and I do mean tweaks, these are minor changes, are next on what’s happening in 4.1

The full patch notes can be found here, but the relevant rogue changes are below:

  • Recuperate base effect now heals 3% per tick, up from 2%.
  • Stealth base cooldown has been reduced to 4 seconds, down from 10, and the movement penalty from being in Stealth has been removed.
  • Tricks of the Trade now has a 100-yard range, up from 20.

From just these changes, it appears as if Recup is getting a nerf, but the stealth movement change is huge for those of us specced into Mutilate, so they can get behind their targets and pop Garrote. The increase in range for Tricks has my guild squealing with joy, since now it’s easier to get those casters their damage buff.

However, individual talents are also being tweaked:

Talent Specializations

  • Combat

Improved Recuperate now adds 0.5%/1% to the health restoration effect of Recuperate, down from 1%/2%.

It looks like the Recuperate change is there to balance the stacking effect with Quickening. For Mutilate and Combat rogues, this isn’t a huge change. It’s more likely to effect PvPers.

  • Subtlety

Cheat Death now reduces damage taken by 80% while in effect, (down from 90%). Its internal cooldown has been raised to 90 seconds, up from 60.
Nightstalker now reduces the cooldown of Stealth by 2/4 seconds, and instead of negating the movement penalty from Stealth, it adds a 5/10% movement speed bonus (stacking with other effects) while Stealthed.

The Cheat Death change has me a bit saddened. I don’t generally use Subtlety, however on Heroic Valiona and Theralion, the survivability of Sub is nearly required to keep the raid alive while you solo the Twilight Realm (look for more in depth post soon)!

Nightstalker, is again, a change to help Mutilate with positional problems at the start of a fight. However, I’m thinking the fact that a rogue will run faster in stealth than out of it (remember that Stealth will not have a movement penalty according to these current notes) will have too may PvP implications to actually last long.

And to show off how awesome Stealth is with no cooldown, I’m linking you a video from Chase Christian of WoW Insider.

Isn’t that awesome?

That’s pretty much it for rogues in 4.1 at this time. The notes were just updated Friday, with nothing new for the stealthy class. However, there’s always plenty to hope for, and check back for any analysis on new PTR updates.

Watch for new Rogue 101 guides to getting started with Combat and Mutilate, as well as individual encounter guides. Until then, keep the DPS high, and the TPS low!