Yes, you can only spend talents in one tree at our lvl.
Although its only an estimate, Ill go trough what I think about the specs.
Glyphs might change a lot and its hard to say what classes would be the most dangerous for us
About the rogue talent trees:
Damn, its hard to say with all the changes.
In my eyes Sub becomes the old type of rogue, reliant on CDs. Combat is more like a failed version of "the new type of rogue" that blizz tried to make. Assassin becomes, in my eyes, an unstoppable machine of dmg and burst, with nice survivability.
Ill try to show what talents I would chose in the different trees and explain a little.
SUBTLETY
Previously sub was 100% the best spec one could take. But now it looks like we no longer can get preparation, and sub rogues no longer have the increased stealth + detect.
Talent tree for sub is actually really hard.
Perhaps something like this:
WoW Talent Calculator - Sigrie
Sub gets shadowstep, 10 % increased dmg for 6 sek after stealth, 15% increased agi and 10% more wep dmg from hemorrhage. All nice things
Premeditation is really nice, but I think over all dmg would be better with 1 point in honor among thieves.
Sub will probably be a lot about the ambushes, so buffing them with talents aint a bad thing.
I think improved ambush and waylay are really good.
Elusiveness, Hemorrhage and opportunity are all musts of this spec IMO
Because rogues no longer have improved stealth, its nice to talent so you can at least sap from normal range. Other trees have to get way to close for comfort
Camouflage is always nice when your so dependent on ambushes as this tree IMO is.
A normal opener for a sub specced rogue could be premeditation, shadowstep, ambush, eviccerate. That is some serious dmg in 1 sek. Alternativly use kidney instead of evis.
After opener they still have hemorrhage to build combo points and 2 minute vanish/blind (combat and assassination have 3min)
Sub also lose dirty deeds, making their opener's no cheaper then the other specs.
COMBAT
Combat gets Dual Wield Specialization (50% more dmg from offhand),
Blade Flurry (20% increased mele swings and can hit an additional target. I'm not sure TBH, but I really really doubt this is for anything but mele swings, eviscerate and sinister strike)
Vitality: 25% increased energy regain. Very nice
WoW Talent Calculator - Sigrie
Combat tree can also get trough talent:
Improved kick (2 sek silence)
Improved sprint (removes impairing effects) A healer could take off many of those, but not all. And you don't allays have one so its an okay ability
Improved recuperate, witch is pretty nice. I'm guessing people will want to have it up a lot.
Blade twisting (pretty nice TBH, not even pvp trinket/human thingy can remove that)
Improved gouge, love gouge and this is a nice ability
Note: Reinforced leather (and cloth lol):
Don't spec this. 50% increased armor from cloth and leather items, but that is only around 370 armor. Its not game braking at all, should at least have been total armor. (rubbish IMO)
ASSASSINATION
WoW Talent Calculator - Sigrie
Where to start really, IMO every rogue should spec this. Ok, have 5 min of fun with shadowstep and then spec assassination.
Only talking about the really nice stuff, its enough of that
(finishing with the talent specific things)
We get
Quickening, giving us 20%+ in healing effects. This works for everything, Belt heal, herbal heal, bandage heal and recuperate, and ofc heals from a team mate.
Quickening also makes us move 15% faster (does not stack with other effects like minor speed or sprint). Minor speed is +8% speed and you might think "WTF is another 8% speed lol" well think of it like this: 95%+ of twinks have minor speed, with this, its like your the only one with minor speed. Its a nice advantage, trust me.
Deadly brew! Crippling poison is a must, with this we can main hand Wound poison and have mind numbing if offhand. Classes will hate us for that. Finally having wound in main also increases our dmg from its procs. If were not against a caster team we can use instant poison in main hand and wound in offhand for even more dmg. (we get +50% chance to apply instant from passive)
Cold Blood? This tree has it all! Paired with the +20% dmg from evis is just imba. The 30% dmg bonus from lethally also works for evis. (Although, I might use cold blood on a mutilate, not sure about the dmg differences)
Puncturing wounds: 15% more crit on my main ability? Yes please
Improved Poisons. As mentioned above, we get +50% chance to apply our instant poison
Assassin's Resolve (passive) We get passive 20 extra energy and +15% dmg while using daggers. 20 extra energy = one mutilate and then another right after, niice. And I'm all about daggers so 15% extra dmg... well okai, wont hurt
We get
Mutilate. Mutilate attacks with both weps at the same time and gives awesome burst. (I'm not that good on wep normalizer for mutilate, so help me out if I'm totally lost).
Lets say we could dural wield WSG dagger to make this easier.
WSG dagger wep speed is 1.7 (so we can use the normal dmg range without modifying it, I think)
dmg range is
34-
65, since we dural wield its 68-130
100% main hand dmg,
100% offhand dmg with another
44 dmg from each hand (we pretend they are identical) so basically
200% wep dmg and
88 extra dmg. If we mutilate a target with a poison on its another +
20% dmg. And remember the passive
+15% dmg.
Add the dmg from ap: Lets say you have 400 AP: 400/14 x 1.7 =
48.6 extra dmg (I THINK), I'm also 99.9% sure we multiply with 2, since its 2 weps. So
97.2 ap dmg
Minimum dmg with a non crit on a poisoned target with 25% armor would be
(200%)x(
34x2) / 100
=136
This is the dmg before we add the extra 88 dmg from weps, the 97 dmg from ap, the 20% extra dmg from poisoned targets and the extra 15% dmg from passive. And subtracted the dmg a 25% armor target would have.
First, lets add the extra dmg mentioned above:
136 + 88 + 97 = 321
Then add the 20% and 15% dmg:
321.2 x 1.2 x 1.15
= 443
Then subtract dmg, since target has 25% armor we get:
443.3 x 0.75
=332
Not THAT much, but its the minimum dmg (with poison on) and with armor counted in.
Lets see the max dmg on a non crit (with poison on) against 25% armored target:
Minimum dmg with a non crit on a poisoned target with 25% armor would be
(200%)x(
65x2) / 100
=260
This is the dmg before we add the extra 88 dmg from weps, the 97 dmg from ap, the 20% extra dmg from poisoned targets and the extra 15% dmg from passive. And subtracted the dmg a 25% armor target would have.
First, lets add the extra dmg mentioned above:
260 + 88 + 97 = 445
Then add the 20% and 15% dmg:
445 x 1.2 x 1.15
= 614
Then subtract dmg, since target has 25% armor we get:
614 x 0.75
=461
I think thats pretty nice for a non crit. It costs 60 energy though (but gives 2 combo points)
Lets see how much it gets when we crit, but still does the minimum dmg, against a poisoned target, with 25% armor:
(400%)x(
34x2) / 100
=272
add the extra dmg:
272 + 88 + 97
= 457
Then add the 20% and 15% dmg (multiplied by 2 since its a crit) AND the +30% extra dmg we get if we crit:
457x 1.4 x 1.3 x 1.3
= 1081
Then withdraw because of the 25% armor:
1081 x 0.75
= 811
Verry nice indeed (so nice I'm afraid I did something wrong, perhaps I cant dubble the % dmg...), and its even the lowest crit we can get on a poisoned target.
Lets see what the maximum dmg on a poisoned target with 25% armor would be:
(400%)x(
65x2) / 100
=520
Adding the extra dmg:
520 + ((88 + 97)x2)
=520 + 370
=890
And now add the extra % dmg thingys:
890 x 1.4 x 1.3 x 1.3
= 2105 Sick! but this has to be wrong, probably cant multiply the % thingys by 2
Lets see how much that is against a target with 25% armor:
2105x .75
=1579 Sick as fuck
Because I got so high numbers Im gonna do the crits without dubbling the % dmg thingys:
Minimum:
457x 1.2 x 1.15 x 1.3
= 820 before 25% armor
820 x 0.75
=615 Still fucking nice though, might still be some mistakes, first time I did this and only had little more then basic math at High school
Oh and it was kinda late 0530 here now, oh and my house went on fire and...
Maximum:
(400)x(65x2)/100
=520
520 x 1.2 x 1.15 x 1.3
=933
Against a target with 25% armor:
933 x 0.75
=700 max crit
Note, its to hard to tell how the matches will turn out, so the 2 points could be in Vile Poisons instead of blackjack. I imagine Blackjack would be quite good in bg's to simply running around sapping ppl that are about to engage your FC/team and ruin their dmg for 8 sek and. Vile poisons is nice, but IMO we do enough dmg now, time to take away opponent dmg
Note#2: As for weps, I'm gonna use WSG dagger and Fiendish Skiv both with mongoose and Balanced Heartseeker with wep chain.
Offhand has less chance to hit in mele swings, but the exact same chance to hit with mutilate (obviusly). Mongoose gives nice crit and burst and you do more then twice the dmg when you crit with mutilate. Not sure whether Ill swap Fiendish skiv or WSG dagger with BOA dagger when I need the wep chain.