1.
Assassination Rogue: Midnight Expansion Preview
Welcome to our Midnight expansion guide for Assassination Rogue!
Alpha testing is now underway, and the information on this page will be regularly
updated for the newest developments during the Midnight Alpha. As we are heading into
the next step of the Worldsoul Saga, we will try and break down the huge amount
of new information to cover all the changes to Assassination Rogue and
explain and compare their impact on our gameplay, relative to how the spec
currently plays on retail. We will also be giving a quick personal note on these
changes as well!
This page will exist as an evolving work in progress, maintained throughout
the testing cycle. This is not intended
to be a full launch guide that goes into the nuances of playing Assassination
Rogue, and this page also does not aim to help you improve
your rotational gameplay on the Alpha servers. It will instead serve as a resource
for you to stay up to date with the most important changes, and the direction
the spec is taking as we move closer to the Midnight expansion launch.
2.
Midnight Changes for Assassination Rogue
To start, the official developer statement regarding the approach to Assassination
was posted alongside the initial Patch Notes:
Developers’ notes: Assassination has seen numerous changes in Midnight to
focus it on its core damage-over-time maintenance and Energy management
gameplay. We’ve removed a number of special case ability uses from its
rotation, such as applying Caustic Spatter with Mutilate, and reduced the
number of abilities used in its cooldown windows.
We’ve updated its AOE gameplay to remove the need to enter stealth to apply bleeds to multiple
targets - you now periodically re-apply Garrote and Rupture and use the new
Crimson Tempest to spread them to nearby enemies. There have been multiple
updates to its Hero Talents as well to make them play well within
Assassination’s rotation. We’ve also added an element of Energy management
and timing. Assassination Rogues are deliberate fighters, and choosing when
to spend Energy is an important part of their gameplay. There are strong new
rewards for maintaining unbroken strings of Envenoms, so you’ll want to bank
Energy then stretch every Envenom to its limit to keep the pressure on your
targets.
Like all the other specializations, Assassination received a
huge amount of changes going into the Midnight Alpha. Many of these changes
are small in impact, aimed at reducing ability clutter, streamlining the rotation
between AoE and single-target, and removing talents that rarely saw any play or
offered no rotational impact beyond just hitting them on cooldown. It is also
clear that many of these changes have been enacted to accommodate the planned
restrictions placed on Add-ons, by limiting the number of buffs, debuffs, and cooldowns
that need to be tracked, and reducing friction within the rotation. The expressed
goals by the developers' notes have certainly been met with these changes, reducing
button-bloat and centering the spec's rotational focus around maintaining Envenoms
and resulting in a much tighter resource management.
You can check out a full list of patch notes under the Assassination section here.
There are also quite a few changes to both of our Hero Talent Trees.
2.1.
Fundamental Assassination Updates in Midnight
The Assassination and Rogue changes in Midnight are far reaching, impacting a lot of
our toolkit and rotational design. That being said, our gameplay loop the spec
is built on still remains - and the spec has a clearer focus.
2.1.1.
Rotational Aspects
By far the biggest change to our rotation is a renewed heavy emphasis on chaining
Envenom. There are numerous talents that received large buffs to
encourage creating long chains of casting Envenom right before it expires, and
our Apex Talent further emphasizes this identity as well.
Inspiring Strike
A new choice-node talent at the bottom of the tree, that boosts all of our
class-damage when chaining Envenoms.
Poisoner's Drive
The alternative talent to Inspiring Strike, which grants 1 Combo Point instead
when chaining properly.
Rapid Injection
This talent was massively buffed to grant 30% increased Envenom damage when
chaining, with 2 points invested in it.
2.1.1.
Energy Generation
Our Energy generation has been changed quite dramatically as well. Unlike
the current The War Within iteration of the spec, you will receive much less
Energy from
Venomous Wounds, and instead generate more Energy
passively. This change also lowers our Energy generation in AoE quite dramatically,
leading to less overcapping and highlighting the importance of decision-making
on what abilities to spend your resources on.
2.1.1.
Cooldown Adjustments
Shiv no longer grants any bonus damage, and all talents that boosted
either its direct damage, or made it apply bonus damage effects to enemies, have
been removed. It now serves as a utility ability for its Soothe, while no longer
being part of our DPS rotation whatsoever.
Deathmark no longer duplicates bleeds, instead making them deal
more damage, and the Energy loss from that is off-set by it generating Energy by itself.
Kingsbane is more accessible and will likely be a required pick
for any build as our 1-minute cooldown.
Vanish, and by extension Stealth, are no longer a benefit to our DPS.
2.1.1.
AoE DPS
Our rotational gameplay in AoE has been simplified a lot, with both our single-target
and AoE rotation now being very similar to one another. The main reason for
this is the new design of
Crimson Tempest,
which combines the effects of
Fan of Knives and
Indiscriminate Carnage
by being a CP builder that also spreads bleeds. It costs more Energy than FoK and deals
less damage, so you will have to decide between both abilities in AoE as your main builders.
Caustic Spatter has also been changed to no longer require active
bleeds or poisons to be applied, and triggers off of casting Envenom and Kingsbane.
No more having to use Mutilate or Ambush in AoE!
2.1.
Assassination Hero Talent Updates in Midnight
2.1.1.
Deathstalker
Our Hero Talents will also be adjusted in major ways in Midnight.
Deathstalker's Mark
will be easier to apply as it is no longer tied to Ambush, removing the requirement
of having to be in stealth. It is, however, harder to switch marks, as you can
no longer Vanish and Ambush to apply it to a target of your choosing. The only
way to swap marks is by waiting for a
Darkest Night proc and swap the mark
to a different target. You will also be able to trigger Darkest Night at 5+ Combo Points,
instead of needing to use a maximum Combo Point Envenom, which will make the
rotation a bit more forgiving to play.
Developers’ notes: The goals for these changes to Deathstalker’s Mark are
to make it more forgiving to apply and to clarify the cycle of Deathstalker’s
Mark and Darkest Night. Assassination no longer needs to be in Stealth to
apply Deathstalker’s Mark, but a new Deathstalker’s Mark cannot be applied
while one is already active. It’s also easier to activate Darkest Night - it
now requires you to spend 5 combo points instead of the maximum. It can
still be rewarding to save up to max since that finisher hits hard!
2.1.1.
Fatebound
Fatebound is finally able to compete in AoE, thanks to
Fate Intertwined
drastically boosting
Caustic Spatter. It also makes the rolling
of coins more consistent, and no longer requires Vanish or the now-removed
Cold Blood to consistently hit the capstone buff. This improves the
usability of Fatebound in all cases, giving it a more reliable benefit to our
damage profile, while still retaining its core identity of flipping coins.
Developers’ notes: Midnight’s changes to Fatebound are intended to make
its benefits more reliable in different types of content. Fateful Ending’s
“all or nothing” benefit that ended at the end of combat has been replaced.
Several Fatebound talents didn’t scale well against multiple targets or
trigger effects like Caustic Spatter. Those have been updated with new
designs with more universal value.
3.
Writer's Thoughts
As a whole, these changes are almost entirely positive. While the spec may
initially feel a bit too simplified and streamlined, it is important to remember
that there are massive changes to the Add-on system afoot as well. Keeping track
of all the numerous buffs, cooldowns, and debuffs we currently have in The War Within
is going to be impeded in Midnight, and as a result some of these effects were
removed to ease the cognitive load required to play the spec optimally.
Finally being able to use
Shiv for its Soothe, and no longer being
tied to Stealth effects or
Vanish, is a blessing, and there will be meaningful
choices in our AoE gameplay where we have to decide between using
Fan of Knives
for its raw damage, or
Crimson Tempest to spread more bleeds. This
offers some interesting min-max opportunities against bigger packs of enemies,
and any upcoming changes and iterations to this new design for Assassination will
hopefully further deepen its themes and niche as a multi-dot class.
The main worry lies with the importance of
Envenom. Many aspects of
the spec are entirely focused around it, and hopefully our other damage
sources like our Bleeds and Poisons still do meaningful damage by themselves. If
90% of our AoE damage comes from Caustic Spatter, the spec will be very easy to
play in AoE, so a good balance needs to be found to ensure that multi-dotting
is still a viable way to boost our AoE damage, especially now that it no longer
boosts our Energy generation nearly as much.
We are hopeful for these changes, and cannot wait to see what else Blizzard
is cooking up for Assassination and Rogue in general!
4.
Changelog
- 11 Oct. 2025: Page added.
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