Borrowing from the assassin -- again
Shuriken Toss is completely ripped off from the Diablo II: Lord of Destruction
assassin's skill Blade Fury
I'm not complaining. Imagine this image with me: a rogue standing resolute, alternating hands deftly producing instruments of pain from hidden pouches, subsequently launching these deadly shuriken at his unsuspecting target. A flurry of steel and glimmers of reflections
from the blades are all his opponent sees before being vanquished.
Our current toolbox doesn't work
We've had Throw
and Deadly Throw
for years, but neither has seen regular use. I think I tossed a couple of Deadly Throws toward Atramedes in Cataclysm
, but that's about it. Wait, I did actually use Throw during Morchok's Black Blood phases, before I realized that between Cloak of Shadows
and a bribe to my raid's healers, I could just stay in melee range instead.
Deadly Throw used to be a valuable asset in PvP when combined with the interrupt bonus from our PvP set gloves. Once that feature was removed, DT fell off the action bars of most rogues. We have always lacked a potent ranged attack, and Shuriken Toss looks to change that. It will be especially important since there's a strong possibility that we'll lose Throw altogether in Mists
How strong is Shuriken Toss?
The proof of the pudding is in the eating, as they say. Shuriken Toss, at first blush, seems perfect for the job of adding a ranged attack to our arsenal. It costs a moderate amount of energy, deals a moderate amount of damage at a moderate range, and provides us with a combo point. It's quite obvious that we'll always want to combine Deadly Throw with Shuriken Toss to give us an outlet for our combo points when dealing sustained ranged damage.
The question is how powerful Shuriken Toss ends up being. If the damage is too low, it won't be worth our time. If it doesn't apply poisons, it may not be effective enough in PvP. Are there going to be any glyphs to affect it? Shuriken Toss can usher in a new era of ranged rogue DPS, or it could simply be an ability of last resort for those moments where we're waiting for Baron Geddon
to finish exploding.
We're not becoming hunters
Regardless of how good Shuriken Toss ends up being, rogues are always going to be a melee class first. We have too many mechanics and abilities and talents that rely on melee range. Don't expect to see rogue standing back with the mages and warlocks any time soon. Melee is always going to be our bread and butter, and that's never going to change.
What is changing is what we're capable of when our bread and butter is missing. Now, when we're without the ability to melee our targets, we can still remain somewhat functional. We can build up combo points for when we're back in melee range; we might be able to keep our poisons applied and maybe even deal some damage while we're at it. Shuriken Toss isn't about enabling rogues to become a ranged class. It's about giving us something to bridge the gap between enemies.
A rogue's most powerful weapon is his versatility. We've got a cooldown or an ability for nearly every situation, and that preparedness and flexibility gives us the upper hand in our encounters. With Shuriken Toss further developing that story, rogues look to be more capable than ever.
And come on, you can't tell me it's not going to be sweet, sweet revenge when you kill your first frost mage with Shuriken Toss while you're frozen inside of his Frost Nova
Sneak in every Wednesday for our Molten Front ganking guide, a deep-dive into the world of playing a subtlety rogue -- and of course, all the basics in our guide to the latest rogue gear.