Well, I was sitting in the drive through line at Taco Bell today, when for some reason I started thinking about WoW, and more specifically, my rogue.
Then I started thinking along the lines of Blizz's statement that they want the Sub tree to be a rogue's PVP tree, and how they could fix it.
My thoughts drifted to something along the lines of:
Move Shadowstep to be a 21 point talent, same speed buff, 25 second CD. Add a side-talent to it with 2 tiers lowering the CD by 5/10 seconds per point.
Then I thought let's move Prep down to 31 points, and have it reset the cooldown on any rogue abilities you might be able to get while having 31 in the sub tree.
Of course, this left me with what to do with the 41 point talent. I had a couple of ideas.
Blade Wall
Costs 110 energy 3 min cooldown
Increases the rogue's parry chance by 50% for 15 seconds. While Blade Wall is active you get the Exhaustion debuff, preventing you from using Evasion, Sprint, or Cloak of Shadows.
I don't really know if this would be good or not. I know most rogues have a decent parry chance (obviously higher if they get Riposte in the Comb at tree, although I don't think most PVPers do) and a very good doge chance due to high agility. Some rogues could even get to 100% physical damage mitigation with high enough dodge and parry combined. However, it doesn't solve the problem of mobility that everybody complains about. Oh, and the 110 energy cost means only rogues with 4 pieces of glad's gear equipped could use it.
Trip Wire
Costs 40 Energy 3 min cooldown
The rogue throws a wire into the nearest wall directly in front of them. The next enemy to walk over the trip wire springs the trap, causing them to lose control of their character and stumble forward at 50% speed for 5 seconds. Damage does not break the Trip Wire debuff.
Again, this doesn't solve problem of mobility, it does give the rogue another level of utility in arenas though. Your healer is attempting to kite one of the opposition while you duke it out the other one. Somehow your healer loses the kite. You throw out a Trip Wire and your healer drags the kite over it giving themselves 5 seconds to throw a heal on you, get some distance on the kite, and do whatever else they may need to do. I don't particularly care for this one; I just thought it would be fun.
And finally...
Power Surge
Costs 60 Energy 2 min cooldown
The rogue is filled with a surge of adrenaline, reducing the energy cost of all abilities by 50% for 10 seconds and reducing the GCD by 50% for the same period.
I don't know what made me think of this one, but now that I look at it again I guess it's kind of cool.
Anyway, what do you guys think? Like anything you see? Think any of them are ridiculously overpowered? Have any other ideas?