Rogue Class Changes in Patch 1.3.0: Enhancements to Ranged Unique Items and Resolution of Combo Points Bug

January 19, 2024 6 minutes

Hey there, fellow gamers! It's WowCarry here, and today I bring you some exciting news about the upcoming Patch 1.3.0 for Diablo 4. In this patch, the Rogue class is getting some major changes, including buffs to Ranged Unique Items and a fix for the additional Combo Points from ! So, let's dive right in and take a closer look at what's in store for the Rogue class.

Rogue Class Overview

Blizzard is committed to ensuring that when players fully invest in a skill, the payoff is immense. To achieve this goal, Patch 1.3.0 introduces a range of new Unique and Legendary items that target skills which have yet to reach their full potential. For example, the Barbarian's Rend, Druid's , and Sorcerer's Meteor will all receive unique item enhancements. Additionally, the patch addresses some pressing issues for each class, such as the Minion damage for Necromancers with and the dependency on 3 Shouts for Barbarians. Furthermore, the Sorceresses' build options will expand with the ability to apply Vulnerable using . Lastly, the patch includes updates to underperforming items and skills, with a focus on the Rogue's Ranged Unique Items and the Necromancer's Golem.

Rogue Skills

  • Ability Improvements

  • Damage increased from 16% to 20%.
  • Duration increased from 3 seconds to 4 seconds.
  • Vulnerable now applies while you are below 85% Energy, up from 75% Energy.
  • Previous: Enemies take 5% increased damage from you each second they are in .
  • New: Enemies in Caltrops take 10% increased damage from you, increased by 5% each second.
  • Cast time reduced by 15%.
  • The first wave of arrows now hits closer to the player.
  • Chill amount now increases by 5% per skill rank, up from 2.5%.
  • Removed the Critical Strike requirement, and increased the Lucky Hit chance from 20% to 35%.
  • Previous: Lucky Hit: Poison Imbued skills have up to a 30% chance to apply double the amount of Poisoning damage over time.
  • New: Lucky Hit: Poison Imbued skills have up to a 30% chance to reduce 's cooldown by 2 seconds.
  • Vulnerable duration increased from 3 to 5 seconds.
  • Previous: deals 10% increased damage per enemy it pierces.
  • Now: Penetrating Shot has a 10% increased Critical Strike Chance. If Penetrating Shot damages at least 3 enemies, gain 10% Critical Strike Chance for 5 seconds.

  • Passives

  • Amount of Damage vs Crowd Controlled bonus conversion percent reduced from 40% to 10%.
  • Attack Speed per stack increased from 10% to 15%.
  • Previous: Critical Strike with Marksman Skills grant you Precision. You gain 4% Critical Strike Damage per stack of Precision, up to a maximum of 20%. When you reach maximum Precision, your next Marksman Skill is guaranteed to Critically Strike, and deals 40% increased Critical Strike Damage, then consumes all stacks of Precision.
  • New: Each Marksman skill cast grants 1 stack of Precision, or 2 if it has Critically Struck. When you reach 6 stacks, your next Marksman Core or Ultimate Skill is a guaranteed Critical Strike that deals x50% increased Critical Strike Damage, consuming all stacks of Precision. This damage is further increased by an amount equal to x15% of your Critical Strike Damage bonus.
  • Previous: Chilled enemies have their Movement speed further reduced by 10/20/30%.
  • New: Chilled enemies have their movement speed further reduced by up to 10/20/30%, and you gain 5/10/15% increased Chill effect.
  • Previous: After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance against them for 4 seconds.
  • New: After Knocking Back or Knocking Down an enemy, you gain 4% increased Critical Strike Chance for 4 seconds.

Paragon

Previous: When Inner Sight's gauge becomes full, you gain 100% Dodge Chance for 1.5 seconds.

New: When Inner Sight's gauge becomes full, you gain 100% Dodge Chance for 2 seconds. Your next 3 Core skills deal additional damage equal to 20% of your Core Skill Damage bonus.

Item Updates

The orbiting blades can now hit each enemy 2 times, reduced from 3.

Previous: orbit for a short time after they return to you, dealing 10–15% of Twisting Blade's return damage per hit. Based on the distance the blades return, the orbit damage increases up to 20–30% of the return damage.

New: Twisting Blades orbit for a short time after they return to you, dealing 20–30% of Twisting Blade's return damage per hit.

Previous: Each stack of Momentum Key Passive Heals you for 0.04–0.08 Life per second.

New: Each stack of Momentum Key Passive Heals you for 0.04–0.08 Life per second and grants you 5% Damage Reduction.

Previous: Lucky Hit: Damaging a Chilled or Frozen enemy with a Shadow Imbued Skill has up to a 75% chance to release an explosion that deals 0.3–0.48 Cold damage to the target and surrounding enemies, them for 25%.

New: Lucky Hit: Shadow Imbued Skill have up to a 75% chance to release an explosion that deals 0.3–0.48 Cold damage to the target and surrounding enemies, Chilling them for 25%. If they were already Chilled or Frozen, increase this damage by 100%.

Previous: Lucky Hit: Damaging a Poisoned enemy with a Shadow Imbued Skill has up to a 75% chance to create a toxic explosion that applies 0.15–0.2 Poisoning damage over 5 seconds to the target and surrounding enemies.

New: Lucky Hit: Shadow Imbued Skills have up to a 75% chance to create a toxic explosion that applies 0.2–0.3 Poisoning damage over 5 seconds to the target and surrounding enemies. If the enemy was already Poisoned, increase this damage by 100%.

Lucky Hit Chance increased from 20%–30% to 30%–40%.

Inherent affix changed from Damage to Distant Enemies to Critical Strike Damage.

Critical Strike Damage affix value increased by ~100%. This does not apply to the inherent Critical Strike Damage Affix.

Effect updated to reflect changes to the Precision Key Passive.

Previous: The first direct damage you deal to an enemy is a guaranteed Critical Strike. If you had maximum stacks of the Precision Key Passive when you cast the Skill, gain 20–30 energy, this can only happen once per cast.

New: The first direct damage you deal to an enemy is a guaranteed Critical Strike. When you consume casting a Skill, that Skill gains x10–30% increased Critical Strike Damage and you gain 20–40 Energy.

Previous: has a 30–80% chance to fire an arrow that bounced off walls and scenery. Damaging 5 enemies with Penetrating Shot will cause your next cast to make enemies hit Vulnerable for 3 seconds.

New: Penetrating Shot makes enemies Vulnerable for 3 seconds. Every 4th cast bounces off walls and scenery and deals 20%–40% bonus damage.

Bug Fixes

  • Fixed an issue where increased the cap for combo points.
  • Fixed an issue where returning while using were applying full Poison Imbue Damage, instead of the expected percentage of damage detailed in the Aspect's description.
  • Fixed an issue where the Paragon Glyph Snare did not benefit when it is considered a Trap Skill by the .
  • Fixed an issue where Gorger enemies could still target Rogue players under the effect of with their stun attack.
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