(Note: I updated this post later in the day with additional info — and my attached opinions — on Kick becoming free in the next PTR build; thanks, Dalmasca, for noting the Kick change!)
Earlier this week, Ghostcrawler added this to the ongoing “PTR Class and Set Bonus Issues” thread in the WoW PTR Discussion forum:
PvP gloves – changed to increase healing by Recuperate by 1% of health.
As well as this:
Skull Bash costs nothing on the PTR build. Kick too. That may have missed the patch notes.
At the moment (in Patch 5.1), our PvP gloves reduce the energy cost of Kick by 10 (making it free to use). This note appears to say that, in Patch 5.2, the Kick bonus will go away (since it’ll be free regardless), and instead Recuperate will heal an additional 1% of our maximum health per tick — that means 4% per tick (up from 3%), or 40% total (up from 30%) if used at 5 combo points (or 4.5%/45% total if you use the Glyph of Recuperate).
I’ve seen a number of requests in various forums for Recuperate to be buffed in PvP. Does this do the trick? Or does it do little more than turn a trickle of self-healing into a parched stream?
Meanwhile, let’s talk about the Kick change a little more. It’s worth mentioning that this isn’t a Kick-only change; similar tweaks are being made to other classes’ low-cost interrupts. In the same PTR thread, Ghostcrawler wrote this:
In PvE particularly, we think it’s better when players use their utility to help the group at large rather than balking because it’s a personal DPS loss to do so. In PvP, you can make more of an argument that choosing to spend resources on an interrupt or on an attack is an interesting trade-off, but the fact is that many interrupts were already free (or so cheap as to be effectively free).
It’s an interesting — and somewhat discordant — opinion to see from GC, given that we also have abilities like Tricks of the Trade and Feint, which are relatively low in cost and have clear raid benefits, but which rogues often avoid using in raids because it’s a personal DPS loss to do so. Feint, in particular, *was* a zero-energy ability in Cata (when coupled with the Glyph of Feint, which was basically considered a requirement in PvE); it wasn’t until this expansion that using it became a much more difficult decision to make in raids, making the opinion above feel even stranger.
Feint is, at present, a lose-lose scenario for raiding rogues in many situations. Either you chose to reduce your incoming damage for the benefit of your healers (and sacrifice DPS by doing so, thus making it take longer to kill the boss, which in turn means more time the healers have to spend healing), or you don’t (and increase the short-term pressure on your healers while dealing your normal amount of damage). If Kick, as a cheap defensive move with raid benefits, is deemed so low-cost as to be “effectively free” in PvP but is seen as too high-cost in PvE to warrant still having an energy cost, why can’t the same be said of Feint or Tricks?