Notes are up. I condensed them a tad here for readability.
Rogue Tweaks:
All ability calculations have been adjusted for the skills listed below.
Rogue state techniques, Backstab (all ranks) & Waylay (all ranks) changed to a Dexterity damage modifier.
Rogue damaging techniques, Blackjack Kick (presumably all ranks) & Fan of Knives (all ranks) changed to an Agility damage modifier.
Bloodletter, Deceptive Strike & Strike of Demise bleed damage all changed to a Stamina damage modifier.
Twin Fangs, Inject Poison, Venomous Strike poison damage all changed to an Intellect damage modifier.
> Deceptive Strike no longer requires/consumes [Exposed]
> Trick Shot Slashing state changed to Grappled
> Strike of Demise Piercing state changed to Defenseless
> Shadow Walk Readiness generation rate reduced to compensate for universal Readiness gain changes
Fixes:
> Fixed an issue with the first rank of Corrosive Brew where it was not reducing the amount of armor that was intended.
> Added additional ranks of Corrosive Brew starting at level 18
* Please note that the patch notes have been updated to remove Blackjack II and Fan of Knives II
as they will not be on the vendors until the next update.
My Rogue is only 8 and I haven't played her for a while, as I have about 10 alts and have been focused on my Wiz and Sham in recent weeks.
I'll probably be rearranging the stat gear I have on her some, trading off a bit of Dex to leave it equal with Agi and replacing the pieces with some Stam. Otherwise I'll have to play her a bunch before I can offer any useful opinions pro or con about the changes.
I have been thinking about how to go about this with the changes to stat/ability. Currently I am level 28 with stacked 46 dex. I was certainly noticing the difference with waylay/backstab last night.
I have been thinking hard about this, and will probably go the route you are, dex/agi. My reasonings for this are that I am not usually in a fight long enough for bleed/poison to really do anything, and because I mainly use Hidden Swing or Weak Point, which with the changes to cool downs on techniques, I can fire off 3 at the start of a fight. My dex will be around 30 with changing jewelry to agi, and agi will go over 20. I may revisit this later, though, once we start getting more high end mobs to fight where poisons/bleeds will actually have to be refreshed.
I'm guessing the strategy will be different for those that mostly solo vs. mostly group. I tend to solo my alts for the first 5-10 levels as I learn skills and rotations. When leveling slows down, I start moving to groups. I'm doing that with my higher level chars, but haven't really started it with my Rogue.
I've also heard Joppa say "we want to make most of the primary stats useful to most players" enough times over the years that my general approach for most of my chars is to boost the most important ones for sure, but to not totally ignore the others as I get better gear. So this isn't a major change for me so much as putting a bit more emphasis on other stats.
I, unfortunately, went with a Dex build with half of my gear having hit rating on it, so this ended up in secondary stats lacking when this change rolled around. A couple of guildies can make leather armor, but their collections are far from complete, so it is hard to find the good double stat (non-hit rating) gear from them. And with the coin adjustments, mainly down, I have not been making a lot of currency quickly. I just surpassed 1 plat again, and most sets cost 5-6 plat.
That being said, being in Dex build still really hasn't been too bad so far. My waylay/backstab hit pretty hard, so I think that offsets a little bit of the lack in other stats.