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Old 06/16/06, 5:02 AM   #26
 Shalas
Bald Bull
 
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Tauren Druid
 
Mal'Ganis
If you take advantage of the fact that you can swap trinkets every 30 seconds, it's incredibly good. Nothing can come close to the damage it does over the 60 second period you have it equipped. According to the combat daggers spreadsheet, with the default gear BB gives 10 dps, while Renataki's gives 8 -- but it pulls ahead pretty quickly in situations where you aren't always attacking (like almost every fight in the game), and that's ignoring whatever benefit you may get from the extra combo point. It's not the best option for the slot, but it's far from bad in PvE.

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Old 06/16/06, 5:54 AM   #27
Anaram
Don Flamenco
 
Tauren Druid
 
Lightning's Blade (EU)
Lifegiving gem is a good trinket most warriors will keep for a very long time (but not always equip). Then again, the same can be said for quite many other trinkets, so it fits the characteristics of the slot. Trinket is the 'gimmick' slot and there are a lot of situationally good toys and tools for it. Trinket is the one slot where you can really customize your gear for each fight.

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Old 06/16/06, 6:01 AM   #28
Rane
King Hippo
 
Orc Warlock
 
Mazrigos (EU)
Am I alone in hoping for an epic equivalent of a Hand of Justice sometime in the near future? Its effect is truly Unique at this moment and I don't plan on always sticking with Swords and Sword Spec.

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Old 06/16/06, 6:05 AM   #29
Moridin
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Dwarf Hunter
 
Silvermoon
While I consider the hunter one a toy, the rogue one is basically an improved version of Adrenaline rush from how a rogue explained it to me (due to cooldown, the extra energy gained over a 6 min period was larger then what the 31p talent would give). So I can understand it being considered very nice.

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Old 06/16/06, 6:21 AM   #30
Mem
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Orc Shaman
 
Blackrock (EU)
The reason lifgiving is such a great tool is the fact that it scales with warrior gear because its based on percentages.

Concerning Renataki: I use it in PVP and there it really shines, being a mini thistle tea with 3 mins CD. But then, its mainly PVP from my point of view and I can see how trinkets like drakefang easily edge out renataki.
The greater problem regarding itemization is imho the scarcity of alternatives. You get only one or two items per raid instance per slot. Everybody in IF looks the same.

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Old 06/16/06, 8:02 AM   #31
Daevas
Glass Joe
 
Murloc 
 
I personally don't like bonuses at all. Useless bonuses are well.. useless, and good bonuses force you to keep old items. I don't even like the idea of set bonuses in an MMOG.

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Old 06/16/06, 11:33 AM   #32
Zagzil
Don Flamenco
 
Undead Warrior
 
Korgath
Originally Posted by chalon
Yeah same thing with Renataki's for rogues and hunter's, I can't see ever replacing it unless a similar item comes up that's just flat out better and uses the cooldown of Renataki's Charm.
Renataki (the rogue version at least) is a PvP trinket, and even then it's not like it's something unheard of...Thistle Tea does the same thing (of course it's a 5m cooldown instead of a 3m cooldown). But even then, it's hardly something that is indespensable.
I wouldn't even equip it in PvE of course, but as a PvP trinket I can't imagine equipping anything else. Unless there's a trinket with passives and a 60 energy use bonus, and shares the cooldown, why would you ever get rid of Renataki's? 60 energy on demand is so much more powerful than almost anything else you can wear in a trinket slot. I know Thistle Tea does the same thing, but they don't share a cooldown, so why does that even matter?

As for the hunter trinket, most of the hunters in my guild consider it the best PvP trinket in the game, and obviously has no forseeable upgrade.

Maybe I'm wrong, but stuff like this is exactly what "unique" items are, and while I'll probably be wearing almost all new gear after Naxx, I'll be using my Renataki's in PvP still.

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Old 06/16/06, 11:43 AM   #33
Rogar
Piston Honda
 
Dwarf Priest
 
Argent Dawn
Originally Posted by Digo
I think trinkets should never have raw stats, but rather, have the item effects you're talking about so that there is a real desire to collect a wide variety of situational trinkets.
Engineering-crafted >20 slot trinket bags please. :)

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Old 06/16/06, 11:55 AM   #34
Elendril
Mr. Sandman
 
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Night Elf Hunter
 
Ner'zhul
the only time i ever unequip my renateki's in pvp is when it's on cooldown. i actually use it in some PVE encounters where burst damage is especially important as well, like viscidus.

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Old 06/16/06, 12:00 PM   #35
Lagomorph
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Elune
Originally Posted by Shalas
One that's 20% instead of 15%?
Yeah, counted that as a new one off. =/

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Old 06/16/06, 12:30 PM   #36
chalon
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Chalon
Night Elf Rogue
 
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the rogue one is basically an improved version of Adrenaline rush from how a rogue explained it to me (due to cooldown, the extra energy gained over a 6 min period was larger then what the 31p talent would give).
Adrenaline Rush is basically 150 extra energy every 6 minutes. Renataki's is 120 extra energy every 6 minutes.

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Old 06/16/06, 12:44 PM   #37
Elendril
Mr. Sandman
 
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Night Elf Hunter
 
Ner'zhul
Originally Posted by Demi9OD
Adrenaline Rush and Renataki's are both pretty shitty for Sinister Strike builds in terms of sustained damage. The provide nice burst for fights where burst is usefull, but I don't think I would ever equip my Renataki over my Earthstrike in PVE.
viscidus?

i'm not sure how many fights in the future will have similar mechanics, with sustained damage or even damage over a reasonable span of time being entirely meaningless and burst being everything, but as i mentioned before, i equip my renataki's for visc to kill blobs faster, and i know our rogues who have theirs do as well.

i'm actually a big fan of items that aren't just good, but are situtionally great, and i like the fact that proper evaluation/management of trinkets like these can give people an edge. it's much more interesting from both a design and player perspective than just items with bigger numbers and more stats.

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Old 06/16/06, 12:49 PM   #38
Kytrarewn
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Kytrarewn
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Originally Posted by Demi9OD
Adrenaline Rush and Renataki's are both pretty shitty for Sinister Strike builds in terms of sustained damage. The provide nice burst for fights where burst is usefull, but I don't think I would ever equip my Renataki over my Earthstrike in PVE.
I don't quite understand why you say that Adrenaline Rush is shitty for PvE. Could you elaborate? Given that there are no 'Ebonroc' encounters in AQ40, and probably very few in Naxx, I don't quite understand what you would take over AR in a Sinister Strike build, and why?

Chromaggus is probably the top example of a fight on which Adrenaline Rush shines, but I wouldn't really refer to that as a "bursty" encounter for Melee (kinda bursty for casters because of the resist thing, but whatever).

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Old 06/16/06, 1:02 PM   #39
Zagzil
Don Flamenco
 
Undead Warrior
 
Korgath
Originally Posted by Kytrarewn
Originally Posted by Demi9OD
Adrenaline Rush and Renataki's are both pretty shitty for Sinister Strike builds in terms of sustained damage. The provide nice burst for fights where burst is usefull, but I don't think I would ever equip my Renataki over my Earthstrike in PVE.
I don't quite understand why you say that Adrenaline Rush is shitty for PvE. Could you elaborate? Given that there are no 'Ebonroc' encounters in AQ40, and probably very few in Naxx, I don't quite understand what you would take over AR in a Sinister Strike build, and why?
C'thun Phase 1 is pretty much a "stand there and beat on one thing for 5 minutes" type of fight, you just have to move a bit, that doesn't actually change your DPS much though, especially as an SS build.

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Old 06/16/06, 1:08 PM   #40
Fellwraith
This ain't no place for a hero
 
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Mulack
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Originally Posted by Demi9OD
Adrenaline Rush and Renataki's are both pretty shitty for Sinister Strike builds in terms of sustained damage. The provide nice burst for fights where burst is usefull, but I don't think I would ever equip my Renataki over my Earthstrike in PVE.
Bladefury + AR, thistletea or Rentaki's is also a very nice situational combo. Doubling your SS output is better than 48 more SS dmg in some fights.

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Old 06/16/06, 4:54 PM   #41
Kytrarewn
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Kytrarewn
Undead Rogue
 
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Originally Posted by Demi9OD
I wouldn't take anything over AR in a SS build unless eviscerate is somehow massively buffed, then cold blood would be my anwer. AR is the best use of the 51st talent point we have available, but over the course of 6 minutes only adds about 9dps iirc. Compare that to Bloodthirst, Mortal Strike, Arcane Power (would be close but 3min cooldown trumps AR), leader of the pack, trueshot aura, and dark pact, all of which add a much more considerable amount of sustained damage. Rogues should have some sort of passive 31pt for sustained, and AR should be 3 mins.
No disagreement there, AR's cooldown should definitely be shortened, but I think it should remain a 31 pt talent.

Originally Posted by Demi9OD
Kytrarewn Chromag doesn't suit AR at all, half the time you eat a big chunk of the buff bronze stunned, and since it's such a long fight a sustained talent would yield far more impressive results.
If you're stunned, your "sustained" talents aren't doing any DPS either. As far as the length of the fight, that's kinda the point. It's a long enough fight that you can use AR multiple times during the fight (usually twice, three times if it's going slowly), and yet it allows you to pull out that extra energy.

Ebonroc is too quick for you to get two ARs out of it (though the argument can be made that 15 seconds of double energy out of 3 minutes is better than 30 seconds of double energy out of, say, 7-8 minutes, which is definitely true). Flamegor is probably too quick. Firemaw, it might be useful, but chances are you'll get unlucky with resists when you pop it.

Sartura? Pop, WW, and you either need to run back out or you die
Fankriss? Use it for the Snake or Fankriss himself, but you're going to lose a fair bit of time swapping targets.

I'm starting to see your point about it not being useful in newish content, but from the opposite side of the fence. I consider it to be a talent useful for sustained DPS, but not burst DPS, if only because, in the encounters that require said burst DPS, something's going to happen to make you lose or waste a substantial portion of the AR.

Eh, let's agree to disagree even though, I think, we're both saying the same thing.

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Old 06/16/06, 5:01 PM   #42
Pendragon
Von Kaiser
 
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Tauren Hunter
 
Rexxar
Jewelcrafting could do alot for varied itemization if it actually forces you to choose between different upgrades to your gear. Much in the way Enchants do, except they need to be far more costly to change and perhaps a bit more varied (because most characters of the same class go for the same enchant regardless of build). We have seen some divergence in enchants like +shadow power instead of just +magic and this is a good thing.

You want Fury warriors to not choose the same gems as a tank or a survival hunter to not choose the same jewels as a marksman. And these items once crafted, need to be hard but probably not impossible to reset with gems. Perhaps 100 gold to strip a item of its gem properties. What this does is, even though all warriors may be having the Ubersword 101, they are going to have different versions of it.

The only way you end up with varied endgame characters is to force choices. Just like talents do. If the initial thought process of this thread was followed, meaning simply collecting individual items with unique functions it would not cause varied characters. High end raiders would still be the ones with the time, skill and organization to collect them all. Every end guild tanking warrior would simply have the same collection of dragonslaying sword, taunt procing armor, and axe of automatic parry for 3 seconds. Then when the appropriate boss comes up they all use that item. Forcing choice where you cant have all options at once is the way to go toward variation. And if the best items are unique and also socketed, there is no possible way to have all the combos for it.

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Old 06/16/06, 5:53 PM   #43
Beliandra
Don Flamenco
 
Dwarf Priest
 
Daggerspine
Originally Posted by Kytrarewn
Sartura? Pop, WW, and you either need to run back out or you die
I use it to do an AR+Evasion combo on one of the guards.. you can ignore their whirlwind when you have 80%+ dodge, and pour on the damage, making sure you finish with 5cp for a big stun.

Originally Posted by Kytrarewn
Fankriss? Use it for the Snake or Fankriss himself, but you're going to lose a fair bit of time swapping targets.
15 seconds isn't very long, just pop it on Fankriss after killing a snake. Or save it to use on a snake if things go wrong and he stays up too long.

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Old 06/16/06, 8:03 PM   #44
Moridin
Piston Honda
 
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Dwarf Hunter
 
Silvermoon
Originally Posted by Elendril
the only time i ever unequip my renateki's in pvp is when it's on cooldown. i actually use it in some PVE encounters where burst damage is especially important as well, like viscidus.
I only just got mine last week and got the first bits before AQ opened (been a long period without doing ZG) so I never did consider new uses for it, and on visc, it'd actually be pretty nice, guess I'm a moron, heh.

Originally Posted by chalon
the rogue one is basically an improved version of Adrenaline rush from how a rogue explained it to me (due to cooldown, the extra energy gained over a 6 min period was larger then what the 31p talent would give).
Adrenaline Rush is basically 150 extra energy every 6 minutes. Renataki's is 120 extra energy every 6 minutes.
Hmm, was sure it was 180 (checked now and you're right) guess I mixed something up.

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Old 06/17/06, 8:28 AM   #45
Oaken
Don Flamenco
 
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Night Elf Druid
 
Uldum
Originally Posted by Pendragon
You want Fury warriors to not choose the same gems as a tank or a survival hunter to not choose the same jewels as a marksman. And these items once crafted, need to be hard but probably not impossible to reset with gems. Perhaps 100 gold to strip a item of its gem properties. What this does is, even though all warriors may be having the Ubersword 101, they are going to have different versions of it.
I'm not sure what this will change, if anything, from enchants. Fury Warriors today do want different enchants than prot-spec Warriors (although they don't really have a lot to choose from), although this ends up being the same Crusader enchant that the rogues get. Hunters want different enchants than rogues (+15 agi > Crusader). But the top choice for a healer is still +55 healing > 22 int, etc. And making them difficult to change just makes you smarter up front rather than blowing through multiple versions.

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Old 06/17/06, 9:17 AM   #46
Moridin
Piston Honda
 
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Dwarf Hunter
 
Silvermoon
Originally Posted by Pendragon
You want Fury warriors to not choose the same gems as a tank or a survival hunter to not choose the same jewels as a marksman. And these items once crafted, need to be hard but probably not impossible to reset with gems. Perhaps 100 gold to strip a item of its gem properties. What this does is, even though all warriors may be having the Ubersword 101, they are going to have different versions of it.
It was stated in many of the jewelcrafting interviews that you could reset it, apparently by simply putting a new jewl on top of the old one, overwriting and destroying the old. But no indication was made of any cost inherent in that, basically same as overwriting 1 enchant with another.

My name is Ozymandias, King of Kings,
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Old 06/17/06, 3:56 PM   #47
Garett
Glass Joe
 
Murloc Rogue
 
Draenor
Originally Posted by Zagzil
C'thun Phase 1 is pretty much a "stand there and beat on one thing for 5 minutes" type of fight, you just have to move a bit, that doesn't actually change your DPS much though, especially as an SS build.
Even with something like C'Thun, as a rogue I would rather be using burst damage trinkets. On this fight I tend to keep earthstrike and badge of the swarmguard equipped. Your sustained dps doesn't matter as much as you DPS during weakenings or on flesh tentacles.

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