Random question, I've been pondering over this for a bit. Which potion would equal more dps when combined with heroes/bloodlust, potion of insane strength (120 strength for 15 seconds), or the haste pot. I've been going with the haste pot but have been tempted to test out how much the strength pot would yield.
I have been thinking of the above change for some time now and if Blizz ever did decide to make any changes it would be a 3 part change.
1. Talent: Change Starlight Wrath to 0.5 seconds off SF and a 33% increase to Wrath Damage.
2. Eclipse would now need to be rebalanced as the base cast time of Wrath would be significantly changed. My napkin math is failing me at this time as for some reason I'm getting nearly 90% chance to proc on crit for wrath for this to work...
3. Glyph of Wrath: Now also reduces the cast time of Wrath by 0.5 seconds at the cost of a reasonable amount of damage (i.e. not enough to counteract the first tier talent or so little as to cause this to be a boost to single target PvE dps, but maybe find a middle ground and squeeze in a slight boost for PvPkins in there)
The major issue with this proposal is the fact that the proposed glyph of wrath is contradictory. The 33% increase from the talent is a dps gain. There is no way to make the glyph not counteract this dps gain, but not be a dps increase. The second issue is that the requested change is to let us scale a bit better. If the glyph of wrath is used, our soft cap remains. Best case: the glyph is a bandaid dps gain, along the same lines as the ones we have been getting since ToC. Worst case: the glyph is a dps loss. If the glyph of wrath is not used, there is no reason to implement it, and our scaling issue is fixed, with the 33% increase negating losses from the cast time increase (plus a bit more according to my math). The rebalancing of the chance to proc eclipse is a very small change in dps, but depending on haste, around 80% chance to proc seems right. The first two parts of this change seems to be a valid suggestion, but the proposed wrath glyph change seems unnecessary.
However the change comes, I would like to see at least one of our caps pushed back significantly.
* Rupture: The damage-over-time component of this ability can now produce critical strikes.
+ Filthy Tricks: Now Reduces the cooldown by 5/10 seconds and energy cost by 5/10 of Tricks of the Trade, Distract and Shadowstep abilities, and reduces the cooldown of Preparation by 1.5/3 minutes.
+ Ghostly Strike: If the rogue has a dagger equipped, this ability now deals 180% weapon damage instead of 125%.
+ Hemorrhage: If the rogue has a dagger equipped, this ability now deals 160% weapon damage instead of 110%.
+ Slaughter from the Shadows: Now adds 1/2/3/4/5% damage to all attacks in addition to its current effects.
+ Waylay: The debuff from this talent can now be caused by Backstab in addition to Ambush.
Incanter's Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage's health on the spell power buff has been removed.
Looks like the double-pot (shadow/frost prot + haste pre-pull) has been nurfed, as well as sheilding from a friendly priest/pally.
Still would be useful in Sindragosa and maybe Arthas in ICC, and still great for twin valks in ToC.....
According to the changes HAT (or may as well just call it Subtlety now) rogues will have the following:
- Tricks on 20 second cooldown at 5 energy cost (will need to check t10 2 set behavior with this) which would mean 50% tricks buff uptime if traded with another Subtlety rogue - roughly 7.5% damage increase if i'm not mistaken.
- 5% increased damage to all attacks
- Hemorrhage buff which might prove irrelevant but it also might have some value if used only to refresh the stack and backstab remains the combo builder of choice
- Just as before, fully talented Rupture prolonged by glyphed backstab except that it can crit now
If we go for 4/5 t10 combo point income would be increased as well, along with higher crit chance of every class due to far better gear than before.
Question is, can these changes make subtlety tree viable for raiding once again?