Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics

 
 
LinkBack Thread Tools
Old 03/14/08, 11:19 AM   #551
swelt
Von Kaiser
 
swelt's Avatar
 
Draenei Warrior
 
Hellscream (EU)
In the earlier comparison of fast vs slow offhand, is it worth considering proc enchants? As I understand, instant attacks have a higher chance to proc mongoose on a slower weapon because of the PPM mechanic. As mutilate strikes with both hands, so both weapons have a chance to proc mongoose. How significant is the difference between a 1.8 and 1.5, significant or trivial? In general, is the modeling of mutilate factoring increase procs from offhand weapons?

Last edited by swelt : 03/14/08 at 6:36 PM.

Offline
Old 03/14/08, 6:25 PM   #552
Jakani
Piston Honda
 
Jakani's Avatar
 
Troll Rogue
 
Perenolde
Originally Posted by drumbum View Post
This is true for deadly poison, although for instant poison (in the case you don't have access to Windfury totem), Improved Poisons provides a slightly better benefit. See my post earlier in this thread here: http://elitistjerks.com/621024-post279.html.
This is quite true. I've edited my original post to make it clear that I'm discussing Deadly Poison.

Master Poisoner has a greater benefit as proc chance increases, thus instant poison benefits the least from it.

Edit: Removed pvp reference due to drumbum's note.

Last edited by Jakani : 03/16/08 at 4:36 AM.

Offline
Old 03/14/08, 6:30 PM   #553
Jakani
Piston Honda
 
Jakani's Avatar
 
Troll Rogue
 
Perenolde
Originally Posted by Tarquin View Post
Any thoughts on how MP/IP synergize with Vile? Looking at a pretty standard 41/20 build, I have 5 points to spend between the 3 talents, or 7 if I drop Murder. It seems like 3/5 Vile, 2/5 Imp is the way to go from Left's previous post (I'll be using the 1.8 speed badge offhand), but that doesn't consider MP. My gut feeling is that MP is the inferior talent from a PVE perspective, primarily for the reason Neshkalin mentioned above; however, with a slow offhand and only 2/5 IP it might be more important to keep the poison procs I do get from getting resisted. I'll be running Windfury/Deadly in the vast majority of raid situations, if it matters.
I'll trust Left's simulator for that one. Note that MP isn't worth considering until you put at least 2 points in Imp Poison. If you had 7 points, I suppose it's possible that 3/5 Vile, 3/5 Imp, 1/2 Master might be optimal. But again, it's a small difference no matter how you look at it. If you plan to PvP at all, I might go full Vile just for the resist dispel bonus.

Offline
Old 03/14/08, 7:13 PM   #554
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Originally Posted by Jakani View Post
For you pvpers out there, wound and crippling also both have 30% chance to proc, so the above chart should help you with your poison talents as well.
Not so fast. In PVP, the base resist chance is just 4% (and cannot be lowered below 1%, like in PVE). The second point in Master Poisoner is useless in PVP (at least, the offensive portion of it) unless your target has an ability or talent that reduces spell hit against them, but the only one I'm personally aware of (hey -- I play a rogue) is Cloak of Shadows. I'm sure there are others but this is not my area of expertise.

Based on my math, for PVP, every point in Improved Poisons is superior to a point in Master Poisoner. Of course there are other reasons to get MP anyway (the defensive part, and also because MP improves the reliability of Shiv, unlike IP). Also Vile is usually considered superior for its dispel resistance, so it's all a moot point.

Sorry that this is offtopic, but just thought I'd clarify since you mentioned it.

Offline
Old 03/14/08, 7:26 PM   #555
grayrest
Piston Honda
 
grayrest's Avatar
 
Troll Shaman
 
Chromaggus
Originally Posted by drumbum View Post
Not so fast. In PVP, the base resist chance is just 4% (and cannot be lowered below 1%, like in PVE). The second point in Master Poisoner is useless in PVP (at least, the offensive portion of it) unless your target has an ability or talent that reduces spell hit against them, but the only one I'm personally aware of is Cloak of Shadows. I'm sure there are others but this is not my area of expertise.
Balance druids have Balance of Power (4%) and Paladins have Pursuit of Justice (3%).

Offline
Old 03/14/08, 7:46 PM   #556
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Originally Posted by swelt View Post
In the earlier comparison of fast vs slow offhand, is it worth considering proc enchants? As I understand, instant attacks have a higher chance to proc mongoose on a slower weapon because of the PPM mechanic. As mutilate strikes with both hands, so both weapons have a chance to proc mongoose. How significant is the difference between a 1.8 and 1.5, significant or trivial? In general, is the modeling of mutilate factoring increase procs from offhand weapons?
This is certainly a valid point. I can't say for certain that this is considered on the spreadsheet, but it probably is (I'll leave that up for someone else to answer). However, there is certainly a noticeable difference in proc rate between the two.

I did a little napkin math and it appears that with SND active, there's approximately a 0.05 perceived PPM difference between a 1.4 and 1.8 offhand (with the 1.8 having the advantage).

I suppose you could approximate this as giving an extra Mongoose proc once per 20 minutes, or 120 agility * 0.25/20 = a whopping 1.5 average agility. Rather underwhelming when looking at it from this perspective, but considering that poison uptime and extra Mutilate damage seem to approximately cancel out, I suppose it could be enough to give a slower offhand the nudge?

Last edited by drumbum : 03/14/08 at 7:53 PM.

Offline
Old 03/14/08, 7:49 PM   #557
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Originally Posted by grayrest View Post
Balance druids have Balance of Power (4%) and Paladins have Pursuit of Justice (3%).
It also just occurred to me that Heightened Senses also decreases spell hit! I should probably pay closer attention to my talent tree...

I doubt many PVP rogues realize that they are reducing the chance to be poisoned when they spec into Heightened Senses.

Offline
Old 03/16/08, 12:48 AM   #558
Moligun
Glass Joe
 
Troll Mage
 
Hyjal
I keep reading how valuable the dual wield specialization is to a mutilate rogue. It has a very clear advantage over opportunity alone, since it is very close to doing as much mutilate damage as opp and then has the added benefit of increasing white damage. However, I am not sure how to calculate the added benefit to having Opportunity with serrated blades.

Serrated blades would increase the damage of both the main hand and off hand because of the armor ignoring factor. Also, rupture would do 30% more damage, and from what I've been reading rupture seems to be common place in dps rotations. Would DW still outweigh these benefits?

Offline
Old 03/16/08, 1:26 AM   #559
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
DW Sped by itself? Maybe not. DW Spec and Precision? That's a harder question.

Fundamentally: DW Spec beats Opportunity straight up, and there's more DPS talents in the early parts of Combat than there are in the early parts of Subtlety.

Offline
Old 03/16/08, 4:55 AM   #560
KnThrak
Piston Honda
 
KnThrak's Avatar
 
Gnome Warlock
 
Emerald Dream (EU)
Originally Posted by Moligun View Post
I keep reading how valuable the dual wield specialization is to a mutilate rogue. It has a very clear advantage over opportunity alone, since it is very close to doing as much mutilate damage as opp and then has the added benefit of increasing white damage. However, I am not sure how to calculate the added benefit to having Opportunity with serrated blades.

Serrated blades would increase the damage of both the main hand and off hand because of the armor ignoring factor. Also, rupture would do 30% more damage, and from what I've been reading rupture seems to be common place in dps rotations. Would DW still outweigh these benefits?
I suspect Serrated Blades OTOH is outweighted by +5% hitchance, but gimme some time with a calculator to make sure of it.

SQUEAK.
-- (The Death of Rats, Terry Pratchett, Soul Music)

Offline
Old 03/17/08, 10:31 AM   #561
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Originally Posted by KnThrak View Post
I suspect Serrated Blades OTOH is outweighted by +5% hitchance, but gimme some time with a calculator to make sure of it.
41/20/0 vs. 43/0/18 is a question that has been around a while. The best source we have for Mutilate modeling is the DPS Spreadsheet, and the two specs are modeled as being very close in damage output (at least in 2.3). However, the combat verson pulls ahead most of the time.

An interesting exercise is to download the latest DPS spreadsheet, load a sample gearset, and run with it. I used the Sample T5. (It's interesting to note that the sample T5 gearset doesn't actually include any T5; nor does it include a DST or a WSC. "Fixing" these sample gearsets is something DMM is working on, but it's somewhat of a low priority if I understand correctly.) Note that all of the following assumes talents for 2.4.

I took the sample T5 gearset, left the buffs alone, and saved DPS using the macro. I then equipped [Blade of Serration] and [The Mutilator] MH/OH and looked at Mutilate builds:
  • With 41/20/0*, I got +15.33 DPS buffed (+1.09%)**
  • With 43/0/18, I got -24.69 DPS buffed (-1.80%)
*Note: Because SnD modelling is somewhat broken for Mutilate, I just disabled Improved SnD altogether. (Putting three talent points into it shows a DPS decrease, which basically means that SnD cutting isn't properly supported. Thus, I'm not using it in the analysis, although it is something to consider.)
**Note 2: The DPS increase is likely due to the increased quality of the weapons vs. what is standard for the Sample T5 gearset, as opposed to Mutilate suddenly becoming a better spec than combat.

Your results may vary. But let's just look at what we get in a general sort of case...

If we go 41/0/0 and then run the AEP macro, we can get values for hit and armor penn. Thus, starting at 41/0/0, hit rating is worth 1.99 AP, and -Armor is worth 0.29 AP. +5% hit = (15.78*5)*1.99 = 157 AP, whereas 560 Armor Penn = 560*0.29 = 162.4 AP. Thus, Serrated Blades and Precision are approximately a wash for white damage, at least starting at 41/0/0. (Of course Serrated Blades is going to scale better for low-armor bosses or with armor penn. gear.)

Adding DW spec (and only DW spec) and rerunning the macro actually lowers the value of +hit slightly while Armor Penn's value stays the same... so there isn't really the DW Spec/Precision synergy I expected to find.

So now we have to look at Yellow damage. DW Spec and Opportunity are nearly a wash in terms of Mutilate damage. (Opportunity scales slightly better, but DW spec actually offers a 10 base damage improvement because of the way the +101 gets multiplied for the offhand.) So now the question is whether +30% Rupture damage > DW Spec's increased white damage. I think this is where Combat wins out. Rupture is, generously, 15% of a Mutilate rogues damage. 0.30*0.15 = 4.5% damage increase. White damage is, at minimum, say 45% of a Mutilate rogue's damage (most likely it's 10-15% more than that). DW Spec is a (1.75-1.5)/1.5 = 16.67% increase to 45% (min) of damage. 0.45*0.1667 = 7.5% damage increase. Thus, I think where we see Combat win is in the finishers vs. white damage issue: Rupture just isn't strong enough to overcome the loss of white damage.

In other words, what the spreadsheet tells me makes sense. The two are close, but 41/20/0 is going to win. Which is a pity, in my opinion, because I really like 43/0/18 in concept. But then again, Mutilate rogues aren't usually going Mutilate to be #1 on the charts. You could probably play either and be competitive.

EDIT: I would like to clarify that all of the above is using the specific sample gearset in the DPS spreadsheet. Results will vary depending on your level of gearing and, particularly, your trinkets. This is an example analysis and shouldn't be taken as a blanket statement.

Offline
Old 03/17/08, 3:49 PM   #562
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
It's also worth considering how well either of the builds perform in non-ideal circumstances. My intuition would be that the Serrated Blades build doesn't suffer as much from movement and low-contact-time situations, because it is focused ever-so-slightly more on yellow damage compared to combat sub-spec.


Offline
Old 03/17/08, 7:29 PM   #563
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by PSGarak View Post
It's also worth considering how well either of the builds perform in non-ideal circumstances. My intuition would be that the Serrated Blades build doesn't suffer as much from movement and low-contact-time situations, because it is focused ever-so-slightly more on yellow damage compared to combat sub-spec.
The ballpark estimates I did for Combat builds on the interrupted-versus-constant debate indicated that the most interrupted fights only drop the value of so-called "white damage stats" - hit, expertise, and haste - by about 5% relative to the other stats. Thus, in Left's AEP calculation, the value of Precision drops from 157 EAP to, like, 150 EAP. It's certainly a drop, to be sure, but it's not going to fundamentally change the relative power of the builds.

Offline
Old 03/18/08, 9:40 AM   #564
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Originally Posted by Aldriana View Post
The ballpark estimates I did for Combat builds on the interrupted-versus-constant debate indicated that the most interrupted fights only drop the value of so-called "white damage stats" - hit, expertise, and haste - by about 5% relative to the other stats. Thus, in Left's AEP calculation, the value of Precision drops from 157 EAP to, like, 150 EAP. It's certainly a drop, to be sure, but it's not going to fundamentally change the relative power of the builds.
Yes, I agree here, although for Mutilate builds Expertise isn't really just a white damage stat. Mutilate doesn't have the advantage of undodgeable finishers and a large portion of the damage comes from the Mutilate attack itself. Thus, expertise has a lot of usefulness for both white and yellow damage. I wouldn't be surprised if for Mutilate, expertise retained it's full value even in an interrupted fight.

FYI, I later did some checking of 41/20/0 vs. 43/0/18 using the "Sample T6" gearset in the DPS spreadsheet coupled with Vengeful Gladiator weapons. At that level of gearing, 43/0/18 falls more significantly behind (~4-5%), while post 2.4 41/20/0 is actually keeping up with combat builds quite well (at least in the model).

Offline
Old 03/18/08, 10:49 AM   #565
drumbum
King Hippo
 
Human Rogue
 
Sargeras
Originally Posted by Left View Post
Yes, I agree here, although for Mutilate builds Expertise isn't really just a white damage stat. Mutilate doesn't have the advantage of undodgeable finishers and a large portion of the damage comes from the Mutilate attack itself. Thus, expertise has a lot of usefulness for both white and yellow damage. I wouldn't be surprised if for Mutilate, expertise retained it's full value even in an interrupted fight.
Mutilate doesn't have undodgeable finishers (Surprise Attacks), but it does have 80% energy return on finishers that fail to land (Quick Recovery), so the difference as far as finishers go is still minimal.

Offline
Old 03/18/08, 11:38 AM   #566
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Originally Posted by drumbum View Post
Mutilate doesn't have undodgeable finishers (Surprise Attacks), but it does have 80% energy return on finishers that fail to land (Quick Recovery), so the difference as far as finishers go is still minimal.
This is true, but 20% lost energy is still lost energy. Also, the problem with relying on QR exclusively it is that Mutilate rogues often queue energy before a finisher in order to maximize Find Weakness uptime. (At least, I do that when I'm Mutilate.) If you get a finisher dodge (or worse, two back-to-back) with a nearly full energy bar, you have a very real risk of capping out before you can get the finisher off. In the time you are re-spamming your finisher waiting for the GCD, your energy refund + a tick + Relentless proc when the finisher does finally go off could be cap your energy, wasting more than the 20%. (The spreadsheet won't model this, but the possibility exists.)

Obviously, you can avoid this scenario by not queuing your energy as high, but it's my feeling that you should play for the more common case where your finisher lands and get the extra FW uptime for poison damage and possibly an extra Mutilate. Expertise will help reduce your cycle disruption further, allowing you to queue more reliably without risking capping.

Offline
Old 03/18/08, 12:30 PM   #567
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Expertise certainly contributes to yellow damage as well as white, but it's primarily a yellow damage stat. For instance, in combat builds, despite the fact that it applies to the yellow attacks that make up 25-30% of your damage, about 90% of it's damage contribution comes from it's benefit on white attacks. While for Mutilate it effects more like 40% of your damage, between finishers + mutilates, I don't see that's going to up the benefit *that* much. My guess is that even for a Mutilate rogue the benefit of Expertise is still going to be 80-85% due to white damage.

Offline
Old 03/18/08, 3:50 PM   #568
Smashj
Glass Joe
 
Night Elf Druid
 
Anvilmar
A little help please

Hello all,

I've been reading the rogue forums for about a week, and I have a few questions. I recently respecced to a mutilate build over combat daggers in an effort to increase my dps. My guild is currently running Kara, but does not have enough members yet to attempt a 25-man. For the most part I've been following the suggestions set forth in the Roguecraft 101 thread, but still would ilke some additional feedback. My build and gear (a mix of pve drops, pvp and arena gear) can be found here.
I have Spiteblade equipped at the moment because I was leveling swords last night with the thought of switching to combat. Normally the Season 1 dagger is in the MH slot. When I have buffs up in Kara my dps is in the 700-800 range. Our one geared shammy is also the druid OT, so I don't have the benefit of Windfury at the moment.
Now I have been working on boosting agility, but was looking at the possiblity of regemming some items to increase Attack Power. While Agility also translates to AP, I'm wondering if I can get more bang for my buck by switching some red gems to straight AP. Should I continue focusing on Agility or does my AP need to be increased? Do I need more +Hit? Are my stats out of whack and should I be focusing more on other areas?
I'm looking for the shoulders upgrade from chess and the trinket from Julliane, but are there better alternatives out there for me? I have enough badges saved up to buy the Bloodlust Brooch, but a glance at the 2.4 gear in the PTR right now makes me want to wait. Also, I just got the S3 chest last night and have yet to get our guild enchanter to put the +6 stats on it. In short what can I do with what I have now and how far can I go before my guild has enough geared members to be running 25-mans?

Offline
Old 03/18/08, 4:14 PM   #569
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Looks like you are doing fine. In general, socket Agi, Hit, and Agi/Hit gems, with Agi/Stam gems in Blue sockets if you want the socket bonus and/or need to activate a Meta gem. In general, Agility will be worth more than AP except at very low levels of AP. You have 1500 AP, which I wouldn't count as "very low levels". Your hit is low, but for a Mutilate build that is perfectly fine.

If I were you I'd switch out the crit/ap gem in your chestpiece for an agi/hit one, and the ap/stam gem in your pants for an agi/stam one. Things to aim for would be the cloak from Aran ([Drape of the Dark Reavers]) and the shoulderpads from Chess ([Bladed Shoulderpads of the Merciless]), as they can both last you well into T5 content. Also, for PvE content the Kara rep ring should be better than your PvP ring.

I used a Mutilate build all the way through T4 content, until we started hitting poison immune crap in T5. With the various poison changes and talent changes, I'm likely to go back to Mutilate in 2.4.

Offline
Old 03/18/08, 4:19 PM   #570
Achillion
Von Kaiser
 
Achillion's Avatar
 
Undead Rogue
 
Doomhammer (EU)
Pure AP gems for PVE is just wrong, don't go there.

I got a question:
Why are you using [Darkmoon Card: Wrath] when there are things like [Ancient Draenei War Talisman] as quest rewards.
The way I see it, the darkmoon card is 17 crit rating on and off, and the Ancient Draenei War Talisman is 21 crit rating always plus AP on use.

Could someone enlighten me why the epic trinket even exists?

EDIT: Nevermind me. I just realised how it works. No need to flame.

Last edited by Achillion : 03/18/08 at 4:25 PM.

Offline
Old 03/18/08, 4:27 PM   #571
Left
Don Flamenco
 
Left's Avatar
 
Draenei Paladin
 
Darkspear
Originally Posted by Achillion View Post
Pure AP gems for PVE is just wrong, don't go there.

I got a question:
Why are you using [Darkmoon Card: Wrath] when there are things like [Ancient Draenei War Talisman] as quest rewards.
The way I see it, the darkmoon card is 17 crit rating on and off, and the Ancient Draenei War Talisman is 21 crit rating always plus AP on use.

Could someone enlighten me why the epic trinket even exists?
[Darkmoon Card: Wrath] stacks, I think up to 10 times, so it's basically a rolling crit buff which gets worse as your base crit improves. WoWWiki has some math on it. Basically, the more you crit, the less the proc will be up (as it only stacks up when you DON'T crit.) At 25% base crit, the WoWWiki table puts this trinket as coming out to ~46 crit rating.

Offline
Old 03/18/08, 4:28 PM   #572
Achillion
Von Kaiser
 
Achillion's Avatar
 
Undead Rogue
 
Doomhammer (EU)
Yes at first I didn't realise it stacked, then I thought about it more and went looking around (hence post edit).

Offline
Old 03/18/08, 4:51 PM   #573
Smashj
Glass Joe
 
Night Elf Druid
 
Anvilmar
Thank you guys for your input. The Wrath card I'm looking at replacing because I don't know that I can benefit from the proc as much as I would from other trinkets with my base crit as it is now. I do have Bladefist's Breath and the Ancient Draenei War Talisman floating around in my bank somewhere. I'll probably swap out those gems as suggested. As for the rep ring, I made the stupid, stupid mistake of trying to accept all the quests when starting to run Kara and ended up with the mage ring (This is actually pretty embarassing). This means I'm going to have to wait until I hit exalted to get the ring swapped out or hope the ring drops from Curator. My AP actually does dip a bit when I swap out Spiteblade for the S1 dagger, but not a huge amount.

Offline
Old 03/18/08, 4:53 PM   #574
Myrx
Von Kaiser
 
Orc Death Knight
 
Korgath
Originally Posted by Left View Post
This is true, but 20% lost energy is still lost energy. Also, the problem with relying on QR exclusively it is that Mutilate rogues often queue energy before a finisher in order to maximize Find Weakness uptime. (At least, I do that when I'm Mutilate.) If you get a finisher dodge (or worse, two back-to-back) with a nearly full energy bar, you have a very real risk of capping out before you can get the finisher off. In the time you are re-spamming your finisher waiting for the GCD, your energy refund + a tick + Relentless proc when the finisher does finally go off could be cap your energy, wasting more than the 20%. (The spreadsheet won't model this, but the possibility exists.)

Obviously, you can avoid this scenario by not queuing your energy as high, but it's my feeling that you should play for the more common case where your finisher lands and get the extra FW uptime for poison damage and possibly an extra Mutilate. Expertise will help reduce your cycle disruption further, allowing you to queue more reliably without risking capping.
Consider that the majority of your near full energy queueing will be done waiting to refresh SnD which cannot be dodged.

Offline
Old 03/18/08, 5:17 PM   #575
Achillion
Von Kaiser
 
Achillion's Avatar
 
Undead Rogue
 
Doomhammer (EU)
Originally Posted by Smashj View Post
Thank you guys for your input. The Wrath card I'm looking at replacing because I don't know that I can benefit from the proc as much as I would from other trinkets with my base crit as it is now. I do have Bladefist's Breath and the Ancient Draenei War Talisman floating around in my bank somewhere. I'll probably swap out those gems as suggested. As for the rep ring, I made the stupid, stupid mistake of trying to accept all the quests when starting to run Kara and ended up with the mage ring (This is actually pretty embarassing). This means I'm going to have to wait until I hit exalted to get the ring swapped out or hope the ring drops from Curator. My AP actually does dip a bit when I swap out Spiteblade for the S1 dagger, but not a huge amount.
I'm embarrassed to admit that I made exactly the same mistake concerning the KZ ring. I just saw 4 quests lined up and attempted to accept them all one by one, so I was stuck with a caster ring for a month or two. Luckily I got [Shaffar's Band of Brutality] from the extra boss in Mana Tombs. Haven't seen many people with that ring as not many bother getting the quest chain done, but it's really good.

Something I'd like to get some input on is possible gemming changes. I know crit rating gems aren't really recommended but I do have quite a few on my gear and I'm still looking for more crit. Armory Link
I have 4 blue gems (instead of just two required for meta) that I could swap out but losing the gem bonus often balances out the gain from a different gem (chest and shoulders). I believe my stats have a very good balance between them for my gear level but there might be something I'm missing.

Any and all suggestions are welcome.

Offline
 

Go Back   Elitist Jerks » Class Mechanics

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
[Rogue] Why would anyone go "Backstab" over "Mutilate"?? drastic Public Discussion 19 01/12/09 4:11 AM
[Rogue/Warrior] Weapon Skill Adjustment Discussion Nalisol Class Mechanics 714 01/01/08 12:33 PM
[Rogue] Mutilate Enchants cabs Class Mechanics 3 06/05/07 11:57 AM
[Rogue] Hit, crit or ap discussion based on your own experiences. laforce The Dung Heap 4 05/24/07 6:07 PM
Rogue Spec Discussion Apocalypse Public Discussion 8 05/19/06 4:36 AM