ATM the interrupt from DT and FoK have a delay (by about a second), so it's not very practical to get it until they make the interrupt instant (like it was before).
I have played 11/7/53 and 27/0/44 in 2200+ arenas, and you NEVER EVER want to skip cheat death. Yes rogues are easily instagibbed, but smart use of battlemasters and cds will save you (7000 hp with 50+ damage reduction).
For the person suggesting Setup in a Shadow Dance build, don't get it. I skipped Setup and Initiative because HaT allows you to keep up 4+ cps more often than not.
ATM the interrupt from DT and FoK have a delay (by about a second), so it's not very practical to get it until they make the interrupt instant (like it was before).
I have played 11/7/53 and 27/0/44 in 2200+ arenas, and you NEVER EVER want to skip cheat death. Yes rogues are easily instagibbed, but smart use of battlemasters and cds will save you (7000 hp with 50+ damage reduction).
For the person suggesting Setup in a Shadow Dance build, don't get it. I skipped Setup and Initiative because HaT allows you to keep up 4+ cps more often than not.
Also, ShD is a double dps 2s build.
Any chance you'd mind linking those builds please?
Here's what I came up with, and I'm not completely sure if this is exactly the setup you're referring to.
I know it's a little odd, but the general idea is to rely more on the big hits without losing focus on survivability. On the Sub side, with five-minute prep that clears Dismantle (due to the glyph) and 20 seconds on Evasion (glyph again) this spec should be able to go toe-to-toe with the melee and plate that's prevalent in PvP these days. Elusiveness, Sleight of Hand, Heightened Senses and Ghostly Strike help add to that, with Cheat Death to help you stay in the fight. I'm still not sure whether to keep Initiative, or drop it for Setup. For the moment, CPs aren't too essential.
Combat is obvious, DW Spec for some extra white stuff and Precision so those big hits will hit.
Assassination has a couple throw-away talents, more or less, not that they're bad ones at all. Blood Spatter certainly helps take heavy armor down and Malice is never a terrible choice. Imp. Evis has its uses too when you need some extra burst to finish the job. Those points could also be put into Ruthlessness. The real reason for the points in Ass though is for Vigor, since I find that 120 energy plus 30 energy Hemo plus big nasty weapon is happiness.
The big weakness, of course, is in snare escapes, which are pretty much limited to Vanish and trinket, which isn't too terrible with a 2 minute Vanish cooldown. My last build had Riposte, but I just found it was so rarely active that the talents could be better spent, as nice as it is.
On the whole, I'm liking it so far, although I do miss the CP generation of my last build, but when I had so many points to go around I really didn't have a lot of fantastic ways to spend them.
Last edited by Dorque : 02/25/09 at 3:25 AM.
Reason: Guess
Hmm...I see your point(s). I'm going to try this out. Only problem I have is, I can't get the bloody Fleshshaper to drop. I'm stuck using Dagger of Betrayal MH, & Titansteel Shanker OH until/if something drops from Naxx or Heroic HoS. Damage on those two daggers is similar, but Shanker is faster for OH poison procs, is what I'm thinking. Poison setups for those with this build would be, Wound MH, Instant OH...with a macro for Crippling poison Shiv using my LPC (fastest dagger I have right now)?
Actually on the PTR right now it is showing that Poisons are on a PPM setup. If I'm reading into this correctly it will mean that for burst purposes we may be reverting back to the slower weapons in OHs anyway. This is only my suspicion on the weapons, however the PPM is true as of right now.
Currently, when playing with a healer I'd suggest two fast daggers (Webbed Death, Murder, Omen of Ruin) and keeping SnD up. Let the Wound poison do the rest.
If playing Double-DPS, burst is probably best, so Slow-Slow brings the win.
3.1 It's very very likely that Slow-Slow will be best.
Also Regarding glyphs in 3.1,
I'm guessing Mutilate, Vigor, Eviscerate?
120 energy, with 4 set bonus and Overkill, 42/52 energy Mutilates.
I thought they wanted to reduce rogue "burst".
Fans glory to the Gladiators,
Gods glory to the Heroes.
Currently, when playing with a healer I'd suggest two fast daggers (Webbed Death, Murder, Omen of Ruin) and keeping SnD up. Let the Wound poison do the rest.
If playing Double-DPS, burst is probably best, so Slow-Slow brings the win.
3.1 It's very very likely that Slow-Slow will be best.
Also Regarding glyphs in 3.1,
I'm guessing Mutilate, Vigor, Eviscerate?
120 energy, with 4 set bonus and Overkill, 42/52 energy Mutilates.
I thought they wanted to reduce rogue "burst".
Remember GC feels that overkill vigor and dirty deeds were not the main culprits behind rogue burst so wooo.
ATM the interrupt from DT and FoK have a delay (by about a second), so it's not very practical to get it until they make the interrupt instant (like it was before).
I have played 11/7/53 and 27/0/44 in 2200+ arenas, and you NEVER EVER want to skip cheat death. Yes rogues are easily instagibbed, but smart use of battlemasters and cds will save you (7000 hp with 50+ damage reduction).
For the person suggesting Setup in a Shadow Dance build, don't get it. I skipped Setup and Initiative because HaT allows you to keep up 4+ cps more often than not.
Also, ShD is a double dps 2s build.
I think i suggested setup in the specc, i took that over initiative since you can just macro a premeditation and get 3 combos off the bat anyhow. My specc did not include any combat points and im intrigued to know what talents you see the need to pick up. DWS is a must for mutilate since they can use double wound poison and mutilate hits with both weapons, backstab/ambush (which ShD should use) only strike with the mainhand.
Cheat death is a poor talent atm and arguably skippable. Even with 700 resilience i didn't notice any benifit, although i don't have battlemasters. ShD is not just a 2dps 2's specc either, with reference to the TR where i think at least one of the top5 rogues use shadowdance as their prefered specc.
That being said, i have recenty specced back to mutilate and i find that i hugely underestimated the white/poison damage when running double wound. In 3.1 it will just get better, and imo mutilate - if it wasn't already - will def be the best specc.
We both play mostly in PvE gear, so it's a ...hope they focus the pally instead of me type situation.
I seem to be having trouble against Resto Shaman/x, I'm not necessarily losing the matches...I just feel so underpowered vs them. My paladin is killing totems for me whenever possible, I keep the shaman's partner snared if possible and usually try to stick on shaman (depends on situation, but I could usually drop them) but against the occasional shaman and even with BoF and cleanses on me, well timed Earthbinds+Poison cleansing totems > me.
Also my paladin may be a bit too predictable or maybe he's just unlucky, his HoJ's are always grounded.
Any other rogues have any suggestions on how will I stick to the shaman? I'm an engineer, so if I manage to stick to a shaman, he'll blow his NS and BM trinket if he has one very quickly, allowing me to use a 2nd set of cooldowns to go for a kill.
We both play mostly in PvE gear, so it's a ...hope they focus the pally instead of me type situation.
I seem to be having trouble against Resto Shaman/x, I'm not necessarily losing the matches...I just feel so underpowered vs them. My paladin is killing totems for me whenever possible, I keep the shaman's partner snared if possible and usually try to stick on shaman (depends on situation, but I could usually drop them) but against the occasional shaman and even with BoF and cleanses on me, well timed Earthbinds+Poison cleansing totems > me.
Also my paladin may be a bit too predictable or maybe he's just unlucky, his HoJ's are always grounded.
Any other rogues have any suggestions on how will I stick to the shaman? I'm an engineer, so if I manage to stick to a shaman, he'll blow his NS and BM trinket if he has one very quickly, allowing me to use a 2nd set of cooldowns to go for a kill.
Thanks.
A quick and easy suggestion is to just put on more pve gear. You have ~460 res and the pvp set is itemized terribly :P I can manage ~3500 ap and 30% crit with 300 res by keeping 4/5 valorous. I also like a faster offhand now, 2x wounding and snd helps a lot vs plate or mail+shield.
A quick and easy suggestion is to just put on more pve gear. You have ~460 res and the pvp set is itemized terribly :P I can manage ~3500 ap and 30% crit with 300 res by keeping 4/5 valorous. I also like a faster offhand now, 2x wounding and snd helps a lot vs plate or mail+shield.
Actually I decided to put on that ~460 resi yesterday night. I haven't ever arena'ed with more than 130 resi yet, I was just BGing yesterday so I decided to put it on.
But definitely my 130 resi was not helping me in Arena. I was getting dropped by ret pallies in a judgement/DS to 10% hp =(
I hover at about 3.4k AP and a 30% crit rate and 4/5 T7.5 + Goggles when I play 2's with my Holy Pally partner (not including Might yet).
Is double wound really that ideal, I realize it can be more damage, as well as ensuring that wound stays up, but I currently use Wound/Mind Numbing (maybe not a good idea against shamans >.> since they just run cast instant heals anyways), as dispel protection? I am unsure on the mechanics of Poison Cleansing Totem. But I guess if I did want poison protection, I could spec and run Wound/Deadly.
I have SR/Twilight/WD available to me right now.
Would the following uses be correct?
Against Double DPS: SR/TW WP/MN (if there's a caster)
Against DPS/Priest: SR/TW WP/MN
Against DPS/Pally: SR/WD WP/WP
Against DPS/Shaman: SR/WD WP/WP
Against DPS/Druid: Druids in my bracket are currently bad and start in cat. I usually kill them from stealth while my pally stuns their partner (force trinket, then I blind)
With the possible new envenom glyph it means weaponswapping to a fast offhand with dp on it against plate classes might become viable now. Poison dispell protection and armor ignoring massive crits is definatly going to give us an extra hand versus plate. With 5 stacks of DP on a plate target it basically means that the moment he drops below 8k hp a cold blooded envenom is going to kill him.
Objects are not deceiving, they are deception.
What we see what we hear, all that our sences present to us is a fiction no more real then a dream.
We can only know that which we believe, that is all we have.
With the possible new envenom glyph it means weaponswapping to a fast offhand with dp on it against plate classes might become viable now. Poison dispell protection and armor ignoring massive crits is definatly going to give us an extra hand versus plate. With 5 stacks of DP on a plate target it basically means that the moment he drops below 8k hp a cold blooded envenom is going to kill him.
Yep, i hadn't noticed the new glyph until 5min ago. I'll be using mutilate/envenom/vigor after 3.1 for sure, webbed death + deadly poison and envenom all the way. With a 12 second duraton you can also make a macro to shiv switch offhand, and shiv DP to refresh the stack - then macro your way back to double wound until you have to repeat the procedure. Victory
Hey, I run Holy Paladin / Mut too @ around 2200. I'm at 3.2k AP, 29~30% crit, with Mist (Zerking) and Mutilator (Zerking) /Mist (Chain) and I run with Double Wound. I find that it's so helpful in fact, that I spec 3/3 into Vile psns just to get the 15% bonus.
Honestly, here's my thing. You don't really need "protection" when your Wound procs as much as it does. And if he gets the distance, there's a good chance things are gonna get dispelled anyways. With my build, and 2pc Val, 3/5 Deadly, I essentially try and maximize my bleed damage. It helps a lot against teams that either don't expect it or are really plate heavy.
For example, some of the most popular teams on Ruin (my Battlegroup) are
Now, out of all of these, all except the Lock, have more armor than you. They all can migate your white/mutilate damage by some retarded %, and having Bleeds + Extra wound + SnD gives you as much damage as possible.
I actually spec'd into my current spec about a week before the Mutilate nerf, and I got some really amazing results. Haven't looked back since then.
The Warrior literally just sits, and then shits on me after I blow through my Evasions. I don't even understand being able to see that much damage and wondering if it's fair or not.
My aim was with this build I'd be able to stand up to Dks, prot palys/wars, and feral druids. Seems to be working alright so far. Have soloed Dks, bears, and some prot wars. Also works just as well with other classes.
My aim was with this build I'd be able to stand up to Dks, prot palys/wars, and feral druids. Seems to be working alright so far. Have soloed Dks, bears, and some prot wars. Also works just as well with other classes.
Any thoughts/suggestions?
Question: What weapons are you using? I've currently got [Angry Dread] & [Maexxna's Femur] I want to use them more, but just haven't seen the benefit happen yet.
Was thinking that 3.1 would bring Maces back as a viable spec.
edit: Oh, someone mentioned the Haste buff to Mace Spec (10%), has that been nerfed or is it going to happen?
Last edited by DarKnightVIII : 03/09/09 at 12:36 PM.
My aim was with this build I'd be able to stand up to Dks, prot palys/wars, and feral druids. Seems to be working alright so far. Have soloed Dks, bears, and some prot wars. Also works just as well with other classes.
Any thoughts/suggestions?
Improved Kick is somewhat meh, I'd rather take Improved SnD, Especially if you're rocking CG/WD. Poison damage is very nice.
In 3.1, 2/3 LR.
Edit:
Also, I wonder how much burst this spec offers. AR is nice, but it's not that great. Without burst, it's not very viable with 2dps setups.
With a healer and heavy resilience I see it being quite decent.
Unfair Advantage is also very nice vs Feral/Warrior/Rogue, not as great vs DK/Paladin and useless against casters.
So it's a bit of a wash between 3/5 Deadliness and UA.
Oh and Savage Combat is better than Deadliness.
Or rather you get the same 4% ap, but also another +2(4% in 3.1)physical damage on target.
Oh and +10% haste on maces isn't in yet. They might not even add it, since macespec is already very good in 3.1
Last edited by Grunge : 03/09/09 at 3:42 PM.
Fans glory to the Gladiators,
Gods glory to the Heroes.
I am using CG/WD atm, so i'll give Imp SnD a try. I picked Imp Kick b/c w/ enough experience i've been able to guess right when pallies/mages use their bubble/block, so i can silence em b4 they do, and with 4-5 points stacked up for an evis, me and my partner(s) have been able to finish them b4 they can pull em off.
This spec is missing some burst dmg, but in the long run, i find that i don't rlly depend that much on burst dmg from my part. It deals great dmg against casters, with moderate dmg against rogues and mail wearers. I depend mostly on poisons, envenom and rupture when facing heavy armor wearers, and like i mentioned, so far its worked most of the time. But i'll fiddle around w/ it some more.
I picked Imp Kick b/c w/ enough experience i've been able to guess right when pallies/mages use their bubble/block, so i can silence em b4 they do, and with 4-5 points stacked up for an evis, me and my partner(s) have been able to finish them b4 they can pull em off.
You must have been very lucky interrupting an actual cast, because the only thing that stops Iceblock/Bubble is that school being locked out. You can Bubble/Iceblock without problem when silenced.
You must have been very lucky interrupting an actual cast, because the only thing that stops Iceblock/Bubble is that school being locked out. You can Bubble/Iceblock without problem when silenced.
Last time I checked, not even a locked school prevented it.
What i was wondering (out of curiosity), what gets locked if I kick frostfire bolt? Frost, Fire or both? Not like any decent mage would ever cast FFB with a rogue in mele range.