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01/12/11, 11:47 AM
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#136
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Glass Joe
Night Elf Rogue
Arathor (EU)
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At the very least I wouldn't recommend using KS before SnD. As far as I'm aware, you still auto-attack with +20% damage during KS, so missing out on SnD would mean a DPS loss if I go by logic, granted I don't have specific numbers to back it up with.
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01/12/11, 4:28 PM
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#137
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Von Kaiser
Troll Rogue
Black Dragonflight
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Originally Posted by Onodrim
If I understand you and a few others correctly, you're suggesting to simply remove the global cooldown from Revealing Strike. Such a change holds certain ramifications for game play outside of raid content. Both in other PVE situations, but especially in a PvP environment.
If rogues were handed a damaging ability with no cooldown, global or other, we'd be able to deal massive burst damage. Contemplate, as an example, the combination of Revealing Strike with no global cooldown and Adrenaline Rush.
I have no evidence to support it, but I think it unlikely for Blizzard to remove the global cooldown of a stable damaging ability that has no cooldown to begin with. If so, I guess it'd require a larger re-work of Revealing Strike.
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There is precedence in this idea in warrior abilities. Heroic Strike and Cleave have their own cooldown off the GCD. All interrupts are off the GCD as well (except pallies). Simply because something is off the GCD, does not mean it cannot have its own cd/gcd.
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01/12/11, 4:42 PM
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#138
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Glass Joe
Night Elf Rogue
Arathor (EU)
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Except that Heroic Strike and Cleave used to be 'on next attack' and now have a 3 second cooldown, whereas RvS is not limited by either. Interrupts don't do damage and are also on a cooldown.
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01/12/11, 5:42 PM
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#139
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Glass Joe
Troll Rogue
Shattered Halls (EU)
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Hi all, my 1st post on forum
I was wondering about using KS and BF at the same time in some situations (Nuke adds at Maloriak), but I don't know if efect is stacking on them together.
KS is also nice skill to renew some energy. It's free/instant cast and for 5 seconds our energy is restored without slacking in dps, so I don't think using KS at the bigging of combat is good.
I was also think about prime glyphs. AR is the best choice and then we got 2 slots and 3 glyphs to consider (SS, RvS and SnD) I skipped SS for RvS and SnD for a reason to always get 4CP- RvS and then Evi.
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Here is macro i use for
/castsequence reset=4 Revealing Strike, Eviscerate
In 1 button you cast RvS and Evi. You can make simply macro for rupture
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01/12/11, 6:12 PM
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#140
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Piston Honda
Human Rogue
Aggramar (EU)
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Originally Posted by Zulkeir
There is precedence in this idea in warrior abilities. Heroic Strike and Cleave have their own cooldown off the GCD. All interrupts are off the GCD as well (except pallies). Simply because something is off the GCD, does not mean it cannot have its own cd/gcd.
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Aside from the points made by Kiar, I think you misunderstand me. Or I'm misunderstanding you. As far as I can see, you're arguing that an ability can be off global cooldown and *have* a cooldown of its own. I was arguing that it'd be unlikely for an ability of substantial damage to have neither.
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They've done studies, you know. 60% of the time it works, every time.
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01/12/11, 6:18 PM
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#141
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Glass Joe
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Using KS and BF together is a great technique if you have two mobs within range of each other that you want to damage and no mobs within range that will either wipe the raid if struck (CCs, adds with exploding shields, etc.) or on which damage is useless (ghouls on HLK) or better spent elsewhere (whelps on Halfus). It will do full KS damage to both mobs, plus all the other advantages of BF.
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01/13/11, 5:35 AM
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#142
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Von Kaiser
Worgen Death Knight
Stormreaver
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Originally Posted by Furtim
DMC:H appears to be proccing for me at about 17PPM during a 13:38 Raider's Dummy Test with 700 haste, a [Thundering Skyflare Diamond] Meta, and dual Hurricane.
It also shows the Meta as having an 11.1% uptime during the test.
Original Log is located here.
* Forgot to mention that this is as Assassination.
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This was posted in the other thread, and its a HUGE improvement on the damage, for comparison here is a log with an enhancement shaman during a 25 man raid the other day using the trinket, note the fight is approximately one half the time yet the proc rate is insanely large, and even with it being twice the duration the damage scaling of a raid buffed enhancement shaman (who's mastery scales with the damage on the DMC:H) its still a large improvement
Ehn Shaman with DMC: H
The Rogue who was testing this' log to compare
There are a few other things to take into consideration, but I do believe we should do more testing on this trinket, sadly i do not have said trinket my self (due to the fact that its currently barely better then a blue so I never wasted the time to get one) the damage difference (NOTE: given the rogue was attacking for twice as long HOWEVER the shaman had full raid buffs/debuffs and his mastery) is about 195.6% damage increase.
Again not a fully accurate comparison but it dose shine a light on the subject and should at least get another look over, if anyone has this trinket on live and would like to test it on a few parses on live and on the PTR, I my self would appreciate it.
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01/13/11, 10:23 AM
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#143
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Banned
Night Elf Rogue
Dunemaul (EU)
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Originally Posted by Onodrim
If I understand you and a few others correctly, you're suggesting to simply remove the global cooldown from Revealing Strike. Such a change holds certain ramifications for game play outside of raid content. Both in other PVE situations, but especially in a PvP environment.
If rogues were handed a damaging ability with no cooldown, global or other, we'd be able to deal massive burst damage. Contemplate, as an example, the combination of Revealing Strike with no global cooldown and Adrenaline Rush.
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I would think blizzard could make it so that you can only use revealing strike as an addition to combo points you already have starting by let's say 3.
So you'd need to build those 3 cp before you can use revealing strike and that would battle the rvs spamming like you suggest.
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01/13/11, 11:49 AM
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#144
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Don Flamenco
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Honestly, why would they? Sure we could come up with some convoluted, unintuitive design that would achieve the goal. Or, if they felt that regen was too high, they could simply nerf the coefficient haste has with energy regen, nerf vitality's energy boost, or nerf combat potency or adrenaline rush or main gauche. It's much easier to just buff some other aspect of our play as compensation. SS now hits for 15% more? Balanced, done. Not really a reason to be wishlisting changes to issues that blizz has yet to acknowledge as such anyways. Aside from the fact that the consensus in the rogue community seems to be that energy regen is not too high, whether it feels that way or not.
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01/13/11, 11:52 AM
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#145
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Piston Honda
Night Elf Rogue
Frostmane (EU)
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The problem with taking Revealing Strike off the global cooldown is fundamentally the CP generation it implies during AR. It would be a nightmare to balance that for PvP, and removing the CP gain from using RvS means we probably won't be bothering with it when AR is down.
We're really only capping out energy when we have AR up, which is 20 seconds every two minutes or so. However, unlike capping out on energy in general, capping out on energy because you don't have the global cooldowns to spend it isn't a DPS loss in the current frame of limitations in the rogue attack cycle. It would certainly be a DPS increase to be able to use that capped out energy, but it seems Blizzard have other (and more interesting) ideas for balancing our damage output.
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01/13/11, 12:56 PM
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#146
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Glass Joe
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Originally Posted by Jestyr991
This was posted in the other thread, and its a HUGE improvement on the damage, for comparison here is a log with an enhancement shaman during a 25 man raid the other day using the trinket, note the fight is approximately one half the time yet the proc rate is insanely large, and even with it being twice the duration the damage scaling of a raid buffed enhancement shaman (who's mastery scales with the damage on the DMC:H) its still a large improvement
Ehn Shaman with DMC: H
The Rogue who was testing this' log to compare
There are a few other things to take into consideration, but I do believe we should do more testing on this trinket, sadly i do not have said trinket my self (due to the fact that its currently barely better then a blue so I never wasted the time to get one) the damage difference (NOTE: given the rogue was attacking for twice as long HOWEVER the shaman had full raid buffs/debuffs and his mastery) is about 195.6% damage increase.
Again not a fully accurate comparison but it dose shine a light on the subject and should at least get another look over, if anyone has this trinket on live and would like to test it on a few parses on live and on the PTR, I my self would appreciate it.
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Regarding DMC:H, there still seems to be some confusion amongst you all as to what "PPM" actually means (which Aldriana has unsuccessfully tried to clarify, but allow me to try again).
An item's "PPM" tells you how many times, on average, the item would proc if you simply autoattacked (unhasted) with a single weapon. Obviously no class plays this way, so a "1 PPM" item is going to proc significantly more often than once per minute.
You can convert PPM to proc chance pretty easily with this formula:
Proc chance = Weapon Speed * PPM / 60
This gives us 3% proc chance for Mutilate MHs, 4.3% proc chance for Combat MHs (assuming 2.6 speed), and 2.3% proc chance for offhand hits. The percentages apply to your specials, as well, further increasing the number of procs you will see in logs. If I recall correctly, this will give rogues somewhere between 3 and 4 actual procs per minute on a "1 PPM" item. Which is exactly what we're seeing in logs, so our EP values for the DMC:H are correct.
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01/13/11, 1:42 PM
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#147
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Glass Joe
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Am I to assume that BF still has a cool down of 30 secs.
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Yes. This change was just so players didn't have to put a /cancelaura macro in for BF to toggle it on and off.
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01/14/11, 9:58 AM
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#148
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Glass Joe
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Mastery
I'm wondering when we'll get a new EP value for mastery post ptr changes, I haven't seen much conversation about it since the recent change to a 100% main hand attack was added. I know the last I heard CP wasn't procing correctly so I'm guessing it can't be properly tested until that's fixed. It seemed initial reaction was that the changes were pretty ho-hum and wouldnt change our gearing approach much if at all, I'm wondering if this is still the case. It seems like Blizzard wanted to make mastery a more desirable stat but their attempts so far have fallen quite a bit short. Maybe they are they just trying to balance combat dps with assassination using mastery as a tool do do so? it would be nice to see mastery on par with haste as far as EP value or worth a little more than white hit at least. I find my self with gear that has haste +mastery/crit having to reforge that mastery/crit into hit which just seems so much of a waste. I could have bought the Fluid death trinket this week, but it contains so much unnecessary hit that I just decided to keep stockpiling valor for the tier chest. Im already over the current poison cap without it using DMC-H and Tia's Grace as trinkets.
Last edited by Vinestal : 01/14/11 at 10:01 AM.
Reason: Spelling
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01/14/11, 10:52 AM
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#149
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Von Kaiser
Worgen Rogue
Bloodhoof (EU)
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I don't think the new mastery will be as strong as haste, while it does look a nice change, haste will probably still be king. Would be nice to see mastery above white hit though or close to competitive with poison hit. Have to wait and see what numbers people come through with further tests.
I'd like to see some serious changes to Revealing Strike really, it still feels lackluster just buffing its effects a small amount. If they tied it with Lethality talent or buffed its base damage it'd feel a bit more worth while to make sure you get them in a rotation.
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01/14/11, 11:38 AM
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#150
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Glass Joe
Human Rogue
Frostwolf (EU)
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Originally Posted by Vinestal
I'm wondering when we'll get a new EP value for mastery post ptr changes, I haven't seen much conversation about it since the recent change to a 100% main hand attack was added. I know the last I heard CP wasn't procing correctly so I'm guessing it can't be properly tested until that's fixed. It seemed initial reaction was that the changes were pretty ho-hum and wouldnt change our gearing approach much if at all, I'm wondering if this is still the case. It seems like Blizzard wanted to make mastery a more desirable stat but their attempts so far have fallen quite a bit short. Maybe they are they just trying to balance combat dps with assassination using mastery as a tool do do so? it would be nice to see mastery on par with haste as far as EP value or worth a little more than white hit at least. I find my self with gear that has haste +mastery/crit having to reforge that mastery/crit into hit which just seems so much of a waste. I could have bought the Fluid death trinket this week, but it contains so much unnecessary hit that I just decided to keep stockpiling valor for the tier chest. Im already over the current poison cap without it using DMC-H and Tia's Grace as trinkets.
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Considering MG proccing CP: I just had a go at the PTRs on one of those dummies. The whole thing was a first to me and I don't know if I did it all correctly but following things came to mind. MG can still procc from autoattacks and specials. MG can procc poisons but doesn't procc CP at the moment.
I already started a thread in the PTR-forums regarding this behaviour and asking if it is intended or not. Let's wait and see if I get any reaction at all over there.
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