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Old 03/25/12, 2:22 PM   #151
 Andeh
The Titleless
 
Andeh
Goblin Rogue
 
No WoW Account
According to the official talent calculator, Serrated Blades is supposed to be a trained Subtlety ability. Is this really not the case? Because if it's really gone, that would essentially counter removal of Recup from Sub's rotation.

Also, regarding the change to the SS glyph, it seems to me that since the real problem is energy capping during AR, and the AR glyph is a pretty boring glyph as-is. Based on this, it would make more sense to me for the AR glyph to be the one getting that effect ("While under the effects of Adrenaline Rush, the cost & damage of Sinister Strike are increased by 25%"), while leaving the SS glyph unchanged. That would make it a desirable effect all the time, rather than something that could be situationally bad. It could also be increased to something like 35% if energy capping was still a problem, and not have huge negative consequences outside of AR.

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Old 03/25/12, 4:39 PM   #152
Sleete
Glass Joe
 
Orc Rogue
 
Stormscale
That's interesting... parry and dodge are essentially the same. <-Edit, char stats window display bug.

6.5% chance to be dogged and 6.5% to be parried. When I get more exp rating, both dodge and parry are mirrored. Right now, I'm sitting at 781 rating and 7.62% expertise. I'm guessing that requirements for each percent for spell hit have gone up again, but spell hit cap is at 15%.
1011 hit rating and 9.87% hit chance, 5.13% needed till cap.

Edit: The problem with the SS glyph, is that you're using SS 25% less, so you're getting less Eviscerates (at least 25% less, but more due having to keep up SnD as well) and thus time between AR/KS is longer due to less finishers b/c from restless blades (it is still "your damaging finish moves reduce the remaining cooldown of your AR, KS, Redirect and sprint abilities by 2 sec per combo point.") So yes, it would be nice if there was an AR glyph that would mitigate energy capping by increasing damage and energy cost of SS.

Last edited by Sleete : 03/26/12 at 2:28 AM.

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Old 03/25/12, 6:52 PM   #153
Crevan
Don Flamenco
 
Gnome Rogue
 
Darksorrow (EU)
With the changed hit/parry/dodge caps, what's the situation with dual-wield penalty? Is it still 19% above yellow hit cap, or is it changed in any way?

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Old 03/25/12, 6:58 PM   #154
Rosvall
Piston Honda
 
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Pandaren Rogue
 
Tarren Mill (EU)
Originally Posted by Sleete View Post
That's interesting... parry and dodge are essentially the same.

6.5% chance to be dogged and 6.5% to be parried. When I get more exp rating, both dodge and parry are mirrored. Right now, I'm sitting at 781 rating and 7.62% expertise. I'm guessing that
So.. if you reach dodge expertise cap, you'll also reach the parry expertise cap, and thus can position yourself in front of a generic boss without any negative effects?

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Old 03/26/12, 12:16 AM   #155
Docrev
Piston Honda
 
Undead Rogue
 
Zul'Jin
Not quite.
Originally Posted by Ghostcrawler
-Expertise will negate dodge and spell miss, then parry.
-Against a +3/boss level creature: 15% spell miss, 7.5% melee miss, 7.5% dodge, 7.5% parry (from the front only), 7.5% block (from the front only).
So if go with the 7.5% number GC had listed, at 7.5% hit and 7.5% expertise, you'll have no miss chance (7.5%-7.5%), no dodge chance (7.5%-7.5%), and no spell miss chance (15%-7.5%-7.5%). But the boss will still have his full chance to parry and block.

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Old 03/26/12, 2:26 AM   #156
Sleete
Glass Joe
 
Orc Rogue
 
Stormscale
yea, but pretty sure this is a tooltip bug. Expertise is now given as a percentage like hit instead of 26/26 when doge capped on live. So when i stood in front of the lvl 85 dummy, I occasionally saw parry white/yellow combat text with 3.44% exp in pvp gear and no dodge text (bliz has ALL addons disabled). Exp tooltip says level 85 targets would do 2% dodge and 2% parry with 0 gear, which makes sense would mean i'm 0.56% from parry cap since I would need a total of 4% to get parry cap. Didn't have time to test it before, whoops. :S

When I stood in front of the raid lvl dummy, i constantly saw dodge and parry flying text, not so much when i stood behind it. I'm not sure if this is due to the dummy's level increased to level 90 raid boss though, since guards have had their levels also increased to 90. I need a wol session to be able to accurately gauge this part.

Dev Watercooler – Mists of Pandaria Stat Changes - World of Warcraft is a post on how hit/exp will be come panda. It seems like exp making parry and dodge decrease at the same time is a tooltip bug. I had to go out before i was able to test this on the dummy.

It isn't 100% clear about the sync between hit and exp since when i put on a piece of gear with exp on, it does nothing to spell hit like what the blue said ("Expertise will negate dodge and spell miss, then parry."). This change looks strange, mostly unnecessary and currently broken. Normalizing the values of hit and expertise does make sense though. The GC post doesn't mention anything about DW hit. With just a sword, special+melee miss chance 7.5% like the post says. While DW'ing 26.5% is at melee miss chance. I can't test this right now without recount/skada/wol, and won't bother to do more testing until the testing focus shifts to end game mechanics.

Tooltip hit with 0 gear: dw'ing 26.50% hit needed. and 7.5% hit needed = specials. With gear on, 1011 hit rating = 9.87% hit melee chance, 16.63% dw miss chance. 1536 hit rating = 14.99% spell/melee hit chance, 11.51% dw miss chance.

Edit: anyone else notice that /cast throw doesn't do anything anymore?

Last edited by Sleete : 03/26/12 at 3:59 AM.

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Old 03/26/12, 10:39 AM   #157
Elofax
Glass Joe
 
Goblin Rogue
 
Silver Hand
Originally Posted by Sleete View Post
Doing this will drastically lower your dps b/c of reseting swing timers, and not letting guile build up.
While you are correct about lowering dps due to swing timer reset, do note that Bandit's Guile now stacks on the rogue independent of target switching (this change and the KS glyph are absolutely massive quality of life improvements for Combat rogues in MoP).

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Old 03/26/12, 11:15 PM   #158
fierydemise
Von Kaiser
 
Troll Rogue
 
Shadowmoon
This may be bad datamining but it would be a big change if true.
Cut to the Chase - Spells - WOWDB
Your Eviscerate refreshes your Slice and Dice duration to its 5 combo point maximum.

No mention of envenom.

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Old 03/26/12, 11:23 PM   #159
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Envenom still works on beta servers right now, so either its a forthcoming change or a data mining glitch. I suspect the latter.

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Old 03/26/12, 11:48 PM   #160
sinnaa
Von Kaiser
 
sinnaa's Avatar
 
Goblin Rogue
 
Stormreaver
Aldriana mentioned that some may be an error, but it seems like they are trying to lower rogue damage a little. I find this a little shocking considering how strong Monks have appeared to be in the little testing I have done on one. I may be wrong because I haven't done any math on the subject.

Clearly some of the changes are just incorporating talent lose into the spells themselves, while others seem bent on reducing damage along with energy reduction. Any math to see if these would even out the damage decreases?

Sub is the only one that looks to be getting a mild increase. Seems like they are also trying to reduce rogue effectiveness lockdown in PVP a bit, specifically gouge, HAT, kick. However, they are giving some new abilities to help some as well: shroud of concealment, increased shadowdance, shadow walk.

I have feared for rogues in a PVE setting since the initial release that monks would be agil leather uses and these changes to not ebb my fears much either.

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Old 03/27/12, 1:44 AM   #161
Verain
Von Kaiser
 
Night Elf Rogue
 
Ursin
I think it is legitimately too early to call on where they want rogue damage to be. We have been told time and time again that as pure dps we are intended to edge out non-pures single target by some small percent, and we have been told more recently that melee needs to have some advantage over range because of the modern method of designing most fights to not involve stand-and-punch.

Meanwhile, it is historically true that rogues have gone into expansions undertuned- the first major patch of every expansion has been wall to wall rogue buffs. If you will recall the terrible performance we had in 4.0 back in ICC gear, and the subsequent doubling of bandit's guile, increase in passive bonuses across all specs, and increase in talent value across all specs that followed during T11 (along with many other buffs and nerfs to other classes), you'll see that even at launch, large changes may follow.

This is NOT to say that rogues will be receiving large buffs- simply that large CHANGES will be made to all classes between now and the end of beta, and then between 5.0 and MoP launch, and then again in response to early MoP raiding, and if rogues are performing less than desired (as has been the case in other expacs) they will be buffed, and if they are overperforming, or performing well only because of a glitch (see, early 3.0!), then we will be nerfed or the trick fixed.


Monks are a hybrid class, with trees that mirror paladins. We have no reason to suspect that Windwalker will be more damage than all three of our specs, for instance, except based on what we are seeing very early.


Anyway, as for why I stopped in here!
mmo-c posted some data mined notes today that seem to have changed Wound poison into Instant poison- in other words, with wound being a "lethal" poison, we would seem to have the following changes going on:
1- PvP will mostly rely on running Wound and utility poison- for instance, Wound and Cripple.
2- Assassination will not be able to run Wound and still press envenom. This probably means that assassination can safely be assumed to not bring the moral effect any longer.
3- The bit about shivving 25% wound up to 50% wound is probably gone, as shiv only enhances utility poisons. I was really looking forward to shivving wound when an opponent dropped low.
4- It is likely that no rogue will bring Wound to pve content at all, as it would result in the loss of deadly poison.

Maybe this change just strikes me as more profound than it really is, but I think this is pretty interesting.
Edits (2): Thanks Docrev, it sounds like Envenom has lost deadly reliance completely!

Also note in the more recent changes, sub rogues have a LOT of damage wrapped up in bleeding targets- we gain a 20% bonus when attacking a bleeding target, up from 16% on live, but hemo no longer applies a bleed- in fact, the hemo "bleed" is now some kind of physical non-bleed dot, and this likely makes rupture the #1 super important thing to keep active, likely on target swap if nothing like rake is going on. Since monks (all monks) can wipe all bleeds every 8 seconds, it likely makes sub a rather strange spec for pvp, with heavy investment in a bleed that turns on a good chunk of our damage (likely nearly a quarter?), and is wiped with a short cooldown.

Last edited by Verain : 03/27/12 at 9:38 AM.

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Old 03/27/12, 5:21 AM   #162
Sleete
Glass Joe
 
Orc Rogue
 
Stormscale
You're right, can't shiv on the new IP.

Like I said a page ago:
Originally Posted by Sleete View Post
The new poison ui menu is like the mage teleport/portal where it pops out for you to choose one. The new wound poison uses the same icon as the current Instant Poison. The current wound poison doesn't have any green use text, so whatever you have of that left will probably become vendor trash.
Just stop saying wound poison. It won't be in the game, unless they change it. They basically merged DP and IP together, and added the 25% healing debuff to IP for 15 seconds (what it is now on beta).

PVP will probably run either paralytic poison or leeching poison. You have Glyph of Debilitation (eviscrate/envenom slows by 50% for 6s) or deadly brew talent so it is a bit of a waste to use crippling poison.

Originally Posted by Verain View Post
4- It is likely that no rogue will bring Wound to pve content at all, as it would result in the loss of deadly poison.
LOL, most raid groups already have the spriest with improved mind blast applying the 25% healing debuff. A warrior can as well.

If you think bleeds being wiped out for sub is bad, think about feral druids. Rogues used to have HfB which would wipe bleeds as well. Anyways, sub spec feels like it is in flux on beta right now.

Originally Posted by Aldriana View Post
Envenom still works on beta servers right now, so either its a forthcoming change or a data mining glitch. I suspect the latter.
In assassin spec, envenom takes place of eviscerate. /cast eviscerate in assassin spec with a few CP up, you'll gain the envenom buff. So its a blizzard typo and new "feature", you can use the same macro for both specs as your finisher.

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Old 03/27/12, 5:23 AM   #163
Docrev
Piston Honda
 
Undead Rogue
 
Zul'Jin
Originally Posted by Verain View Post
2- Assassination will not be able to run Wound and still press envenom. This probably means that assassination can safely be assumed to not bring the moral effect any longer.
I haven't seen how it's working in the beta yet, but in all the datamined versions as well as the talent calculator, this is no longer the case:

Envenom: Finishing move that deals instant poison damage proportional to the number of combo points on the target. Following the Envenom attack, your poison application chance is increased by 15%, for 1 sec plus an additional 1 sec per combo point.

From the wording, it doesn't even require a poisoned target.

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Old 03/27/12, 9:48 AM   #164
Verain
Von Kaiser
 
Night Elf Rogue
 
Ursin
Just stop saying wound poison.
Right, but it sounds like instant is being deleted, with wound assuming its old job.

LOL, most raid groups already have the spriest with improved mind blast applying the 25% healing debuff. A warrior can as well.
Shadow priests max out at 10%- only physical classes can hit 25% on live. Arms warriors certainly are the top choice as they bring it at no loss (and in fact arms is their top spec), but it is entirely possible your raid doesn't have one (all it takes in my 10m is for our feral to be offline, OR or arms warrior to be missing). Currently running wound over instant is a damage loss, but not a shocking one for combat and sub, and back when Zon'ozz was progression, I did in fact run it when missing an Arms warrior.

I suppose this depends on the long term difference between "instant" (now wound) and deadly, but it seems likely that this difference will be large enough to warrant not running it unless no one else can bring it- but we shall see.

If you think bleeds being wiped out for sub is bad, think about feral druids.
But I'm not ON the druid forum!
In seriousness, ferals do have an instant bleed reapplication ability (rake), and will likely have to change to a less damaging rotation with a monk around (as having a 5 CP rip wiped is assuredly unacceptable). My worry with sub is that we will be essentially forced to constantly cast rupture in pvp and small scale pve (on target swap), because instead of simply giving us a large bleed (as they did for ferals), a solid 1/6th of our damage is simply contigent on a bleed being present directly. And Hunger For Blood was self cast only, and I don't think it wiped bleeds on live for very long at all- it also had a moderate cooldown back then as well, as this was before the "press it as often as you like, stack to three" stage that represented its final incarnation.


Envenom not needing deadly is a change I missed, thank you! I edited my above post to prevent someone reading in order from getting false information. This should allow mutilate rogues to safely run wound over deadly in similar situations to other rogues.

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Old 03/28/12, 7:20 AM   #165
Seliathan
Von Kaiser
 
Troll Rogue
 
Kel'Thuzad (EU)
Originally Posted by Verain View Post
Also note in the more recent changes, sub rogues have a LOT of damage wrapped up in bleeding targets- we gain a 20% bonus when attacking a bleeding target, up from 16% on live, but hemo no longer applies a bleed- in fact, the hemo "bleed" is now some kind of physical non-bleed dot, and this likely makes rupture the #1 super important thing to keep active, likely on target swap if nothing like rake is going on.
This, at least in the current build on EU servers, is wrong. Hemo applies a debuff when another bleed is active on the target, regardless of whether it was applied by you or someone else in your group (verified with the rupture of another rogue and a druid rip/rake). You can also refresh this hemo debuff with your own hemo debuff still active on the target, meaning you can 'roll' it without having rupture up at all, but we will miss out on the last tick of the debuff.

The most important part is that this hemo debuff also counts as a bleed, thus increasing your damage by 20% as long as it is active. As it currently is, with Serrated Blades not available or even trainable, this might put rupture in jeopardy since its DPE might drop below eviscerate which still profits from Find Weakness and other armor reduction effects.



For PvP, Sub is somewhat crippled offensively and buffed defensively. Since Paralytic Poison is quite strong and reminds me of our beloved mace-stun in TBC, this will almost certainly picked up in certain setups for arena. That way, we miss out on crippling poison though, and with a 6 second duration on Debillitation, and the need to roll SnD and probably even Recup in arenas, we don't have a proper perma-slow anymore. The only other choice would be to run either Mindnumbing or Leeching Poison (the latter won't provide much heal in PvP) and spec into Deadly Brew. And even then, we only have 50% slow on Crippling Poison now, and since we can't shiv it up to 70% without it actually being applied to the weapons, we miss out on alot of advantages we're having right now. Debillitation can't make up for that with its short duration and the need to roll 1 or 2 selfbuffs, plus there is a ton of other useful glyphs out there that sit on the same slot. Since feint doesn't require a target at all and elusiveness scales with the glyph, plus it comes without a cooldown, this is a spammable shieldwall now. Other important glyphs are blind, garrote and smokebomb, so debillitation is something one really has to think about using.

Also, weapon swapping to different weapons with different poisons is gone now that we have poisons applied as buffs, which really pisses me off. On the other hand we can change poisons midgame since glyphed it only takes 1.5seconds and it doesn't break stealth.

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