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04/13/12, 4:28 PM
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#271
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Von Kaiser
Night Elf Rogue
Sentinels
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Originally Posted by Crevan
On a side note, since FoK is now performed with our melee weapons, it can trigger effects like Burning Wounds from t12 set bonus.
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I'm not sure this is true anymore -- the melee-weapons part, I mean. I'm not sure that *any* of our ranged attacks in Mists actually "use" our melee weapons, or are in any way based off weapon damage. (The tooltips certainly imply this in almost every case: FoK refers to "a spray of knives"; Deadly Throw and regular Throw refer to "a dagger" and appear to have base damage modified by AP; and Crimson Tempest is referred to as a "slash at the flesh," with damage similarly having a base modified by AP. [Edit to add Shuriken Toss, whose tooltip identifies it as a "ranged attack" with a static physical damage component.])
Duno what that means for Burning Wounds being triggered when FoK is the only likely culprit, except for the possibility that it's been somehow reclassified as a melee attack on the beta. The bonus never used to proc on poison crits, right?
Last edited by Rfeann : 04/13/12 at 4:34 PM.
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04/14/12, 4:26 AM
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#272
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Eyelaser Ninja Pirate
Troll Rogue
Burning Blade
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Re: Shadow Blades.
Looks somewhat odd in the combat log: World of Logs - Real Time Raid Analysis
Autoattacking the level 85 training dummy with the legendaries, didn't use any poisons or procs. The physical hits during Shadow Blades confuse me a bit, but I'm obviously willing to believe that it's buggy still.
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04/14/12, 7:00 AM
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#273
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Piston Honda
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MMO Champion has a list of the Symbiosis spells, and rogues apparently... get a tanking cooldown?
Growl (Symbiosis)
30 yd range
Instant 3 min cooldown
Symbiosis: Gain the aspect of a bear, increasing armor by 330% for 30 sec and taunting any currently targeted enemy to attack you for 3 sec.
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Really, the list of spells that everyone gets is kind of odd: MMO-Champion - Druid Symbiosis Spells, Temple of Kotmogu Preview, Galleon Raid, Blue Posts
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04/14/12, 8:46 AM
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#274
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Piston Honda
Night Elf Rogue
Frostmane (EU)
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Originally Posted by Viper
Re: Shadow Blades.
Looks somewhat odd in the combat log: World of Logs - Real Time Raid Analysis
Autoattacking the level 85 training dummy with the legendaries, didn't use any poisons or procs. The physical hits during Shadow Blades confuse me a bit, but I'm obviously willing to believe that it's buggy still.
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From comparing numbers, it looks like Main hand and Main Gauche attacks are doing shadow damage, while offhand attacks remain physical. I can't be sure of this for two reasons; Having 8/10 attacks proc Main Gauche is improbable and if attacks are supposed to do pure shadow damage as the tooltip suggests, the damage of the attacks should be bypassing armor and do more damage, otherwise the shadow damage part of the ability is pointless.
At any rate, it doesn't seem to be working as intended.
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04/14/12, 12:31 PM
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#275
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Von Kaiser
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Originally Posted by Docrev
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I have always felt rogues should have a taunt. But they're just fleshing out the Symbiosis talent right now. All of these are subject to change. In fact, that post on MMO has the caveat: "These abilities are changing every patch, so consider them a preview and not the final list of spells."
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04/15/12, 4:56 AM
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#276
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Eyelaser Ninja Pirate
Troll Rogue
Burning Blade
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After some lengthier testing, it appears that spell ID 121473 ("Shadow Blade") is a shadow damage main-hand attack that ignores armor. Spell ID 121474 (also "Shadow Blade") is the off-hand version, also shadow damage ignoring armor.
Main Gauche currently doesn't appear to proc from the Shadow Blade hits, and the really strange bug (I assume) is that you still perform OH autoattacks while also getting the OH Shadow Blades. In the "Shadow Blades" log you'll see 84 hits of each, with the physical ones lowered by armor. Also of note is that Combat Potency appears to proc entirely due to the presumably-unintended melee swings.
So at the moment we probably need to see bug fixes for MG to proc off the main-hand Shadow Blade, CP proc off the off-hand Shadow Blade, and those melee swings to go away.
Baseline melee hits: World of Logs - Real Time Raid Analysis
Shadow Blades testing: World of Logs - Real Time Raid Analysis
Put on some low level vendor weapons to tighten up the damage ranges. Character sheet damage-
MH: 2931 - 2943 (2.08 speed)
OH: 1334 - 1342 (1.08 speed)
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04/18/12, 11:18 AM
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#277
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Piston Honda
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With a clear intent to make Subtlety more raid viable (in the sense of narrowing the delta between theoretical dps and actual dps for mortals) isn't it time to make the positional requirement a bit more manageable? Between spell effects and tricky camera angles, in the thick of things I often have no idea what's front and what's back. Sometimes I just circle strafe, spamming backstab until something happens. I for one would love there to be some kind of modification to the red target indicator on the ground to show you where the front and back of your target are.
Or am I the only one who has problems with this?
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04/18/12, 2:46 PM
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#278
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Piston Honda
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That is something that I think they should have implemented a long time ago, along with a distinct visual sign of where your max melee range is. The ring you get around you when doing the Rogue Legendary quests is a perfect example of a simple, unobtrusive yet effective way of doing this.
The ability to customize the targeting circle is one thing I miss from my old EQ days.
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04/18/12, 3:33 PM
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#279
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Glass Joe
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Originally Posted by Neckface
With a clear intent to make Subtlety more raid viable (in the sense of narrowing the delta between theoretical dps and actual dps for mortals) isn't it time to make the positional requirement a bit more manageable? Between spell effects and tricky camera angles, in the thick of things I often have no idea what's front and what's back. Sometimes I just circle strafe, spamming backstab until something happens. I for one would love there to be some kind of modification to the red target indicator on the ground to show you where the front and back of your target are.
Or am I the only one who has problems with this?
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I completely agree and even though I do not run sub anymore, I have the exact same complaint during execution phase of assassination. The concepts you mentioned would also help to avoid frontal cone based attacks from bosses (which probably is not really the intent, but would be a nice side benefit.) I also think the problem is complicated by the nominal symmetric graphical design of many of the DS bosses. It was always easier to tell you were behind a dragon rather than Morchok, Zonozz, Yorsahj (not too bad), and even Blackhorn all of which are basically blobs of uniform color and design. So I think boss artistic design would help. Here are other possibilities:
- Change your position based abilities buttons to indicate when you are behind. For example, have backstab deselected when you are in front of the boss and selectable when you are in the proper position. This may even be possible through an addon, but I am not sure. I am not crazy about this solution since like you mentioned, I would probably be spamming backstab anyway.
- A better approach might be to indicate somehow on the boss raid frame when you are behind him such as some sort of graphic around the raid frame or the boss icon. This could be applicable for several reasons such as to indicate you are not in the boss's visual area while not necessarily giving away that you are in or out of some frontal based attack.
- Another possibility would be some sort of rogue (or sneaking based) icon that indicates your relation to your selected target. Skyrim has a simple approach of an opening and closing eye icon to indicate your sneaking - I know this is not a great example since the Skyrim approach is pretty simplistic - but the idea is an indication somewhere on your UI of your relation to your target.
Like previously mentioned I would really like to see something like this as well.
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04/18/12, 5:35 PM
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#280
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Von Kaiser
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Or you could stand on a pet.
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04/18/12, 6:17 PM
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#281
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Glass Joe
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With full graphics, spell effects, and warnings its often difficult if not impossible to pick out your melee toon and your target out of the flesh pile. If you *can* find your target, mob design, size, and camera angles make it difficult to tell front from back while maintaining situational and UI awareness. Finally, "melee range" varies based on your target, not so much on your toon.
Maybe I'm missing some options that are available, but IMO we need two things: A ground-level target ring that matches melee range for that target, including an arrow showing the target's faced direction. And a "target ring" or indicator (could be an overhead arrow) on us that indicates our centerpoint. Both of these graphics need to show through all the other stuff on the screen, and ideally would be optional for those who feel they are unnecessary, or those times when they really are unnecessary.
As said earlier, old EQ did get some things right lol.
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04/18/12, 11:51 PM
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#282
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Glass Joe
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I haven't seen this anywhere else in the thread so I apologize if it's old news, but it seems Revealing Strike is no longer a single charge-- it lasts until it runs out regardless of how many finishers are used.
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04/19/12, 4:04 AM
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#283
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Piston Honda
Blood Elf Rogue
Hellfire (EU)
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I tend to consider it one of the challenges of running sub. Yes, having to run around your target like a headless chicken can be annoying from time to time but it usually doesn't take more than two seconds. Personally adding yet another targeting aid sounds like exactly the sort of player-coddling blizzard is being chided for by what seems like 90% of the forums. Oh, and it'd be ugly and I don't like it when my game is ugly :).
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04/19/12, 2:44 PM
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#284
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Piston Honda
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Originally Posted by Probaton
I tend to consider it one of the challenges of running sub. Yes, having to run around your target like a headless chicken can be annoying from time to time but it usually doesn't take more than two seconds. Personally adding yet another targeting aid sounds like exactly the sort of player-coddling blizzard is being chided for by what seems like 90% of the forums. Oh, and it'd be ugly and I don't like it when my game is ugly  .
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I agree there's a fine line between coddling and convenience. In this particular case I find the movement (the headless chicken part) to be an "interesting challenge" but the frustration of determining front from back decidedly less so. In general I support changes that make information gathering easier because it allows for the decision making to be more complex/interesting. A front/back indicator might even open up some possibilities for fun boss mechanics; mechanics that would otherwise be too frustrating to be fun.
As for aesthetics, I was envisioning simply a notch in the targeting ring that indicated orientation. And perhaps it could be something on a toggle in settings for those of us who are offended by its appearance.
From a UI perspective, the advantage of an indicator on the targeting ring, rather than simply a binary "you are in front" indicator is that the latter does not tell you how far or in what direction you have to move.
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04/19/12, 5:28 PM
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#285
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Glass Joe
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Originally Posted by Neckface
From a UI perspective, the advantage of an indicator on the targeting ring, rather than simply a binary "you are in front" indicator is that the latter does not tell you how far or in what direction you have to move.
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FWIW, I agree with you. Any front/back indicator that requires one to look anywhere else but at the mob is, IMO, worthless as an aid. The target ring should simply be the same diameter as that mob's melee hit box, and have a notch in it indicating "front". Of course there could also be an on/off toggle for those who find it distracting.
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