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Old 04/26/12, 10:51 AM   #316
Brotherbear
Piston Honda
 
Orc Rogue
 
Frostwolf
It's not that I don't agree with you about symbiosis. It's just that I don't see rogues getting given the ability unless there's a very gimmicky mechanic that we can handle. Especially in 10mans where you have maybe 1-2 druids in the entire raid.

Consider that if the druid uses symbiosis on the tank, the tank gets another tanking cooldown. Which makes it unlikely that said tank will die, so there's no point in giving us the ability to offtank.

That being said, in 25mans you might get symbiosis from a boomkin since they'd get Cloak, which is generally fantastic, but again that would depend on the encounter.

That being said, symbiosis has some interesting possibilities for 5mans/challenge modes, so we'll see.

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Old 04/26/12, 11:20 AM   #317
Hamsda
Piston Honda
 
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Goblin Priest
 
Mannoroth (EU)
If Blizzard does not "fix" the disparity between a dps and a tank this could have big potential especially in a 10 man environment. Sometimes Blizzard forces the group to go with 2 tanks just because both are needed for a short period in the fight. In that situation a rogue with symbiosis would be extremely valueable because he'd be able to do the tanking part and when not tanking be a huge rdps increase.

The cooldown may be too long for it to really shine but I can still picture it as a good option.

There are only 10 types of people... those who understand binary and those who don't.

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Old 04/27/12, 5:45 AM   #318
fierydemise
Von Kaiser
 
Troll Rogue
 
Shadowmoon
From MMO-C tutorial style things from the spell book.

ROGUE_COMBAT_CORE_ABILITY_1 - Use when you have 40 Energy to build 1 combo point. Primary combo point builder.
ROGUE_COMBAT_CORE_ABILITY_2 - Keep applied to the target.
ROGUE_COMBAT_CORE_ABILITY_3 - Keep applied to yourself when you have 5 combo points.
ROGUE_COMBAT_CORE_ABILITY_4 - Use for damage when you have 5 combo points. Primary finishing move.

ROGUE_SUB_CORE_ABILITY_1 - Use when you are behind your target to build 1 combo point. Primary combo point builder.
ROGUE_SUB_CORE_ABILITY_2 - Use to build 1 combo point when you can't get behind your target.
ROGUE_SUB_CORE_ABILITY_3 - Keep applied to the target when you have 5 combo points.
ROGUE_SUB_CORE_ABILITY_4 - Keep applied to yourself when you have 5 combo points.
ROGUE_SUB_CORE_ABILITY_5 - Use for damage when you have 5 combo points. Primary finishing move.

Based on how I'm reading this combat isn't designed to keep up rupture. Whether this is how things actually work is up in the air but ruptureless combat does appear to be the design intent.

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Old 04/27/12, 7:33 AM   #319
diodiablo
Glass Joe
 
Night Elf Rogue
 
Hakkar (EU)
Originally Posted by Brotherbear View Post
It's not that I don't agree with you about symbiosis. It's just that I don't see rogues getting given the ability unless there's a very gimmicky mechanic that we can handle. Especially in 10mans where you have maybe 1-2 druids in the entire raid.

Consider that if the druid uses symbiosis on the tank, the tank gets another tanking cooldown. Which makes it unlikely that said tank will die, so there's no point in giving us the ability to offtank.

That being said, in 25mans you might get symbiosis from a boomkin since they'd get Cloak, which is generally fantastic, but again that would depend on the encounter.

That being said, symbiosis has some interesting possibilities for 5mans/challenge modes, so we'll see.
I'm not sure it would be an advantage to trade Cloak for a spell that we use only if the tank is dead and we are already on the way to a wipe. Even then, we are usually just below the tank in the aggro list and we can use our Evasion skill to stay alive if something happens.

I cannot think of a single fight in the current content where it would be a good trade of skill, but who knows what will happen in Pandaria.

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Old 04/27/12, 7:38 AM   #320
Docrev
Piston Honda
 
Undead Rogue
 
Zul'Jin
You don't lose the spell that the druid gains. If they use Symbiosis on you, the balance druid gains Cloak; we get Growl, but still have cloak.

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Old 04/27/12, 7:43 AM   #321
Fae
Von Kaiser
 
Human Rogue
 
Argent Dawn (EU)
I think this is not so much tied to general fight mechanics as it is to a specific tactics of your guild. As a 10-man raid group, we've progressed thru quite a few encounters with "1.5 tanks" setup. I.e. our druid is in cat to do as much DPS as he can, but switches to bear from time to time to taunt and tank for a while or just to eat some big hit.

And this is exactly what rogues with taunt could be used for, given that we have several defensive cooldowns. You can plan around it, it's not just a "oh shit" button that you try to use when your main tank dies.

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Old 04/27/12, 10:53 AM   #322
kindath
Von Kaiser
 
Night Elf Rogue
 
Earthen Ring
I just don't think there's likely to be a fight where you only need an offtank every 3 minutes.

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Old 04/27/12, 4:05 PM   #323
Halbarad
Von Kaiser
 
Human Rogue
 
Ravencrest (EU)
Originally Posted by diodiablo View Post
I'm not sure it would be an advantage to trade Cloak for a spell that we use only if the tank is dead and we are already on the way to a wipe. Even then, we are usually just below the tank in the aggro list and we can use our Evasion skill to stay alive if something happens.

I cannot think of a single fight in the current content where it would be a good trade of skill, but who knows what will happen in Pandaria.
As Fae mentioned it'd be more useful in a 10 man, in place of a feral cat/bear swapping tank, but it does depend on the current fights,

For Cata I think on Raggy Heroic it'd be a good trade off, you gain a class that can taunt in P4 incase you mess up the trapping and have to kite him for a bit, in return the Boomkin gets CLOS, which is useful in every phase to mitigate the damage. I have to mention that from your wording, you imply we lose Cloak, we don't they gain it, and we gain the taunt.

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Old 04/30/12, 2:44 AM   #324
Neru
Glass Joe
 
Blood Elf Rogue
 
Blackhand (EU)
Originally Posted by kindath View Post
I just don't think there's likely to be a fight where you only need an offtank every 3 minutes.
well, it kind of was the case with the nefarian skeleton adds in phase one in the T11 fight, where there had to be an offtank, who wasn't needed in P3 anymore, so easiest either a dd-warrior with shield-swap and defstance, blood-dk with blood presence or a feral who switches into bear for that time - similar case would also fit for a taunting rogue, just designing for a shorter period because of the 30sek. symbiose-effect (and after that, the dmg-reduction effect also wears off, which cuts the rogues to shreds !)


concerning the core-abilities: here also for assassination (mmo-c):

ROGUE_ASS_CORE_ABILITY_1 - Use when you have 55 Energy to build 2 combo points. Primary combo point builder.
ROGUE_ASS_CORE_ABILITY_2 - Keep applied to the target when you have 5 combo points.
ROGUE_ASS_CORE_ABILITY_3 - Keep applied to yourself when you have 5 combo points.
ROGUE_ASS_CORE_ABILITY_4 - Use for damage when you have 5 combo points. Primary finishing move.
ROGUE_ASS_CORE_ABILITY_5 - Use when your target is below 35% health or when Blindside occurs to generate 1 combo point.


in general, I welcome the core-ability-description for the classes a lot, that should help a lot reducing the "I don't do damage - help me"-threads in several forums and give the new/unknowing/casual-people a good idea, how and when they should use these skills.

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Old 05/01/12, 8:29 AM   #325
Drottinn
Glass Joe
 
Gnome Rogue
 
Grim Batol (EU)
I assume that with shadow blades together with extra poisondmg that at least with the 4pc bonus, all speccs is mandatory to have spellhit cap?

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Old 05/01/12, 9:01 AM   #326
Probaton
Piston Honda
 
Blood Elf Rogue
 
Hellfire (EU)
Just because they're dealing shadow damage doesn't necessarily mean that your attacks will be using the spell hit cap under Shadow Blades (Envenom doesn't either). Nevertheless, with the new spell hit/exp system capping the spell hit cap is probably going to end up the default choice anyway.

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Old 05/01/12, 10:28 AM   #327
Rosvall
Piston Honda
 
Rosvall's Avatar
 
Pandaren Rogue
 
Tarren Mill (EU)
Originally Posted by Neru View Post
concerning the core-abilities: here also for assassination (mmo-c):

ROGUE_ASS_CORE_ABILITY_1 - Use when you have 55 Energy to build 2 combo points. Primary combo point builder.
ROGUE_ASS_CORE_ABILITY_2 - Keep applied to the target when you have 5 combo points.
ROGUE_ASS_CORE_ABILITY_3 - Keep applied to yourself when you have 5 combo points.
ROGUE_ASS_CORE_ABILITY_4 - Use for damage when you have 5 combo points. Primary finishing move.
ROGUE_ASS_CORE_ABILITY_5 - Use when your target is below 35% health or when Blindside occurs to generate 1 combo point.


in general, I welcome the core-ability-description for the classes a lot, that should help a lot reducing the "I don't do damage - help me"-threads in several forums and give the new/unknowing/casual-people a good idea, how and when they should use these skills.
But it might also be confusing. What if using SnD at whatever combo points available when it runs out (Basically 1cp is worth more than clipping). Then the tooltip will be wrong. Will blizzard always be up to date with changing the tooltips based on different gear and scalings?

I guess it will be moot if the difference is quite minor. But in the end, it feels like something that might feel smart to implement but if left unmaintained it might hinder new players more than it helps them because they feed that they do not need to seek out more information than provided.



Edit:

Seems some new changes in this batch:

Subtlety

Honor Among Thieves now can only occur when you're in combat.
Sanguinary Vein reworked slightly - You deal 25% additional damage to targets afflicted by your Rupture or Garrote.


Major Glyphs

Glyph of Cheap Shot now increases the duration of Cheap Shot by 5 sec instead of reducing its energy cost.
The HaT change is a bit unfortunate, but in the end it was quite frustrating. The Sanguinary Vein is kinda a buff single target, but will nerf AoE damage a bit due no ruptures or garrotes on them, might make us want to open with garrote at the start of the fight.

The Cheap Shot glyph must be either an error (Increasing duration to 5 sec instead of by 5 sec) or just work in PvE. It's a nice leveling glyph, but I VERY much doubt they give us a 9 sec stun pretty much on demand, esp for PvP

Last edited by Rosvall : 05/01/12 at 12:35 PM.

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Old 05/01/12, 12:33 PM   #328
Docrev
Piston Honda
 
Undead Rogue
 
Zul'Jin
Subtlety just got a nerf to it's AOE, as Sanguinary Vein won't work off of Crimson Tempest:
Originally Posted by MMO-Champion
Sanguinary Vein reworked slightly - You deal 25% additional damage to targets afflicted by your Rupture or Garrote.
Also looks like the Hemo bleed won't count, so they'll need Rupture in their rotation still.

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Old 05/01/12, 2:49 PM   #329
Milano
Von Kaiser
 
Milano's Avatar
 
Pandaren Monk
 
Stormreaver (EU)
So basicly, Sanguinary Vein + Energetic Recovery = Venomous Wounds. Am I the only one seeing a problem here with 2 specs being almost copies of each other?

I understand that +20% damage on FoK was too powerful, but Sanguinary Vein is just awkward now, causing major problems with target swapping yet again. For PvP, it means rolling 3 different finishers.

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Old 05/01/12, 3:35 PM   #330
yanhero
Von Kaiser
 
Goblin Rogue
 
Illidan
I agree, making Sanguinary Vein not count Hemo will make target swapping horrible for sub rogues. And moving energetic recovery to slice & dice is puzzling. The occasional use of hemo and the use of recuperate was what differentiated sub from the other two specs, with these two changes, they just made all 3 spec play exactly the same. Keep S&D and Rupture up and use Evis/Envenom otherwise.

Warlocks get 3 specs that play quite differently, yet they are making all 3 rogues spec play exactly the same, it boggles my mind. We literally press the exact same buttons in all 3 specs, a cp generator (Mut/SS/BS), s&d, rupture, evis, and a CD (Vendetta/AR/SD).

Sometimes it makes me wonder if they had intended the rogue class to be just a hunters's melee spec.

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