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Old 10/28/11, 6:29 PM   #31
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I'd think that the level 90 choice would be based on whatever does the most damage, which will of course need to be theorycrafted out once we have all the numbers. i don't think its a matter of which you might like best - its gonna be whatever produces the largest number, except on any fights where you might have an urgent need to do a pathetic amount of damage to a target at range, or find KSp's uncontrolled movement too dangerous to use effectively.

That said: my money is currently on KSp winding up ahead when all is said and done; I also sincerely hope they revise both options (and possibly Shadow Dance as well), as I'm not a particular fan of either ability, even after their revisions.

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Old 10/29/11, 12:54 PM   #32
Bonzoe
Glass Joe
 
Undead Rogue
 
Uldaman
Originally Posted by Beepbeeps View Post
I'm more interested in developers saying "we don't want you to spec like the guy next to you", but then having Shadow Dance be a tier 6 ability. As it stands now obviously Subtlety benefits much more from SD than the other specs, but how is that going to change? In a case where we have to choose between utility and damage, we'll always choose damage and this talent seems to only be utility for Assassination/Combat.
Subtlety only benefits from SD more than other specs because of Find Weakness, but I don't think it is a given that Find Weakness will remain unchanged through 5.0. The extra damage provided by FW may be baked into sub's specialization, added to another attack in the toolkit, or removed entirely. I will be very surprised if we don't see major changes for all 3 specs, and all of the talents previewed at Blizzcon are subject to a great deal of change in the next several months. Until we know what those changes are I don't think any talents can be declared superior.

However, if they do leave sub's damage tied to SD it may in fact just be one tier where we don't really have a choice for that spec. A situation where one talent is more or less necessary may not be avoidable on all tiers for all specs.

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Old 10/30/11, 1:34 PM   #33
SleepySlug
Glass Joe
 
Undead Rogue
 
Anvilmar
There are no more "specs" as we know them. Forget the current spec tree as it stands on live at the moment, because the impression I've received is that those are gone. The only thing pertaining to specs specifically is going to be that overview page we currently have where it tells you the overview of each spec. So there is no more choosing of different abilities in your "spec", those are now all built in and will be granted to you as you level in that spec.

The easiest way for me to try and summarize it all is that you have to disconnect your spec from your talent tree as they are now two VERY different things. You choose your spec and that tells you what your rotation is and how you'll play in general, e.g. Assassination gets Mutilate, Subtlety gets Hemo, Combat gets AR (I can't say for sure that these will be definitively unique abilities per spec come 5.0, but I'm just giving possible examples). Then you also choose your 6 talents which grant additional abilities that may be useful in more specific scenarios.

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Old 10/31/11, 4:22 AM   #34
Glytch
Glass Joe
 
Night Elf Rogue
 
Eldre'Thalas
For assassination, when we use Vendetta on boss fights the accessibility to a 30 energy 1 CP generating ability that does 145% weapon damage would let us get the 5th combo point every time when mutilating only gets us to 4 points.(That is if you mutilate to 4 points during vendetta the vengeful strike will guarantee the 5th with no loss of a combo point save for SF) We'll want to take into account that during Vendetta we'll be doing 5pt envenoms. Of course the assumption is that Assassination will play similarly to how it does on live (1+ rup 4+ env).

As a side note I find that the idea of making an anti-kiter build with DB, Deadly Throw, ShS, and vendetta is both amusing and intriguing. However the PvE merits for this seem lacking.

Last edited by Glytch : 10/31/11 at 10:28 PM. Reason: Clarification; unfortunate oversight

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Old 10/31/11, 4:55 AM   #35
Probaton
Piston Honda
 
Blood Elf Rogue
 
Hellfire (EU)
Originally Posted by Glytch View Post
For assassination, when we use Vendetta on boss fights the accessibility to a 30 energy 1 CP generating ability that does 145% weapon damage would let us get the 5th combo point every time when mutilating only gets us to 4 points.(That is if you mutilate to 4 points during vendetta the vengeful strike will guarantee the 5th with no possible loss of a combo point)
We already have an ability that can do just that: Sinister Strike. We don't use it because SS-ing in this way is a dps loss. Perhaps this new strike does enough damage to off-put that dps loss but the availability of a 1-cp ability does not automatically mean no more 4+ finishers.

Incidentally the chances of wasting a cp using VS to hit 5 is still not 0. If Seal Fate still exists you're still going to run the risk of critting and throwing away a cp.

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Old 10/31/11, 6:02 AM   #36
Hildegard
King Hippo
 
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Gnome Rogue
 
Aegwynn (EU)
Wouldn't Killing Spree really benefit Assasination a lot right at the start of a fight? Rupture, SnD, Envenom on the target at once could prove worthwhile.

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Old 10/31/11, 11:25 AM   #37
kindath
Von Kaiser
 
Night Elf Rogue
 
Earthen Ring
Originally Posted by Probaton View Post
We already have an ability that can do just that: Sinister Strike. We don't use it because SS-ing in this way is a dps loss. Perhaps this new strike does enough damage to off-put that dps loss but the availability of a 1-cp ability does not automatically mean no more 4+ finishers.

Incidentally the chances of wasting a cp using VS to hit 5 is still not 0. If Seal Fate still exists you're still going to run the risk of critting and throwing away a cp.
Are you still talking about assassination? Sinister strike is a 45 energy strike with no multiplier for daggers.

Vengeful strike is closer in comparison to backstab sub-35%, which you'll note DOES do 5 combo point envenoms, even though backstab can crit and produce two combo points.


Anyway, that's an interesting usage for vengeful strike that I didn't think of, but I suspect that with the damage compared to other builders, it's designed more to just be a way to continue building combo points should you have to move away from the boss.

Wouldn't Killing Spree really benefit Assasination a lot right at the start of a fight? Rupture, SnD, Envenom on the target at once could prove worthwhile.
Very much so, but I'd be concerned about energy capping, particularly if you take shadow focus for a free opener. I'm definitely looking forward to killing spree as assassination.

The damage comparison is really between getting all your stuff rolling at the start, vs waiting a few seconds until you have five stacks of deadly and getting three full strength envenoms. I don't know which would be better.

Maybe an opener something like (free) garrote > mutilate (since energy capped) > rupture > (snd if ruth proc'd, if it even still exists | mutilate > snd) > killing spree > envenom > ks > env > ks > env?

Last edited by kindath : 10/31/11 at 11:34 AM.

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Old 11/03/11, 6:12 AM   #38
Seliathan
Von Kaiser
 
Troll Rogue
 
Kel'Thuzad (EU)
Originally Posted by kindath View Post
The damage comparison is really between getting all your stuff rolling at the start, vs waiting a few seconds until you have five stacks of deadly and getting three full strength envenoms. I don't know which would be better.
Don't forget that they already mentioned that they were trying to get rid of the high ramp-up times resulting from deadly poison and bandit's guile stacking. If they do actually remove the stacks from deadly poison and make it a single stack, much like they did with the old wound poison, using KS with Assassination might actually be a good solution to get everything rolling the second the fight starts. Depending on whether they include Find Weakness for Sub, KS might be great for Sub as well for the very same reason (in case they remove Find Weakness altogether, making Shadowdance just some additional ambushes)

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Old 11/03/11, 7:39 AM   #39
Saweni
Von Kaiser
 
Worgen Rogue
 
Kirin Tor (EU)
Originally Posted by kindath View Post
[...]waiting a few seconds until you have five stacks of deadly and getting three full strength envenoms.[...]
The point is these three envenoms couldn't be full strength because you wouldn't take full benefit from the buff due to excessive clipping. Envenom buff is a great part of envenom's real damage output, and having to clip it (just as we will have to with the forthcoming legendary daggers) has always been a waste.

That said, it sounds pretty tricky to speculate on which spec will take the most benefit from KSp as we just don't know which talents will remain in the passive trees. As an example, the potential for synergy with both KSp and RB is awesome as a combat rogue, but we just don't know right now if RB will remain when 5.0 comes.

I would recommand to keep in mind that while opening with KSP sounds really appealing as an assassination rogue, you wouldn't take full benefit from it later during the fight.

Last edited by Saweni : 11/03/11 at 2:23 PM.

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Old 11/10/11, 5:10 AM   #40
Tekloth
Glass Joe
 
Tekloth's Avatar
 
Night Elf Rogue
 
Darksorrow (EU)
Some clarification to the poisons from MMO-C, Class Design & Balance Q&A:

•Rogues will be able to use one damage poison and one utility poison without losing the damage benefits of multiple damage poisons.
And

The poisons will effectively be on both weapons at once, and running Deadly should essentially duplicate the current functionality of dual Instant+Deadly, allowing you to focus on which secondary poison best suits your current situation.
So we're seeing both poisons on both weapons at the same time.

Now, to address another issue in our talents in the current state for MoP, Burst of Speed. A non-cooldown spell removing all movement impairing effects and making you immune to them for the next 4 seconds (or a 2nd sprint if not under the effect of an MIE). A 2nd cloak against any magic using classes with roots, if you will. In PvP, you could consider this almost godlike if you're trying to run away from any class that relies on MIE:s for kiting, or trying to catch one. Do you think it'll make it as far as release before something is done to it, or will it stay as it is?

Of course we need to remember the energy cost, but what else are you going to use your energy on, if you have no target close to you and have no CP's, when you can possibly regen half, if not even most of the energy back before reaching your target.

Last edited by Tekloth : 11/10/11 at 7:31 AM.

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Old 11/10/11, 9:32 AM   #41
Crevan
Don Flamenco
 
Gnome Rogue
 
Darksorrow (EU)
In addition to the poison changes Tekloth mentioned, there was also a confirmation that Bandit's Guile will become "an inherent buff on the Rogue", further reducing the penalty we suffer from target swapping.

Originally Posted by Tekloth View Post
In PvP, you could consider this almost godlike if you're trying to run away from any class that relies on MIE:s for kiting, or trying to catch one. Do you think it'll make it as far as release before something is done to it, or will it stay as it is?
Keep in mind that BoS shares the talent tier with Preparation and Shadowstep, which are pretty much mandatory for rogue pvp today. With competition like this, I doubt it's going to be a no-brainer choice.

Finally, something not rogue-specific but still relevant to us: simplified raid buff system:
New raiding model that gives 8 buffs; Health, Attack Power, Spell Power, Melee Haste, Spell Haste, Crit, Mastery and Primary Stats.
So, we won't have to worry about armour and bleed debuffs (and about magic damage taken to some extent).

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Old 11/10/11, 11:41 AM   #42
Armanewb
Von Kaiser
 
Blood Elf Rogue
 
Executus
Originally Posted by Crevan View Post
So, we won't have to worry about armour and bleed debuffs (and about magic damage taken to some extent).
I think you are incorrect on this. To quote the answer the rest of the way, "Also remember there are still debuffs and utility abilities, such as knockbacks and snares."

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Old 11/10/11, 11:57 AM   #43
Crevan
Don Flamenco
 
Gnome Rogue
 
Darksorrow (EU)
Originally Posted by Armanewb View Post
I think you are incorrect on this. To quote the answer the rest of the way, "Also remember there are still debuffs and utility abilities, such as knockbacks and snares."
Utility abilities and debuffs, like the mentioned snares and knockbacks, are not meant to affect dps. And in fact, looking over the transcript of the first live Q&A with developers (27th of October), GC said the following: "We are removing some of the less interesting buffs and debuffs (+bleed damage, armor, 3% damage, resists are all on the chopping block at the moment)."

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Old 11/23/11, 1:56 AM   #44
Jehiren
Glass Joe
 
Human Rogue
 
Eonar
I was looking through the calculator, and it appears that all rogues will get Fleet Footing at lvl 62. However, it no longer appears to have it's 20% hp increase, and is just 15% free move speed.

Interesting if this will make it to live and nice that it will free up boot enchants.


Personally I'm disappointing that you have to decide between Shadowstep and Prep. I'm not sure what model blizz is going for PvP in 5.0, but this feels like a step in the wrong direction to try to get more people interested in playing rogues, on either PvE or PvP side.

I'm looking forward to, and hoping for, a decent sized overhaul once alpha/beta starts to go around.

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Old 11/23/11, 3:14 AM   #45
sinnaa
Von Kaiser
 
sinnaa's Avatar
 
Goblin Rogue
 
Stormreaver
Originally Posted by Jehiren View Post
Personally I'm disappointing that you have to decide between Shadowstep and Prep. I'm not sure what model blizz is going for PvP in 5.0, but this feels like a step in the wrong direction to try to get more people interested in playing rogues, on either PvE or PvP side.
I would have to agree with this. Mobility has been and issue and this seems to limit it more than ever for PVP. However, I think the choice is extremely nice for a PvE setting. The ability to use prep as any spec seems to be a very nice addition to the PvE rogue imo. There are a lot of fights in the past where having double cloak could easily have saved a rogue. Additionally, an extra vanish and sprint won't seem to bring additional utility for rogues, especially if you take Subterfuge or Shadow Focus. I think Preparation would be my go to talent for PvE (of course, this would depend on how they design encounters in MoP, but I think the added benefit of double cloak/vanish outweighs that of teleporting to a target and spending 60 energy on a sprint).

I wanted to make sure I am reading the new Killing spree correctly. If I am reading it correcly, you get to use the ability and generate an instant 5 combo points on that target. If that is correct, it seems pretty nice. I would guess you would get 15 free combo points out of it, assuming you used it then the finisher each time. Anyone else reading it the same or differently? I think past discussion has pointed more towards you get 5 cps over the course of the 5 seconds. This may be OP for PvP. Having 15 combo points in 5 seconds, along with the damage it deals, seems like a way to instagib someone.

Along with KS, Vendetta seems really nice for both PvE and PvP. We all know th trouble of ranging a boss/enemy. Not only does the talent give us increased damage, it also lets us deal with those times where the boss it OOR fairly well. Granted, it isn't going to produce the greatest damage, but some damage is greater than no damage. It is hard to say how useful it will end up being in the beginning of MoP, but I would see this being very useful on specific encounters.

While there is some lack of useful talents in certain tiers for either PvP or PvE (i.e. lvl 75 for PvE, unless the have an encounter like H-Nef where crippling poison was OP), I think these new talents will bring some interesting playstyle to rogues.

As far as talents go, I am a little worried about what they have listed on the site. Currently, I am not seeing passive abilities for things such as imp SnD, Precision, Agression, Savage Combat, Ruthlessness, etc. I am sure there is a whole list of other ones, but I was specifically looking at the current combat build vs new talents for rogues. Do you think that they are removing this sorts of additions from rogues, they haven't been implemented yet, or they just want to remove them? Thoughts?

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