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06/05/08, 7:22 PM
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#151
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Piston Honda
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Originally Posted by pewsey
This would be no different to ISB. Having rogues with poisons that allow for CoE/CoS/CoR type effects would be good without making them OP. Possibly adding a Disease Vulnerability. Or make them Fire/Frost/Shadow/Nature/Disease.
We already have the Wound Poison/MS/Aimed Shot behaviour copied, so why not others.
Other things to extend would be the Threat modification poison. Have poisons that modify the threat behaviour of certain damage types. Increased threat from Fire, reduced threat from Frost. Increased threat from melee, reduced threat from spells.
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Well yes, it could be something as simple as a synergy debuff, I just had something more interactive/radical in mind. Something along the lines of: Rogue initiates some combo, which gives a notification to another player...if the other player hits some key within a certain time, you perform a combo move for extra damage. Something along the lines of:
-- Rogue creates an open wound while a mage casts a fireball causing internal burning
-- Deathknight imbues the rogue with disease right as they strike
-- Warrior picks up gnomish rogue and throws them dagger-first at the enemy
etc.
The playstyle is probably beyond the scope of WoW, but Rogues as combo initiators for high damage abilities otherwise unavailable would give them a place in the raid, scale with multiple rogues, and add an interesting gameplay element.
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06/06/08, 12:54 AM
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#152
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Don Flamenco
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Originally Posted by Yarema
I believe majority haven`t noticed, but WWS report of last nights Last Resort run is out with Stefang (first hunter with legendary bow) leaving rogues quite some way behind even on rogue friendly fights. I wouldn`t want to go as far as saying that this proves BM hunters (with FI effect on party) do more dps than rogues, but it`s certainly interesting to see new comparisons.
Last Resort
Wow Web Stats
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Looks to be roughly a 200-300 DPS boost depending on the fight. In all fairness stefang was topping their charts before he had the bow so it's really not surprise that stefang is still topping them now.
Rogues could legitimately be replaced by throidal hunters but how many guilds are there with more than 3 already? how many will there be before WotLK? I'd chalk that imbalance up to poor for site on blizzard's part what with the no ammo change and steady shot mechanics making the bow absurdly overpowered.
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My vanity is justified.
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06/06/08, 3:51 AM
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#153
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Von Kaiser
Night Elf Rogue
Turalyon (EU)
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I was doing some spreadsheet math lately to check out 2 fellow rogues, to help them with suggestions about gear up and enchants, and to give them some useful information about how to increase their DPS.
Both rogues have similar gear (medium Kara, with some blues left), and both were missing one or both times Mongoose on their weapons.
The first person (P1) is a sword specced rogue, with +20 Agility on mainhand and Mongoose on offhand
The second person (P2) is dagger specced, without any enchants on his weapons.
I used the spreadsheet to see how much DPS increase Mongoose would do if I put it on.
This is what happened :
P1 : changing +20 Agility to Mongoose on mainhand : +25 DPS (and as the +20 Agility is a +10 DPS enchant, Mongoose means an upgrade of +35 DPS on itself)
P2 : Putting Mongoose on both hands : + 13.5 DPS on mainhand , + 13.45 on offhand when applied separately. But overall results when applied both was +27.3 DPS.
I found it very strange that the ‘single Mongoose’ enchant on P1 has got more effect then the ‘double Mongoose’ put on P2.
It seems that Mongoose has got more effect when applied on slower weapons.
(This is proven by the fact that the gear of both rogues was of the same level)
I cannot pinpoint exactly what is going on here, so please help out.
Furthermore, Mongoose also seems to scale with the gear/weapon. On my own gear, and on better weapons, the increase was even bigger. And that mongoose also affects the mongoose on the other weapon to a certain extent.
And as a consequence Mongoose also scales with raid buffs (although to a lesser extent)
Can someone explain why this is the case?
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06/06/08, 4:47 AM
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#154
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Glass Joe
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Hi,
I was wondering if there is any way, or even if it is relevant, to measure the energy I loss due to caping?
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06/06/08, 5:14 AM
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#155
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Vula'jin the Void, blessed by the loa
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Originally Posted by choumarin
Hi,
I was wondering if there is any way, or even if it is relevant, to measure the energy I loss due to caping?
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I'm not sure if there is any existing tool/method to track it, but I would think that since you spend most of a typical fight staring at your energy bar, you should have a good sense of how much energy you've lost to hitting the cap. More than trying to track how much you're screwing up, just start paying attention when you cap out, and try to make a mental note of the situation that caused you to do it. Then avoid that situation in the future.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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06/06/08, 7:47 AM
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#156
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Glass Joe
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As a mutilate spec, the usual situation when I cap is when I'm filling my bar to restart the snd,mut,mut,rupt cycle. I usually have 2, 3 or 4 cp (depending on crit/ruth procs) and I wait until ~80 energy. If the talent proc I get +25 and if the tick just happens there I get 80+25+20 and I feel like I'm loosing energy. If I only wait for ~60energy, and the +25 doesnt proc I really struggle to get the 2 mutilates just in time :/
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06/06/08, 8:19 AM
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#157
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Glass Joe
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Originally Posted by patcherke
Can someone explain why this is the case?
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[Raid] Executioner vs. Mongoose, preliminary numbers
Mongoose "improves" itself because it can stack, and being an agi/haste effect raid buffs enhance it further.
choumarin: Can you not time your finisher so it hits just before a tick?
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06/06/08, 9:38 AM
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#158
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Glass Joe
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I do, and that's exactly when it becomes anoying ^^ let's say I time my snd at 80+ (meaning just about to get 100), if Relentless Strikes procs I get 80 + 20 + 25 = 15 LOSS.
I supose I should snd at most at 110-25-20 = 65+ ?
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06/06/08, 9:46 AM
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#159
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King Hippo
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You omitted the energy cost of SND: 80 - 25 + 25 + 20 = 100, so still OK. Of course, if there's even a small chance of capping on energy, then there's no need to stretch it to the limit. Plus there's a chance your finisher will be dodged -- assuming you aren't expertise capped -- which would cause you to wait another global to try again.
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06/06/08, 10:16 AM
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#160
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Killed Dumbledore
Pandaren Priest
Mal'Ganis
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I wonder
I'm unsure if this has been said before and I hope it hasn't but wouldn't a fair and extremely helpful buff for rogues be if haste affected energy gain? When looking at a damage meter you can always tell what rogue did the most dps by looking at the energy gained meter (assuming they no how to play their class). It seems as if either haste affecting the cooldowns of blade furry/ar/trinkets or affecting energy gain would be a good fair buff. Personally it doesn't seem as if a group buff fits into the "rogue" character and thus I am trying to think of some other way to make a rogue more effective. It seems to me with shamans being able to heal/melee dps/caster dps and paladins being able to tank/melee dps/heal and warriors being able to dps/tank that it makes no sense as to why a rogue that has no party buffs and can do nothing but dps shouldn't be the best at dpsing. It seems as if it would be appropriate to put rogues clearly on top of damage meters since it is the only thing the class can actually do and making haste affect energy gain is a fair way to do it.
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06/06/08, 10:29 AM
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#161
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Glass Joe
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Originally Posted by Dorvan
Well yes, it could be something as simple as a synergy debuff, I just had something more interactive/radical in mind. Something along the lines of: Rogue initiates some combo, which gives a notification to another player...if the other player hits some key within a certain time, you perform a combo move for extra damage. Something along the lines of:
-- Rogue creates an open wound while a mage casts a fireball causing internal burning
-- Deathknight imbues the rogue with disease right as they strike
-- Warrior picks up gnomish rogue and throws them dagger-first at the enemy
etc.
The playstyle is probably beyond the scope of WoW, but Rogues as combo initiators for high damage abilities otherwise unavailable would give them a place in the raid, scale with multiple rogues, and add an interesting gameplay element.
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This sounds a lot like LoTRO's "Fellowship Maneuvers" (sp?) executed primarily by Burglers. I think this would add a really neat dynamic and rogue group synergy. Unfortunately, I don't see Blizzard adding this type of new functionality to the game.
It's funny, I've been complaining about the lack of rogue group abilities for a long, long time. It's nice to find others that share my frustrations.
Sal
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06/06/08, 11:06 AM
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#162
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Glass Joe
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Originally Posted by drumbum
You omitted the energy cost of SND: 80 - 25 + 25 + 20 = 100, so still OK. Of course, if there's even a small chance of capping on energy, then there's no need to stretch it to the limit. Plus there's a chance your finisher will be dodged -- assuming you aren't expertise capped -- which would cause you to wait another global to try again.
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Point taken 
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06/06/08, 12:54 PM
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#163
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Piston Honda
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Originally Posted by patcherke
It seems that Mongoose has got more effect when applied on slower weapons.
(This is proven by the fact that the gear of both rogues was of the same level)
I cannot pinpoint exactly what is going on here, so please help out.
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Mongoose is a PPM based proc. When you apply it to a slow weapon, it gets a high proc rate. For your rogue that is combat swords, they're putting out a lot more special attacks than a backstab rogue, so they have much better uptime as a result.
Furthermore, Mongoose also seems to scale with the gear/weapon. On my own gear, and on better weapons, the increase was even bigger. And that mongoose also affects the mongoose on the other weapon to a certain extent.
And as a consequence Mongoose also scales with raid buffs (although to a lesser extent)
Can someone explain why this is the case?[/quote]
Mongoose scales with gear because it provides 120 agility, which is ~3% crit. The better your gear, the more valuable the extra crit. It also provides 2% haste, which gets better with gear as well. (and raid buffs)
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06/06/08, 2:38 PM
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#164
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Glass Joe
Night Elf Rogue
Rivendare
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Why such oposition to raid utility?
Jay stated...
"We don't provide any raid or group synergy but we rely on raid and group makeup more than any other dps class. Now I'm not one of those who thinks the "fix" is to give us some type of utility. In fact I like the underlying class mechanics of a rogue , hence why I play it.
To brass tacks, do you feel that in the current incarnation of the game that Blizz is able to bring us on par with other damage dealing classes with regards to raiding?
I personally am starting to feel that they can't due to balance issues in other aspects of the game. The biggest balance issue is mainly if they were to increase our "base" dmg it would have ripples in the pvp/arena scene. Adding to this is the "Glaive/Sword" situation. What I mean by that is the weapon imbalance already present wouldn't be fixed in fact it would be exacerbated. Though by WotLK raiding the glaive issue will be gone (I believe) but the sword issue won't be. I understand as well the need to keep different aspects of the game balanced and I don't have a huge problem with it. I'm also not going to expect sweeping class changes. So with the expansion on the horizon and with it a new melee dps class is it time for a reroll? "
I agree with you that Blizz will find it very difficult to keep our class viable. If all we do is damage then we are automatically the least valuable dps in the raid...dmg being equal. One simple change would add indispensible utility without making us any more powerful in pvp. Simply transfer some or all of the threat reduced by feint to the tank. I realize most rogues hate using feint. I do too. I want to top dmg not buff the tank. However we're quickly becoming the most disposable class in the game if nothing changes.
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06/06/08, 3:16 PM
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#165
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Don Flamenco
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Originally Posted by bcimhe
...dmg being equal.
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But the damage isn't equal. Rogues are head and shoulders above every class and spec combination with the single exception of BM hunters with legendary bows (possibly survival hunters with legendary bows too this remains to be seen). Bows which only drop once the entire game is on farm status. This fact has been evident in all of that actual data presented in this thread.
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My vanity is justified.
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