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09/30/08, 10:50 PM
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#2801
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Glass Joe
Gnome Death Knight
Sargeras
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With the change to Blade Twisting, I think that I would not be off base to suspect a greater number of rogues (i.e. > 0) will spec into it for raiding. I would like to know what kind of uptime the dazed effect has. I ask from a hunter perspective, because we experience a damage increase to Steady Shot when the target is dazed, and every little bit helps naturally  .
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09/30/08, 10:55 PM
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#2802
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Von Kaiser
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Raid bosses are generally immune to daze effects. That being said, every rogue that goes that deap in the Combat will have that talent. But dont expect it to be a buff to hunter dps in any way.
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09/30/08, 11:15 PM
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#2803
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Don Flamenco
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I usually run an imp ea build. Helps with my threat, and I still do 3000-3200 dps on kj-brut, etc. I spec'd blade twisting a bit ago after a couple hunters asked for it, and it did up their dmg in a near insignificant way. However, the down side to me, is getting spammed with immune messages. Really aggravating, nice to know I can look forward to more of it in the future.
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09/30/08, 11:19 PM
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#2804
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A what?
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Originally Posted by Wodahs
I spec'd blade twisting a bit ago after a couple hunters asked for it, and it did up their dmg in a near insignificant way. However, the down side to me, is getting spammed with immune messages.
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If the boss is immune to the debuff, the hunters aren't getting a "near insignificant" damage increase, they're getting an "exactly zero" damage increase.
Last edited by JohnLocke : 09/30/08 at 11:26 PM.
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09/30/08, 11:31 PM
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#2805
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Don Flamenco
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Amongst all the talk of allowing bosses to be "frozen"; to compliment Frost Mage/Frost DK abilities and talents, it isn't much of a stretch for them to allow bosses to be "dazed", as well. That would open up a big can of DPS for several classes; including increased threat for tanks, as Heroic Strike deals additional damage to dazed targets.
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09/30/08, 11:47 PM
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#2806
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Von Kaiser
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Originally Posted by Trevorz
A quick hack of the current roguecraft spreadsheet using these changes shows combat as a -1.52% decrease over current mutilate damage. Although I may have misenterpreted where a certain number came from, it's safe to say that the two specs should be pretty even at high levels of gear.
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I'm getting nearly the same number difference (within 1%) after ninjaing in the changes as well, using a 13/43/5 build.
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10/01/08, 12:03 AM
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#2807
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Von Kaiser
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Haha, I guessed "dazed" was the raid debuff utility that everyone was yelling for a few pages back! Not to mention, Glyph of Backstab: Increases the damage dealt by Backstab to stunned and incapacitated targets by 20% - hello synergy!
I'm being facetious, of course. But I never really understood speccing Combat Daggers when Swords seemed so much more efficient. I think that Backstab-based builds will really fall out of favor with Mutilate getting all these boosts, which I think will better differentiate the trees. Does anyone think Combat Daggers will actually stay viable - isn't it already worse than Mutilate, post-Puncturing Wounds?
I am, however, looking forward to Ambushing x5 while Shadow Dancing. If my lag improves.
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10/01/08, 12:05 AM
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#2808
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Glass Joe
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Just a quick question. Does coldblood, fan of knives and focused attacks work together, so that each hit crits and that each hit returns 2 energy?
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10/01/08, 12:10 AM
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#2809
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Glass Joe
Night Elf Rogue
Magtheridon
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To be quite honest, I wonder why people are so worried about Combat Daggers being viable when we have mutilate now as a dagger spec. From the days when I played combat daggers ages ago it was one of the most boring specs ever. It was terrible for pvp as well.
Second question is regarding raid debuffs. For overall raid dps who brings more raid dps: Ret Pally vs Mut Rogue and Combat Rogue vs Arms Warrior. Taking into account the possible dps of each class being soo close together and such its something that we will have to consider in the future for our raid slots.
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10/01/08, 12:20 AM
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#2810
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Vula'jin the Void, blessed by the loa
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Originally Posted by Anxty
Second question is regarding raid debuffs. For overall raid dps who brings more raid dps: Ret Pally vs Mut Rogue and Combat Rogue vs Arms Warrior. Taking into account the possible dps of each class being soo close together and such its something that we will have to consider in the future for our raid slots.
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This question is not as relevant as you think. The more appropriate question is, what new raid buffs/debuffs does the ret paladin/Mutilate rogue/combat rogue/arms warrior bring, relative to what the raid already has, and therefore how does that contribution compare? For a 25-man raid, beyond the first 10 or so people bringing all the different raid buffs/debuffs, the "next" ret paladin/rogue/warrior/whatever you bring offers only his personal DPS and some particular class-only benefits (e.g. Tricks of the Trade, Hand of Protection/Salvation/etc.).
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Originally Posted by Enervate
Yep, still a fucking idiot.
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10/01/08, 12:23 AM
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#2811
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Don Flamenco
Human Rogue
Stormrage (EU)
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Originally Posted by UberDrivel
Haha, I guessed "dazed" was the raid debuff utility that everyone was yelling for a few pages back! Not to mention, Glyph of Backstab: Increases the damage dealt by Backstab to stunned and incapacitated targets by 20% - hello synergy!
I'm being facetious, of course. But I never really understood speccing Combat Daggers when Swords seemed so much more efficient. I think that Backstab-based builds will really fall out of favor with Mutilate getting all these boosts, which I think will better differentiate the trees. Does anyone think Combat Daggers will actually stay viable - isn't it already worse than Mutilate, post-Puncturing Wounds?
I am, however, looking forward to Ambushing x5 while Shadow Dancing. If my lag improves.
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If SS builds are competative, I don't see why combat dagger builds wouldn't be. PotW means that backstab scales better than SS does.
Granted CD builds will not get full RS, I increasingly play with the thoughts that ignoring 3 points in RS and going for vile poisons should yield more dps for CD builds.
The only question is: Are they going to add a better glyph for backstab? If so, it's safe to assume that CD builds will be competative in damage, if not back into the pre-TBC glory of top dps spec.
PS: Even with the changes dagger builds still flow better within the combat tree: CD Build
Last edited by Valen : 10/01/08 at 12:43 AM.
Reason: clarity
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10/01/08, 12:36 AM
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#2812
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Von Kaiser
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Originally Posted by Anxty
To be quite honest, I wonder why people are so worried about Combat Daggers being viable when we have mutilate now as a dagger spec. From the days when I played combat daggers ages ago it was one of the most boring specs ever. It was terrible for pvp as well.
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Well, yeah - that's what I'm thinking. Backstabbing for 60 energy for a combo point vs. Mutilate for 60 Energy for up to three combo points?
Originally Posted by Valen
If SS builds are competative, I don't see why combat dagger build's wouldn't be. PotW means that backstab scales better than SS does.
Granted CD builds will not get full RS, I increasingly play with the thoughts that ignoring RS and going for vile poisons should yield more dps for CD builds.
The only question is: Are they going to add a better glyph for backstab? If so, it's safe to assume that CD builds will be competative in damage, if not back into the pre-TBC glory of top dps spec.
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Are you sure it scales better? Backstab still costs 50% more energy than (talented) SS. I'm not sure about Vile Poisons being better than Relentless Strikes, either; Combat's all about regaining energy, right? Incidentally, does anyone know what the breakdown is for yellow vs. white damage? Is hit more important than crit?
I just don't see this build being more than a distant third, to Combat Swords/Fists and Mutilate.
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10/01/08, 12:56 AM
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#2813
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Von Kaiser
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I did some very rough testing on the PTR with 3 builds:
5/43/13 Fists
5/51/5 Fists
11/43/7 Daggers
I found that they were all RELATIVELY close, and thats without either PotW or Lethality for Cdaggers. By relatively I mean within 5% of eachother. I dont see it being #1 the way it was back in Vanilla, but the Vitality change makes a 5s 5r easly doable with Cdaggers, and it may become viable once again. Im thinking something like 14/50/7, getting 3/3 Ruthless, 3/5 Lethality.
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10/01/08, 1:20 AM
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#2814
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Don Flamenco
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Originally Posted by JohnLocke
If the boss is immune to the debuff, the hunters aren't getting a "near insignificant" damage increase, they're getting an "exactly zero" damage increase.
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There is always trash, mobs not immune, etc. I should have clarified I did not mean only bosses.
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10/01/08, 1:27 AM
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#2815
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Don Flamenco
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Originally Posted by UberDrivel
Haha, I guessed "dazed" was the raid debuff utility that everyone was yelling for a few pages back! Not to mention, Glyph of Backstab: Increases the damage dealt by Backstab to stunned and incapacitated targets by 20% - hello synergy!
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Daze doesn't fall under either of those categories. Incapacitates are Sap, Gouge, Repentence, Blind and Sleep. (Wyvern Sting/Hibernate)
Originally Posted by Taschen
Just a quick question. Does coldblood, fan of knives and focused attacks work together, so that each hit crits and that each hit returns 2 energy?
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Cold Blood doesn't effect FoK, and FoK crits do not trigger Focused Attacks.
Note the tooltip of Focused Attacks: "Melee Crits." FoK is a short-ranged Area of Effect attack.
The Cold Blood tooltip could use an update though, something to specify "Combo Attacks and Finishing Moves."
EDIT: Included mouseover tooltips.
Last edited by Jagiya : 10/01/08 at 1:34 AM.
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10/01/08, 2:14 AM
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#2816
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Von Kaiser
Undead Mage
Burning Legion (EU)
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Well, for this last build, I logged onto the beta, and tried out Combat Daggers... and I must say with the new changes to Vitality it isn't all that dull as it was prior to the change. I used this build
( I took 2/2 Imp SS cause that way you can change your playstyle from daggers to MH fist with relative ease and lose nothing *critically* important and be able to solo stuff without worrying about positioning. )
What I'd like to know: 1point Lethality vs 1point PotW, and 1point Lethality vs 1point Killing spree.
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10/01/08, 2:33 AM
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#2817
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Mike Tyson
Night Elf Rogue
Doomhammer
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So, first off, the usual comparison of talent DPS for a Combat-SS build:
| Talent | DPS per Point |
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| Malice | 41 | | Ruthlessness | 29 | | Blood Spatter | 35 | | Lethality | 30 | | Vile Poisons | 63 | | Imp Poisons | 35 | | Imp SS | 120 | | DW Spec | 65 | | Imp SnD | 104 | | Precision | 32 | | Aggression | 29 | | Blade Flurry | 49 | | Blade Twisting | 48 | | Vitality | 120 | | AR | 66 | | Combat Potency | 83 | | Surprise Attacks | 101 | | Savage Combat | 62 | | Prey on the Week | 107 | | Killing Spree | 145 | | Relentless Strikes | 73 | | Serrated Blades | 63 |
You'll note that I omit weapon specializations. This is done with reason - how valuable the weapon specs are depends on what weapons you happen to be using. Suffice it to say that they are generally worth it if you're using a weapon of the relevant type. More on this in a minute.
So, notes: first, the top end of combat actually does quite respectable damage (assuming reasonable PotW uptime - these calculations assume it's up 90% of the time, which is probably not at all unreasonable in a raid situation), hence my impression is that 5/51/5+10 builds are going to trump any attempt to go for poison talents pretty handily. It's also worth noting that the 8 points in Lethality + Ruthlessness work out to a total of 240 DPS, while Serrated Blades is only 190; hence, it appears that 15/51/5 beats 7/51/13.
In terms of weapon specs: it appears that Mace Spec and Sword Spec do rather comparable damage on the MH weapon, but Fist Spec does quite a bit more. It's also interesting to note that assuming weapons of equal speed, Sword Spec is the strongest of the 3 weapon specs for the OH. However, picking up both CQC and Sword Spec in addition to all other DPS talents requires 52 talent points; hence, one needs to be dropped. And it so turns out that using a sword only in the OH, Sword Spec only provides 21 DPS per point, the lowest of any talent. So to go this route, one takes 5/5 CQC, 4/5 Sword Spec, and wields fist/sword. Note that this gives you absolutely no room for filler any tree - all you're taking is DPS talents.
Note, however, that this assumes weapons of equal speed. If you can get a Fist or Dagger that's .1 faster than that sword, it turns out to be basically comparable on DPS to wield that in the OH instead. And given the fastest known daggers are .1 faster than the fastest known swords, it probably works out better to just get a fast OH dagger and go Fist/Dagger, as it does roughly equal DPS and lets you take some useful filler talents - like Improved Sprint, for instance.
The bad news in all this, of course, is that it means both Combat and Mutilate want fast daggers, and there still aren't that many of them. Hopefully they'll update itemization to give more options, or else there will be quite the waiting list for Webbed Death.
The other interesting note in all this is the combination of the SS Glyph, Prey on the Weak, Lethality, etc. means you're getting an awful lot of benefit out of critical strikes - I'm finding Agility to be the most valuable stat right now, followed closely by AP, with everything else (even hit) being a fair bit behind.
Edit: Updating value for Relentless Strikes.
Last edited by Aldriana : 10/01/08 at 3:30 AM.
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10/01/08, 2:39 AM
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#2818
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Glass Joe
Night Elf Rogue
Forscherliga (EU)
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I did some test as Lvl 70 with 5/51/5, warglaives T6+sunwell on test dummies to compare shiv to SS as combo builder. I ran 3s/5r/5e on shiv and 1s/5r on SS. Glyphs are S&D + Rupture:
Shiv was ahead less than 1%
but I had to let S&D drop 2/25 cycles,
1s/5r does not overlap ruptures,
way more easy to maintain, plenty of energy.
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10/01/08, 2:42 AM
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#2819
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Mike Tyson
Night Elf Rogue
Doomhammer
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In 1s/5r, your SnD is 18 seconds, and your Rupture is 20 (assuming both are glyphed). It is thus theoretically impossible to have near-full SnD uptime without overlapping Ruptures quite badly. So I confess I'm a bit skeptical of your findings.
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10/01/08, 2:47 AM
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#2820
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Von Kaiser
Undead Mage
Burning Legion (EU)
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Originally Posted by Aldriana
I'm finding Agility to be the most valuable stat right now, followed closely by AP, with everything else (even hit) being a fair bit behind.
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Could you be so kind to provide the actual numbers? I'd love to see them, and I'm sure that others would as well.
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10/01/08, 3:22 AM
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#2821
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Mike Tyson
Night Elf Rogue
Doomhammer
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Originally Posted by Xerop
Could you be so kind to provide the actual numbers? I'd love to see them, and I'm sure that others would as well.
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| Stat | EP |
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| Agi | 1.98 | | AP | 1.0 | | Crit | 1.55 | | Hit | 1.45 | | Exp | 1.56 | | Haste | 1.43 | | ArP | 1.11 |
I know I said Agi was ahead of AP before - I found a few more DPS tweaks to add since then, which caused them to switch order. Point remains: they're very very close, and nothing else is.
Additional note: Oscarvil pointed out that the value of Relentless Strikes is actually lower than the value of VP in the weightings I provided, and thus inquired about the validity of a 18/51/2 or 20/51/0 build. When I tried this, I found it did less damage. Upon investigating the cause of this, it appears that the value I gave for Relentless Strikes earlier is in error - it appears to be closer to 73 DPS per point. I will update the above table accordingly.
Last edited by Aldriana : 10/01/08 at 3:29 AM.
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10/01/08, 3:26 AM
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#2822
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Vula'jin the Void, blessed by the loa
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Originally Posted by Aldriana
| Stat | EP |
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| Agi | 1.98 | | AP | 1.0 | | Crit | 1.55 | | Hit | 1.45 | | Exp | 1.56 | | Haste | 1.43 | | ArP | 1.11 |
I know I said Agi was ahead of AP before - I found a few more DPS tweaks to add since then, which caused them to switch order. Point remains: they're very very close, and nothing else is.
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Fun fact: I came up with similar EP weights at Naxx gear levels, and even adding arbitrary amounts of AP in increments of 1000 didn't seem to have a huge effect on those weights. AP generally stays roughly on top.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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10/01/08, 3:31 AM
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#2823
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Tinker
Gnome Rogue
Forscherliga (EU)
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One question regarding Mutilate:
Did anyone test it in any movement-intense fight ? I have read a lot of concerns regarding Mutilate if for example Slice and Dice drops or if you have to use 2-3 point Envenoms to maintain it. So my assumption would be that combat comes out ahead of Mutilate once the fight includes a lot of movement or target changes.
Please forgive me, if I overread something. (I still have an awful fewer and only read a bit while staying in bed most of the day).
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10/01/08, 3:49 AM
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#2824
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In the rear with the gear!
Worgen Rogue
Auchindoun (EU)
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On the topic of spree and CC: at least in the last build itbroke blind and sap.
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10/01/08, 4:58 AM
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#2825
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Von Kaiser
Troll Rogue
Neptulon (EU)
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Did anyone tought about how the hitrating+combat potency+SSpec relation will end up at lvl 80? With the weakened status of CP and the new stat weights SSpec could suffer as a consequence. (and it probably does)
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