Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Rogues

Closed Thread
 
LinkBack Thread Tools
Old 09/05/08, 12:14 PM   #1696
aleyro
Piston Honda
 
Night Elf Rogue
 
Blackrock
There has been plenty of (well warranted, but perhaps pre-mature?) discussion of what the optimal build for pve DPS would be- but has anyone worked out an optimal grinding build yet? we've got 10 lvls to grind before we have to start worrying about topping meters.

Offline
Old 09/05/08, 12:16 PM   #1697
Luuca
Von Kaiser
 
Luuca's Avatar
 
Undead Rogue
 
Deathwing
Originally Posted by Zaniel View Post
I still hold to the belief that the ability should be tweaked slightly so that the rogue always gets the damage boost, and is thereby giving even more (potent) threat to his target, which would then always be a tank.

Doing it this way limits the stackable nature of the utility (as only the threat gen benefits the raid), and it also serves the more "selfish" class nature of the rogue. If that still isn't enough, put a 15sec debuff on the tank not allowing any more trickery, and call it good.
While I agree and also want more damage output at all times, I think you are missing the true utility of TotT. I see this being used in what I would call a "cold start" tanking situation. For example, on trash pulls, every warrior tank has issues generating enough immediate threat due to his rage starvation. I can see the threat transfer as a way to help him hold the mob against the focus fire dps coming in, but more importantly, by increasing his damage output, you also increase, in part, his rage generation and in turn his direct threat. Not just for the time TotT is active, but carrying through to the rest of the pull. (below)

Originally Posted by Quigon: Warrior Tanking Thread
For a warrior wielding a 1.6 delay weapon, a 200 point hit will yield ~5.5 rage.
For a warrior wielding a 1.6 delay weapon, a 400 point crit will yield ~11.0 rage.
Basically the damage you deal doesn’t contribute a lot to your overall rage generation on harder bosses.(edit: read as rage is from getting hit on bosses) Still, windfury totem is your best bet for generating additional rage, and therefore threat. The windfury totem procs will count as rage-generating swings.
This "cold start" threat and damage (ie rage) boost for warriors would also be great utility for aggro wipes on mobs that "leave" the MT and then come back. Helping to reestablish the MT and replenish any rage that had diminished. Or by, and this was mentioned before, helping to keep another tank 2nd on aggro for fights, and keeping the OT rage level up.

In terms of our current other tanking choices, both Palis and Druids would benefit as well. Perhaps they benefit not as greatly as a warrior in the situations above, but a benefit nonetheless. Using this ability mid fight when the tank has ample threat and rage generation would be wasteful.

Having the damage apply to the casting rogue would be nice; however, it would remove at least a small component of its underlying utility.


Originally Posted by EJ Moderator
You have received an infraction at Elitist Jerks.
Reason: Useless Post
-------
I'm not going to say he didn't deserve that, but it doesn't make your post any less useless.
-------

Offline
Old 09/05/08, 12:29 PM   #1698
Arakas
Von Kaiser
 
Undead Rogue
 
Tichondrius
Originally Posted by Pharmacon View Post
Seal Fate: Your finishing moves have a 20/40/60/80/100% chance to add a combo point to your target before striking. If at max combo points, X damage or Y time is added.

This prevents Ruthlessness from being useless (and may still be beneficial depending on X and Y) and gets away from wasting CPs because you crit your Mutilate but wouldn't be as large of a negative if you had 5 CPs.
While this would be an awesome change, I see the caster PvPers of the world melting down. It'd translate to unlimited (well, energy limited) Deadly Throws in the arenas. No more kiting, no more casting.

With a focus macro, it would create fun interrupts on Council, though (with Gladiator Gloves).

Not that they couldn't code it, but I'd be equally happy with them tweaking SF to have it make a CP buffer that stored extra combo points (above 5) and simply put them back into play when a finisher got used. Change targets? Lose the points.

So you scored a CritMut at 4 CP? Two CP's go into the hopper and are placed back into your pool after you used Rupture/Envenom/Eviscerate/whatever. Plus, you could still get benefit from Ruthlessness is you chose the talent. You possibly use a finisher right into 3CP's. It also fits well into how the Assassination tree is designed.

Offline
Old 09/05/08, 12:49 PM   #1699
jonnnney
Von Kaiser
 
Undead Rogue
 
Uldum
Originally Posted by aleyro View Post
There has been plenty of (well warranted, but perhaps pre-mature?) discussion of what the optimal build for pve DPS would be- but has anyone worked out an optimal grinding build yet? we've got 10 lvls to grind before we have to start worrying about topping meters.
I was planning on using something along the lines of
War Tools :: Talent tree Rogues as per Blue
then putting 5 pts into imp dual-wielding.

Essentially if you want to level, 21 points in sub is a must.
imp sap for grouping
imp stealth because you will be sneaking around mobs 2-3 levels higher than you
elusiveness and prep for quicker oh shit buttons

Offline
Old 09/05/08, 1:09 PM   #1700
Waywilder
Glass Joe
 
Orc Death Knight
 
Sporeggar (EU)
Originally Posted by Hildegard View Post
In most of the end fights in TBC (Malchezaar (ok not really the hardest one), Gruul, Vashj, Kael'Thas, Archimonde and Kil'Jaeden mobility for example is a big issue. On fights like Al'ar or Gruul or Archimonde for example a ShS rogue has a seriously better DPS uptime than a combat rogue and I tend to believe that on some of these fights a ShS rogue with the same gear will outdamage a combat rogue.

What Blizzard wants is to improve the fun of the specs and if the fillers a well enough done this will be the case. They can still change the new ranks or buff certain abilities if our DPS is too low in Naxxramas.
While mobility is a big issue in those fights, the difference in dps uptimes doesn't make up for the lack of damage on ShS build compared to combat specs. Getting to boss 2-3 seconds earlier is nice and all, but considering difference in DPS was estimated to be 15% or so in "never move" -situation in old Roguecraft thread, which would mean combat rogue would need to spend 9 seconds per minute outside while ShS rogue can go on, and that doesn't currently happen in those fights, except maybe for Kil 'Jaeden (I haven't seen this fight so I have no idea) or Archimonde (in a case you can use ShS like blink and interrupt the Air Burst). Energy pooling will of course happen, which will diminish the gap between ShS and combat obviously, but I wouldn't think this being such a huge gap closer between these specs. Then again I might be screwing up the napkin math in my head.

Now what comes to fillers, I don't mind spending points to talents that I have some use for in endgame pve-raids. I've especially liked Improved Sprint in some bosses and trash, but the talents that only has some use if you're stupid enough to go in taking cleaves like Lightning Reflexes, Deflection and Riposte, or simply doesn't work on anything relevant like Blade Twisting or Improved Kick, I really start getting annoyed when only use of the talents I spend my points at are simply to fill the needed amount to gain later talents. Then again, there's still plenty of time and maybe we'll see some changes in all this regarding completely useless fillers, perhaps Blood Spatter in combat tree considering it's placing in Assassination is so weird it being such poison+Envenom buffing tree.

Offline
Old 09/05/08, 1:29 PM   #1701
Shaker
AUGH CHAMPION TIME
 
Shaker's Avatar
 
Human Rogue
 
Elune
Originally Posted by Luuca View Post
Having the damage apply to the casting rogue would be nice; however, it would remove at least a small component of its underlying utility.
Except that all threat generated by the +15% rogue would be transferred to the tank, so it's mostly a wash (depending on if they get raw damage which they then multiply or just get raw threat, etc). In any case the tank would still be getting a pretty big threat boost, and I agree that the ability is at least going to be interesting (and VERY useful on the tank swap / knockback fights for bringing 2nd/3rd tanks back up in threat)

Consistency. It's only a virtue if you're not a screwup.

Kurisu's BSG Reference Sheet

Offline
Old 09/05/08, 1:32 PM   #1702
Zaniel
Piston Honda
 
Zaniel's Avatar
 
Night Elf Rogue
 
Aggramar
Originally Posted by Luuca View Post
While I agree and also want more damage output at all times, I think you are missing the true utility of TotT. I see this being used in what I would call a "cold start" tanking situation. For example, on trash pulls, every warrior tank has issues generating enough immediate threat due to his rage starvation. I can see the threat transfer as a way to help him hold the mob against the focus fire dps coming in, but more importantly, by increasing his damage output, you also increase, in part, his rage generation and in turn his direct threat. Not just for the time TotT is active, but carrying through to the rest of the pull. (below)



This "cold start" threat and damage (ie rage) boost for warriors would also be great utility for aggro wipes on mobs that "leave" the MT and then come back. Helping to reestablish the MT and replenish any rage that had diminished. Or by, and this was mentioned before, helping to keep another tank 2nd on aggro for fights, and keeping the OT rage level up.

In terms of our current other tanking choices, both Palis and Druids would benefit as well. Perhaps they benefit not as greatly as a warrior in the situations above, but a benefit nonetheless. Using this ability mid fight when the tank has ample threat and rage generation would be wasteful.

Having the damage apply to the casting rogue would be nice; however, it would remove at least a small component of its underlying utility.
Providing rage is hardly the kind of utility we really need. The heart of TotT is providing threat, and currently the DPS boosting feels tacked on. Only two tanks would benefit (and marginally) from having their DPS increased directly, and those only because they work off rage mechanics. But every warrior and druid, until they completely outgear an instance, tends to have plenty of rage when tanking. Heroic Strike is a rage dump for a reason. So while providing raw DPS boosts to the tanks will be helpful to some, it creates such a small benefit, and not even for all tanks, that it's not worth mentioning. It would be better to just keep the DPS increase for ourselves (letting the devs balance our DPS around it being used every cooldown) and then having us transmit that improved threat to the tank. The ability would then be worth the same amount to every tank, favoring none. I see this as a good thing in light of blizz's new direction with interchangeability.

Offline
Old 09/05/08, 1:39 PM   #1703
Kayoto
Von Kaiser
 
Blood Elf Paladin
 
Shattered Hand
Originally Posted by Zaniel View Post
Providing rage is hardly the kind of utility we really need. The heart of TotT is providing threat, and currently the DPS boosting feels tacked on. Only two tanks would benefit (and marginally) from having their DPS increased directly, and those only because they work off rage mechanics. But every warrior and druid, until they completely outgear an instance, tends to have plenty of rage when tanking. Heroic Strike is a rage dump for a reason. So while providing raw DPS boosts to the tanks will be helpful to some, it creates such a small benefit, and not even for all tanks, that it's not worth mentioning. It would be better to just keep the DPS increase for ourselves (letting the devs balance our DPS around it being used every cooldown) and then having us transmit that improved threat to the tank. The ability would then be worth the same amount to every tank, favoring none. I see this as a good thing in light of blizz's new direction with interchangeability.
I have a feeling that the only reason that Blizzard is holding off on making such a change is because they're unsure of the ramifications of giving Rogues a controlled 15% DPS increase in PVP on a 30 second cooldown.

Mind you, this presents the element of having to eventually balance out the fact that our level 75 ability will be nearly useless for Rogue+Healer in 2v2 (or at least not nearly as useful as to a 2 DPS team), or Rogue+Double Healer in 3's, etc.

Then again, current signs indicate that Blizzard is holding off on making any serious attempt balance PVP until much later in the testing process.

Offline
Old 09/05/08, 1:44 PM   #1704
Zaniel
Piston Honda
 
Zaniel's Avatar
 
Night Elf Rogue
 
Aggramar
Originally Posted by Kayoto View Post
I have a feeling that the only reason that Blizzard is holding off on making such a change is because they're unsure of the ramifications of giving Rogues a controlled 15% DPS increase in PVP on a 30 second cooldown.

Mind you, this presents the element of having to eventually balance out the fact that our level 75 ability will be nearly useless for Rogue+Healer in 2v2 (or at least not nearly as useful as to a 2 DPS team), or Rogue+Double Healer in 3's, etc.

Then again, current signs indicate that Blizzard is holding off on making any serious attempt balance PVP until much later in the testing process.
I have a feeling you're right. However, is the ability even implemented yet? They'd have to implement it before we can begin to test it before we can balance it :P

That said, I think the numbers will be reworked somehow. Having a 6 second duration seems fine, but having that duration on a 30 second cooldown does seem like a high percentage uptime. When considering also that the hunter Misdirect is on a 2 minute cooldown, TotT becomes both very potent and very powerful. I think the cooldown will be increased before it goes Live. 1 minute seems like a good number. Then it would also be a much lower DPS increase (to whomever we can use it on) than the original idea suggests, too.

Offline
Old 09/05/08, 2:22 PM   #1705
Pharmacon
Von Kaiser
 
Undead Rogue
 
Scilla
Originally Posted by Arakas View Post
While this would be an awesome change, I see the caster PvPers of the world melting down. It'd translate to unlimited (well, energy limited) Deadly Throws in the arenas. No more kiting, no more casting.

With a focus macro, it would create fun interrupts on Council, though (with Gladiator Gloves).

Not that they couldn't code it, but I'd be equally happy with them tweaking SF to have it make a CP buffer that stored extra combo points (above 5) and simply put them back into play when a finisher got used. Change targets? Lose the points.

So you scored a CritMut at 4 CP? Two CP's go into the hopper and are placed back into your pool after you used Rupture/Envenom/Eviscerate/whatever. Plus, you could still get benefit from Ruthlessness is you chose the talent. You possibly use a finisher right into 3CP's. It also fits well into how the Assassination tree is designed.
Your argument seems backwards. The way I am suggesting to implement it would add the CP before your attack. As in, any extra CP after the finisher comes from Ruthlessness and not this new SF. The way you are suggesting doing roll over of CPs would lend itself more towards endless deadly throws.

Offline
Old 09/05/08, 2:40 PM   #1706
aleyro
Piston Honda
 
Night Elf Rogue
 
Blackrock
Originally Posted by Zaniel View Post
...Only two tanks would benefit (and marginally) from having their DPS increased directly, and those only because they work off rage mechanics. But every warrior and druid, until they completely outgear an instance, tends to have plenty of rage when tanking. ...
I think TotT will be incredibly useful for unconventional tanking situations- i.e., caster tanks, MC'ed tanks, transportation fights (c'thun/kalecgos style), etc.

Offline
Old 09/05/08, 2:50 PM   #1707
Arindelest
Piston Honda
 
Night Elf Rogue
 
Garona
Originally Posted by Zaniel View Post
Providing rage is hardly the kind of utility we really need. The heart of TotT is providing threat, and currently the DPS boosting feels tacked on. Only two tanks would benefit (and marginally) from having their DPS increased directly, and those only because they work off rage mechanics. But every warrior and druid, until they completely outgear an instance, tends to have plenty of rage when tanking. Heroic Strike is a rage dump for a reason. So while providing raw DPS boosts to the tanks will be helpful to some, it creates such a small benefit, and not even for all tanks, that it's not worth mentioning. It would be better to just keep the DPS increase for ourselves (letting the devs balance our DPS around it being used every cooldown) and then having us transmit that improved threat to the tank. The ability would then be worth the same amount to every tank, favoring none. I see this as a good thing in light of blizz's new direction with interchangeability.
One thing that seems to consistently not be mentioned in this discussion is the increase to tank DPS in WotLK. Tanks will be doing a lot closer DPS to "DPS classes," and additionally a lot more of their threat will be generated through their own damage. Even if they're only doing 50% of our damage, at 3000 DPS they're doing 1500 and 15% of that is not insiginificant especially if it's contributing a lot to their threat at the same time.

Offline
Old 09/05/08, 2:53 PM   #1708
Pharmacon
Von Kaiser
 
Undead Rogue
 
Scilla
The point is though, that the threat in our hands vs. the tank's is still more threat (assuming that our threat put on them is suspect to the tank's threat modifier like it is with MD) as well as more damage for the raid.

Edit: To Halfdane. That's definitely a matter of preference. As it is right now, I would infinitely much rather go off soloing in my PvP spec. Mobility is one of the major reasons, getting caught in world PvP as PvE spec sucks is the other. But again, that's definitely personal, but I'll be going for ShS plus wherever the talents fall in combat/assassination.

Last edited by Pharmacon : 09/05/08 at 3:00 PM.

Offline
Old 09/05/08, 2:54 PM   #1709
Halfdane
Von Kaiser
 
Night Elf Rogue
 
Medivh
Originally Posted by jonnnney View Post
I was planning on using something along the lines of
War Tools :: Talent tree Rogues as per Blue
then putting 5 pts into imp dual-wielding.

Essentially if you want to level, 21 points in sub is a must.
imp sap for grouping
imp stealth because you will be sneaking around mobs 2-3 levels higher than you
elusiveness and prep for quicker oh shit buttons
For solo grinding, I disagree that imp stealth, elusiveness and prep are very important. If you're topping damage meters now, a single solo mob (even one a couple levels above you) will die very quickly. You will have more problems against multiple opponents or elite mobs. Talents like Blade Flurry, Repost, Ghostly Strike, and Unfair Advantage are much stronger in these sorts of situations. I think Camouflage is much stronger than Master of Deception, you will almost never be seen out of stealth by PvE mobs, but moving faster while stealthed would improve your kill rate considerably.

Arguably, you could go for Murder Spree, except that Prey on the Weak is terrible in solo grinding, since you start with much less health than your target. Something like 5/43/11 + 2 with all the talents I mentioned might work well.

Offline
Old 09/05/08, 3:16 PM   #1710
Arakas
Von Kaiser
 
Undead Rogue
 
Tichondrius
Originally Posted by Pharmacon View Post
Your argument seems backwards. The way I am suggesting to implement it would add the CP before your attack. As in, any extra CP after the finisher comes from Ruthlessness and not this new SF. The way you are suggesting doing roll over of CPs would lend itself more towards endless deadly throws.
If (as you desire) my CP's are always applied before a maneuver, it's the same as saying that I always have 1CP 'banked' plus one waiting for prior to any future maneuver. Thus Deadly Throw would ALWAYS be available at 1CP, even if I presently show zero CP's. Yes? With 1 CP, I can spam it endlessly.

If you are suggesting that Ruthlessness pre-procs the CP, then what percentage chance do you use for determining whether or not the Ruthlessness would even proc? Its chance to proc is determined by the number of CP's that you have when you hit a finisher. Which may change because Ruthlessness may pre-proc. Which may change the chances that it would proc. Which would change the chances that it would pre-proc. I think you can see how it becomes a circular logic loop unless you're at exactly 5 CP's.

If banking were allowed (instead of pre-CP'ing), you could potentially get two Deadly Throws in, though it would imply that you must have burned all 5 CP's on the first DT (else you wouldn't have any banked). The first would be using the existing 5 CP's. Potentially a second DT using banked CP's. But since DT cannot proc Ruthlessness nor create CP's, you'd never be able to do a third without actually applying fresh CP's to the target via another method.

I think I have it straight, but I invite you to expound.

Last edited by Arakas : 09/05/08 at 3:29 PM.

Offline
Closed Thread

Go Back   Elitist Jerks » Class Mechanics » Rogues

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
WotLK - Complete Mage Compendium (3.3.3 live) Roywyn Mages 5355 04/08/10 6:51 PM
WotLK Talents & Abilities Discussion Neruse Hunters 5086 11/14/08 8:39 PM
WotLK Discussion - Talents and abilities. Lamaros Death Knights 4142 11/14/08 11:09 AM