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Old 09/07/08, 6:01 PM   #1801
robfang
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Orc Rogue
 
The Venture Co (EU)
Originally Posted by hannigaholic View Post
This is what I was thinking - you could take Ruthlessness and simply accept that 40% of the time you'll be doing 4-point finishers, and in return you get to max out all of the higher-tier poison talents as well as your choice of Focused Attacks or Turn the Tables, assuming that they're better than Seal Fate on a point-per-point basis.
In the current conjuncture, investing points in both SF and Ruthlessness is not worthy for mutilate builds. I don't know whether combat heavy or subtlety heavy builds will ever want to invest in Ruthlessness, which is quite unlikely as well. Sub heavy builds will want to get close quarters combat due to crit chance increase for both fists and daggers (hemo and/or ambush+backstab). Combat swords builds on the other hand might want to get serrated blades in subtlety instead of lethality+ruthlessness. Combat daggers build does not have the talent points to invest in ruthlessness.

Let's consider that you have invested in Ruthlessness instead of seal fate. With this build you will have (0.4*0.2 = 0.08) 8% chance to not gain 25 energy from relentless strikes in each cycle. This disturbance could make you drop hunger for blood or slice and dice if you are low on the energy buffer which is 38-39 energy at max. If you add the sub optimal 4 point finisher, the disturbance will get bigger. Considering your gains, which are 10% increased chance of poison application and maybe 1 point in Turn the tables, the trade-off seems not to be very gainful.

In the end, Ruthlessness seems to be a talent of little use. To be honest, it either needs to be changed to 100% (which requires SF to be changed as well in order for SF to be useful) or it needs to be replaced with another talent. Even in 100% form only mutilate builds and combat swords builds (if not went for serrated blades) will benefit from it.

Edit: To be honest, I believe Ruthlessness was designed to decrease the gain-per-talent-point value of Relentless Strikes by being required by it. As soon as the requirement was removed, Ruthlessness lost its value.

Last edited by robfang : 09/07/08 at 6:42 PM.

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Old 09/07/08, 6:52 PM   #1802
chalon
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Chalon
Night Elf Rogue
 
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Originally Posted by Kreoss View Post
Anyone came up with any Current Build Mutilate Builds?

I've been playing with the Talente Calculator and this seems the best I can get:

http://talent.mmo-champion.com/?rogu...00000000000000

Any other ideas? This is for PVE of course.
Originally Posted by Saraduahn View Post
It depends a little on the intended dps cycle as well. If CttC means that the primary cycle will utilize Envenom finishers (or Eviscerate against poison immune mobs), which seems to be where Blizzard is steering us, then I don't know if you're going to want Blood Spatter (which seems to be going more towards combat rogues who want to stack it with Serrated Blades). If you pull out Blood Spatter, you'll probably redirect 1 point to Improved Poisons (you need the point there to meet the tree requirements), and the other point would likely go into Improved Slice & Dice.

And if you're an end-game raiding rogue, at some point I suspect that Turn the Tables will become appealing. In a 25-man raid, especially doing trash or battles with multiple tanks, it would seem a strong prospect for a nearly continuous 6% mutilate buff with 3/3 points. Of course, everything else at the top of the tree is appealing too, so I guess we're all still waiting for the developers to cut down the bloat at the top tiers!
I currently have 2 points in Blood Splatter right now, but from looking at it some more it seems like Envenom spam is the way to go. If you're Envenom spamming there's no reason to spend 1 point in Imp. SnD. You'll be refreshing your 20s SnD every 7-8 seconds maybe, so it's no problem keeping it up.

I think it's a big mistake not to get maxed out Improved Poisons, even given that they will fix the currently clearly broken poison DPS. It seems like they're really trying to get into a design where Assassination Rogues have maybe ~20% of their damage from Poison DPS. Obviously they overshot that by quite a bit, but it does seem like that's their intent given how many poison-specific talents they have in the mid to later parts of the tree.

Turn the Tables is definitely appealing to get, but as you said the points just aren't there to max it out right now, unless you take from another tree or you don't have to take Master Poisoner because someone else in the raid will take care of it.

Anyways, I'd probably go for something like this with the current build:
http://talent.mmo-champion.com/?rogu...00000000000000

Originally Posted by hannigaholic View Post
Where are the other 2 chances coming from? Oh right, you Mutilate twice. I knew it would be something obvious I hadn't accounted for. However, I still don't value Seal Fate highly, especially compared to the talents available once you've made your way that far up the tree.

This is what I was thinking - you could take Ruthlessness and simply accept that 40% of the time you'll be doing 4-point finishers, and in return you get to max out all of the higher-tier poison talents as well as your choice of Focused Attacks or Turn the Tables, assuming that they're better than Seal Fate on a point-per-point basis. I'm also interested in seeing if it's worth dropping the point in Hunger for Blood, now that the effect has been reduced to just 9% fully stacked. I suspect not, particularly for Envenom spam cycles, but it's certainly worth finding out for sure, as with everything else.
If you don't spend any points in Seal Fate, you'll find yourself having a difficult time getting to 30 and then 35 points without spending in talents that are marginally or likely not useful at all for the build (Blood Splatter, Vigor, Imp. Expose, etc). With the current talents, what build would you go with that doesn't have Seal Fate? It's true once you get to 35 there's currently a lot of stuff to spend on, but that doesn't solve the problem of getting up to 35.

As for Hunger for Blood, it's basically unequivocally worth getting. +9% more damage (and it's everything...poisons, melee, specials, finishers) is far superior than 1 additional Mutilate every minute.

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Old 09/07/08, 6:53 PM   #1803
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I think you're underselling Ruthlessness. Yes, it's not a great talent, but it's really important in terms of being able to maintain a cycle, particularly with low combo point regen. Yes, Combat Daggers is tight on points... but maintaining a cycle with a 60 energy per CP is pretty hard without it - even with Combat Potency, you only regen about 400 energy per 5-pt SnD, meaning that without Ruthlessness your cycle is just 5s, while with it you can go up to 5s3r. Is that going to be worth the three talent points? Who knows, but it would not surprise me at all if it proves to be worthwhile. And particularly since Combat Daggers builds really want Puncturing Wounds and Lethality anyway, the first 2 points of Ruthlessness are basically free.

Don't get me wrong, it's perhaps a bit weak as a talent - might be better as a 2-pointer - but there are definitely builds that want to take it.

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Old 09/07/08, 7:10 PM   #1804
chalon
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Originally Posted by Arindelest View Post
Let's see. If we say Focused Attacks is 1 energy/sec (pretty generous) then you generate 330 energy every 30 seconds.
I did some very rough math earlier which may be completely wrong, but if you assume a 30% crit rate and 1.8s daggers in both hands, excluding haste Focused Attacks is 0.3 energy/sec. Compare to Combat Potency with a 1.5s off-hand and a 10% chance to miss, and you get 1.8 energy/sec again excluding haste. Factor in Combat has a haste advantage and a pretty big discrepency there .

Reposting this from another post, but since Assassination is the current topic here are some ideas on how to improve the Assassination tree:

1. Add a 2 point talent to Tier 3 that only benefits SS or Hemo-based specs.
2. Reduce points for Lethality to 1/2/3 for 10/20/30%.
3. Change Improved Poisons to 1/2/3 for 7/14/20%. Increase base chance of all poisons by 5%.
4. Merge Focused Attacks and Find Weakness.
5. Either make Relentless trainable (unlikely), or at least reduce points for Relentless to 1/2/3 for 7/14/20%.

Granted the above was when I was under the assumption that you wanted to take 2/2 Blood Splatter for Assassination, but now it certainly seems like you don't want to take it after all. So in that regard I may have overshot the talent reductions in the early part of the tree.

Assassination certainly is not hurt nowhere near as much as Combat is by the move of Relentless to 5 points in Sub, but it still hurts because it does reduce your talent point options in the other trees.

My basic philosophy on "fluff" talents is that in order to get to 51 talent points in a tree, you should have to spend no more than ~4 talent points on talents which are only tangentially useful to your spec, and be able to get nearly everything that you'd possibly want to get for your spec that's within reach. Currently Assassination has no points to spare, and Combat has way too many points to spare (mainly due to the fact that Lightning Reflexes hasn't been redesigned yet).

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Old 09/07/08, 7:38 PM   #1805
robfang
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Orc Rogue
 
The Venture Co (EU)
Originally Posted by Aldriana View Post
I think you're underselling Ruthlessness. Yes, it's not a great talent, but it's really important in terms of being able to maintain a cycle, particularly with low combo point regen. Yes, Combat Daggers is tight on points... but maintaining a cycle with a 60 energy per CP is pretty hard without it - even with Combat Potency, you only regen about 400 energy per 5-pt SnD, meaning that without Ruthlessness your cycle is just 5s, while with it you can go up to 5s3r. Is that going to be worth the three talent points? Who knows, but it would not surprise me at all if it proves to be worthwhile. And particularly since Combat Daggers builds really want Puncturing Wounds and Lethality anyway, the first 2 points of Ruthlessness are basically free.

Don't get me wrong, it's perhaps a bit weak as a talent - might be better as a 2-pointer - but there are definitely builds that want to take it.
In fact, you are right. Currently, the only spec that might "need" ruthlessness (over the other talents) is Combat Daggers and it cannot properly take the talent without sacrificing from Lethality (which cannot be fully talented in this spec anyway).

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Old 09/07/08, 7:44 PM   #1806
Ashere
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Night Elf Rogue
 
Khadgar (EU)
Originally Posted by chalon View Post
Currently Assassination has no points to spare, and Combat has way too many points to spare (mainly due to the fact that Lightning Reflexes hasn't been redesigned yet).
I don't completely agree on the Combat one. The combat tree is getting some emphasize on crit damage through Prey on the Weak, which effectively means that Combat builds using Daggers or Fists, and thus taking Close Quarters will benefit more from Prey on the Weak. The difference between dual sword and fist + sword builds wielding similar weapons already is negligable, and if anything, Prey on the Weak would favor fist + sword of those two.
So the question is, why would you not take a fist+sword build instead of a dual sword build. You'll find you also have only 2 filler points in this case. 1 point to get past the 4th tier, and another point to get past the 7th. I find this rather DPS friendly, compared to the 3 points of fillers required to just get past Subtlety T2.
http://talent.mmo-champion.com/?rogu...00000000000000

Though I agree Lightning Reflexes should be reworked, replaced, or maybe simply removed entirely. It serves no purpose this deep in the Combat tree, there are enough DPS alternatives available (only talents providing more DPS would be of interest here, and those are simply not needed), and noone will take it. Not for PvE, nor for PvP.

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Old 09/07/08, 7:58 PM   #1807
Aéquitas
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Blood Elf Rogue
 
Frostmane (EU)
By the way what do you guys think of infectious poisons? Say the poisondamage of a rogue will be 20% of his DPS wouldn't increasing that dmg by 20% be better then for example 2 points in close quarters combat? I mean a talent that increases your DPS by 2% a talentpoint is quite decent I think.

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Old 09/07/08, 8:02 PM   #1808
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, if Vulajin's findings in post 1772 are correct (and the formula's don't change), the fact that Infectious Poison does not apply to the poison damage gained from AP makes it almost entirely useless, since the AP scaling accounts for the majority of our poison damage. It's a great talent for PvP, of course, due to the fact that it makes your poisons basically undispelable, but from a PvE damage perspective it's extremely weak. Hopefully, it still has some changes forthcoming.

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Old 09/07/08, 8:02 PM   #1809
Hildegard
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Gnome Rogue
 
Forscherliga (EU)
With the very strong poison damage available in the Assasination tree. Has anyone done numbers on a non-dagger shiv-build with a very fast mainhand for Focused Attacks ?

Hildegard Sprigglespruxx - Wissenschaftlerin am Institut für Pfuschkunde

http://forscherliga.wikia.com/wiki/Hildegard
Hildes PVP Blog - Vom Stümper zum Gladiator

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Old 09/07/08, 8:03 PM   #1810
Kreoss
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Night Elf Druid
 
Quel'Thalas (EU)
Thanks for the discussion around Assassination.

I've always played a Rogue, since WoW vanila. But I got tired at the state of the class. Yes the class was strong in TBC, but after reaching Tier 5 Raids I got tired of having to use Swords in order to produce good DPS. I always loved Rogue Because of Daggers, and all Daggers Build fell behind, way behind.

I'm thinking changing my Resto Druid for my Rogue as my main again. And if I do it's because of assassination.

BTW, the above poster says Combat has too much spare points, I can't see why.

If I would go Combat Swords it would be with this: http://talent.mmo-champion.com/?rogu...00000000000000

One could argue with taking Serrated Blades, but you would need too much points in sublety where those points don't increase your DPS in order to get 30% more rupture damage. I haven't run any spreadsheets, but I think Getting Lethality and Ruthleness alone hold more DPS. Since Lethality now influences Sinister Strike and some battles where you can't use Rupture you would lose a bit of DPS.


Regarding Ruthleness I think it's a good talent for Combat and Assassination. It's better for Combat since combat is a bit dry on Combo Point generation so everything helps. It's great when you renew SnD and you get a free combo point. Of course I think they could up the chance for at least 90% since you spend 3 combo points in that. Or put it with only 2 points and 60%.

Concerning assassination I think wasting 5 points in Improved Poisons is a bit an overkill. Even with the increased Poison damage to come. If it were 3 points but 5 is a bit heavy considering the amount of points you have to invest down the tree.

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Old 09/07/08, 8:15 PM   #1811
Deathmckilly
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Kreoss, the issue people have with Combat having too many points to spare, is that there are many non-raid DPS talents in the tree. At last count, if you are running as a Sword-Spec build, and with Lightning Reflexes currently unchanged, we have 9 points to waste in non-DPS talents, 11 points if there is another rogue with Blood Poisoning, or an arms warrior with Blood Frenzy, as neither buff stacks with each other or themselves.

These optional talents you have taken, namely Deflection, Riposte, Improved Sprint, Blade Twisting, and Unfair Advantage, all are soloing/pvp centric abilities, and have no affect on an optimal raid setting. It's a tad odd, where we can take 5/5 in Close Quarters Combat, and not remove anything from an actual DPS talent.

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Old 09/07/08, 8:23 PM   #1812
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, lets posit for the moment that we can find a 1.4 speed OH in the expansion like we can at the moment. With such a weapon and the Shiv glyph, a Shiv costs 29 energy. A shiv also does 75% of your weapon damage, thus gains .75 * 2.4 / 14 = .13 damage per point of AP in physical damage (reduced to, say, .10 by armor), plus .18 times your AP via talented IP damage, for .28 dmg/AP, or about .01 dmg/AP per energy.

SS, on the other hand, gains 1.16x your weapon damage, plus some poison; for a SS build, poison is most likely untalented, hence only has a 20% proc chance and does .15 damage per AP; hence, the poison scaling is about .03 damage/AP. Meanwhile, the physical damage gains 1.16 * 2.4 / 14 = ~.20 damage per AP, or about .16 after armor; thus, SS gains about .19 damage per AP, or about .005 damage/AP per energy, about half of what SS does.

Now, the fact that a SS weapon has a lot higher base damage than a Shiv weapon closes the gap somewhat, but it does appear to scale significantly better than SS given current poison values (which may well get nerfed).

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Old 09/07/08, 8:34 PM   #1813
chalon
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Originally Posted by Kreoss View Post
BTW, the above poster says Combat has too much spare points, I can't see why.

If I would go Combat Swords it would be with this: [url]http://talent.mmo-champion.com/?rogue=025235010020015123210052125130502000500000000000000000005000000000000000000000 000000[/url
You spent 9 points on talents in Combat that have no benefit to your raid DPS (3/3 Deflection, Riposte, 2/2 Improved Sprint, 1/2 Blade Twisting, 2/2 Unfair Advantage). That's what I mean about Combat having too many "fluff" points to get to 51.

I don't completely agree on the Combat one. The combat tree is getting some emphasize on crit damage through Prey on the Weak, which effectively means that Combat builds using Daggers or Fists, and thus taking Close Quarters will benefit more from Prey on the Weak. The difference between dual sword and fist + sword builds wielding similar weapons already is negligable, and if anything, Prey on the Weak would favor fist + sword of those two.
So the question is, why would you not take a fist+sword build instead of a dual sword build. You'll find you also have only 2 filler points in this case. 1 point to get past the 4th tier, and another point to get past the 7th. I find this rather DPS friendly, compared to the 3 points of fillers required to just get past Subtlety T2.
http://talent.mmo-champion.com/?rogu...00000000000000

Though I agree Lightning Reflexes should be reworked, replaced, or maybe simply removed entirely. It serves no purpose this deep in the Combat tree, there are enough DPS alternatives available (only talents providing more DPS would be of interest here, and those are simply not needed), and noone will take it. Not for PvE, nor for PvP.
Well, I wasn't speaking of Fist + Swords, but I can't see it being the intended design for SS rogues to spend 10 points on Weapon Specialization talents. And yes, it is an option but why not give an option to people who want to use dual swords as well? In that case, Lightning Reflexes being a DPS boost in some way is a welcome addition. And don't forget they're also trying to make Maces a viable weapon choice as well. I think it's a mistake to resign a tree as being only useful with one specific weapon configuration...if we want more variety in weapon usage then there needs to be variety in talent options to support this.

As for Combat Daggers, while Prey on the Weak's redesign certainly helps it, I have a hard time seeing the appeal of why you'd want to go Combat Daggers instead of just Mutilate. I do think that spec is sort of falling by the wayside though. I enjoyed it back in the day but it just doesn't seem to be there.

EDIT: Also, your link seems like an incomplete spec, but it has 4 filler points. 2/2 Improved Sprint and 2/2 Unfair Advantage.

Last edited by chalon : 09/07/08 at 8:39 PM.

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Old 09/07/08, 8:37 PM   #1814
hannigaholic
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Human Death Knight
 
Defias Brotherhood (EU)
Originally Posted by chalon View Post
Anyways, I'd probably go for something like this with the current build:
http://talent.mmo-champion.com/?rogu...00000000000000

...

If you don't spend any points in Seal Fate, you'll find yourself having a difficult time getting to 30 and then 35 points without spending in talents that are marginally or likely not useful at all for the build (Blood Splatter, Vigor, Imp. Expose, etc). With the current talents, what build would you go with that doesn't have Seal Fate? It's true once you get to 35 there's currently a lot of stuff to spend on, but that doesn't solve the problem of getting up to 35.
I was thinking something like this (54/10/7). Taking 2 points in Remorseless Attacks essentially because I had to spend them somewhere, and may as well put them somewhere that will help with grinding. That's the only real filler necessary. The main issue I see with Ruthlessness v Seal Fate, is that you have to take something to get to tier 3, and if you're going to be Envenom spamming then Improved Eviscerate, Relentless Strikes and Blood Splatter are all worthless, so you may as well take the points in something that does increase your dps, and once you've taken Ruthlessness, taking Seal Fate seems like a waste of points.

Ultimately, though, I think it will come down to the value of the poison talents, particularly Deadly Brew and Infectious Poisons. It becomes a question of whether an extra 20% to poison damage and increased Deadly Poison uptime is worth losing some energy efficiency on your finishers due not only to each finisher doing less damage, but also to returning less energy from Relentless Strikes. This, obviously, depends on how Blizzard tunes poison damage between now and release.

As for Hunger for Blood, it's basically unequivocally worth getting. +9% more damage (and it's everything...poisons, melee, specials, finishers) is far superior than 1 additional Mutilate every minute.
Yeah I thought it probably would be, especially once they increased the cooldown to 30 seconds. 1 energy a second for a 9% total dps increase has got to be worth it.

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Old 09/07/08, 8:45 PM   #1815
chalon
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Night Elf Rogue
 
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Originally Posted by hannigaholic View Post
I was thinking something like this (54/10/7). Taking 2 points in Remorseless Attacks essentially because I had to spend them somewhere, and may as well put them somewhere that will help with grinding. That's the only real filler necessary. The main issue I see with Ruthlessness v Seal Fate, is that you have to take something to get to tier 3, and if you're going to be Envenom spamming then Improved Eviscerate, Relentless Strikes and Blood Splatter are all worthless, so you may as well take the points in something that does increase your dps, and once you've taken Ruthlessness, taking Seal Fate seems like a waste of points.

Ultimately, though, I think it will come down to the value of the poison talents, particularly Deadly Brew and Infectious Poisons. It becomes a question of whether an extra 20% to poison damage and increased Deadly Poison uptime is worth losing some energy efficiency on your finishers due not only to each finisher doing less damage, but also to returning less energy from Relentless Strikes. This, obviously, depends on how Blizzard tunes poison damage between now and release.
Well, I'd consider Fleet Footed filler as well. It's a nice talent, it's useful, but at the same time it's not really a DPS gain in a tank and spank scenario. And Quick Recovery, while a very nice talent (your healers will love you), the energy refund is a non-issue once you have your stats to the point where your finishers are guaranteed to land.

As for Deadly Brew, the point of getting it as a PvE rogue is not that it's more guaranteed Deadly Poison uptime. Rather, with 1 point in Deadly Brew, you can put Instant Poison on both of your weapons and have 100% DP uptime. So you get the benefit of having IP on your second weapon while still getting all the Deadly Poison DPS.

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Old 09/07/08, 9:12 PM   #1816
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, as has been shown, Cat's Swiftness is a better enchant than 12 agi in the vast majority of situations (everything in Sunwell except Brutallus, about 2/3 of BT, etc. Which means that 8% run speed is worth at least 6 agi, meaning each point in fleet footed is worth more than that. So is it a huge upgrade? No. As a talent it's worth maybe 15 or 20 EP per point, which, while better than straight filler, certainly isn't up to the level of most DPS talents. But it's hardly worthless, either - while it may be on tank and spank fights, very few fights are tank and spank anymore. Particularly with the first instance being Naxx, and the fact that almost every fight in Naxx (except PW and Razuvious) has significant movement components to it.

Quick Recovery: few rogues actually get to the point where their finishers are both unmissable and undodgable. That said, your fundamental point is pretty much valid anyway - most rogues have combined dodge+miss chance under 5%, meaning that you save, on average, about 1 energy per dodgeable finisher by taking Quick Recovery. Depending on your cycle, this is somewhere between .1 energy per second and a third of that. On the whole, not a major DPS contribution - though the survivability benefits should not be totally discounted. It's still a weak talent, though.

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Old 09/07/08, 9:12 PM   #1817
hannigaholic
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Human Death Knight
 
Defias Brotherhood (EU)
Originally Posted by chalon View Post
Well, I'd consider Fleet Footed filler as well. It's a nice talent, it's useful, but at the same time it's not really a DPS gain in a tank and spank scenario. And Quick Recovery, while a very nice talent (your healers will love you), the energy refund is a non-issue once you have your stats to the point where your finishers are guaranteed to land.
Yes they're filler, but they're raid-useful filler. Plus, due to gear reset, I doubt anybody will be anywhere close to expertise capped when they start raiding. Thus Quick Recovery should provide tangible dps benefits, at least for a few months.

As for Deadly Brew, the point of getting it as a PvE rogue is not that it's more guaranteed Deadly Poison uptime. Rather, with 1 point in Deadly Brew, you can put Instant Poison on both of your weapons and have 100% DP uptime. So you get the benefit of having IP on your second weapon while still getting all the Deadly Poison DPS.[/quote]

If you're Envenom spamming you won't have 100% DP uptime though, since the stacks will be wiped every time you envenom. Taking the 2nd point in Deadly Brew increases you chance per swing to proc DP, following an Envenom, from 35% to 70% following an Envenom, resulting in a greater uptime of DP.

As I say, it all depends on just how much dps Deadly Poison does when the expansion is released, and whether they persist with the way Infectious Poisons interacts with poison damage. Of course I'm happy to spec whichever way is found to do the most dps; I just don't want to make any assumptions about the second point of Deadly Brew automatically not being worth taking.

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Old 09/07/08, 9:45 PM   #1818
ekval
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Night Elf Rogue
 
Stormreaver (EU)
Filler or not, Fleet Footed and Quick Recovery are really good talents which in my opinion every Mutilate rogue should take. Do you actually need Improved Poisons to get DP stacks up after Envenom? Considering that you have Deadly Brew 2/2. I agree that Improved Poisons should probably be tuned down to 3 pointer talent.

51/13/7 This is what I think the more "complete" Mutilate build assuming Envenom as main finisher and that you can actually apply new DP stack fast enough without Improved Poisons (which I'd guess is true). You can swap Master Poisoner to Turn the Tables depending of raid situation. I wouldn't drop Seal Fate even that it is "poor" DPS increase in spreadsheet for 5 pointer as there really ain't much other stuff to get at that tier or before.

As what comes down to Combat Daggers, my two cents are that we should just forget it. What can other hand be usable is 15/51/5 Combat with fist + dagger and using s/e cycle. This would allow itemization for fast dagger offhands while leaving mainhand daggers to Mutilate and ShS Ambush builds.

Mace lovers could go 5/5 Mace Spec + Serrated Blades + Blood Spatter resulting in 7/51/13 variation and Rupture as second finisher. Who knows if that much variation could be achieved just from Deep Combat.

Last edited by ekval : 09/07/08 at 10:28 PM.

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Old 09/08/08, 12:25 AM   #1819
CoroHD
Von Kaiser
 
Gnome Rogue
 
Illidan
Not sure if this has been posted yet, but for those looking to start some of the numbercrunching, heres what appears to be the naxx 10 man 5 piece set.

http://wotlkwiki.info/up2/pages/news...sets/rogue.jpg

For other classes:

Naxxramas - WotlkWiki - Wrath of the Lich King Information

Supposedly the difference between the 10 and 25 man variations of gear are the equivalent of a tier of iLvl, so a little extrapolation of the gear difference and we have a starting point for our 25 man dps.

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Old 09/08/08, 1:36 AM   #1820
Kreoss
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Night Elf Druid
 
Quel'Thalas (EU)
Originally Posted by Deathmckilly View Post
Kreoss, the issue people have with Combat having too many points to spare, is that there are many non-raid DPS talents in the tree. At last count, if you are running as a Sword-Spec build, and with Lightning Reflexes currently unchanged, we have 9 points to waste in non-DPS talents, 11 points if there is another rogue with Blood Poisoning, or an arms warrior with Blood Frenzy, as neither buff stacks with each other or themselves.

These optional talents you have taken, namely Deflection, Riposte, Improved Sprint, Blade Twisting, and Unfair Advantage, all are soloing/pvp centric abilities, and have no affect on an optimal raid setting. It's a tad odd, where we can take 5/5 in Close Quarters Combat, and not remove anything from an actual DPS talent.
Oh.. I tottaly see what you all mean now, then. I was not getting it. Yes looking by that perspective ye, there is a lot of Wasted points (I would called them that :P) for non-DPS talents options.

Other thing is I wasn't aware that Blood Poisoning didn't stack with Blood Frenzy, why is that? That is a bit lame... One thing a Rogue could bring to a Raid and now it doesn't stack with Warrior Buffs. I would agree with it don't stacking with other rogues, but with another class ability? Bah!

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Old 09/08/08, 1:38 AM   #1821
jonnnney
Von Kaiser
 
Undead Rogue
 
Uldum
They normalized most of the debuffs and made them unstackable so people arent forced to bring certain classes in order to raid.

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Old 09/08/08, 1:49 AM   #1822
Kreoss
Von Kaiser
 
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Night Elf Druid
 
Quel'Thalas (EU)
Originally Posted by jonnnney View Post
They normalized most of the debuffs and made them unstackable so people arent forced to bring certain classes in order to raid.
Ye, I've seen that now too. lol. I've been seeing other classes buffs and they really want to make Raid composition not dependent on certain buffs. Makes some sense.

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Old 09/08/08, 2:12 AM   #1823
UberDrivel
Von Kaiser
 
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Tauren Shaman
 
Alleria
Originally Posted by CoroHD View Post
Not sure if this has been posted yet, but for those looking to start some of the numbercrunching, heres what appears to be the naxx 10 man 5 piece set.

http://wotlkwiki.info/up2/pages/news...sets/rogue.jpg
Does the presence of +hit on only two of the items surprise anyone else? Granted, it's not the first set that's focused on other stats (see Deathmantle), but it seems as if they're focusing on haste over hit. I'm assuming at level 80, the hit cap will be extremely high, so I guess we'll still be stacking +hit gems?

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Old 09/08/08, 2:23 AM   #1824
Tarquin
Von Kaiser
 
Human Rogue
 
Feathermoon
Blizzard's stated intention is to minimalize +hit on melee DPS stuff to make the same items viable for both DW and single-attack DPSers - so leather for both rogues and ferals, plate for both fury wars and arms wars/ret pallies, etc. Makes sense in theory but it really looks like rogues are going to be painfully hit-starved in the process of gearing up, and even when fully tricked out in Naxx gear (for instance) we'll have to stack hit gems in damn near everything. Hopefully this gets a little rebalancing, or just a prevalence of stopgap +hit rings/necks/cloaks/trinkets.

"Aggro" (n): in the Ancient Lordaeranian, a battle cry roughly translating to "Victory and death!"

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Old 09/08/08, 2:24 AM   #1825
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
First, this has been discussed extensively: they're making an effort to itemize towards the more universal stats, figuring people can socket for the ones that are specifically good for their class. And second, there's no guarantee that hit will still be king, given that a number of the major things that were causing it to be good are disappearing, changing, or otherwise becoming less universal. So: it is expected that fewer items will have hit on them. We may or may not socket for hit to make up for this fact. We're still running the numbers to be sure.

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