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06/03/08, 10:33 PM
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#121
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is in need of adult supervision
Human Paladin
Dragonblight
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I don't have dual glaives - I've got the OH. I also don't have full Sunwell gear (we're 2/6 with 2 Brut kills) and I have done 2200 and 2500 dps in our 2 kills.
So, I'm not seeing anything particularly incorrect with tetra's analysis assuming those top 15. That seems about right. Also, our kills are just on the enrage (+20 and +6) so as we get more gear, those numbers will go up, even if my gear doesn't change.
As an aside, nobody has mentioned what I think is the single compelling reason for taking rogues to content.
Cloak of Shadows
This is just such a wonderful thing in itself. A 1 min bubble. Brutallus being a perfect example, along with all the other raidwide stacking magical debuffs.
Sure, it doesn't increase personal dps, but I can guarantee that it increases the likelihood of kills having rogues instead of warriors/hunters who do the same adjusted DPS.
Kalecgos - oh no, first down the portal with no healers - cloak, live, dps, win. Oh no, last portal, arcane buffet stack, cloak, live, dps, win.
Brutallus - oh no, burn. Cloak, live, dps, win.
From looking forward to Felmyst it seems like cloak might be win there as well. Archimonde, more win.
In a practical perspective, a rogue produces the highest DPS available while requiring the lowest amount of upkeep and attention during a raid. Ignoring that significant upside appears to be completely missing the point of the real encounters we face, and not just the spreadsheet.
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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06/04/08, 12:05 AM
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#122
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King Hippo
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I think one important thing lost in all this current discussion of rogues vs. other classes for DPS is that all of this discussion in the last 2 days is based on Brutallus WWS parses. This is a fight that is nearly optimum for melee DPS like rogues.
The fact that the argument is still very close under these optimum conditions whether a Hunter might be superior is exactly the problem. In a rogue's best fights, a rogue can make a reasonable case to be in a raid but its not even 100% cut and dry. The problem is that there are not that many optimum fights for the rogue class and it's hard to imagine that the expansion will bring us 75% of fights where rogues can stand in one spot and swing away.
The real problem is that currently, there is a solid argument to remove the rogue class from non-optimum fights since rogues tend to be the most replaceable class as they contribute one thing, DPS and if that DPS isn't there, there really is no other role for a rogue in that raid. Add that being melee tends to mean rogues take more damage than ranged classes due to boss AoE effects, and you get to the real issue about rogues currently. Do the same thing you did on Brutallus and do that for the rest of the Sunwell bosses and see how rogues stack up DPS-wise overall...
Now, I'm not going to be doom and gloom about it. The proposed talents for rogues in WotLK haven't been released yet, so we do not know. What we do know is that there will be a new class that does seem to contribute raid buffs, that is melee-based and very likely to benefit from the same buffs that other melee classes do. If Death Knights can bring similar DPS, it seems that it will add more incentive to replace a rogue with another class that buffs the group.
I think the real issue is what is Blizzard going to do to make it worthwhile to bring rogues to a boss where the situation isn't so optimal and how does one design bosses to penalize range and melee more equally in those sort of fights. The biggest issue I see is that you can't require too much ranged movement or many of the ranged healers won't be effective either. I believe that issue may be the main reason ranged DPS tends to get as much of a pass for taking damage as they do.
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06/04/08, 12:42 AM
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#123
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is in need of adult supervision
Human Paladin
Dragonblight
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Originally Posted by Dontmindme
The real problem is that currently, there is a solid argument to remove the rogue class from non-optimum fights since rogues tend to be the most replaceable class as they contribute one thing, DPS and if that DPS isn't there, there really is no other role for a rogue in that raid. Add that being melee tends to mean rogues take more damage than ranged classes due to boss AoE effects, and you get to the real issue about rogues currently. Do the same thing you did on Brutallus and do that for the rest of the Sunwell bosses and see how rogues stack up DPS-wise overall...
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Where's the solid argument ? All I hear are a bunch of chicken little the sky is falling arguments that come up every single expansion and release.
Rogues don't take more damage in Sunwell than any other class, in fact they take less due to Cloak of Shadows. There's not a single other DPS class that has the ability to stay alive, keep moving and keep on target while being immune to the effects of raidwide damage.
If there is significant or constant raid damage, or movement required, then hunter DPS falls through the floor due to steady shot pushback and pet death. Mages and Warlocks suffer pushback of 30% of there is constant damage, and when mages and warlocks have to move, if it's mid-cast they cannot start recasting until they are still. Rogues have no such disadvantage.
The only fights that significantly disadvantage rogues in the entirety of TBC (up to Brutallus) is Vashj, Supremus and P2 Illidan.
There are no significant issues with rogues outside current itemisation which is also iffy for some other classes.
I'm a rogue, in Sunwell, and loving it. I can't wait for Felmyst, Twins and Mu'ru where the movement and need for burst damage will make us even better.
It appears to me the most significant issue with rogues is the person operating the keyboard and mouse.
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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06/04/08, 1:10 AM
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#124
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Vula'jin the Void, blessed by the loa
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Originally Posted by pewsey
It appears to me the most significant issue with rogues is the person operating the keyboard and mouse.
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This is a bit of a specious argument. Are mages fine relative to warlocks because they have Ice Block and Blink? Cloak of Shadows is fantastic, but it's not a panacea and it's usually a drop in the bucket relative to the total raid damage output. It varies in usefulness from fight to fight, and while Brutallus and Felmyst have uses for it that can be nigh-unbalancing, on Kalecgos and Twins you're not thinking "thank god we have all these rogues who can Cloak out of some random damage!"
If BC enables us to consistently run two full melee groups (each containing an enhance shaman and at least some flavor of warrior), then I'll be a little less worried. For now, though, it's a very real concern that there's limited room for melee in a typical raid and that room may well be eaten by all these melee synergy classes, leaving one or no spots for us.
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Originally Posted by Enervate
Yep, still a fucking idiot.
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06/04/08, 2:15 AM
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#125
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Bald Bull
Blood Elf Paladin
Echo Isles
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here's not a single other DPS class that has the ability to stay alive, keep moving and keep on target while being immune to the effects of raidwide damage.
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Retribution Paladins.
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06/04/08, 2:24 AM
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#126
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is in need of adult supervision
Human Paladin
Dragonblight
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Originally Posted by Vulajin
This is a bit of a specious argument. Are mages fine relative to warlocks because they have Ice Block and Blink? Cloak of Shadows is fantastic, but it's not a panacea and it's usually a drop in the bucket relative to the total raid damage output. It varies in usefulness from fight to fight, and while Brutallus and Felmyst have uses for it that can be nigh-unbalancing, on Kalecgos and Twins you're not thinking "thank god we have all these rogues who can Cloak out of some random damage!"
If BC enables us to consistently run two full melee groups (each containing an enhance shaman and at least some flavor of warrior), then I'll be a little less worried. For now, though, it's a very real concern that there's limited room for melee in a typical raid and that room may well be eaten by all these melee synergy classes, leaving one or no spots for us.
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Without diverting too much - yeah mages are fine, they have a decurse button. I'd be happy to see warlocks get a bit of a tap with the nerf stick because their AOE is just too good, but I don't see it as omg - no more mages ever. However that wasn't the point. It was about how rogues stack up against other DPS classes. While you might look at stand and deliver fights and raw DPS in isolation when viewing a spreadsheet, that only takes into account one side of the story _in practice_. Most fights aren't stand and deliver. Most fights involve mobility and target switching. Most fights involve personal responsibility for keeping yourself alive and reducing incoming raid damage. I maintain that a rogue is better at handling all of these aspects than the other DPS classes, while still doing top notch sustained DPS.
Why would you want to run 2 dps melee groups ? Doesn't that just fill up the dam of tears for some other class ?
We can easily fit 2, or 3 rogues in a 25 man raid. Seems to me that's pretty fair. With the addition of 1 other class to melee, that will drop to 2. Again, not a particular issue.
Barring any other spectactular performance one way or the other (ie player skill or lack thereof) I see that 2-3 of each class "seems about right".
1 MT (warrior)
1 OT (druid, prot pally, warrior)
2-3 paladins
1-2 holy priests
1-2 shadow priests
1-2 enhance shaman
1 elemental shaman
2-3 resto shaman
1-2 tree druids
2-3 warlocks
2-3 mages
2-3 hunters
2-3 rogues
2-3 dps warriors (1 arms, 1-2 fury)
21-32 for a 25 man raid - plenty of flexibility.
Lets add in the Deathknight. Say 1-2. 1 will replace a rogue/fury warrior and 1 a warlock/mage (be my guess based on what I can see)
I'm still not seeing doom, gloom and misery for Rogues any time soon.
Originally Posted by Prinsesa
Retribution Paladins.
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When the top 15 retribution paladins are doing 800dps less, or about 2/3rds of the equivalent rogues, I'm not the least bit worried that retribution paladins are going to be replacing rogues en-masse for DPS positions. Feel free to correct me but isn't bubble on a 5min cooldown ?
Ignoring the fact that for the most part they're of extremely marginal benefit for alliance. Irony at its finest.
Last edited by pewsey : 06/04/08 at 2:30 AM.
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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06/04/08, 3:44 AM
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#127
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Glass Joe
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Originally Posted by pewsey
I'm a rogue, in Sunwell, and loving it. I can't wait for Felmyst, Twins and Mu'ru where the movement and need for burst damage will make us even better.
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I can't wait until you find out that you can't cloak someone elses Felmyst encapsulate damage or any of the aoe on M'uru.
Edit: Hell, you can't even cloak Twins conflag.
Last edited by Provendor : 06/04/08 at 3:52 AM.
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06/04/08, 3:57 AM
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#128
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is in need of adult supervision
Human Paladin
Dragonblight
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Originally Posted by Provendor
I can't wait until you find out that you can't cloak someone elses Felmyst encapsulate damage or any of the aoe on M'uru.
Edit: Hell, you can't even cloak Twins conflag.
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Trying to get back on topic.
Which DPS class deals with this best ? Would you replace a rogue under those circumstances ?
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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06/04/08, 4:17 AM
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#129
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Glass Joe
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Originally Posted by pewsey
Trying to get back on topic.
Which DPS class deals with this best ? Would you replace a rogue under those circumstances ?
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We usually do sit a rogue or two on Felmyst. Our first kill we took only 1 rogue and had an extra mage and warlock I believe. The mage and warlock both dps the Skeletons well and are able to dps Felmyst when hes in the sky. The mage is also nice since he can Ice Block the Encapsulate and Blink away from someone elses. But this fight is highly specialized away from melee dps as much as Brutallus allows for stacking of melee.
For Twins our enhance switches to resto for chain heal. But for M'uru rogues are pretty much required for add dps.
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06/04/08, 5:07 AM
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#130
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is in need of adult supervision
Human Paladin
Dragonblight
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Originally Posted by Provendor
We usually do sit a rogue or two on Felmyst. Our first kill we took only 1 rogue and had an extra mage and warlock I believe. The mage and warlock both dps the Skeletons well and are able to dps Felmyst when hes in the sky. The mage is also nice since he can Ice Block the Encapsulate and Blink away from someone elses. But this fight is highly specialized away from melee dps as much as Brutallus allows for stacking of melee.
For Twins our enhance switches to resto for chain heal. But for M'uru rogues are pretty much required for add dps.
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I agree with what you're doing here. But I hardly feel that it spells the end of rogue DPS and raid slots as we know it. Provided there is some variety within a release/expansion and/or raid zone, there will always be considerable desire to run 2-3 (if not 4) rogues on the roster, with 2 on a normal raid night, dropping down to 1 on special encounters that don't favour them, or 3 when it does.
I'm still not seeing the doom and gloom which is what I was reading from rogues about unreleased content, with unreleased talents about unknown raid zones.
Speculation without any information surely will lead to anxiety.
I see few problems with the rogue class now, and while adding some small degree of raid utility would be nice, I can't imagine a situation where rogues are undesirable in any form of raid content now, and in the future.
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Pewsey has heard about tact and discretion, but tends to regard them much as children view vegetables.
There are only two kinds of MMOs: the ones people complain about and the ones nobody plays. (inspired by Bjarne Stroustrup)
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06/04/08, 6:58 AM
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#131
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Von Kaiser
Draenei Warrior
Hellscream (EU)
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Coming back to the point on wotlk and rogue adding to synergy, I had a slightly off the wall though that might be worth sharing.
I started thinking about this while going through the 'consolidating raid utility' thread... that amongst the root causes of these problems is Windfury. It seems to me that the side benefits of the extra attack mechanic are behind a lot of these problems. Ret paladin and arms warrior have become dependent on the extra rage generation or seal procs that the extra attacks give. It's also damned useful for warr/pal tanks. This dependency on windfury ends up constraining the raid leader in his melee group and I think is fundamental to the issues we'll face in WOTLK.
So how about giving rogues windfury? OK, from a lore point of view, clearly not as Windfury totem :P But imagine a "Quicksilver Poison" a temporary weapon enchant. For group purposes, it would be summoned as an item in a similar mechanic to soulwell/ritual of refreshment - self service, raid wide "chance on hit for extra attack" on mainhand weapons only. The effect itself would probably be equivalent to the windfury of a resto shaman, so it's still beneficial to have an enhancement shaman in a melee group.
OK, I did say it was off the wall. But the main thrust of my point is that without fixing the windfury mechanic and the dependence that other classes have upon it, Lich King melee groups will be more constrained than ever and it's us that'll feel the pain. Breaking that up, in such a way that enables more flexibility in physical dps group setups and without making enhancement shaman redundant is part of the answer.
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06/04/08, 7:47 AM
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#132
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Von Kaiser
Human Rogue
Bloodhoof (EU)
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Regarding WotLK, something I would like to see is better LW items. Since the release of BC, I have been constantly considering switching to LW for upgrades, but they have always been too small or not upgrades at all. There was little point in getting the primalstrike or cobrascale sets as most quest rewards or BoE blues were better except the chest maybe. When my guild progressed through Kara + T4 content and early T5 there were just nothing to gain from LW except maybe a tiny upgrade from Swiftstrike Shoulders, but I had to watch the T4 set bonus for a long time and couldn't replace them anyway. I'm not really complaining tho, I like having alchemy but I think LW should be made a lot more useful for rogues in the expansion. It is not even close to the advantages that cloth users have from tailoring.
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06/04/08, 10:05 AM
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#133
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Glass Joe
Blood Elf Paladin
Burning Blade
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Originally Posted by swelt
So how about giving rogues windfury? OK, from a lore point of view, clearly not as Windfury totem :P But imagine a "Quicksilver Poison" a temporary weapon enchant. For group purposes, it would be summoned as an item in a similar mechanic to soulwell/ritual of refreshment - self service, raid wide "chance on hit for extra attack" on mainhand weapons only. The effect itself would probably be equivalent to the windfury of a resto shaman, so it's still beneficial to have an enhancement shaman in a melee group.
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I agree Windfury is part of the problem. I'm not sure I like the idea of giving a windfury bis to rogues. As I've previously stated, I think lore wise rogues shouldn't give buff to the party. I'd rather see him debuff the target.
However, I like your "Quicksilver poison" idea....except it could be applied to the target! "Gives a chance to get an extra attack after successfully hitting the target". We could have the caster version of the poison too!
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06/04/08, 11:02 AM
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#134
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Circus Peanut Quality Control
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I'll never understand why people choose to be in-your-face confrontational when presented with a point of view that differs from their own. Anyway.
Right now I think a very big disconnect people are having is the notion that rogues are top-notch dps. I interpret this to mean that we are peerless and clearly the #1 in this department (if this is not the way it was intended, please correct). We aren't anymore. The scoreboard shows that. You can say what you want about the gear or the fact that the scoreboard is showing off the top performances of the players that are also clearly being prioritized for buff stacking, but that doesn't change the fact that the statement that rogues are top-notch dps is false. No consensus or base level of comprehension of the "other guy" will occur until that statement's validity is decided upon.
Insofar as "gloom and doom" and premature anxiety are concerned, I think Blizzard has done its fair share of engendering this. Between their promises that rogues would get a review a few patches back only to see the Rogue changes summed up in 1 bullet point didn't help. The fact that there are no hypothetical rogue WotLK spells/talents even on the table shows that Blizzard is at least taking their time to thoughtfully consider what they're going to do with the class. As it stands, though, they are failing. By their own presentation, their intention is for us to be the peerless single target dpsers. The current state of the game has this as true assuming you have a set of legendary weapons. Any statement that this is intended as their tuning mechanic does not pass the straight-face test with me, at least, but I know there are contrary opinions to this.
Let's steer the conversation somewhere productive if we can't get a consensus on what's above. The poison-simulating-Windfury idea that rogues could apply to other party members sounds really nice, since it would alleviate the threat-from-wft problem. It still doesn't proxy for Unleashed Rage and SoE, but it's a very simple solution and a pleasant buff in rogue utility.
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06/04/08, 11:16 AM
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#135
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Von Kaiser
Human Rogue
Shadowsong (EU)
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Parry mechanics
As we know, rogue standing by the tank, in front of mob equipped with melee weapon, is a threat to the raid. Because of possibility to get parried, which causes extra attack on tank. (Until tank rage is a problem ofc and he likes to be beaten more  or we need to use Gouge to counterspell, because mob is immune to Kick) So normally rogues stand behind the target and spam SS at mob's back (or boss ankles, because bosses are too tall to reach their necks) without the risk of being parried.
But sometimes (we experienced it yesterday on Teron) boss turns around to some person in the raid just to cast some nasty spell, and in this moment he seems to be able to parry our attacks. Well - recount says so.
My question is - can this very parry, which happen when casting spell at other-than-tank player, cause extra attack on tank?
Regards.
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