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Old 09/20/08, 4:51 AM   #2301
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, you shouldn't need to take a filler point in Quick Recovery anyway, but in terms of spending points in Vigor: Well, it's 10 extra energy every time you run out for long enough to cap out; if you do this, say, once a minute, you thus gain about one energy every 6 seconds, or about 35 DPS.

Note, however, that the set of fights you move that much is somewhat lower - you have to stay out a pretty long time before your energy caps out. It'll happen on Maexxna, Heigan, 4 Horsemen, and Sapphiron, and perhaps Gluth, Gothik, and KT as well - at least in parts of the fight - but most of the others, even the ones with movement, don't generally keep you between targets long enough to cap out.

Harder to quantify is the value in terms of smoothing out your cycle - the ability to queue an extra 10 energy will have tangible DPS benefits, they're just hard to measure.

All in all: it's a perfectly good piece of filler, and I probably would take it over Quick Recovery, but as there isn't any room in assassination for filler at this point I don't see it fitting in most builds.

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Old 09/20/08, 4:56 AM   #2302
chalon
Founder of the Chalonverse
 
Chalon
Night Elf Rogue
 
No WoW Account
Testing anything on Beta right now kind of sucks with the hit rating bug (hit rating is decreasing your chance to hit instead of increasing). Currently running a 15% miss rate on specials and 40% on white attacks.

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Old 09/20/08, 5:31 AM   #2303
Akka
Piston Honda
 
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Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by Aldriana View Post
Well, it makes it useless in PvE, but it's still very very good for PvP. And let's be honest: it was sort of overpowered before.
Yes, but they could have tweaked that by changing the poison damage.
Removing the (PvE) usefulness of one of the funniest talent is somehow disappointing.

Did anybody noticed the nerf of Hunger for Blood, which only remove bleeding now - no more physical effect. I suppose it means Mutilate builds will again have serious mobility struggles, even more if, as some said, the reduction of movement impairing duration of Fleet Footed is changed to critical rating.

And I'm still wondering why Blizzard stay stubbornly fast on the Relentless Strike change and Overkill existence, despite they large impopularity, and the fact that they each clearly feel belonging to the other tree.
Perhaps they will be changed when they will finally tinker with Lightning Reflexes ?

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Old 09/20/08, 5:51 AM   #2304
Tarquin
Von Kaiser
 
Human Rogue
 
Feathermoon
Originally Posted by Aldriana View Post
Hence, the best pure Raid DPS Mutilate spec would appear to be this; if there is no pally to keep up the crit debuff, one would replace the three points in Turn the Tables with Master Poisoner.
Minor nitpick/question - is 3 crit on white damage better than 6 crit on Muti? Normally that'd seem like a yes, but assuming a Seal Fate build and the sickeningly high damage of Mutilate it might be worth taking Turn the Tables over Close Quarts Combat if Master Poisoner is needed.

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

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Old 09/20/08, 5:57 AM   #2305
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
Originally Posted by Tarquin View Post
Minor nitpick/question - is 3 crit on white damage better than 6 crit on Muti? Normally that'd seem like a yes, but assuming a Seal Fate build and the sickeningly high damage of Mutilate it might be worth taking Turn the Tables over Close Quarts Combat if Master Poisoner is needed.

It's not "3% crit on white damage". It's 3% crit on everything, included mutilate and envenom, so unless your mutilate somehow does more than 50% of your damage, you want dagger spec over TtT.

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Old 09/20/08, 5:57 AM   #2306
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Not to be a dick, but: you *did* read the rest of the post, right? Including the part where I said TtT was 27 DPS per talent point, while CQC was 50 DPS per talent point?

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Old 09/20/08, 6:11 AM   #2307
Hildegard
Tinker
 
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Gnome Rogue
 
Forscherliga (EU)
One think came to my mind regarding your build Aldriana.

The build is considered for a rogue geared with Naxxramas 25 stuff. I don't know what enemies we will be facing after Naxxramas but until the instance is on farm status Murder seems to have no benefit.

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Old 09/20/08, 6:16 AM   #2308
Valen
Don Flamenco
 
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Human Rogue
 
Stormrage (EU)
Malice: 50 DPS/Point
Ruthlessness: 49 DPS/Point
Blood Spatter: 43 DPS/Point
Puncturing Wounds: 68 DPS/Point
Lethality: 31 DPS/Point
Vile Poisons: 98 DPS/Point
Improved Poisons: 55 DPS/Point
Quick Recovery: 17 DPS/Point
Seal Fate: 46 DPS/Point
Focused Attacks: 315 DPS/Point
Find Weakness: 52 DPS/Point
Turn the Tables: 27 DPS/Point
Hunger for Blood: 218 DPS/Point

DW Spec: 91 DPS/Point
Precision: 31 DPS/Point
CQC: 50 DPS/Point
I guess it's safe to assume that the change to focused attack is either a mistake, or it is meant to be reduced to 1 rank (and maybe replace overkill).

Either way, we will not see a talent that gives 320dps per point spent, anytime soon.

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Old 09/20/08, 6:17 AM   #2309
Akka
Piston Honda
 
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Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by Hildegard View Post
One think came to my mind regarding your build Aldriana.

The build is considered for a rogue geared with Naxxramas 25 stuff. I don't know what enemies we will be facing after Naxxramas but until the instance is on farm status Murder seems to have no benefit.
Aren't Heigan, Razuvious, the Horsemen and basically all the humans in Naxx "humanoids" ?

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Old 09/20/08, 6:31 AM   #2310
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Originally Posted by Akka View Post
Aren't Heigan, Razuvious, the Horsemen and basically all the humans in Naxx "humanoids" ?
Most of them are Undead, actually. Maexxna is a Beast and would thus be effected, but the fact that most other bosses wouldn't is a valid one. So yeah, in Naxx you probably take 2 points in some combination of Fleet Footed, Quick Recovery, and Vigor rather than Murder. Then again, since none of those give large quantifiable benefits, you might just stick with Murder for use in 5 mans and farming, as you'll presumably be doing a fair amount of that while in the early days of the expansion. It's not a broadly applicable benefit, but it's a very powerful one on the stuff it works on (>100 DPS per point).

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Old 09/20/08, 6:43 AM   #2311
• Vulajin
Vula'jin the Void, blessed by the loa
 
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Undead Mage
 
Mal'Ganis
With the fixed Deadly Poison model in the Roguecraft sheet, I'm finding that Eviscerate is coming increasingly close to Envenom in CttC cycles. The one thing keeping it from closing the gap is Improved Eviscerate. However, Rupture is still predictably far ahead of both. This all assumes the "full Sunwell" gear set configured in the sheet at the moment. Aldriana, what's your latest finding on Env/Evis using the Naxx 25 setup?

Also, if you've modeled the latest changes yet, how do you find Shiv builds at this point?

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 09/20/08, 6:47 AM   #2312
swelt
Von Kaiser
 
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Draenei Warrior
 
Hellscream (EU)
Originally Posted by Akka View Post
Did anybody noticed the nerf of Hunger for Blood, which only remove bleeding now - no more physical effect. I suppose it means Mutilate builds will again have serious mobility struggles, even more if, as some said, the reduction of movement impairing duration of Fleet Footed is changed to critical rating.
I believe what they are trying to do is differentiate PvE and PvP builds. With HFB able to devour mortal strike and hamstring making it very appealing to arena players, DB being appealing to all players too. Now DB is squarely a PvP talent and HFB only marginally PvP oriented. I suspect that PvP mutilators will head for assassination/sub hybrids rather than 51pt assassination as a result. The synergy of Onslaught and Master of Subtlety could make for some obscene burst damage (albeit at the cost of DW spec), prep does a lot to help mobility problems, etc. There are a variety of options in this area, including one that picks up imp sprint and elusiveness.

I think you are confusing the change to the Surefooted enchant with the Fleet Footed talent though.

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Old 09/20/08, 6:54 AM   #2313
bural
Piston Honda
 
Troll Rogue
 
Genjuros (EU)
edit: missed Vulajin's post - never mind the stuff below

With the change to deadly brew I guess it's reasonable to look at the viablity of envenom again. In other words, has the opportunity cost of using envenom (lost deadly poison uptime minus increased instant poison damage) gone up enough to justify using eviscerates over envenoms?

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Old 09/20/08, 7:07 AM   #2314
silotallaja
Glass Joe
 
Undead Rogue
 
Vek'nilash (EU)
Originally Posted by Aldriana View Post
So, amusing tidbit: it turns out that energy regen with the new Focused Attacks is sufficiently high that 4+n4+r is no longer practical - the average cycle length is down around 13 seconds meaning the previous Rupture doesn't have time to tick off before it's time for the next one. As such, the relevant Rupture cycle is now 4+n4+n4+r, I think. And for that matter, if both envenoms are 1-Mutilate envenoms, you might even have time to squeeze in a third one before the Rupture wears off. I'm still working out how this compares damagewise to a straight Envenom cycle.
With raidbuffed and running with fast (1.4) daggers, it can be attainable with single DP, 6,37 DP hits per hand. But with slow (1.8) ones you will get 5,46 average DP hits per hand in 13 sec. This leaves almost no room for misses and brings the tip even more towards fast weapons. Thats sad.

Last edited by silotallaja : 09/20/08 at 8:04 AM.

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Old 09/20/08, 7:49 AM   #2315
Xerop
Von Kaiser
 
Undead Mage
 
Burning Legion (EU)
One thing I noticed that might affect PvP assassination is that Improved Poisons no longer affect all poisons, but only Deadly and Instant. Strange enough, I have never yet seen this change mentioned, has this been so for a few beta pushes ago?

Edit: Thank you Kasrai - Exo for clearing that up.

Last edited by Xerop : 09/20/08 at 9:15 AM.

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Old 09/20/08, 8:20 AM   #2316
Kasrai - Exo
Glass Joe
 
Night Elf Rogue
 
Greymane
Originally Posted by Xerop View Post
One thing I noticed that might affect PvP assassination is that Improved Poisons no longer affect all poisons, but only Deadly and Instant. Strange enough, I have never yet seen this change mentioned, has this been so for a few beta pushes ago?
It was mentioned in the last build IIRC and poisons other than Ip and DP have had their proc chance increased to 50% from the current 20-30.

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Old 09/20/08, 8:26 AM   #2317
kawasaki
Glass Joe
 
Axelay
Undead Rogue
 
Stonemaul
I was wondering if anyone knows how far behind a sub daggers build is in dps behind Assination and Combat. I'd really like to raid as that with honor among thieves. I was wondering what would be the highest dps build as well.

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Old 09/20/08, 8:57 AM   #2318
folderol
Von Kaiser
 
Night Elf Rogue
 
Les Sentinelles (EU)
Originally Posted by Vulajin View Post
With the fixed Deadly Poison model in the Roguecraft sheet, I'm finding that Eviscerate is coming increasingly close to Envenom in CttC cycles. The one thing keeping it from closing the gap is Improved Eviscerate. However, Rupture is still predictably far ahead of both. This all assumes the "full Sunwell" gear set configured in the sheet at the moment. Aldriana, what's your latest finding on Env/Evis using the Naxx 25 setup?

Also, if you've modeled the latest changes yet, how do you find Shiv builds at this point?
One of the things is still find quite broken in the Mutilate build is that the apparent best MH dagger for this build is Edge of Oppression (1.3 speed 83,5 DPS from Heroic Magister) and is also the second best on OH (Brutal gladiator shiv being best).
That an heroic drop beats out any dagger from Sunwell purely because of its speed is still a sign that everything is not balanced as it should.

I personnally find a 23/43/5 Shiv build with swords to be within 5% of Mutilate and a good 10-15% ahead of a Combat SS-based build (without implementing the new Aggression).

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Old 09/20/08, 9:15 AM   #2319
• Vulajin
Vula'jin the Void, blessed by the loa
 
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Undead Mage
 
Mal'Ganis
Originally Posted by folderol View Post
One of the things is still find quite broken in the Mutilate build is that the apparent best MH dagger for this build is Edge of Oppression (1.3 speed 83,5 DPS from Heroic Magister) and is also the second best on OH (Brutal gladiator shiv being best).
That an heroic drop beats out any dagger from Sunwell purely because of its speed is still a sign that everything is not balanced as it should.
It's going to be like that until they either nerf Instant Poison back down to a non-significant level of damage contribution (less than 10%), normalize the proc rate to your weapon speed, or normalize the damage to your weapon speed.

I would favor the latter option -- for example just make Instant Poison a 20% chance to proc damage equal to your weapon damage. Problem solved.

Originally Posted by Enervate
Yep, still a fucking idiot.

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Old 09/20/08, 9:21 AM   #2320
Chack
Piston Honda
 
Troll Rogue
 
Twilight's Hammer (EU)
Their solution to DP does close dps gap but it's a very "ugly" solution. The one thing i was looking forward too is not having DP constantly fall off with DP on a 1.8 offhand. Currently with a 41/20/0 Mutilate build and the Mutilator as offhand i keep losing the DP 5-Stack. I have to "rescue" that stack by using shiv about every 30 seconds which is quite annoying. Speccing Improved Poisons instead of Vile Poisons did not change much (and i rather use shiv once in a while then have lower damage on my poisons). The only way for me to have reliable DP is to use the PvP 1.4 speed offhand dagger.

So I can barely maintain my DP 5-Stack how am i supposed to use Envenom all the time?

Running with 2x IP and the old DB was a nice solution to this. A change to DB was necessary, but there would have been better solutions. Somethign along the line of:
Wound -> 100% Crippling
MindNumbing -> 100% Crippling
Deadly -> 30% Instant

Basically like the old DB, but instead of Instant applying Deadly, Deadly applies Instant at a reduced chance. So with Deadly on a weapon you have 30% chance to apply deadly and 9% to apply instant. This would allow mutilate rogues to run with 2x deadly, use envenom as they please and get 9% instant poison on each weapon instead of 30% like in the old DB.

If they keep the talent the way it is, they should at least make it a 1 point talent, or add the removed Infectious Pisons into the effect (but without the damage increase). Also improved poisons should be changed to 9% for 3 points, considering it has the same effect as the live one but affecting only 2 poisons instead of all of them (yes i know the utility poisons have 50% now).

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Old 09/20/08, 12:17 PM   #2321
Octaviann
Piston Honda
 
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Night Elf Rogue
 
Aggramar
I think what they're trying to do with the Deadly Brew nerf is make it clearly a pvp talent because it was previously way too good for both pvp and pve. Going with that, they should either add the thing from Infectious Poisons where the poisons apply to the healer to make it an even better pvp talent. Otherwise, they should add some sort of increase in poison damage to it to make it worthwhile to both pvp and pve builds.

I.e, make it either a really good pvp talent or a talent that's good (but not as good as before) for both.

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Old 09/20/08, 12:39 PM   #2322
lolswordspec
Glass Joe
 
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Human Rogue
 
Doomhammer
Originally Posted by Chack View Post
Their solution to DP does close dps gap but it's a very "ugly" solution. The one thing i was looking forward too is not having DP constantly fall off with DP on a 1.8 offhand. Currently with a 41/20/0 Mutilate build and the Mutilator as offhand i keep losing the DP 5-Stack. I have to "rescue" that stack by using shiv about every 30 seconds which is quite annoying. Speccing Improved Poisons instead of Vile Poisons did not change much (and i rather use shiv once in a while then have lower damage on my poisons). The only way for me to have reliable DP is to use the PvP 1.4 speed offhand dagger.

So I can barely maintain my DP 5-Stack how am i supposed to use Envenom all the time?
I think 3.0 has officially killed the Slow Offhand Weapon for Mutilate. A 1.5/1.4 speed dagger will keep Deadly Poison more effectively nailed to the mob. It will also provide more Focused Attacks procs yielding more energy.

What I'm wondering is what gives more Focused Attacks Procs? Agility or Hit? I have this horrible feeling that Mutilate builds are going to completely fall into the itemization of Combat. Fast off hand weapons and high hit. And if we follow this line of thought even further, will fast Main Hands also lead to dps increase from poison procs and Focused Attacks energy gains?

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Old 09/20/08, 1:19 PM   #2323
Akka
Piston Honda
 
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Night Elf Rogue
 
Ner'zhul (EU)
Originally Posted by swelt View Post
I believe what they are trying to do is differentiate PvE and PvP builds.
[...]
I think you are confusing the change to the Surefooted enchant with the Fleet Footed talent though.
It may be so, but it would be quite a strange change of mind, as they said several times they wanted a better interpenetration between PvP and PvE, and wanted to end the constant respec. Allowing a specialisation to be good at most thing is one of their new creed as it seems, and so separating so visibly talents would go quite contrary to this idea.

I'm surely mixing Surefooted/Fleet Footed, yes, sorry, I was focused on talents and didn't paid attention to enchant.
Originally Posted by lolswordspec View Post
I think 3.0 has officially killed the Slow Offhand Weapon for Mutilate. A 1.5/1.4 speed dagger will keep Deadly Poison more effectively nailed to the mob. It will also provide more Focused Attacks procs yielding more energy.

What I'm wondering is what gives more Focused Attacks Procs? Agility or Hit? I have this horrible feeling that Mutilate builds are going to completely fall into the itemization of Combat. Fast off hand weapons and high hit. And if we follow this line of thought even further, will fast Main Hands also lead to dps increase from poison procs and Focused Attacks energy gains?
Actually, if they play it right, it could add a bit of interest in the itemisation.
If they alter either Focused Attack, either Combat Potency, to give energy according to the amount of damage done by the dagger, or in the inverse proportion of the speed, they could make one spec favoring slow daggers altogether, and the other favoring fast ones, which would help them enhance a different flavour.
More potential than having "slow weapons are always better except for the combat rogues OH".

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Old 09/20/08, 1:22 PM   #2324
Eulenspiegel
Von Kaiser
 
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Gnome Rogue
 
Whisperwind
Originally Posted by lolswordspec View Post
What I'm wondering is what gives more Focused Attacks Procs? Agility or Hit? I have this horrible feeling that Mutilate builds are going to completely fall into the itemization of Combat. Fast off hand weapons and high hit. And if we follow this line of thought even further, will fast Main Hands also lead to dps increase from poison procs and Focused Attacks energy gains?
Hit isn't going to increase the amount of crits you get one bit. I think a better comparison would be agility vs. crit vs. haste. Agility will give you more crits, Crit will give you a LOT more crits, and haste will increase the amount of attacks that you launch, allowing for more crits. Hit only increases the amount of non-crit white hits that will land.

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Old 09/20/08, 1:39 PM   #2325
lolswordspec
Glass Joe
 
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Human Rogue
 
Doomhammer
Originally Posted by Eulenspiegel View Post
Hit isn't going to increase the amount of crits you get one bit. I think a better comparison would be agility vs. crit vs. haste. Agility will give you more crits, Crit will give you a LOT more crits, and haste will increase the amount of attacks that you launch, allowing for more crits. Hit only increases the amount of non-crit white hits that will land.
Maybe I don't properly understand the hit/crit roll system, I'm not that well versed with theory crafting. But I always assumed, yes assumed, that each white attack first makes a roll to see if it hits and then, only if it hits, rolls to see if it is a crit. If this is so, more hits = more crits.

Once again, I don't actually know how the roll system is done in WoW. So, could someone enlighten us to how the hit/crit system works for white attacks?

Edit: So I looked it up on WoWWiki and white attacks use a 1-roll system. Long and short of it, scrap the hit idea and hand me a crow to eat.

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