Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Rogues
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Reply
 
LinkBack (177) Thread Tools
Old 12/02/08, 6:50 AM   23 links from elsewhere to this Post. Click to view. #376
 Neto-
AUGH ROGUE TIME
 
Neto-'s Avatar
 
Undead Rogue
 
Mal'Ganis
Originally Posted by thelastrace View Post
One thing I am noticing has been left out in the many pages so far is talk about how Combat Potency isn't much of a concern for pushing the White Hit Cap. Back in TBC getting to that number of 24% (or 364 hit rating) was for two reasons: White damage was a good source of our DPS and to get the Combat Potency numbers up. I am wondering if we would gain more gemming for hit as much as we can to increase potency is something to be taken into consideration, rather then focusing just on that poison cap that so many people in this thread have been stating?
While it may seem like hit rating is very important for Combat Potency, it really is not as much as you would think.

With 0 hit rating and no Precision, your offhand will miss 28% of the time - but it will not 72% of the time. For comparison, at maxed hit (and expertise) and with a 0.8 speed OH, 20% of your swings will activate Potency. At 9% hit (and maxed expertise), 16.2% of your swings will activate Potency. With maxed hit, in 20 seconds, your OH will give you, on average, 5 Potency procs, or 75 energy, or 3.75 energy per second. At 9% hit, you will get, on average, 4 Potency procs, or 3 energy per second. But considering we get 10 energy per second, we're comparing 13.75 eps to 13 eps. So in reality, going from 13 to 13.75 is a gain of only 5.77% more energy. That's a little more than half a point of Vitality.

Combat Potency definitely benefits from hit, but not as much as you would think, and especially now that Windfury no longer scales quadratically with hit, and we have talents such as Prey on the Weak, and poisons scale with Attack Power, our other stats gain some value. Also, the spreadsheet and Aldriana's calculations most certainly take the eps increase from Combat Potency and hit synergy into account.

Last edited by Neto- : 12/02/08 at 7:06 AM.

Originally Posted by Aldriana
But while Vulajin is only a pale shadow of my brilliance, he still contributes a fair amount to the community so I'd feel guilty
 
User is offline.
Reply With Quote
Old 12/02/08, 7:09 AM   #377
 Ryazan
Weirdo Beaver
 
Ryazan's Avatar
 
Night Elf Rogue
 
Ragnaros (EU)
I wonder is this obvious fact but doesn't it seem that expertise "cap" is reached quite fast with current itemization?
Currently I'm raiding as mutilate and only with four items, my expertise is already 23. If I were combat, I would already be waaaay pass the 132 expertise rating. I'm thinking will this lead to passing on some items just because they have expertise on them and I would be already be pass the mark. Any thoughts on this one?
 
User is offline.
Reply With Quote
Old 12/02/08, 7:14 AM   #378
 Neto-
AUGH ROGUE TIME
 
Neto-'s Avatar
 
Undead Rogue
 
Mal'Ganis
Yes, it is. It's also incredibly annoying. There really is nothing we can do, other than not wear Expertise gear once we're capped, though. But it's a little silly how Chestguard of the Recluse and our T7.25 helm, which are best in slots, already expertise cap you if you are Combat. I'm guessing this is collateral damage of sharing gear with Druids.

Originally Posted by Aldriana
But while Vulajin is only a pale shadow of my brilliance, he still contributes a fair amount to the community so I'd feel guilty
 
User is offline.
Reply With Quote
Old 12/02/08, 7:53 AM   #379
drumbum
Don Flamenco
 
Human Rogue
 
Sargeras
Originally Posted by Neto- View Post
Yes, it is. It's also incredibly annoying. There really is nothing we can do, other than not wear Expertise gear once we're capped, though. But it's a little silly how Chestguard of the Recluse and our T7.25 helm, which are best in slots, already expertise cap you if you are Combat. I'm guessing this is collateral damage of sharing gear with Druids.
Agreed. It's the reverse situation that plagued cat druids at level 70. Much of the leather gear at level 70 had gobs of hit rating on it, and cat druids only needed 9% to cap. The difference though is this is worse, because even cat druids don't need more than 6.5% expertise, and expertise has a diminished value for bear druids past the 6.5% mark anyway.

One thing that Blizzard could do to help with the situation (somewhat) is to ensure that the rogue-specific tier raid sets don't have expertise on them. For example, replacing the expertise rating from [Valorous Bonescythe Helmet] and [Heroes' Bonescythe Helmet] with hit rating would allow more expertise to be worn on the non-tier slots.
 
User is offline.
Reply With Quote
Old 12/02/08, 11:06 AM   #380
Demi9OD
Don Flamenco
 
Undead Warlock
 
Shadowmoon
Originally Posted by Akka View Post
I remember seeing Aldriana making a rough estimate about the "value" of each talent. But they were from a previous build, and I don't think they are still up-to-date, sadly.

I'm trying to build a not totally optimal build, with between 1 to 3 talent point removed from the standard DPS ones, to be put in Deadly Brew (at least one) and maybe Fleet Footed, and I would like to be relatively sure about which talents are adding the less DPS, so that they are the first to go.

More specifically, I'm wondering if I should remove points from Ruthlessness, Lethality, Seal Fate, TtT or Blood Splatter.

TtT < Lethality < Blood Spatter in terms of DPS.

While Ruthlessness and Seal fate don't score very well on the sheet, I find maxing them necessary to keep up reliable rotations.
 
User is offline.
Reply With Quote
Old 12/02/08, 11:20 AM   #381
Leto
The Duke
 
Night Elf Rogue
 
Shattered Hand
It's easy to hit the expertise cap if you pick up items with lots of expertise... there are a lot of really good items out there with no expertise, and a lot of good items with tons, so it adds flexibility in my opinion. I definitely wouldn't say there's too much expertise on the items available.

If you're combat, you can skip chest of the recluse, pick up leggings of the honored or frosted adroit gloves, and be perfectly fine at not capping expertise with your other non set items.

Rogue at heart.
 
User is online.
Reply With Quote
Old 12/02/08, 11:32 AM   #382
tiddly
Glass Joe
 
Gnome Rogue
 
Sylvanas (EU)
Enchants

What is the best enchant at the moment, I know beserking is good etc

Is the proc about the same as Mongoose?

Has anyone tested the icebreaker enchant, as this is a damage proc I am guessing it would mean that the extra armour of bosses wouldn't affect it? What DPS does it provide in comparison to AP , Beserking or Mongoose etc?
 
User is offline.
Reply With Quote
Old 12/02/08, 12:01 PM   #383
Rosethorn
Public Enemy Nr.1
 
Rosethorn's Avatar
 
Undead Warlock
 
Ravencrest (EU)
Berserking is hands down the best DPS enchant for weaps at the moment. It also looks quite cool imo.

Sukoden - "I refuse to play druid. In the end you get too many and you end up with a frickin zoo."
 
User is offline.
Reply With Quote
Old 12/02/08, 12:05 PM   #384
notthatnerfed
Glass Joe
 
Night Elf Rogue
 
Runetotem (EU)
any good modeling of darkmoon trinkets? is there the usual internal CD on undeath one?
 
User is offline.
Reply With Quote
Old 12/02/08, 12:21 PM   #385
Munstrom
Glass Joe
 
Dwarf Rogue
 
Twilight's Hammer (EU)
According to multiple spreadsheets and calculating EP weights attack power gems come out as higher dps than agility or even ap and hit gems. My question is why do rogues in supposedly top guilds still socket agility or ap and hit instead of attack power gems which according to sheets, would be a higher dps increase?
 
User is offline.
Reply With Quote
Old 12/02/08, 12:43 PM   #386
onkl
Von Kaiser
 
onkl's Avatar
 
Undead Rogue
 
Kult der Verdammten (EU)
Being in a top guild doesn't make you smarter. This could also be a decision based on price and availability.
 
User is offline.
Reply With Quote
Old 12/02/08, 12:45 PM   #387
 Feist-Mok
Abides...
 
Feist-Mok's Avatar
 
Human Rogue
 
Ysera
Originally Posted by Munstrom View Post
According to multiple spreadsheets and calculating EP weights attack power gems come out as higher dps than agility or even ap and hit gems. My question is why do rogues in supposedly top guilds still socket agility or ap and hit instead of attack power gems which according to sheets, would be a higher dps increase?
I can't speak for all rogues, but I know in my case, it comes down partly to availability. My gear setup is changing so frequently right now (1-2 items /day), and gems are in such short supply now (100g+ for ANY blue gem, and most of the ones for sale have already been cut because the JC wants the skillup), that it's kind of silly to worry about a 8-10 ep difference over my entire gearset when the relative stat values are going to change within the week anyway. My plan at least, amounts to letting things settle down a bit, then putting in some real time, with a (hopefully significantly updated and bugfixed) spreadsheet and regemming everything 'properly' once and for all.
 
User is offline.
Reply With Quote
Old 12/02/08, 12:48 PM   #388
Munstrom
Glass Joe
 
Dwarf Rogue
 
Twilight's Hammer (EU)
No I know it doesn't make you smarter, I even pointed out to one of them that he was making a mistake with his gearing. I suppose it is probably a price based decision. Thanks for clarifying.
 
User is offline.
Reply With Quote
Old 12/02/08, 1:14 PM   #389
MasterDinadan
Piston Honda
 
Human Rogue
 
Staghelm
Originally Posted by Ryazan View Post
I wonder is this obvious fact but doesn't it seem that expertise "cap" is reached quite fast with current itemization?
Currently I'm raiding as mutilate and only with four items, my expertise is already 23. If I were combat, I would already be waaaay pass the 132 expertise rating. I'm thinking will this lead to passing on some items just because they have expertise on them and I would be already be pass the mark. Any thoughts on this one?
Yes, definitely. I set up my Pawn scale to ignore expertise entirely, and assume poison hit cap. Then I added to more scales to reflect the value of expertise only, and the additional value of hit under the poison cap. I make almost all of my gear choices based on the first scale (ignoring expertise entirely). If, after I put on my best gear according to that scale, I find that my hit or expertise isn't capped, then I'll start looking at the extra hit or expertise scales and see if any of the gear I'm not wearing will surpass the gear I am wearing. Sometimes I have to decide which pieces to replace to reach the cap, but the scales help out with that.

But expertise capping is definitely an issue. I put on all of my gear just going by my first scale (which ignores expertise entirely) and I still find myself capping as combat. There's actually a trinket in the game that has a proc for 200 something expertise rating for a limited duration. What on earth was Blizz thinking with that one? =P
 
User is offline.
Reply With Quote
Old 12/02/08, 1:52 PM   #390
 Feist-Mok
Abides...
 
Feist-Mok's Avatar
 
Human Rogue
 
Ysera
Originally Posted by MasterDinadan View Post
There's actually a trinket in the game that has a proc for 200 something expertise rating for a limited duration. What on earth was Blizz thinking with that one? =P
That tanks like threat trinkets?
 
User is offline.
Reply With Quote
Old 12/02/08, 3:57 PM   #391
icjaker
Glass Joe
 
Undead Rogue
 
Cho'gall
I've been wondering about haste maxing out for a while. My questions are:

#1 Does haste have a cap?
#2 Should I be popping my Potion of Speed WITH Bloodlust? Or should I be using them independently?

Whenever I hear the call for Bloodlust go off I usually pop EVERYTHING.
 
User is offline.
Reply With Quote
Old 12/02/08, 4:06 PM   #392
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
Popping everything when Bloodlust goes up is generally a smart decision.
 
User is offline.
Reply With Quote
Old 12/02/08, 4:07 PM   #393
 Feist-Mok
Abides...
 
Feist-Mok's Avatar
 
Human Rogue
 
Ysera
Originally Posted by chalon View Post
Popping everything when Bloodlust goes up is generally a smart decision.
Saving AR until the other cooldowns have passed might be wise however to avoid energy capping.
 
User is offline.
Reply With Quote
Old 12/02/08, 4:10 PM   #394
Misch
Glass Joe
 
Human Mage
 
Eredar
I stumbled upon this thread on the forums:

World of Warcraft - English (NA) Forums -> [BUG] Master Poisoner +15% crit

Can anyone confirm if Master Poisoner is that bugged? I mean, damn...
 
User is offline.
Reply With Quote
Old 12/02/08, 4:50 PM   #395
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
It's pretty well verified by this point. According to the Buggy Mechanics thread, one person has seen it hotfixed on their realm. YMMV, but expect it to be gone by tomorrow at the latest.

 
User is offline.
Reply With Quote
Old 12/02/08, 5:36 PM   #396
dplafoll
Glass Joe
 
Troll Rogue
 
Wildhammer
Mutilate glyphs and spec

Has anyone worked out if it's worth dropping a point somewhere in the 51/13/7 mutilate build to grab Vigor if you use the Glyph of Vigor(along with rupture and S&D)? If so, where would be the best place to take that point? Perhaps from CQC or TtT? If I take one out of QCQ, is it then worth taking the other two out and putting them into Improved S&D?
 
User is offline.
Reply With Quote
Old 12/02/08, 5:54 PM   #397
 chalon
CHALMON
 
Night Elf Rogue
 
Lightbringer
Personally I think Vigor, even glyphed, is a waste in a PvE build. But others disagree.
 
User is offline.
Reply With Quote
Old 12/02/08, 5:55 PM   #398
Metaskie
Glass Joe
 
Human Rogue
 
Nesingwary
Why take imp SnD? Itll constantly be refreshed anyway due to CttC, wouldnt it?
 
User is offline.
Reply With Quote
Old 12/02/08, 6:05 PM   #399
dplafoll
Glass Joe
 
Troll Rogue
 
Wildhammer
Originally Posted by Metaskie View Post
Why take imp SnD? Itll constantly be refreshed anyway due to CttC, wouldnt it?
Yes, it would. I've just been finding myself using <4 CP finishers to refresh S&D and thought with one or two points in Imp S&D(and perhaps necessarily in conjunction with glyphed Vigor) I'd be able to get up to 4-5 CPs for envenom before S&D is up. I also see it helping to make it easier to keep HfB up, and give more time to keep up my un-glyphed Rupture(my server's inscriptionists don't have the glyph yet).
Disclaimer: I'm not raiding yet, this is all 5-man experience, and I just went mutilate for the first time when I hit 80.

Last edited by dplafoll : 12/02/08 at 6:06 PM. Reason: typo
 
User is offline.
Reply With Quote
Old 12/02/08, 6:10 PM   #400
sephfiroth
Von Kaiser
 
Undead Rogue
 
Malorne
Originally Posted by Metaskie View Post
Why take imp SnD? Itll constantly be refreshed anyway due to CttC, wouldnt it?
The problem is the following:

I've noticed that often times, with 2/2 SnD and Glyph, you can complete an entire cycle ( 5r/5e ) with nearly 14-15s remaining on SnD. At which point, youre pooling energy waiting for DP to stack again, I've noticed as my gear gets better, I can manage a 5r/5e/5e cycle without HfB and SnD falling off. At the same time, keeping DP stacks higher. I mostly attribute this to gear improvements and it scaling with Focused Attacks. Maybe a week ago when I was rolling with mostly blues/greens, I couldnt maintain a 5r/5e^2, but only 5r/5e/2-4e, my HfB/SnD was almost always on the verge of falling off.

Conversely, you could spec 0/2 SnD with only the glyph, and maintain a 5r/5e constant rotation.

Now, I've tested both and gained about 200 DPS out of it compared to 1/2 or 0/2 SnD.

The Vigor glyph along with the 1 point you take out of CQC and invest into Vigor itself, provides more gains than 1% crit imo.

It just simply allows longer rotations while letting DP stack faster after Envenoms. I am hoping that as my gear improves even more, that I will be able to generate enough energy through Focused attacks that I can pull a 5r/5e^2 cycle with only 1 point in SnD. I highly doubt that Crit and Hit will ever reach points high enough to warrant 0/2 SnD. With Vigor investments, and SnD investments, I will always have energy on hand that I can refresh HfB at the very last moment, compared to having to spam the HfB key, praying I get enough energy to keep it up. Also useful for the encounters where you lose control of your character, or have to go thru some stupid periods of stun. I have enough energy to refresh HfB/SnD and throw a Rupture up immediately.

Perhaps my thinking is flawed, or im missing a key factor, If so, please give me your insight.

Last edited by sephfiroth : 12/02/08 at 6:16 PM.
 
User is offline.
Reply With Quote
Reply

Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Rogues

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
Priest: Simple Questions/Simple Answers Boethius Priests 1741 Today 10:38 PM
Mage: Simple Questions/Simple Answers Boethius Mages 2502 Today 3:45 PM
Death Knight: Simple Questions/Simple Answers Boethius Death Knights 2342 Today 10:28 AM
Hunter: Simple Questions/Simple Answers Boethius Hunters 1633 Today 8:14 AM