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Old 03/19/09, 4:51 PM   #751
Monstrosity
Glass Joe
 
Undead Rogue
 
Velen
Originally Posted by Armanewb View Post
Going back a few pages, you can see the discussion between using and not using Rupture in HAT rotations. Otherwise, its just a matter of maintaining Slice and Dice, maintaining Rupture (if you opt to include it) and hitting Eviscerate. Using a combo point builder only when you are close to capping energy and CP <= 2.
Well that is what I try to do. I use SND glyph and Evi glyph on raids, spam evi when CP's cap with occassional Rupture thrown in but I cant seem to approach the kind of numbers many say they are doing. I am not sure what I am doing wrong? My gear probably shows my pvp gear in armory but I have decent Naxx gear from 25's have SR in MH and WD in OH, usually using DP/WP. Guess I need to be quicker on the trigger dunno.

Should I be using Tricks of the Trade?

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Old 03/19/09, 6:02 PM   #752
Cooljo
Von Kaiser
 
Human Rogue
 
Wrathbringer (EU)
Originally Posted by Mavanas View Post
I need some confirmation regarding what can proc HaT and what cannot, so if you have done some testing and know the answer, please let me know please:

Mutilate - procs 2 points if both hands crit
Stormstrike - same as mutilate
Searing totem - does not proc Hat
Windfury procs - proc HaT (someone mentioned earlier they do, but if someone could indepently confirm, it would be nice)
Rune weapons - proc HaT
Mirror images - do not proc HaT

Thanks for your help.
Just confirming:

Windfury definetly proccs HaT
Searing doesn't

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Old 03/19/09, 6:09 PM   #753
streaka
Glass Joe
 
streaka's Avatar
 
Undead Rogue
 
Jaedenar (EU)
Originally Posted by Monstrosity View Post
Should I be using Tricks of the Trade?
If you value your raids dps > yours, then yes. Also, remember that if your target is high on the threat list, he/she probably isn't the best candidate for your TotT. 15% damage increase for 6 seconds is a nice buff.

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Old 03/20/09, 12:12 PM   #754
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
Originally Posted by Cooljo View Post
Just confirming:

Windfury definetly proccs HaT
Searing doesn't
Does that mean that flametongue also procs HaT? That's kinda overpowered then. It's like poisons proccing HaT.

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Old 03/21/09, 4:59 PM   #755
OrdOrh
Glass Joe
 
OrdOrh
Troll Rogue
 
Thaurissan
Having been a lurker here for some time, I first and foremost want to thank all the people who put in so much effort into helping the rogue community. Now for my question =p

After reading through every page of this thread (yes all 31), I've come to the conclusion that there are three ways to spend your energy before it gets capped, assuming you get an erratic CP supply:

- Hemo
- Shiv
- Backstab

My question is (and I aplogise if I missed something out in the previous pages, 31 is a lot to digest =O), what are the best situations to use each of these combo point builders, and is it absolutely vital to use them in order to prevent energy from capping out (with < 2 CP)? Also, is it ok to pop Eviscerate with 4 CP, or is it necessary to always Eviscerate with 5 CP's?

Also, I've noticed the use of the terms sHaT, nHaT and vHaT - what's all that about? I plan to spec HaT for an upcoming Naxx run - I have 3x geared Survival Hunters and 1x Enh Shammy (also geared). In this case, what would be the best HaT build to use? Thanks to all for the help.

Last edited by OrdOrh : 03/21/09 at 5:04 PM.

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Old 03/21/09, 5:48 PM   #756
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
HaT PPM

I have done additional analyses of HaT ppm of various classes. My previous analysis was done based on counting the number of critical attacks of abilities that are known to proc HaT. However since then I have analyzed WWS report of a survival hunter and found as much as 20% of criticals not resulting in HaT procs due to internal cooldown of the talent. HaT proc loss can result when certain abilities that proc HaT can occur in less than a global cooldown. Here are some examples:
- explosive shot ticks
- heroic strike
- arcane missiles during arcane barrage
- starfire

In this analysis, I have examined 6 Patchwerk fights of 4 guilds, each lasting 2 minutes and 7 seconds (consecutive entries in the WWS record list). The total number of players I analyzed was 142. Because combat logs do not have an indicator for HaT proc, I had to use two analytical approaches to determine which criticals resulted in a HaT proc. In designing the two methods, I took into account latency issues.

HaT count A = Criticals - Criticals from different abilities within less than 1 second. The idea here is that even if due to latency the time between two consecutive attacks of same type was less than 1 second, they will still be counted.

HaT count B = Criticals - Criticals within HaT cooldown + Criticals from simultaneous abilities. HaT cooldown period is one second in theory, but due to latency different cut off points can be used. Lowering the cut off point will increase the number of abilities off global cooldown that are wrongfully assumed to proc HaT. Increasing the cut off point will increase the number of legitimate HaT procs that are not counted due to latency. For some classes, which do not have abilties that land off global cooldown, it is safe to lower the cut off point significantly to negate the effect of latency on the combat log. For arcane mages, the cut off was lowered to capture half of arcane missiles (arcane missiles land every 0.5 seconds during arcane barrage).

In most cases, both approaches gave very close results. To calculate the loss of procs to HaT cooldown, I used HaT count B as a more reliable measure of HaT in my opinion.

Here is the format:
Class (Observations) Criticals/second - HaT Count B - HaT CD Loss
1. Survival hunter with pet (16) 0.70 - 0.54 - 23%
2. Holy paladin (6) 0.34 - 0.33 - 3%
3. Elemental shaman (6) 0.42 - 0.29 - 31%
4. Enhancement shaman (8) 0.32 - 0.32 - 0%
5. Moonkin druid (6) 0.34 - 0.28 - 19%
6. Restoration shaman (5) 0.29 - 0.29 - 0%
7. Arcane mage (3) 0.41 - 0.28 - 32%
8. Blood death knight (3) 0.27 - 0.25 - 6%
9. Fury warrior (10) 0.35 - 0.25 - 29%
10. Unholy death knight (8) 0.25 - 0.24 - 2%
11. Mutilate rogue (5) 0.26 - 0.26 - 0%
12. Combat rogue (3) 0.23 - 0.23 - 0%
13. Fire mage (20) 0.29 - 0.21 - 26%
14. HaT rogue (4) 0.22 - 0.22 - 0%
15. Affliction warlock with imp (11) 0.22 - 0.20 - 7%
16. Bear druid (6) 0.31 - 0.19 - 39%
17. Retribution paladin (7) 0.17 - 0.17 - 0%
18. Protection warrior (3) 0.28 - 0.14 - 52%
19. Holy priest (6) 0.14 - 0.14 - 3%
20. Shadow priest (6) 0.08 - 0.07 - 11%

I parsed WWS reports in Excel, so if you are interested to see the raw data, send your requests in a PM.

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Old 03/21/09, 11:58 PM   #757
 sp00n
banned
 
Night Elf Rogue
 
Wrathbringer (EU)
Originally Posted by OrdOrh View Post
Having been a lurker here for some time, I first and foremost want to thank all the people who put in so much effort into helping the rogue community. Now for my question =p

After reading through every page of this thread (yes all 31), I've come to the conclusion that there are three ways to spend your energy before it gets capped, assuming you get an erratic CP supply:

- Hemo
- Shiv
- Backstab

My question is (and I aplogise if I missed something out in the previous pages, 31 is a lot to digest =O), what are the best situations to use each of these combo point builders, and is it absolutely vital to use them in order to prevent energy from capping out (with < 2 CP)? Also, is it ok to pop Eviscerate with 4 CP, or is it necessary to always Eviscerate with 5 CP's?

Also, I've noticed the use of the terms sHaT, nHaT and vHaT - what's all that about? I plan to spec HaT for an upcoming Naxx run - I have 3x geared Survival Hunters and 1x Enh Shammy (also geared). In this case, what would be the best HaT build to use? Thanks to all for the help.
Well, you could have read a bit more thoroughly then.
General census is to use a combo point builder if you are below 3 CP. Which one is mainly up to you and the weapons you have, but you can check the spreadsheet if you're not too sure about it. For me, equipping 2x WD and Shiv was about equal (a tad worse) than CG+WD and Hemo.

As for the abbreviations, in the order you mentioned it is solo HaT, HaT with Envenom as finisher, HaT with Eviscerate as finisher. nHaT was mostly a theoretical build, which is likely not to happen since the removal of the Envenom glyph. Alternating between Envenom and Eviscerate might howerver prove beneficial once 3.1 hits.

I'd really suggest you check out the spreadsheet Mavanas posted in this thread, you can play around with the builds and there are also the two 'main' builds included. Your group seems pretty optimal for a HaT spec, though I don't know how Mavanas new findings change the numbers.


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Old 03/22/09, 1:16 AM   #758
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
I am pretty satisified with my modelling of HaT procs now. I used the WWS parses to build empirical distributions of times between attacks for each class. While crit/sec rates will change as gear improves, the distributions of time between attacks should last a while. This new approach also takes into account HaT proc loss to cooldown, so dps in survival hunter groups went down a little.

The latest version can be found at Rogue_Simulation_3.1c.xls Download File on FileFront. As always any feedback is welcome.

In the gear sheet, I've loaded approximate EP values for middle HaT (2 hunters, a HaT rogue and an Unholy DK), and highlighted best items in terms of EP values.

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Old 03/22/09, 7:45 AM   #759
Cooljo
Von Kaiser
 
Human Rogue
 
Wrathbringer (EU)
Originally Posted by Mavanas View Post
HaT proc loss can result when certain abilities that proc HaT can occur in less than a global cooldown. Here are some examples:
- explosive shot ticks
- heroic strike
- arcane missiles during arcane barrage
- starfire
That's strange... I made some tests recently with a sv hunter and an ench shammy. A triple crit explosive shot yielded 3 CPs for me and a dual WF crit (same speed weapons) also gave me 2 CPs. (Though I didn't take into account the "perhaps" buggy implementation of Flurry...)
Nevertheless my conclusion was, that abilities generating 2 yellow numbers for a group member of mine at the exact same time would ignore the internal 1sec CD of HaT. That would make sense if Blizzard implemented their event system in a bucket style fashion... but thats another topic.

But I'm 100% positive, that the 3 explosive shot ticks gave me 3CPs. Ping was between 100-200ms. I'm gonna repeat these testings... All that I wanted to say, that this seems a bit fishy and although your effort is highly appreciated, it could be in vain because of Blizzard's implementation of HaT...

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Old 03/22/09, 8:58 AM   #760
Herb
Von Kaiser
 
Tauren Druid
 
Emeriss (EU)
Originally Posted by spookz View Post
PTR:
a) BasePPM * (1+0.5 (Imp.P.)) * (1+0.75 (Env)) = BasePPM * 2.625 -> 162.5% increase

b) BasePPM * 1 + BasePPM *0.5 + BasePPM *0.75 = BasePPM * 2.25 -> 125% increase

Option b) is exactly the same as it is on Live but if they go with option a) it encourages the use of (glyphed) Envenom even more but I don't think of it as overpowered.
Works according to option b) on the PTR ("exactly the same as it is on Live") - I've written a small, specialized log parser to verify, and tested with 2x [Dirk] (IP/DP), using only Mutilate and Envenom (as 51/13/7):

totalSwings = 1024 (MH/OH = 516/508)*

totalTime = 578991, totalTime /w Envenom buff = 379863

procs/triggers = 63/181 (0.34806629834254144)
procs/triggers /w Envenom buff = 264/512 (0.515625)
"procs" are actual IP procs, "triggers" anything that could trigger one (MH swing, Mutilate, Envenom) - for a 1.6 speed weapon, 34.3% proc rate is expected outside, and either 60.0% (a) or 51.4% (b) proc rate during the Envenom buff. If sample size is too small, I can easily extend testing.


*) the OH Dirk broke

Last edited by Herb : 03/22/09 at 9:02 AM. Reason: adding annotation

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Old 03/22/09, 12:41 PM   #761
Apps
Not A Cylon
 
Apps's Avatar
 
Undead Rogue
 
Mal'Ganis
The easiest simultaneous ability to test with may be fan of knives. Everything I've seen shows it gives a combo point per crit - which is less useful than it sounds, since combo points on aoe packs aren't that useful.


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Old 03/22/09, 2:41 PM   #762
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
Originally Posted by Cooljo View Post
That's strange... I made some tests recently with a sv hunter and an ench shammy. A triple crit explosive shot yielded 3 CPs for me and a dual WF crit (same speed weapons) also gave me 2 CPs. (Though I didn't take into account the "perhaps" buggy implementation of Flurry...)
Nevertheless my conclusion was, that abilities generating 2 yellow numbers for a group member of mine at the exact same time would ignore the internal 1sec CD of HaT. That would make sense if Blizzard implemented their event system in a bucket style fashion... but thats another topic.

But I'm 100% positive, that the 3 explosive shot ticks gave me 3CPs. Ping was between 100-200ms. I'm gonna repeat these testings... All that I wanted to say, that this seems a bit fishy and although your effort is highly appreciated, it could be in vain because of Blizzard's implementation of HaT...
I agree with you that each explosive shot tick can in theory proc HaT. I also think simultaneous abilities like stormstrike, whirlwind, and mutilate could create 2 HaT procs simultaneously. That is not how HaT loss can occur.

Consider this example from an actual WWS report:
20:02'10.536 Walo Explosive Shot hits Patchwerk for 4814 Fire. (Critical) (199 Resisted)
20:02'11.372 Walo Explosive Shot hits Patchwerk for 4814 Fire. (Critical) (199 Resisted)
20:02'12.427 Walo Steady Shot hits Patchwerk for 2813 Physical. (Critical)
20:02'12.528 Walo Explosive Shot hits Patchwerk for 5350 Fire. (Critical)
All of these are criticals and could potentially create HaT procs, but HaT 1 second cooldown will prevent the last explosive shot tick crit from proccing HaT. The times between attacks are 1.176, 0.836, 1.055, and 0.101. The first hit is an explosive shot that leaves a dot for the next two seconds. The reason the first two intervals are not exactly one second is latency. Then after first explosive shot tick, Walo (who is no longer restricted by a global cooldown) fires a steady shot, which lands 0.1 second before the last explosive shot crit. That's how the loss occurs.

It does not mean that those classes that have "off-cooldown" abilities like that will automatically have low HaT ppm rates. The fact that the hunter leaves a dot that can crit on its own and then goes on to do other abilities probably only increases his HaT proc rate, but if two abilities crit within less than 1 second of each other that benefit will be lost. When I talk about HaT proc loss I ackowledge that for these classes you cannot simply count criticals, you need to subtract some to account for the loss.

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Old 03/22/09, 2:51 PM   #763
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
Originally Posted by Herb View Post
Works according to option b) on the PTR ("exactly the same as it is on Live") - I've written a small, specialized log parser to verify, and tested with 2x [Dirk] (IP/DP), using only Mutilate and Envenom (as 51/13/7):

totalSwings = 1024 (MH/OH = 516/508)*

totalTime = 578991, totalTime /w Envenom buff = 379863

procs/triggers = 63/181 (0.34806629834254144)
procs/triggers /w Envenom buff = 264/512 (0.515625)
"procs" are actual IP procs, "triggers" anything that could trigger one (MH swing, Mutilate, Envenom) - for a 1.6 speed weapon, 34.3% proc rate is expected outside, and either 60.0% (a) or 51.4% (b) proc rate during the Envenom buff. If sample size is too small, I can easily extend testing.


*) the OH Dirk broke
Your sample size should be sufficient. The confidence interval around 0.515625 rate is (.4714, .5597), so the 60% value is outside of the interval.

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Old 03/22/09, 3:25 PM   #764
madsushi
Baller
 
madsushi's Avatar
 
Goblin Rogue
 
Azgalor
I asked this in a different thread, but has anyone tested the T8 4pc bonus (Rupture crits) or Primal Gore (the feral druid talented equivalent)? It may be the same as the Warlock/Priest versions but I cannot confirm.

If Rupture crits can generate CP (on a fairly regular basis, as well), this would make Rupture a more attractive finisher as a HAT Rogue.

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Old 03/23/09, 1:27 AM   #765
spacewiz
Glass Joe
 
Blood Elf Rogue
 
<WGF>
Shattered Hand
Just need a bit of clarification.
CG/WD is better than SR/WD? (since I don't have a second WD)

And since I'm new to HaT I was wondering what the best 4th group member would be.
I will be raiding with 2x sur hunters and 1 enh shaman. I have a pick of pretty much everything else but a feral druid and another rogue.

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Old 03/23/09, 1:37 AM   #766
Armanewb
Von Kaiser
 
Blood Elf Rogue
 
Executus
You can browse up a bit and see the evaluations of certain classes for HAT CP generation. Anecdotally, an Elemental Shaman has always filled my 4th slot, ahead of a Boomkin.

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Old 03/23/09, 1:56 AM   #767
spacewiz
Glass Joe
 
Blood Elf Rogue
 
<WGF>
Shattered Hand
I was alittle confused by that. I didn't think a holy pally would crit that much so quickly.

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Old 03/23/09, 2:43 AM   #768
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
Originally Posted by spacewiz View Post
I was alittle confused by that. I didn't think a holy pally would crit that much so quickly.

Average crit rate of the six holy paladins in the parse was around 55%, and average time between heals was 1.556 seconds. Most of the heals were Holy Lights.

The fact that they were close to the top of the list should be taken with a grain of salt though because their performance is very fight specific. On Patchwerk they tend to overheal and spam holy light. On a different fight, their crit/sec rate will depend on how much damage the tank is taking and can be much lower if there is little need for constant heals.

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Old 03/23/09, 10:59 AM   #769
taborkalana
Glass Joe
 
Undead Rogue
 
Laughing Skull (EU)
Okay simple question incomming.
I have read alot of the post in this thread, and considering how HaT is compared to other specs, but as this post is very old, and there are thousends of different replies/opinions, im still a bit confused
So the simple question is:

How does HAT spec goes in 25man raids, compared to HfB muti, or Combat Fist/dagger ???

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Old 03/23/09, 11:37 AM   #770
 sp00n
banned
 
Night Elf Rogue
 
Wrathbringer (EU)
The original post is a bit older, yes (as in, before the bug fix to HaT with multiple rogues), but the essence hasn't changed, it is still the best DPS spec depending on your group setup and the specific encocunter.
And doesn't change much in 10man raids, if your group remains the same.

On WoWMeterOnline there's a more or less meaningful score board. Obviously on encounters with adds, Combat shines.


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Old 03/23/09, 11:41 AM   #771
taborkalana
Glass Joe
 
Undead Rogue
 
Laughing Skull (EU)
Thing is, when i inspect ppl on armory, and all that, i always see ppl as mutialte, or combat fist/dagger.
havnt seen one person yet, as HAT spec, thats why i have my doubt

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Old 03/23/09, 12:06 PM   #772
Kryptyx
Von Kaiser
 
Orc Rogue
 
Drak'thul
Originally Posted by taborkalana View Post
Thing is, when i inspect ppl on armory, and all that, i always see ppl as mutialte, or combat fist/dagger.
havnt seen one person yet, as HAT spec, thats why i have my doubt
I would suggest researching the forums and posts a little more, You will notice that most WWS parses that are linked HAT rogues are on top. They are very group and gear dependent though, so even if you want to try it you must have an ideal build of the right classes all in the best gear they can get to really push the meter. It's not a spec you can just change to at will and expect to beat everyone.

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Old 03/23/09, 1:03 PM   #773
bural
Piston Honda
 
Troll Rogue
 
Genjuros (EU)
Originally Posted by Mavanas View Post
17. Retribution paladin (7) 0.17 - 0.17 - 0%

I parsed WWS reports in Excel, so if you are interested to see the raw data, send your requests in a PM.
Are you accounting for the flaw in WWS damage breakdown regarding Judgment of Blood? The recorded crit rate is half of the actual crit rate due to the backlash. Parsing the raw log should circumvent this flaw ofc, but just making sure.
While it's unlikely to change the priority list (much), I thought we might aswell make sure it's as correct as possible for people using your work to set up group composition.

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Old 03/23/09, 2:51 PM   #774
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
Originally Posted by bural View Post
Are you accounting for the flaw in WWS damage breakdown regarding Judgment of Blood? The recorded crit rate is half of the actual crit rate due to the backlash. Parsing the raw log should circumvent this flaw ofc, but just making sure.
While it's unlikely to change the priority list (much), I thought we might aswell make sure it's as correct as possible for people using your work to set up group composition.
It's recorded properly. The 33% backlash damage (which cannot crit and cannot cause a HaT proc) was not recorded at all, which means it does not lower the crit rate extracted from the WWS log.

I used the following filter for ret paladin:
unit="PLAYER" and (spell="judgement of the martyr" or spell="crusader strike" or spell="divine storm" or spell="hammer of wrath" or spell="exorcism") and target=patchwerk and event=spell_damage

So when parsing the combat log, only the damage done to Patchwerk is recorded and the backlash portion is ignored.

If you want to see the filters for the other classes, here is data file: HaT_PPM_Analysis.xls Download File on FileFront

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Old 03/24/09, 5:34 PM   #775
Jatku
Glass Joe
 
Human Rogue
 
Runetotem
Originally Posted by Mavanas View Post
I need some confirmation regarding what can proc HAT and what cannot, so if you have done some testing and know the answer, please let me know.
Just recently, I started constructing a list of my own (well, two to be precise: one confirmed, the other not); I was going to wait until I'd spent more time tracking down information, but it seems like a good time to share what I have so far…
The following abilities have been confirmed to trigger (+) or not trigger (−) a HAT proc:

(Other than "pet" names and my space saving measures, all abilities should appear as they would in a WWS report.)
Death Knight
+ Blood Boil
− Death and Decay
+ Icy Touch
+ Obliterate
+ Pestilence
+ Strike, Blood/Death/Plague/Scourge
Death Knight "Pets"
− Ghoul, Army of the Dead: Claw
+ Ghoul, Master of Ghouls: Claw/Gnaw
− "Risen Ghoul," Standard: Claw
+ Rune Weapon: Death Coil/Obliterate
  • I've yet to determine if—on a WWS report—there's a way to tell a difference between Claw attacks from an Unholy DK's unique Ghoul and Ghouls from their Army of the Dead; can anyone offer some insight?
  • I assume Rune Weapons count as their own source, but I'd appreciate confirmation.

Druid
+ Claw
− Hurricane
+ Maul
+ Moonfire
+ Shred
+ Starfire
+ Typhoon
+ Wrath


Hunter
+ Shot, Aimed/Arcane/Explosive/Kill/Multi/Steady
− Volley
Hunter Pets
+ Bite
+ Claw
+ Swipe (Bear)
+ Lightning Breath (Wind Serpent)
+ Rake (Cat)
Mage
+ Arcane Barrage
+ Arcane Blast
+ Arcane Explosion
+ Arcane Missiles
+ Blast Wave
− Blizzard
+ Cone of Cold
+ Dragon's Breath
+ Fireball
+ Fire Blast
+ Flamestrike
+ Frostbolt
+ Frost Nova
+ Ice Lance
− Living Bomb
+ Scorch
Mage "Pets"
− Mirror Image: Fire Blast/Frostbolt
− Water Elemental: Freeze/Waterbolt
Paladin
− Glyph of Holy Light

Priest
+ Flash Heal
+ Greater Heal
+ Holy Nova
+ Mind Blast
− Mind Flay
− Mind Sear
− Prayer of Mending
+ Shadow Word: Death


Rogue
+ Backstab
+ Envenom
+ Eviscerate
+ Mutilate
+ Shiv
+ Sinister Strike

  • These abilities seem to be accepted triggers, but I've yet to find explicit confirmation. (I'd like to think if any of them didn't trigget HAT, someone would've mentioned it by now.)
  • The current PTR patch notes state "Shiv can no longer generate a critical strike."

Shaman
+ Chain Heal
+ Chain Lightning
− Flametongue Attack
+ Healing Wave
+ Lava Burst
+ Lesser Healing Wave
+ Lightning Bolt
+ Shock, Earth/Flame/Frost
+ Stormstrike
+ Thunderstorm
− Totem, Fire Elemental/Magma/Searing
+ Windfury Attack


Warlock
(none confirmed)
Warlock "Pets"
+ Imp: Firebolt
Warrior
+ Cleave
+ Concussion Blow
− Damage Shield
+ Devastate
+ Heroic Strike
+ Shield Slam
+ Shockwave
+ Slam
+ Whirlwind
For simplicity's sake, I'm trying to keep the lists limited to abilities WWS can count as crits; if you see any that don't fit that criteria, please point them out. I'll post part 2, the unconfirmed abilities list, when I haven't been up for over two days without any real sleep.

continued in post ?

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