Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Rogues

Reply
 
LinkBack Thread Tools
Old 01/01/09, 9:21 AM   #1
songster
Chief Passenger
 
Gnome Rogue
 
Earthen Ring (EU)
Problem-solving rogue issues

Originally Posted by Aldriana
There are some other issues with the class - Poison Scaling, Expose Armor, and so forth - that might be worth discussing further.
Forgive the impertinence of starting a new thread, I'm hoping that the fresh start will generate some more productive traffic. So, to make things absolutely clear: this thread is not to be used to talk about overall rogue DPS. Rather, this thread is for discussion of the other issues raised in the now-locked thread. Excessive wishlisting is a bad thing, but I don't think it's possible to properly discuss problems without also addressing potential solutions and their ramifications. To avoid the "wishlisting" problem, solutions should be couched in generic terms rather than specifics. e.g. "A better way to refresh Expose Armor" is OK, while "We should have a new talent called X, costing Y energy, with a cooldown of Z seconds" is getting pointless.

I think the identified problems fall into three general categories.

1) Scaling issues
* Instant poison scales faster than Deadly, meaning that we are close to the point at which it makes sense for even Mutilate rogues to drop Deadly poison. This will be exacerbated as AP and crit scale with gear, leading to IP outscaling Deadly, and proportionally more Envenom finishers (= less Deadly uptime). Example solutions are reasonably obvious: either tweaking of the AP coefficients of the poisons, or simply appropriate glyphs for Envenom and/or Deadly Poison.

* Rogues scale with raid buffs and/or gear to a greater degree than other classes. This has not been confirmed by detailed modelling, and it would be really nice to see some effort directed towards these ends. However, I find it quite informative that (by and large) the rogues saying our DPS is fine are among the best geared, while those at the lower end of the gear scale are having more problems. Is this a thresholding issue? That is, it may be that certain minimum amounts of hit/crit are necessary to allow rogue builds to function effectively, thus meaning that our scaling at the low end is accelerated.

Intuitively this makes a lot of sense - the small amount of scaling analysis that has been done indicates that we do scale comparably to other classes at higher gear levels. There are three effects that mean our scaling may be faster at lower gear levels. It all boils down to the EP ranking of different stats, which are as follows:

Hit (below yellow cap) > expertise (below cap) > hit (below poison cap) > Agility/AP > crit > haste > AP

Note that the top three stats in the list all have caps associated with them. This is of course obvious - uncapped stats should always scale worse than capped ones. However, what this means is that at teh lower end of the gear curve, before we cap our stats, each itemisation point buys us more DPS than it does at higher gear levels. That means that if we are tuned appropriately for high gear levels, we will be underpowered at lower gear levels, since we have not yet taken advantage of the faster scaling that comes from stats below cap.

In addition to the effect of capping stats, there is also a threshold effect of crit for Mutilate - you need enough crit to be sure of having sufficient combo points to complete a 4+r / 4+n cycle within the duration of a 4 point S'n'D. At lower crit levels it is easy to get unlucky streaks that lead to S'n'D drops or even HfB drops, which respectively cost 25 or 90 energy (plus combo points in the case of S'n'D). This can of course be put down to simply bad play, but my suspicion is that it's easier to play well when you have a high enough crit rate.


2) Itemisation issues
* The biggest one is weapon speed. All Mutilate rogues want 2 [Webbed Death], as do all HaT rogues, and even a fist/dagger Combat rogue wants one as well. We are in the same situation we were with combat offhands (and hunters were with ranged weapons), where weapon speed is more important than stats or even ilvl. This is primarily due to the newly-buffed poison damage, and secondarily due to talents like focused attacks and combat potency.

* Hit rating at lower gear levels (= blues / Heroic). Yes, everyone complains about this, and it's easy to laugh at the terribads who mistake caps for goals. However, as has been shown by Aldriana's own analysis, expertise, and hit below the yellow cap are indeed better than any other stat. I'm not asking for fully optimised gear at every level, but if the non-raid / Heroic gear for other classes is more optimised than rogue gear, this could be part of the problem.

3) Opportunity costs of our buffs
* Expose Armor is the big one. A way of maintaining it that doesn't require a full 5 point finisher is desperately needed for this to be desirable in any content. There's any number of ways this could be done - e.g. tying it to some other finisher in the manner of Cut to the Chase, or simply reducing the energy cost of it if used on a target that is already Exposed.

* Other buffs are less obviously broken - we are the best choice for dispelling Frenzy and for Savage Combat. Mind-Numbing poison cost appears to be comparable to the warlock cost, although it's so rarely useful in raids that this seems fairly irrelevant.

* Tricks of the Trade. Not a lot to say here except that our personal DPS should not be balanced on the assumption that we are trading Tricks with another rogue. In that situation it would always be better to Tricks a member of another class.

Great Britain Offline
Reply With Quote
Old 01/01/09, 10:43 AM   #2
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
First, a warning from the moderators (and I know Songster said it, but I want to be very clear about this): if this starts going down the road of the other thread - people complaining about rogue DPS, or overall balance, or overall utility, or whatever, no mercy will be shown. Infractions will be fast and furious. This is your one and only warning.

Now, with that out of the way, lets get down to business.

1) I'm not sure if we can reach any real conclusions about the overall scaling of the class with what we know, partly because scaling is always restricted by what we have access to - until we start seeing Ulduar items, I don't think we can really project what DPS is going to look like by end-Ulduar. However, I do think it's the case that Mutilate has a bit more of an implicit gear threshhold that is higher than Combat; while one can do viable Combat DPS almost no matter how bad your gear is, if you don't have a reasonable amount of expertise, you'll start missing finishers and your cycles will fall apart. If you don't have enough crit, you'll wind up with too many 2-finisher cycles and your cycles will fall apart. If you don't have enough hit and haste, your poisons won't restack fast enough for good Envenoms. And so on. But I'm not sure that's a scaling issue per se - I think it's more of a "you must be this tall" (sorry gnomes) situation. If you're below the line, it doesn't work; if you're near the line, it sort of works; and if you're above the line, it works really well. However, once you're above that line, it's not clear to me that your further scaling is going to be notably good or not; it's also worth noting that there is an implicit diminishing returns on crit as it pertains to SF procs, so there is some reason to believe our scaling will slow down at least slightly. But in terms of scaling versus other classes - I don't think we really know enough to say for certain.

Now, in terms of the specific issue of poisons: first, this is somewhat tied to the second point about weapon speed - were fast weapons not so good anyway, IP wouldn't be so strong; but they are, so it is. Fundamentally, the problem is twofold; first, IP scales with Hit, Haste, and Crit in addition to AP, while DP scales with AP alone. The secondary problem is that with end-Naxx hit/haste/crit rates, IP is *already* scaling faster with AP than DP does. Combine these, and there's really no way around it - DP needs to do more damage, and/or scale better. It seems to me that some tuning of the AP-scaling factor might be in order, but there are probably other ways to make it work.

2) There doesn't seem to be a lot to say here. Either Blizzard needs to rework how Focused Attacks and/or Poisons work, or they need to give us fast daggers.

3) I think there's an additional problem beyond what's noted in that poison application hurts Mutilate rogues a lot more than Combat rogues - with the current IP/DP setup for Mutilate, switching out either poison costs a *lot* of damage - either use lose the Envenom/IP interaction, or you lose the ability to Envenom entirely - either way, it's a lot more damage than the pure poison switch - which is all Combat has to pay. In fact, Combat gets the healing debuff for free, while Mutilate would pay a nontrivial amount of damage to get it. What this means is that if the two specs did comparable damage, Combat would be strictly superior due to the much easier application of debuffs. Hence, it would be good if the poison-style debuffs could somehow be made more accessible to Mutilate rogues.

On the Tricks front - I'm not sure there's a real difference between balancing our DPS with or without Tricks. Tricks only makes about 100 DPS difference, meaning that in practice one will have a hard time telling which way it's balanced without a large-scale statistical analysis of WWS parses. With week-to-week fluxuations being what they are, I suspect no guild would be able to conclusively tell whether you're averaging 50 DPS more or 50 DPS less than a given other individual - and to the extent that they can, it's unclear to me how many guilds would care.

I'd now like to propose a solution that speaks to all 3 of these problems. It's not a total solution to any of them, mind you, but it would help on all 3 fronts. The proposal is this: provide a means, either via glyph or talent, that one can Envenom without dropping Deadly Poison stacks. This accomplishes a couple of things.

First, it makes Envenom somewhat stronger relative to Eviscerate, particularly for Mutilate builds. As such, the issue where IP/Evis catches up with DP/Envenom would at the very least be postponed.

Second, it makes weapon speed less important for whichever weapon is doing Deadly Poison. While Focused Attacks would still favor fast weapons, the need to quickly restack Deadly Poison would be gone; as such, slower weapons would be more viable. At the very least, I'm reasonably confident that Sinister Revenge would pass Webbed Death for the MH.

Finally, it allows Mutilate rogues to keep 100% uptime on Master Poisoner, making them as viable a source of this buff as a ret paladin or elemental shaman, as opposed to the current situation where uptime is rather less than that.

I'm not saying it's a solution totally without problems... but I do think it would help at least somewhat.

Offline
Reply With Quote
Old 01/01/09, 12:20 PM   #3
Neto-
Bald Bull
 
Neto-'s Avatar
 
wut
Gnome Warlock
 
No WoW Account
A couple things worth mentinoning:

1. Hunger for Blood

We lose 60 energy every time Hunger for Blood drops. The punishment for letting it drop is a little out of place here, and so is the gain of playing perfectly -- with absolutely perfect play, for five minutes, you're only spending 30 energy less than someone who refreshes it at 27~ seconds, which is a lot less risky than refreshing it at 29.9. Sure, there is a gain in refreshing it as late as possible, but if you let it drop once while refreshing it at 29.9 seconds, it will take the guy refreshing at 27 seconds almost 10 minutes to lose as much energy as you, who played perfectly but let it drop one time, in 600 seconds. Not only that, there are fights where it simply isn't under your control - most notably fights with random mechanics that immobilize/stun you. I like the mechanic and the management necessary, but it is too punitive.

2. Cut to the Chase

Much like Hunger for Blood, except less harmful, but about as annoying. I don't think having Cut to the Chase start a Slice and Dice even if you don't already have one running would be unreasonable, as much as it wouldn't have a noticeable effect in our stationary boss DPS, it would make trash DPS and fights where you re-engage combat frequently less obnoxious.

3. Bloodlust synergy and scaling

As a Mutilate rogue, a big part of our damage isn't affected directly by haste, such as yellow attacks. While poisons are, and we do have Focused Attacks, the increase in our energy regen isn't nearly enough to increase our yellow damage by 30%, unlike a caster who has the cast time of his main nuke reduced by 30%. Also, certain classes have talents/abilities that increase their damage when the boss is below 35%/20% health, which, if coupled with Bloodlust, will inflate their damage during that time of the fight even more. Rogues, currently, would be better, in a direct comparison with other classes DPS, if no Bloodlust is present.

4. Murder

Before Wrath of the Lich King, Murder wasn't really a big deal, as it was only 2% increased damage and Combat rogues had it anyway. Now, Murder is 4% (actually more than that, as it is applied twice on crits), and considering that our DPS basically doubled from The Burning Crusade, the damage gained is a lot more noticeable. Murder is one of the strongest talents per-point in the Assassination tree, but it is also very situational. I'm not sure if our DPS is balanced around having Murder or not, but if it is, then changing it to a flat 4% increase wouldn't be unreasonable; if it is not, then perhaps it should be changed to something else, as 4% increase in damage is too significant and would ultimately make us 4% above our expected output on those specific circumstances and that could cause imbalance in the future.

Last edited by Neto- : 01/01/09 at 12:32 PM.

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

Offline
Reply With Quote
Old 01/01/09, 12:22 PM   #4
Tinwhisker
Bald Bull
 
Tinwhisker's Avatar
 
Dwarf Rogue
 
Scarlet Crusade
Just to chime in a bit on some things.

About itemization issues. I think part of the problem is that many view the items gained from Naxx/OS/EoE as top end raid gear; I really don't think it's meant to be. I view the current raid gear in the same way I viewed the badge gear that came out at the same time as T6 and later Sunwell. Like the badge gear, Naxx gear is really easy to obtain, helps get new raiders a leg up on where they should be and honestly isn't optimized for top end damage. Like the badge gear there are some gems in there but most have not had their stat points spent in the best way.

Does that hurt rogues more than other classes? Maybe, I'm not sure. With clothies all sharing the same gear now I don't know that we can make that assumption. The Warlocks and Mages with +spirit gear have their own opinions about poor optimization.

About Aldriana's idea for Envenom, I rather liked his previous idea about bumping the damage or scaling of DP through either a buff or glyph. Obviously this makes any downtime for DP more detrimental and doesn't do anything to resolve the need for faster weapons but it affects rogues of all specs and not just Mutilate. Of course there is potential for problems with anything that gets done.

I will say this though, if anything is ever done to buff/nerf rogue damage it should be done through poisons or poison mechanics which are unique to our class. Anything done to poisons will have little or no affect on other classes. Changing things like haste rating conversions, armor pen conversions, glancing blows, miss rates, etc will affect a lot more than just us.


United States Offline
Reply With Quote
Old 01/01/09, 12:39 PM   #5
Cirocco
Piston Honda
 
Undead Rogue
 
Stormrage (EU)
Hopefully the problem solving by the more adept minds here won't be wholly concentrated on the Assassination tree,

Offline
Reply With Quote
Old 01/01/09, 1:00 PM   #6
Wodahs
Don Flamenco
 
Human Rogue
 
Lightbringer
When I compare our class now, to the past, and in relation to other classes evolution through the expansions, I see a few glaring issues, that often have been dealt with, but still plague rogues.

Poisons. In the past, temporary weapon buffs, like poisons, sharpening/weight stones, even oils, were all non significant buffs. In the original naxx 40, a warrior gained comparable dps using sharpening stones as we did using poisons. Now, there arent many weapon enchants, and things like poisons have been buffed significantly. However, they havent learned from the past, and magnified the desparity caused by weapon speeds. In fact, with making our poison contribute an overall higher percentage to our damage than before, its magnified. It really feels like its a normalization candidate, and this should have been obvious since beta, when Vul and others were arguing for it, with blizzard lending a deaf ear.

Execute. In WoW retail, warriors had execute. Its what pulled them ahead of other classes on fights like patchwerk. The longer you stay in execute range, the higher overall damage warriors did. In fact, warrior dps while going up at the end of naxx, was a lower overall percentage of the boss's hp as we started killing patch faster and faster, due to not sitting at execute range as long. Along come tbc, then wrath, and now multiple classes have an execute like attack/modifier/skill. Warlocks have their drain soul spell do 400% dmg on targets below 20%, as well as another execute like buff. Mages have their burndown, paladins have their hammer, etc etc etc. Rogues have been given 2 talents with an execute like modifier. Dirty deeds in sub, and Prey on the Week in combat. Prey on the week is a tier 10 talent, modifying only critical strike damage, and Sub is not accessible to a raid build other than a sub build, which is either a sub par hat build, or an exploited high dps hat build group. Not that we need another pvp useable finisher type move, just pve raid oriented.

Utility. This isnt a rant or whine in any way, the amount of utility we bring now, especially compared to pre wrath, is incredible, however, the price is pretty high. Blizzard gives us an equivelant armor reduction to sunder, and makes us spend 5 combo points to maintain it. Warriors let it roll, and sunder once before it fades to refresh the debuff, while we have to redo the debuff. If your assasination, that means paying attention to hfb, snd, rupture, and expose timers, as well as pay attention to energy vs dp stacks on the target, to maximize dmg. A warlock skips curse of agony to curse of tongues, and can do it in the middle of a fight. A rogue forgoes a dmg poison for mind numbing for a whole fight at a time. Some of our utility just is too costly to effectively use.
In fact, that brings up rupture refreshing as well. We cant overwrite a lower duration higher damage rupture with a higher duration lower damage rupture. Meaning that 5 point rupture with 4 seconds left put on with 6000 ap due to your berserking buff cant be overwritten by a 16 second 5500 ap rupture.

In regards to the DP or envenom glyph, I have been a proponent for this for a while, but I would also like to see a couple more assasination oriented glyphs.

Offline
Reply With Quote
Old 01/01/09, 1:28 PM   #7
Kumar
Don Flamenco
 
Blood Elf Rogue
 
Exodar
Hopefully the problem solving by the more adept minds here won't be wholly concentrated on the Assassination tree,
I think its a reflection of them being Mutilate Rogues at the moment.

Let me chime in with Combat Rogue issues

1. WP Usage.
Combat Rogues have to use Would Poison because of the changes and 50% application rate, but it scales worse with AP compared to IP (0.04 vs 0.10). Now, according to the Poison Design, DP and IP are supposed to be our Damage Poisons with the rest our utility Poisons. Instant Poison needs to be modified such that it is usable by all three specs - Mut, Combat and HAT.

2. Prey on the Weak
Although probably not a BIG Issue (especially with Naxx fights being quite short), the fact that Combat Rogues lose 20% crit damage whenever they health percentage wise drops below the boss's health provides an unwelcome side effects in fights with aoe damage or random boss damage. Especially early on in the fights, where a 10k hit puts you at 60% health while boss is still being burned at 90% health. You also have the 4.8% crit chance reduction on bosses that makes this talent less attractive.

3. Itemization
The lack of 2.7 speed Fist/Sword, and a 1.4 speed fist/sword is hurting Combat Rogues. We also now have to compete for [Webbed Death] as a result, and 1.4 speed weapons still help us with Combat Potency apart from Poisons.

Also, to Tinwhisker's point, this gear from Naxx/OS/EoE is end-game gear until the next patch. That is no reason for weapon itemizations to be less than ideal for Rogues. I had brought the same point about lack of 2.7/1.4 speed weapons on the WoTLK beta forums. The concern I have is Blizzard believes that a 2.7s Sword would be a Rogue only drop, and something similar with a 1.4s sword and is not going that path.

4. Haste
We have Bloodlust up here, but I think the whole issue here is that Haste has just become a much better stat for Casters compared to Meele. I also don't think Blizzard can do much with this apart from increase the conversion rate, any other effects from Haste would probably be gmae-changing for one meele class or another.

5. Lack of the "Killing" touch
I was dissapointed when Rogues did not get ability that benefits from the target being below a certain percentage of health. I don't know if these needs to be another finisher, or some sort of a modifies to Mut/SS/Hemo or a change to Malice to make it accessible to all trees, but if the Rogue class also starts benefiting towards the end of the boss fights like some other classes do, it would be a good change.

6. Opportunity Costs of Rogue Utility
ToT costs energy, switching poisons costs DPS, Expose Armor interferes with our rotations. Now the ToT energy cost is minute, but the rest of it would not be that small od a DPS loss.

Offline
Reply With Quote
Old 01/01/09, 1:32 PM   #8
Valen
Don Flamenco
 
Valen's Avatar
 
Human Rogue
 
Stormrage (EU)
Originally Posted by Wodahs View Post
Rogues have been given 2 talents with an execute like modifier. Dirty deeds in sub, and Prey on the Week in combat. Prey on the week is a tier 10 talent, modifying only critical strike damage, and Sub is not accessible to a raid build other than a sub build, which is either a sub par hat build, or an exploited high dps hat build group. Not that we need another pvp useable finisher type move, just pve raid oriented..
PotW is NOT an execute like modifier. I don't know why people keep saying that. It works 100% of the fight, and the drawback it has is meant to balance it in PvP, as it would otherwise completly neglate the effect of a near cap resilience gear.

Offline
Reply With Quote
Old 01/01/09, 3:56 PM   #9
Teacher
Glass Joe
 
Human Rogue
 
Alleria
Originally Posted by Aldriana View Post
I'd now like to propose a solution that speaks to all 3 of these problems. It's not a total solution to any of them, mind you, but it would help on all 3 fronts. The proposal is this: provide a means, either via glyph or talent, that one can Envenom without dropping Deadly Poison stacks. This accomplishes a couple of things...
I think I speak for many when I say I would love to see this implemented, most preferably in a glyph format. From an assassination perspective, this also alleviates the "floating" major glyph issue in that we only receive substantial benefit from 2 of the majors currently in-game.

Offline
Reply With Quote
Old 01/01/09, 4:04 PM   #10
jorysaywut
Von Kaiser
 
Night Elf Mage
 
Windrunner
While I like the idea of charge-less Envenoms, it might have PvP implications. I don't really know if people would use it but just throwing it out there. I think if anything, Blizz might just create an increased DP application glyph whether passive or to the increased proc from using Envenom itself. It probably wouldn't fix the discrepancy between weapon speeds though. The glyph could also just have the effect of reducing the charge cost by one so that one DP stack always remains on the target.

I agree that it'd be nice to have better Bloodlust synergy, even if it's just a CD to blow.

On the subject of utilities, I agree with most of the issues. I also wish ToT had a larger range for a wider variety of targets. Although this limitation may be intentional. I don't have a second rogue to feed and usually end up feeding a lock.

Offline
Reply With Quote
Old 01/01/09, 4:24 PM   #11
Feist-Mok
Im***est.
 
Feist-Mok's Avatar
 
Human Rogue
 
Ysera
Originally Posted by jorysaywut View Post
On the subject of utilities, I agree with most of the issues. I also wish ToT had a larger range for a wider variety of targets. Although this limitation may be intentional. I don't have a second rogue to feed and usually end up feeding a lock.
Adding a range extension on Tricks to Dirty Tricks would add something useful to filler talents in a 7/51/13 combat spec, and it's not enough of a neccesity that mutilate rogues would miss it much.

United States Minor Outlying Islands Online
Reply With Quote
Old 01/01/09, 5:11 PM   #12
chalon
Founder of the Chalonverse
 
Chalon
Night Elf Rogue
 
No WoW Account
Well, I wouldn't think increasing the base range of Tricks really would be problematic from a balance standpoint. Midirect has a 100 yd range, so given that there's the restriction of needing to actually be in melee range to proc the actual tricks effect, I don't really see a design reason to not increase the range substantially.

As for the Sinister Revenge vs. Webbed Death in the MH, according to Vulajin's sheet with best-in-slot gear, SR is already ~20 DPS higher than WD. But certainly, if DP didn't drop with Envenom, that gap would widen.

United States Offline
Reply With Quote
Old 01/01/09, 5:52 PM   #13
Rilias
Von Kaiser
 
Night Elf Rogue
 
Arthas (EU)
Envenombuff also affecting utilitypoisons would help lessen the damagecost of applying said Poisons. (other than mindnumbing)
I don't see the problem with Wound scaling better than Instant for Combat, I actually considered it a buff to Combat giving it the MS-Debuff standardized. Also serves as a slight buff to mutirogues running along you as they can be sure they never miss out on the poisonbonus for mutilates.

Concerning Master Poisoner. I was under the impression that just about every Paladin specs into the Critdebuff and also aims to keep a 100% uptime on it since he wants to keep the judgement that the debuff is bound to running. Since the manaregdebuff is unique to Paladins I assumed the grounds for running MP at all would be: "No paladin and Eleshaman present" and willing to respec if this is not a regular matter.

Apart from that the talent itself could use some added PvE-utility in my opinion, this would be a great place to put a mechanic that ensures deadly uptime.

If we get an upgrade envenom that let's it not deplete the deadly stack this would kill the synergy with the envenombuff increasing procrate of deadly. I don't know if this should be a matter of concern, just saying that I don't like that small aspect of it.

Offline
Reply With Quote
Old 01/01/09, 8:00 PM   #14
sulliwan
Piston Honda
 
Murloc Druid
 
Al'Akir (EU)
Originally Posted by Aldriana View Post

First, it makes Envenom somewhat stronger relative to Eviscerate, particularly for Mutilate builds. As such, the issue where IP/Evis catches up with DP/Envenom would at the very least be postponed.
Unless I am missing something completely obvious, double instant+evis is already better and is better even at low gear levels if your weapons are sufficiently fast(double librarians or webbed death). The roguecraft spreadsheet agrees with this as well if you change the mutilate damage calculation to assume a poison on the target for the 50% bonus mutilate damage instead of checking your weapons for wound/deadly(which would be a pretty safe assumption to make in a 25man situation since you most likely have at least a hunter in the raid).

If poisons were changed to a "this effect cannot occur more than once every xx seconds" and damage was adjusted accordingly, that would open up a lot more weapon options for rogues. Same treatment would be necessary for combat potency and focused attacks as well.

Offline
Reply With Quote
Old 01/01/09, 10:00 PM   #15
madsushi
Baller
 
madsushi's Avatar
 
Pandaren Monk
 
Mal'Ganis
Originally Posted by songster View Post
3) Opportunity costs of our buffs
* Expose Armor is the big one. A way of maintaining it that doesn't require a full 5 point finisher is desperately needed for this to be desirable in any content. There's any number of ways this could be done - e.g. tying it to some other finisher in the manner of Cut to the Chase, or simply reducing the energy cost of it if used on a target that is already Exposed.
Although it would give Rogues another timer to monitor, I have always liked the idea of making Expose Armor remove X armor regardless of Combo Points, and have the Combo Points determine the duration of the debuff. In this way, Expose Armor no longer requires all 5 points to be viable (as none of our other finishers do). With talents like Ruthlessness and Expose Armor's low (or below zero) energy cost, it would be easier to maintain in an environment without Sunder Armor. All of our other time-based finishers scale their duration based on number of Combo Points; changing Expose Armor to this mechanic seems logical.

United States Online
Reply With Quote
Reply

Go Back   Elitist Jerks » Class Mechanics » Rogues

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Macro Problem Cwealm Public Discussion 28 09/28/07 6:35 PM
WoW Aceupdater problem Krellian User Interface and AddOns 2 09/27/07 11:29 AM