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06/24/09, 12:31 PM
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#26
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Von Kaiser
Night Elf Rogue
Moonglade (EU)
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The new daily heroic (5 man) quest is to kill the Black Knight, so I assume he won't also feature in the Coliseum.
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06/24/09, 1:12 PM
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#27
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Don Flamenco
Undead Rogue
Emerald Dream
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Combat Potency now affects all off-hand melee attacks.
vs
Combat Potency: Gives your successful off-hand melee autoattacks a 20% chance to generate 15 Energy.
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When I first saw this I thought it meant that all offhand swings, regardless of success or not, would have a chance to proc combat potency. I'm guessing this would devalue hit over poison cap for combat rogues if this was the correct reading. How much of the hit EP is based off of increased combat potency procs?
Besides Shiv and FoK (and really, who cares?), I don't see how allowing yellow offhand attacks to proc combat potency would really matter to raiding rogues.
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06/24/09, 1:23 PM
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#28
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Glass Joe
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Combat Potency does not proc off FoK or shiv currently on test server. Also it does proc of Killing Spree off hand attacks now. I have not tested White offhand misses yet but will look into it
Also it looks like the set bonus on t9 is not active yet on test server
Edit
Actually Rupture seems to be proc'ing a buff called Unholy Strength which is 180str in the tool tip
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06/24/09, 2:09 PM
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#29
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Glass Joe
Blood Elf Rogue
Frostwolf
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It looks like 2p T9 and rest non-set may be the best way to go. As someone mentioned Combat would be at 28% expertise, and as mutilate I'm not too happy to see 10% armor pen on the gear. Also four blue gems feels like we're going backwards after T8.
In better news the helm has an additional 30 agility and 60 ap, so it's a little more than a 100 ap gain itself.
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06/24/09, 2:24 PM
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#30
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Don Flamenco
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Originally Posted by Solitaire
It looks like 2p T9 and rest non-set may be the best way to go. As someone mentioned Combat would be at 28% expertise, and as mutilate I'm not too happy to see 10% armor pen on the gear. Also four blue gems feels like we're going backwards after T8.
In better news the helm has an additional 30 agility and 60 ap, so it's a little more than a 100 ap gain itself.
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Combat should get good benefit from the ArP and the extra 5% crit chance on SS. The extra expertise can allow Combat to pick up more utility talents and go 0/2 or 1/2 Weapon Expertise.
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06/24/09, 2:33 PM
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#31
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Piston Honda
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Originally Posted by Solitaire
It looks like 2p T9 and rest non-set may be the best way to go. As someone mentioned Combat would be at 28% expertise, and as mutilate I'm not too happy to see 10% armor pen on the gear. Also four blue gems feels like we're going backwards after T8.
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You can't have a perfectly itemized gearset at this stage of the expansion. We still have (at least) 1 more raid instance before the next expansion, and if you have a perfectly itemized gearset before then, you aren't going to have anything left to work with in the last raid. It's still very early for this PTR, and there is lots of time for gear changes to happen. We also haven't seen any offset items, so we have no idea if we'll run 5/5 T9, or drop shoulders/chest for something else.
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06/24/09, 4:59 PM
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#32
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Von Kaiser
Orc Rogue
Twilight's Hammer (EU)
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I wouldn't worry all too much about the 4set bonus of T9 as of yet, its looking very likely that it is a placeholder, also with regards to socket colours, again these have been prone to change before release. I couldnt imagine Blizzard putting 4 Blue gems into a class that has next to no use for blue sockets as it is.
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06/24/09, 5:04 PM
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#33
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Von Kaiser
Troll Rogue
Shadow Council
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Originally Posted by snowman2050
I wouldn't worry all too much about the 4set bonus of T9 as of yet, its looking very likely that it is a placeholder, also with regards to socket colours, again these have been prone to change before release. I couldnt imagine Blizzard putting 4 Blue gems into a class that has next to no use for blue sockets as it is.
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Oh but you'd be wrong then. They put quite a few blue sockets into the warlocks tier 8 gear, and I don't see why they wouldn't give us blue sockets now knowing that.
They like to "mix up" the itemization between tiers. Will it change before the actual patch? It's possible, but again, they might just keep it like that and I don't really see why they wouldn't.
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06/24/09, 5:30 PM
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#34
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Mike Tyson
Night Elf Rogue
Doomhammer
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I think what people fail to realize is that throughout the history of class, having gear that's light on blue sockets has been the exception and not the norm - in fact, the quality of our sockets of late has been, in my opinion, unusually good.
Consider the number of sockets of each color in our tier sets to date:
T6 (SWP pieces): 3 red
T6 (BT/Hyjal pieces): 4 yellow, 4 blue
T5: 2 Red, 2 Yellow, 3 Blue
T4: 4 Red, 1 Yellow, 1 Blue
T7: 2 Red, 2 Yellow, 3 Blue
T8: 5 Red, 2 Yellow.
When you look at that, what you see is that in all the tier sets we've had since socketing was introduced, the vast majority of our tier sets have had as many or more blue sockets as any other color. The only exceptions to this rule are T4 and T8. So the fact that T9 is weighing in at 3 red and 4 blue isn't really surprising, when you look at the historical trend. Disappointing, perhaps, but not surprising.
Now, one might ask *why* they do this. And the answer is, again, pretty simple. They've stated that whether to socket for the set bonuses (or not) should be a decision, and if all the sockets are the color you'd ideally want to use anyway there's no decision. I mean, if they were just going to make gear with the exact color sockets you'd want in the first place, why bother having socket colors at all?
So: there are a lot of blue sockets in our next tier. It is not abnormal in this respect - it only feels like it relative to T8, which is, in reality, the abnormal set. However, much as SWP was, in general, better itemized, both in terms of stats and socket colors, than the preceding tiers, I'd expect T10 to move back towards red and yellow sockets as well.
Of course, Blizzard may yet change their mind about the T9 stats - personally, I hope they do, as the amount of expertise on those sets is stupidly high. But there's no particular reason to believe they will based purely on what we've seen.
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06/24/09, 5:42 PM
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#35
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What Would You Have Me Do?
Ramala
Orc Rogue
No WoW Account
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Originally Posted by Aldriana
Of course, Blizzard may yet change their mind about the T9 stats - personally, I hope they do, as the amount of expertise on those sets is stupidly high. But there's no particular reason to believe they will based purely on what we've seen.
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I'd rather they go the other way. Give set items a high amount of expertise, maybe a MH dagger, and replace Weapon Expertise.
Really, the problem that keeps arising is that Combat has Weapon Expertise and doesn't really care about Expertise while Mutilate doesn't have it but wants Expertise. This problem is going to exist in every tier until the talents reflect what the builds want.
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Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
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06/24/09, 5:50 PM
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#36
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Mike Tyson
Night Elf Rogue
Doomhammer
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The thing is, even Mutilate only wants 213 expertise, and when you start throwing it around in blocks of 68 and 86, that makes it really really hard not to go over the cap. I mean, BIS Mutilate is already over cap on Expertise in 3.1 using 226-239 gear - when we start using 258 gear, how much further over the cap are we going to be?
I mean, I fundamentally agree that Weapon Expertise is a bad talent that should be replaced (and, for that matter, that Expertise is sort of a poorly designed stat to start with), but I think even apart from that, running into the Expertise cap is going to be a major problem even for Mutilate given the amount on our tier set.
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06/24/09, 5:50 PM
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#37
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Von Kaiser
Undead Rogue
Destromath (EU)
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The expertise does not seem like that big a problem to me. First of, the 4pc bonus is very lackluster. So if we skip it in favor of BiS gear, then it is quite possible (if not probable), that the pieces with expertise are the ones to be skipped. Even if 4pc bonus does turn out to be our best choice, that leaves us with one free piece, which could very well not have any expertise on it at all.
On a more positive note: No haste. Thank god.
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06/24/09, 8:00 PM
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#38
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Bald Bull
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Originally Posted by Zoephobia
On a more positive note: No haste. Thank god.
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Why? You aren't a hunter or a mage. There's no cap on the quantity of haste that's useful to you.Last time I played with the spreadsheet, Haste came out close enough to crit that, outside of the narrow line for gemming, it was six of one hald a dozen of the other. There's really no especially good reason to dislike haste on gear, especially when it's one of the few stats availiable to us that doesn't hit a wall of diminished or zero value (See: Armor Pen, Hit, Crit, Agi (due to it's crit contribution), Expertise).
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06/24/09, 8:27 PM
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#39
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Von Kaiser
Human Rogue
Alterac Mountains
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does the value of haste increase linearly (you gain the same benefit from each additional haste rating) or does its value increase decrementally (you gain less benefit from each additional haste rating)?
I personally have observed that haste does have a "diminishing return" to it. to reduce your weapon speed by 10 percent, one would need more than 10 percent haste. Since SnD, LR, imp WF/icy talon provides a total of 70 percent haste, any additional haste will be "diminished"
This is, however, only my personal understanding, I do want to hear some feedback/answers to my first question.
thanks
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06/24/09, 8:29 PM
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#40
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Bald Bull
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Originally Posted by Tofuu
does the value of haste increase linearly (you gain the same benefit from each additional haste rating) or does its value increase decrementally (you gain less benefit from each additional haste rating)?
I personally have observed that haste does have a "diminishing return" to it. to reduce your weapon speed by 10 percent, one would need more than 10 percent haste. Since SnD, LR, imp WF/icy talon provides a total of 70 percent haste, any additional haste will be "diminished"
This is, however, only my personal understanding, I do want to hear some feedback/answers to my first question.
thanks
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Hastes impact on tooltip weapon speed appears to diminish, but the number of additional swings/time, and the additional autoattack DPS gained is mostly linear, at least before considering it's impacts on factors such as procs, poison, and energy regen.
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06/24/09, 9:01 PM
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#41
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Great Tiger
Night Elf Rogue
Lightning's Blade
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Every 32.79 haste rating give you 1% speed increase whether you are are at 0 haste or 500 haste (if you have no other haste buffs). However the effect of that 1 extra percent on the final weapon speed is going to be diminishing. See edit below for details.
The only haste cap that comes to mind is related to discreteness of the game. I've seen it mentioned somewhere that either game calculations or game state updates are discrete with 0.1 sec interval. If it's game state update there should not be a problem, if it's actually calculations then at some level of haste fast weapon speed can drop below 1 swing every 0.1 second and some CP procs could absolutely theoretically be lost. However, during Comet's Trail proc, with blade flurry, heroism, SND, Lightning Reflexes, and all haste-related raid buffs, it would take 13000 haste from gear to reach that level. So basically it's nothing to worry about.
I agree with Feist-Mok haste is not a bad stat primarily because of lack of caps.
Edit: as far as diminishing returns, yes there are diminishing returns with haste, as with many other stat exceptfor ArPen. A 100 haste rating when you already have a 100 is going to give you a higher percent speed increase than a 100 extra haste rating when you already have 200. For instance with blade flurry, heroism, SND, Lightning Reflexes, and all haste-related raid buffs, going from 100 haste rating to 200 haste rating increases weapon speed by 2,96%. Going from 200 to 300, increases weapon speed by another 2.87%.
Last edited by Mavanas : 06/24/09 at 9:25 PM.
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06/25/09, 2:38 AM
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#42
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Von Kaiser
Undead Death Knight
Bonechewer
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The extra expertise will be nice to be able to grab a full 2/2 filler talent.
It's also nice to see an increase in sta over the t7->t8 decrease in sta.
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06/25/09, 2:41 AM
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#43
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Baller
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Originally Posted by path411
The extra expertise will be nice to be able to grab a full 2/2 filler talent.
It's also nice to see an increase in sta over the t7->t8 decrease in sta.
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If we're spending itemization points on something we could get from a talent, we're effectively sacrificing those itemization points for just a "filler" talent. It's like saying you could pick up 5% crit on gear and drop Malice.
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Author of the Rogue column on WoW Insider
Originally Posted by Hanos
I downloaded GearScore
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06/25/09, 3:11 AM
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#44
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Von Kaiser
Undead Death Knight
Bonechewer
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With the 4pc being very good and the stats on gear even better, you are likely going to be getting it. If this alone puts you over the expertise cap. You probably aren't going to be "wasting itemization points" by dropping a talent point.
I'd much rather drop a wasted point in weapon expertise for 2/2 imp throwing than having to drop a point of lethality.
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06/25/09, 6:51 AM
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#45
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Glass Joe
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I'm actually interested in the change to Shadow Dance: Shadow Dance cool down reduced to 1 minute.
Before you write this off as nonsense, try to at least consider it. Now Shadow Dance has an shorter cool down that Killing Spree w/ glyph.
Me and my friend fooled around with a few specs in the calculators; it looks interesting and maybe worth a try (though we have serious doubts about it since it requires a dagger MH for Ambush). If anyone is interested in diving further, I created a spec using mmo-champion's calculator... possibly not optimal... possibly so... but Blizzard continually improves Shadow Dance with every patch. Maybe it might be worth a look at?
http://talent.mmo-champion.com/?rogu...&version=10026
We left out Precision as it might not be needed in T9, added Vigor for better burst during Shadow Dance. Not saying that anything in here is how it should be... just giving the reason behind some of the more questionable parts of this spec.
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06/25/09, 12:52 PM
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#46
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Founder of the Chalonverse
Chalon
Night Elf Rogue
No WoW Account
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Given that HaT is basically terrible now that pet crits don't proc CPs, I don't think the change to Shadow Dance makes the spec any more desirable.
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06/25/09, 12:58 PM
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#47
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Von Kaiser
Night Elf Rogue
Stormrage (EU)
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Originally Posted by path411
With the 4pc being very good...
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It's not, it's really bad. Most likely just a placeholder.
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06/25/09, 1:15 PM
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#48
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Glass Joe
Troll Rogue
Laughing Skull
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Originally Posted by Kumar
The gear models on mmo-champion are placeholders.
In terms of gear ilevels, it would seem that 10-man will provide 232 and 25 man will provide 245. 10 man hard mode could provide 245 ilevel loot, while 25 man hard mode vaults you to ilevel 258.
The 4p bonus should be a nice boost to Combat Rogues with the SS glyph.
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What will the point of Norm 25man if it drops same ilvl as 10man hard mode?
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06/25/09, 1:18 PM
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#49
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Baller
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Originally Posted by shoe3k
What will the point of Norm 25man if it drops same ilvl as 10man hard mode?
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10m Hard requires talented players, 25m Regular requires a lot of players.
Originally Posted by path411
With the 4pc being very good and the stats on gear even better, you are likely going to be getting it. If this alone puts you over the expertise cap. You probably aren't going to be "wasting itemization points" by dropping a talent point.
I'd much rather drop a wasted point in weapon expertise for 2/2 imp throwing than having to drop a point of lethality.
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Here's a link to the T9 set (highest iLVL).
Unless you're sporting both shoulders and helm, you won't be over the cap. You can easily achieve the 4pc bonus without being over the Expertise cap. Even if luck is poor for you, it is better to wear Helm + Shoulders and have both points into Weapon Expertise. You're still gaining expertise from these points (unless you have 214+ from gear alone, which is a mistake in itself), even if a portion of the expertise on gear is wasted. Your alternative is wasting many more ilvl points on expertise on gear, to pick up a talent that might help pad your trash meters.
Last edited by madsushi : 06/25/09 at 1:25 PM.
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Author of the Rogue column on WoW Insider
Originally Posted by Hanos
I downloaded GearScore
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06/25/09, 2:23 PM
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#50
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Glass Joe
Undead Rogue
Black Dragonflight
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Originally Posted by chalon
Given that HaT is basically terrible now that pet crits don't proc CPs, I don't think the change to Shadow Dance makes the spec any more desirable.
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HaT is hardly terrible. With 1CPS HaT pulls 7k+ sustained dps, is better at target switching, works very well with 4pct8, and has the added utility of cheat death, shadowstep and prep. Combat and mutilate rogues contribute more than .3CPS each in recent parses.
I would be very interested in seeing how a backstab/shadow dance spec would perform.
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