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Old 06/30/09, 11:22 AM   #76
Graivewynd
Glass Joe
 
Orc Rogue
 
Smolderthorn
Well since the T9 sets don't have the snazzy T8 4+ bonus and this lowering our need for the crit cap or near that, should our gemming resort back to AP over Agility or am I keeping my gems delicate?

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Old 06/30/09, 11:29 AM   #77
snowman2050
Von Kaiser
 
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Orc Rogue
 
Twilight's Hammer (EU)
Originally Posted by Graivewynd View Post
Well since the T9 sets don't have the snazzy T8 4+ bonus and this lowering our need for the crit cap or near that, should our gemming resort back to AP over Agility or am I keeping my gems delicate?
It's pheasable that the T9 4 set could change in the next few builds as we have seen in the last build with other classes, thus a little too early to even consider what the best gemming choice would be. I would hold those thoughts and look forward to what Blizzard has in store for our set.

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Old 06/30/09, 1:22 PM   #78
Kryptyx
Von Kaiser
 
Orc Rogue
 
Drak'thul
Has anyone been able to test the Envenom changes and how much of a damage increase we are likely to see from the buff?

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Old 06/30/09, 1:57 PM   #79
Feist-Mok
Bald Bull
 
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Human Rogue
 
Ysera
Originally Posted by Kryptyx View Post
Has anyone been able to test the Envenom changes and how much of a damage increase we are likely to see from the buff?
It's a tooltip fix. No actual damage gain.

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Old 06/30/09, 5:49 PM   #80
Veri
Glass Joe
 
Goblin Rogue
 
Burning Blade
# Nitro Boosts: Passive bonus is now 24 critical strike rating.
This change posted on MMO Champ looks like it will increase the benefit of Engineering even more.

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Old 06/30/09, 9:40 PM   #81
Grunge
Don Flamenco
 
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Human Rogue
 
Kor'gall (EU)
Originally Posted by snowman2050 View Post
It's pheasable that the T9 4 set could change in the next few builds as we have seen in the last build with other classes, thus a little too early to even consider what the best gemming choice would be. I would hold those thoughts and look forward to what Blizzard has in store for our set.
While this is true, ArP becomes much more likely as the choice of gemming come 3.2 with Epic and upgraded JC arp gems allowing you to get to 567 faster.

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Old 07/01/09, 10:52 AM   #82
Grishmaluk
Glass Joe
 
Orc Rogue
 
Mazrigos (EU)
Can't wait to get my hands on the 2p bonus of t9, it's gonna be even spammier to play combat then I suppose. Trying to keep down the energy cap by never pooling also makes it a bit more difficult to keep really good rotations, though I guess that's migitated by the fact that we get free cps. We'll simply see a larger % of SS damage with it, and therefor(e?) the need of a slow and high damage main hand will be even greater, it's gonna be awesome anyhow. I'd definitly guess that my good old 5s/5r rotation ain't gonna cut it after the patch... but we'll see, maybe something in line with 3s/5r/5e.

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Old 07/01/09, 12:31 PM   #83
Jeppathum
Von Kaiser
 
Night Elf Rogue
 
Moonglade (EU)
I'm just wondering what happens with the T9 2pc bonus if your next attack costs less than 40 energy (eg finishers), I assume that the extra free energy is wasted. Would it be better to use a finisher with 4 cp rather than risk wasting some of the free energy if you got a free finisher? If the bonus is working properly on the PTR, maybe someone can test whether you do indeed waste energy if you use a finisher on the proc, I can't see how it would be implemented any other way, but you never know.

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Old 07/01/09, 12:45 PM   #84
Avirex
Glass Joe
 
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Blood Elf Rogue
 
Sargeras
If I'm thinking about this correctly, you're not really wasting energy anyway, since you'll get a relentless strikes proc out of the finisher if you're using 5 points. Sure, 5 to 15 energy that could've been "gained" by the proc is "lost," but you still gain 25 "real" energy without the normal cost.

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Old 07/01/09, 2:07 PM   #85
Arakas
Von Kaiser
 
Undead Rogue
 
Tichondrius
Originally Posted by Avirex View Post
If I'm thinking about this correctly, you're not really wasting energy anyway, since you'll get a relentless strikes proc out of the finisher if you're using 5 points. Sure, 5 to 15 energy that could've been "gained" by the proc is "lost," but you still gain 25 "real" energy without the normal cost.
It's more likely considered 'wasted' when compared to a mutilate spec who can apply a mutilate after the proc.

Mutilate will be using the full 40 energy and gaining better effeciency than a sinister strike or finisher from a combat rogue.

Depending upon proc rate, repeating a 5-15 energy loss will be costly. In ~2-3 procs, you've lost the cost of an additional Sinister Strike while Mutilate may get the full use of the energy for finishers.

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Old 07/01/09, 2:40 PM   #86
Ticia
Piston Honda
 
Undead Rogue
 
Shattered Hand
Originally Posted by Arakas View Post
It's more likely considered 'wasted' when compared to a mutilate spec who can apply a mutilate after the proc.

Mutilate will be using the full 40 energy and gaining better effeciency than a sinister strike or finisher from a combat rogue.

Depending upon proc rate, repeating a 5-15 energy loss will be costly. In ~2-3 procs, you've lost the cost of an additional Sinister Strike while Mutilate may get the full use of the energy for finishers.
Unless you are using 4 piece T7 (which you obviously can't with 2 piece T9 as well), Sinister Strike costs 40 energy, so using that won't be any less efficient than Mutilate. Also, what is to say that Mutilate won't be in the same position as combat with a proc that happens right before you are going to do a finisher? In fact, since Mutilate does significantly more finishers than Combat, I would argue that it is more likely to run into the situation where the set bonus procs before you are going to do a finisher, and you are left with the choice of doing a free finisher or a 20 energy Mutilate and then the finisher.

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Old 07/01/09, 8:37 PM   #87
Arakas
Von Kaiser
 
Undead Rogue
 
Tichondrius
Originally Posted by Ticia View Post
Unless you are using 4 piece T7 (which you obviously can't with 2 piece T9 as well), Sinister Strike costs 40 energy, so using that won't be any less efficient than Mutilate. Also, what is to say that Mutilate won't be in the same position as combat with a proc that happens right before you are going to do a finisher? In fact, since Mutilate does significantly more finishers than Combat, I would argue that it is more likely to run into the situation where the set bonus procs before you are going to do a finisher, and you are left with the choice of doing a free finisher or a 20 energy Mutilate and then the finisher.
For some reason, my brain tricked me into thinking that Sinister Strike was reduced to 30 (instead of 40) energy by the Imp Talent. Good catch---my bad.

And while I'd agree that there are more finishers with mutilate, the reality is that Combat still loses more energy because it must reapply SnD on a regular basis.

Mutilate uses two primary finishers (with the potential for HfB to eat the occasional 2-pc proc): Envenom and Rupture. At 35 and 25 energy, respectively. Meaning a regular waste of 5 points or 15 points when the 2-pc T9 procs.

Combat has three primary finishers (with the potential for BF to eat the occasional proc): SnD, Rupture, and Eviscerate. SnD and Rupture are both 25 energy, meaning that wasting 15 points will happen much more frequently than in a Muti build. The Eviscerates will be just a 5 point wash and equivilent to an Envenom (though with less damage per energy).

Let me be clear, here. I don't think that the difference will be overwhelming and phase combat rogues out. But I do think that PvE Mutilate rogues will stand to benefit more from the set bonus.

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Old 07/01/09, 10:37 PM   #88
MerkeMan
Glass Joe
 
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Night Elf Rogue
 
Silvermoon (EU)
Originally Posted by Arakas View Post
F
Combat has three primary finishers (with the potential for BF to eat the occasional proc): SnD, Rupture, and Eviscerate. SnD and Rupture are both 25 energy, meaning that wasting 15 points will happen much more frequently than in a Muti build. The Eviscerates will be just a 5 point wash and equivilent to an Envenom (though with less damage per energy).
Obviously we can only make guesses right now, but once I obtained my 4set T8 bonus I switched to a rotation similar to 3s/5r in order to maximise Rupture uptime rather than have a 50/60% rupture uptime with points going to Eviscerate. Probably likely to see a rotation similiar to keep uptime as close to 100% uptime as possible.

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Old 07/02/09, 5:12 AM   #89
Krollin
Piston Honda
 
Night Elf Rogue
 
Turalyon (EU)
If the 2 piece T9 set bonus remains the same it opens up the possibility of dropping Relentless Strikes for Mutilate Rogues, those 5 points can then be invested in the Combat Tree to get Lightning Reflexes without having to invest points in any non-DPS Talents: 51/18/2.
Granted, the effectiveness of the build relies totally on Rupture uptime and the proc rate.
I guess it would also pretty jerky to play, without an AddOn telling you about the Rupture proc happening it might be difficult to tell when you can use an attack at the cheaper cost.
But the additional crit from CQC and the 10% Haste from LR are certainly DPS buffs.

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Old 07/02/09, 5:21 AM   #90
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
I fail to see how the 2/5 T9 would reduce the value of Relentless Strikes - just because you (occasionally) perform a finisher for free doesn't mean there isn't still significant value in getting 25 energy for doing it. Thus, I see no immediate reason why 51/18/2 would be any better than it currently is (which is to say, vastly inferior to other options).

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Old 07/02/09, 5:40 AM   #91
Krollin
Piston Honda
 
Night Elf Rogue
 
Turalyon (EU)
Originally Posted by Aldriana View Post
I fail to see how the 2/5 T9 would reduce the value of Relentless Strikes - just because you (occasionally) perform a finisher for free doesn't mean there isn't still significant value in getting 25 energy for doing it. Thus, I see no immediate reason why 51/18/2 would be any better than it currently is (which is to say, vastly inferior to other options).
Because, for the moment at least, the Rupture proc benefits the next ability not just finishers.

Like I said, the build depends on the frequency of the Rupture proc, obviously if it is not high enough to at least equal the energy gain from Relentless Strikes then it would not make sense to use the 51/15/2.

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Old 07/02/09, 6:03 AM   #92
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
But that's my point. Even if the energy regen matches what you get from Relentless Strikes... why not do both, for even more energy?

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Old 07/02/09, 7:30 AM   #93
path411
Von Kaiser
 
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Undead Death Knight
 
Bonechewer
A pvp perspective on the 2pc makes it very desirable to time with a full energy bar of mutilates.


On the combat note, it might be more beneficial to use up the proc on an extra SS than do your finisher.
TBH for combat the proc is going to be almost a waste under AR, or Bloodlust/BF/haste pot circumstances. Or imagine it proccing during a killing spree. There are enough times you have to try to not cap energy =/, hopefully the 4pc is changed to something much better. (Though for FoK spam the 2pc might be full of lulz)

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Old 07/02/09, 8:19 AM   #94
Krollin
Piston Honda
 
Night Elf Rogue
 
Turalyon (EU)
Originally Posted by Aldriana View Post
But that's my point. Even if the energy regen matches what you get from Relentless Strikes... why not do both, for even more energy?
I can certainly see the benefit of the extra energy.

With it we will certainly have easier DPS Cycles, not that they are hard to keep going normally anyway.
The ability to perform Mutilates cheaply is also of benefit, the need to pool energy is reduced and would result in higher DPS.

If the energy budget remains equivalent to having RS without the set bonus then I will be getting a 10% increase to white DPS, IP DPS and a [very] marginal increase to DP DPS.

Which of the two options are going to be the best and at which point, if any, does one become better than the other?

The value of Relentless Strikes is in no way devalued by the set bonus, I am summising that the benefits of it could eventually become outweighed by 5/5 CQC (as opposed to 3/5 CQC) and 3/3 LR.

I am not trying to make statements of fact with no evidence to support them, I am trying to ask questions or at least open the possibility up for discussion.

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Old 07/02/09, 8:34 AM   #95
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Well, I guess my argument is that I see no particular reason why the T9 2/5 would tip the balance from the current situation; and, if anything, the loss of the T8 4/5 will reduce the value of the 2 points of CQC that you take en route to 51/18/2. I mean, we can check it again once things are finalized, but my initial impression is that 51/18/2 has never really been competitive and I don't see any particular reason to believe that it's going to start now.

Really, I don't think the T9 2/5 as written is likely to affect our cycles very much unless it's tuned to be *way* overpowered. I mean, the natural assumption to make is that with 100% rupture uptime it will give a benefit somewhere between the T8 2/5 and the T7 4/5 - probably on the order of 1 energy per 2 seconds average case, meaning around one proc per minute or less. Is this a reasonable DPS boost? Yes. Is it going to massively change our spec or cycles? Doubtful. Basically, anything that has far-reaching effects on our cycle structure tends to be too powerful for a set bonus, particularly a 2/5.

The other way it might affect our cycles is by increasing the value of rupture, but given that we have to drop T8 4/5 to get it, I doubt that's going to be a major effect either.

Again: we'll have to look again once things are finalized, but my instinct is to say that our specs and cycles will be much the same as they are currently, even with the T9 2/5.

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Old 07/02/09, 8:56 AM   #96
Tinwhisker
Bald Bull
 
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Dwarf Rogue
 
Scarlet Crusade
The T8 4pc bonus is quite possibly the strongest bonus we've ever had. In my mind it was put in place (at least partially) to keep rupture in rogue DPS rotations.

I'm with Aldriana on this one and am fairly sure Blizzard is going to put the value of the T9 2pc just above that of the T8 2pc with the T9's great stats making it attractive enough that two to three pieces of T9 becomes the break point where we can drop the T8 4pc bonus. Although with the stat allocation on T9 being more stam heavy it's probably more likely that three will be the minimum.

The question still remains in my mind what they're going to do with the T9 4pc. They've so far updated all classes with the "+5% crit" 4pc bonus to something less "universal" except for mages and rogues. Currently, both classes are doing fine as far as DPS goes and frankly I just don't see them giving us a bonus as strong as the T8 4pc bonus.

The T9 2pc does it's job, it keeps rupture in our rotations once the T8 4pc bonus is gone. With that accomplished though, there's no reason to give us something more than mediocre. I hope they don't just go with mediocre of course, but I'm not holding out for a "Wow!" bonus.


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Old 07/02/09, 9:34 AM   #97
koaschten
In the rear with the gear!
 
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Worgen Rogue
 
Auchindoun (EU)
I dare saying, the only resource limiting rogue dps is energy. So why do you argue that more energy is bad?
It allows you to do more cp generators which allows you to do more/higher cp finishers which results in more dps with the same spec.

I might be missing something though....

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Old 07/03/09, 5:14 AM   #98
Krollin
Piston Honda
 
Night Elf Rogue
 
Turalyon (EU)
Originally Posted by koaschten View Post
I dare saying, the only resource limiting rogue dps is energy. So why do you argue that more energy is bad?
It allows you to do more cp generators which allows you to do more/higher cp finishers which results in more dps with the same spec.

I might be missing something though....
To make the question clear.

At what proc rate, if any, would a 51/18/2 build with the 2 set T9 bonus have the same DPS potential as 51/13/7 with the 2 set T9 bonus?

I am not arguing any point, in case I appeared to be.

I do side with Aldriana's comment on this though especially "wait and see".
I must confess to not being fit enough on the maths to be confident of providing myself with the answer I am looking for, the approach looking for the rate at which the ability cost reduction would allow an equal number of ability usage with RS already looks horribly complicated to me.

3/3 Lightning Reflexes and +2 CQC would contribute additional energy from Focussed Attacks being one of the things that is likely to trip me up totally.

Last edited by Krollin : 07/03/09 at 5:22 AM.

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Old 07/03/09, 5:43 AM   #99
• Aldriana
Mike Tyson
 
Night Elf Rogue
 
Doomhammer
Okay, let's be clear. Their may be some second or third order effect that skews the balance between these two specs. And I'm not even going to bother trying to predict that until we have the final numbers. But in terms of the direct effects - i.e., the question as to when one's energy regen starts exceeding one's ability to spend it, rendering Relentless Strikes potentially moot - that, we can answer.

Currently, baseline Mutilate regen tends to be something like 12.5 energy per second. In order to cap out on energy regen, we'd need to be able to do, in effect, 2xMutilate followed by a finisher (costing, with Relentless Strikes, 10 energy), on GCD. That is, our energy expenditure would need to be, average case, 60 + 60 + 10 = 130 energy every 3 seconds, or 43 energy per second. Thus, we'd need to gain a bit over 30 energy per second before Relentless Strikes became truly useless.

Note that the theoretical limit of regen possibly via the 2/5 T9 bonus is 40 energy per rupture tick - or 20 energy per second. Thus, even if the proc rate of the 2/5 bonus was 100% - which would be absurdly broken - we'd still benefit from Relentless Strikes.

More energy is always better. As Mutilate it's patently impossible to be GCD limited rather than energy limited. Even combat has issues with it only during AR. As such, there is no obvious reason to believe that we'll be moving away from Relentless Strikes.

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Old 07/03/09, 8:50 AM   #100
Mavanas
Great Tiger
 
Night Elf Rogue
 
Lightning's Blade
Your energy can cap if 2-piece t9 procs when you are at 60+ energy, so with that set bonus you will have to learn to keep your energy at no more than 60. Better yet, if you want to account for Focused Attacks, keep it below 58.

If you do that, then even if you consider the worst case scenario for energy capping, i.e. you start at 58 energy, your ruthlessness from previous envenom procs, your previous envenom crits, your single mutilate crits, and relentless strikes procs off the 5pt envenoms, then your maximum energy gain in the first second (counting base regen, focused attacks and 2-piece t9 proc) is 10+2+40=52 less 10 energy spent on envenom will keep you under the energy cap. Next second you lose 60 energy on mutilate and can gain up to 14 energy from regen and Focused Attacks, so your highest energy will be 100-60+14=54. When you envenom next, even if 2-piece t9 procs again, you are guaranted to be below the energy cap.

So the main effect of two-piece t9 bonus will be a change to energy pooling. It can also affect our ability to time envenoms to deadly poison ticks. But neither of these changes benefit 51/18/2 more than 51/13/7, so there is no reason to believe 51/18/2 will start to outdps 51/13/7.

Also if you consider damage scaling with gear, 51/18/2 gains some white and poison damage at the expense of yellow damage. However yellow damage scales a lot better with both crit (due to lethality) and attack power increases (AP multipliers for envenom and mutilate are much higher than for white autoattacks and poisons), so there is no further reason to believe, 51/18/2 will eventually pull ahead as gear keeps improving.

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