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[WoW] Rogues - Or how I stopped worrying and learned to facestab

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Posts

  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited October 2008
    The exact reason Combat should be top dog for raid dps.

    If I have to have a boring spec with boring talents that do nothing special in particular (any rogue in the game can spam SS, SnD and Rupture), at least make it good for the group.

    Subtlety? OMG I'M NIGHTCRAWLER RAWR!

    Mutilate? OMG HUGE NUMBERS! COMBO POINTS YESYESYES!

    Combat? ... I have a great rotation that I get to use when I'm not the EA bitch?

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • mastmanmastman Registered User regular
    edited October 2008
    damn, 25% faster energy regen rate is pretty big

    mastman on
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  • MayGodHaveMercyMayGodHaveMercy Registered User regular
    edited October 2008
    Wavechaser wrote: »
    Dhalphir wrote: »
    what changes about killing spree in reality that makes it so much worse than what it seems?

    The actual damage output. It's horrible, my gear isn't amazing by any stretch of the imagination, but i'm sitting around 31 or so % crit and the fucking ability just never seems to crit EVER.

    I was landing hits on these stupid dummies for like 500 to700 damage.

    WHOOOPDIE DOO

    Pretty crappy for a 2 minute cooldown ability that hits 5 times.

    If Blizzard upped the damage exponentially, or doubled the amount of hits, maybe it would be worth it.

    It's not about big numbers. It does need a bit of a boost, though.

    Currently, at 80, with an iLevel 213 2.5 MH and a 1.5 OH, it does 1254 DPS base. This is before mitigation, and not including crit or Prey on the Weak/Relentless Earthstorm. Assuming 20% crit it goes up closer to 1600. It needs a buff, but it's not terrible. It needs a much shorter cooldown, as well. Much shorter.

    EDIT: Also doesn't include white attacks, but you'll see maybe 2 OH and 1 MH attack while on your "Spree," most likely.

    MayGodHaveMercy on
    XBL: Mercy XXVI - Steam: Mercy_XXVI - PSN: Mercy XXVI
  • RamiRami Registered User regular
    edited October 2008
    Yeah but the potential combat potency gains from those two offhand hits increases [potential] dps quite a bit.

    Frankly it needs to remove all movement impairing effects as well.

    Rami on
  • MayGodHaveMercyMayGodHaveMercy Registered User regular
    edited October 2008
    Rami wrote: »
    Yeah but the potential combat potency gains from those two offhand hits increases [potential] dps quite a bit.

    Frankly it needs to remove all movement impairing effects as well.


    So basically, from what I've gathered, 90% of people would be happy if all 51-pt talents removed snares and roots.

    MayGodHaveMercy on
    XBL: Mercy XXVI - Steam: Mercy_XXVI - PSN: Mercy XXVI
  • RamiRami Registered User regular
    edited October 2008
    When you're a low armoured, low hp melee only class that is easily assist trained and kited and two of your 3 trees offer practically 0 mobility, yeah it would be nice if I could remove hamstring as mutilate, or anything as combat.

    Especially combat, since it sucks in pvp quite a lot.

    Rami on
  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited October 2008
    Wavechaser wrote: »
    Dhalphir wrote: »
    what changes about killing spree in reality that makes it so much worse than what it seems?

    The actual damage output. It's horrible, my gear isn't amazing by any stretch of the imagination, but i'm sitting around 31 or so % crit and the fucking ability just never seems to crit EVER.

    I was landing hits on these stupid dummies for like 500 to700 damage.

    WHOOOPDIE DOO

    Pretty crappy for a 2 minute cooldown ability that hits 5 times.

    If Blizzard upped the damage exponentially, or doubled the amount of hits, maybe it would be worth it.
    It's not about big numbers. It does need a bit of a boost, though.

    Currently, at 80, with an iLevel 213 2.5 MH and a 1.5 OH, it does 1254 DPS base. This is before mitigation, and not including crit or Prey on the Weak/Relentless Earthstorm. Assuming 20% crit it goes up closer to 1600. It needs a buff, but it's not terrible. It needs a much shorter cooldown, as well. Much shorter.

    EDIT: Also doesn't include white attacks, but you'll see maybe 2 OH and 1 MH attack while on your "Spree," most likely.
    Well the functionality of the ability in general is questionable, to me.

    Consider: If you're that deep into Combat, you're very likely not PvPing (regularly). You're probably using it to A) level or B) raid. Now, if you're leveling, the whole "hitting/porting between multiple enemies" thing isn't a huge deal. Maybe you pulled a pack of three mobs and you're working on them. Fine. Throw on Blade Flurry and you're golden. BUT, if you're raiding, you're either fighting trash (which is sometimes CC'd and therefore you don't want to be porting around and smacking it, though I don't know if the ability ignores CC'd targets), or you're fighting a boss, in which case you're just hitting one target five times. At that point, again, the "appeal" of the ability just doesn't seem to be there; the whole point is that you go on a "spree" hitting multiple things.

    It's just a poorly thought out ability. With a revamp it could be solid, but as is? Nah.

    Halfmex on
  • MayGodHaveMercyMayGodHaveMercy Registered User regular
    edited October 2008
    Rami wrote: »
    When you're a low armoured, low hp melee only class that is easily assist trained and kited and two of your 3 trees offer practically 0 mobility, yeah it would be nice if I could remove hamstring as mutilate, or anything as combat.

    Especially combat, since it sucks in pvp quite a lot.

    I'm not kidding though. That's the sentiment I see all across the board. "Our 51-pt talent should remove snares." "Make Bladestorm remove snares." "Killing Spree should remove snares." "Why doesn't hunger for blood remove snares?" "TG warriors should be immune to snares." "SOmetimes when I get snared I take a laxative." "Etc, etc, so on and so forth."

    I just found it amusing.

    MayGodHaveMercy on
    XBL: Mercy XXVI - Steam: Mercy_XXVI - PSN: Mercy XXVI
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited October 2008
    Considering that our "mobility improvements" were basically "shadowstep", and how easily kited we are but almost every other class (except our specific counter class, who just gets in our faces and shoves 5 feet of steel up our asses), I don't think it's a terrible thing to request or desire.

    That said, I don't think it really belongs in the Combat tree. Combat has always been more of a raiding tree, and the amount of time I'm rooted in a raid is usually pretty small. And no, I don't think we should have 3 viable pvp trees, we already have Mutilate and Subtlety specs for that.

    Putting a snare removal/immunity in deep assassination or subtlety would make sense to me, however.

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • MayGodHaveMercyMayGodHaveMercy Registered User regular
    edited October 2008
    Forar wrote: »
    Putting a snare removal/immunity in deep assassination or subtlety would make sense to me, however.

    I know, I know, I'm not saying otherwise, and I'm not disagreeing. I was just making a point about a very common desire.

    MayGodHaveMercy on
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  • RamiRami Registered User regular
    edited October 2008
    Blizzard have already stated that their eventual goal is all 3 trees would be pvp/pve viable.

    Personally I think it's silly to say 'no don't make all 3 trees good for PVP and PVE!!!'

    Why the hell wouldn't you? It means you can finally spec in the tree you like the most instead of what is clearly best for the role. Are you afraid of choice or something?

    Why should anyone have to respec to change between PVP and PVE?

    Rami on
  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited October 2008
    They did indeed say that was their goal, but they also said it's extremely difficult to do, and to that point, they haven't managed to do that yet for any class. The mechanics one needs to be effective in PvE tends to be different from that of PvP, and it's for that reason that I don't think they'll ever achieve the harmonious "all three trees are equally balanced" utopian situation. That was more or less the idea behind the "switch between two specs on the fly" mechanic that people have been clamoring for and that the devs have said they are looking into for a while now.

    Halfmex on
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited October 2008
    Rami wrote: »
    Blizzard have already stated that their eventual goal is all 3 trees would be pvp/pve viable.

    Personally I think it's silly to say 'no don't make all 3 trees good for PVP and PVE!!!'

    Why the hell wouldn't you? It means you can finally spec in the tree you like the most instead of what is clearly best for the role. Are you afraid of choice or something?

    Why should anyone have to respec to change between PVP and PVE?

    Because they have struggled to make ONE tree pve viable and ONE tree pvp for each class. Expecting 1-3 pve tree(s) and 3 pvp trees is just being greedy.

    And bluntly, "viable" means a whole lot of things to a whole lot of people, but even Blizzard has admitted that people will still number crunch out the 'best' spec based on numbers in talents, skills and gear. Bluntly, trying to make all 30 trees pvp and pve viable is just a waste of time, effort and resources, unless they've managed to figure out some magical talent alterations that will somehow finely tune 60 different playstyles (30 specs, 2 playstyles per spec, not counting for hybrid builds) to be equally effective.

    Edit: and I give hybrids shit for expecting to be the best at everything they can do, so it'd be hypocritical of me to not voice a dissenting opinion on rogue (even my chosen 'main' class) getting that level of freedom, even if it's still just as one role.

    Speaking of which, I still think we should get a tanking tree.

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • RamiRami Registered User regular
    edited October 2008
    I don't agree. Currently the difference in DPS between mutilate and combat on beta is about ~80. Some very small buffs to combat and bam, two trees capable of equal dps in a raid.

    Reinstating all physical debuff removal for HFB, as well as one or two other additions to assassination (like bring back the poisons spread on dispell mechanic) and bam, two different but equally worthwhile PVP trees. I don't think it's that much of a stretch to buff sub raid damage (honour among thieves is a great example, since it gives a huge pve benefit but not nearly as much in PVP) and combat PVP performance.

    Granted, I wouldn't expect this done by WOTLK release, but it's a goal that can and should be reached.

    Rami on
  • LaurlunaLaurluna Registered User regular
    edited October 2008
    Forar wrote: »
    Speaking of which, I still think we should get a tanking tree.

    I agree with this.



    You'd think a monster would be much more pissed off at something that dodged everything thrown at it, while beating it's ass, as opposed to just seeing all the damage healed up.

    Laurluna on
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  • MayGodHaveMercyMayGodHaveMercy Registered User regular
    edited October 2008
    I couldn't see them making a tank that takes zero damage.

    Although "Each time you Dodge/Parry an attack, you generate threat" is awesome.

    MayGodHaveMercy on
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  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited October 2008
    Wouldn't have to be 0, the tree could include an ability that would reduce incomming damage by a significant amount. Itemize proper leather tanking gear (feral druids would love this) and just focus on becomming uncritable. A raw avoidance tank might be a nightmare to heal at times (long strings of nothing followed by OMG SAVE HIM HE'S DYING OH GOD), but I'd probably pick it up and run with it in a heartbeat.

    Hell, make assassination the pve dps tree, and make combat the tanking tree. We already have dodge and parry talents in there.

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • MetacortexMetacortex The Prettiest Zombie Coeur d'CoeursRegistered User regular
    edited October 2008
    I think I'm gonna try to pick up a couple of the PvP daggers for the patch. I have a feeling I'm gonna want to mutilate things.

    I leveled 60-70 as mutilate - with my brother, so it wasn't too bad with the whole "behind target" thing - and liked the play style.

    Metacortex on
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  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited October 2008
    Dhalphir wrote: »
    on paper, Killing Spree looks fucking amazing

    it looks kind of like Omnislash from the Juggernaut in DotA, in that if there are multiple enemies it just does minor damage (weapon damage from each hand) to each enemy, but if there is only one person, it attacks them every time.

    It seems like if you used that on a boss, weapon damage from both hands every 0.5 seconds, five attacks total, would be a lot of damage?

    and on a boss, you will have pretty much 100% uptime of Prey on the Weak as he will almost always be at a lower pecentage health than you except in heavy AOE fights.

    http://wotlk.wowhead.com/?talent=f0eb0xZMgVb00xqru0gRtx

    this is the combat swords build I made, and, on paper at least, it seems like it would be quite high DPS.
    I want to find fault with Unfair advantage and no dodge points, or even lack of improved kick for utility, but I can't. I mean, maybe take that point in kill spree and put it in kick or something.

    EvilBadman on
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  • RamiRami Registered User regular
    edited October 2008
    Why would anyone take dodge or imp kick?

    Dodge adds 0 DPS. And bosses, while often interuptable, are generally immune to silence.

    Rami on
  • ForarForar #432 Toronto, Ontario, CanadaRegistered User regular
    edited October 2008
    Rami wrote: »
    Why would anyone take dodge or imp kick?

    Dodge adds 0 DPS. And bosses, while often interuptable, are generally immune to silence.

    I usually take dodge, because it adds a "greater than 0" improvement to my survivability in some encounters, whereas imp gouge generally does nothing for me at all in a raid.

    Both have some uses for 5 mans and solo endeavors, but I'm more of a rogue tank than a pvp'er, so I generally skip imp gouge myself.

    Forar on
    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
  • RamiRami Registered User regular
    edited October 2008
    Forar wrote: »
    Rami wrote: »
    Why would anyone take dodge or imp kick?

    Dodge adds 0 DPS. And bosses, while often interuptable, are generally immune to silence.

    I usually take dodge, because it adds a "greater than 0" improvement to my survivability in some encounters, whereas imp gouge generally does nothing for me at all in a raid.

    Both have some uses for 5 mans and solo endeavors, but I'm more of a rogue tank than a pvp'er, so I generally skip imp gouge myself.

    Oh yeah, on live you take some dodge as filler obviously.

    But with the WOTLK talent trees there's no reason to waste points in it anymore.

    (although they did say they were looking to buff lightning reflexes into something more awesome)

    Rami on
  • WavechaserWavechaser Registered User regular
    edited October 2008
    If you are going for a UA type build that focuses itself around dodge, then Lightning Reflexes is a must.

    Wavechaser on
  • MayGodHaveMercyMayGodHaveMercy Registered User regular
    edited October 2008
    Rami wrote: »
    Reinstating all physical debuff removal for HFB

    Am I the only person here who thinks having a physical debuff wipe with no cooldown (3 seconds for energy regen) that refunds half its cost is borderline ridiculous?

    MayGodHaveMercy on
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  • Steel AngelSteel Angel Registered User regular
    edited October 2008
    Rami wrote: »
    Why would anyone take dodge or imp kick?

    Dodge adds 0 DPS. And bosses, while often interuptable, are generally immune to silence.

    Imp Kick is basically a holdover from the days where combat was a viable pvp tree. Used to be able to do all sorts of stuff with it once you learned to read when a tauren shaman was going to stomp and heal or a mage was going to blink. Those days are long gone at this point.

    Steel Angel on
    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited October 2008
    Dodge was mentioned in the hopes of boosting chances of Unfair Advantage, and Imp Kick because I haven't played in 4 months and never raided seriously. Excuse the miscues.

    EvilBadman on
    FyreWulff wrote: »
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  • RamiRami Registered User regular
    edited October 2008
    Wavechaser wrote: »
    If you are going for a UA type build that focuses itself around dodge, then Lightning Reflexes is a must.

    But why would anyone make a build based around UA? It's not going to make your combat spec good in pvp and it doesn't mean shit in a group because you won't be having aggro.

    You should have ~25% dodge easy from agility alone, which is enough to give you a substantial boost when soloing. There are just so many better ways to spend those 5 points, and all of them will boost your dps more than 5% extra UA activation.

    Rami on
  • RamiRami Registered User regular
    edited October 2008
    Rami wrote: »
    Reinstating all physical debuff removal for HFB

    Am I the only person here who thinks having a physical debuff wipe with no cooldown (3 seconds for energy regen) that refunds half its cost is borderline ridiculous?

    Could be.

    It's 15 energy and a global cooldown. You can't afford to be wasting GCD on a non-damage/non-CC ability in pvp often.

    Especially since all but two physical debuffs can be reapplied instantly.

    Hamstring - spammed (wing clip too? For some reason i'm thinking of it as magical)
    Deep Wounds - procs often
    Rend/Rip - cheap to apply
    Mangle (?) - constantly applied since you're being spammed by mangle all the time anyway.

    Only rupture and whatever druids bleed finisher is aren't easily reapplied. And garrotte too but that isn't used much since CS is generally better.

    Making it bleeds only and not all physical was pretty much a direct nerf to remove hamstring since it's pretty much the only non-bleed physical used anyway. And really, a small buff against our main counterclass hardly seems game breaking.

    Rami on
  • VaLiantineVaLiantine Registered User regular
    edited October 2008
    I just transferred a Rogue(alongside a Paladin and Death Knight) since I'm itching to play a melee class. I leveled an Orc Rogue to level 14 prior so I have a little experience on it. Any pointers beside the tips in the OP?

    VaLiantine on
  • WavechaserWavechaser Registered User regular
    edited October 2008
    Rami wrote: »
    Wavechaser wrote: »
    If you are going for a UA type build that focuses itself around dodge, then Lightning Reflexes is a must.

    But why would anyone make a build based around UA? It's not going to make your combat spec good in pvp and it doesn't mean shit in a group because you won't be having aggro.

    You should have ~25% dodge easy from agility alone, which is enough to give you a substantial boost when soloing. There are just so many better ways to spend those 5 points, and all of them will boost your dps more than 5% extra UA activation.

    Have you seen the Rogue vids out there with UA Rogues? There is a lot of potential for a UA build with someone who is stacking insane amounts of agility. It (in theory at least) seems very viable in PvP as well once you get the gear to support it. 5% dodge at 80 is a fuckton of agility, and lightning reflexes makes it that much easier to attain.

    I think of Dodge for UA like most Rogues look at Crit for more standard builds.

    All kind of moot anyways since apparently they are changing Lightning Reflexes. /shrug

    Wavechaser on
  • RamiRami Registered User regular
    edited October 2008
    VaLiantine wrote: »
    I just transferred a Rogue(alongside a Paladin and Death Knight) since I'm itching to play a melee class. I leveled an Orc Rogue to level 14 prior so I have a little experience on it. Any pointers beside the tips in the OP?

    For levelling? Just grab some swords and spec in combat. You want Precision and DW Spec asap, Imp SS as well.

    I haven't put talents in the first post yet since i'm waiting for the beta talents to be finalised.

    Rami on
  • Kid PresentableKid Presentable Registered User regular
    edited October 2008
    So the new Combat changes and super tiny mutilate nerf (focused attacks) seems to have done "the trick" in making both specs more even. Combat DPS went way up, to an easy 1200 (with Sinister Strike glyph). Mutilate stayed about the same (1200 again).

    But I guess my mutilate weapons are way worse than my combat weapons, at least in theory. (Edge of Opression vs Vanir Fists) If they can figure out a way to make mutilate weapon upgrades make sense, I'm on board.

    Kid Presentable on
  • RamiRami Registered User regular
    edited October 2008
    Mutilate is still slightly ahead, a little bit of tweaking and they will actually be even.

    Rami on
  • RamiRami Registered User regular
    edited October 2008
    So they put Deadly Poison back on Improved Poisons. So it's a 40% application rate now, and 55% after using envenom.

    I can't decide how to spec at 70, fill up assassination all the way to HFB and then pick up the combat/sub talents while levelling? Or stop at mutilate and fill out CttC and HFB while levelling?

    Rami on
  • TTODewbackTTODewback Puts the drawl in ya'll I think I'm in HellRegistered User regular
    edited October 2008
    So uh.. how about Subtlety? How's it going? Everyone's talking about Combat and Mutilate builds.
    Are deep sub builds just not fun to talk about?

    TTODewback on
    Bless your heart.
  • MetacortexMetacortex The Prettiest Zombie Coeur d'CoeursRegistered User regular
    edited October 2008
    Rami wrote: »
    So they put Deadly Poison back on Improved Poisons. So it's a 40% application rate now, and 55% after using envenom.

    I can't decide how to spec at 70, fill up assassination all the way to HFB and then pick up the combat/sub talents while levelling? Or stop at mutilate and fill out CttC and HFB while levelling?

    I've been wondering this myself. I would probably lean toward stopping at mutilate in Assassination, but that's based on pretty much nothing.

    Metacortex on
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  • ScroffusScroffus Registered User regular
    edited October 2008
    Nothing to really complain about with sub I don't think (well about the having to find extra keys for stuff from a few pages back).

    Scroffus on
  • TTODewbackTTODewback Puts the drawl in ya'll I think I'm in HellRegistered User regular
    edited October 2008
    My problem is with going deep sub. If I choose the Ambush-style I'm always like "Ooo there's some real nice talents over in assassination/combat would compliment this very well" and if I choose the Hemo-way I'm always like ""Ooo there's some real nice talents over in assassination/combat would compliment this very well"
    So I'm unhappy because I'd need to be level 100 to have the talent build I want. Just can't figure out a build that doesn't feel like I'm missing something.

    TTODewback on
    Bless your heart.
  • ScroffusScroffus Registered User regular
    edited October 2008
    TTODewback wrote: »
    My problem is with going deep sub. If I choose the Ambush-style I'm always like "Ooo there's some real nice talents over in assassination/combat would compliment this very well" and if I choose the Hemo-way I'm always like ""Ooo there's some real nice talents over in assassination/combat would compliment this very well"
    So I'm unhappy because I'd need to be level 100 to have the talent build I want. Just can't figure out a build that doesn't feel like I'm missing something.

    Isn't that the point of talents?

    Scroffus on
  • TTODewbackTTODewback Puts the drawl in ya'll I think I'm in HellRegistered User regular
    edited October 2008
    Yeah, but I can't find that stopping point at 80 where I'd be satisfied with the points I allocated. I've done it with Combat and Assassination, but I can't find that comfort zone in Sub.

    TTODewback on
    Bless your heart.
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