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Title: Rogue talent changes
Post by: bhodi on July 03, 2006, 06:30:29 AM
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The review is well underway and we wanted to share a sort of first glimpse into the changes being made for the rogue talent review. Keep in mind that these changes are not complete or final, and the below information is likely to alter as we move into our testing phases. While not everything is listed, the below list encompasses the majority of changes being made in the review.

I'll be working in the weeks to come to get as much additional information as possible, but it is likely that quite a bit of the final information regarding talent changes will not be fully announced until the talent calculators go live. Of course you'll also be able to actually play around with the changes too once the Public Test Realms go up.

I'm going to just list the changes and provide additional information where possible or necessary. Let's get to it.

# The following talents have been removed: Improved Deadly Poison, Improved Distract, Throwing Weapon Specialization, Improved Vanish, and Rapid Concealment.

# Improved Instant Poison is now "Improved Poisons" and increases your chance to apply ALL poisons by 2/4/6/8/10%.

# Rapid Concealment has been merged with Camouflage, by combining these talents you not only get a great talent to start off the tree, but obviously it frees up a number of points to be spent elsewhere.

# Murder will now also apply to all finishing moves. The benefit this will provide to output and attack combinations is fairly straightforward.

# Vile Poisons now gives your poisons a chance to resist dispel effects, in addition to increasing poison damage.

# Improved Kidney Shot has been changed, and will instead increase the damage taken by the target while they are affected by Kidney Shot. This talent no longer reduces the cooldown of Kidney Shot.

# Improved Sprint has been changed, and will instead have a 50/100% chance to remove all movement impairing effects when you activate your Sprint ability. This talent no longer reduces the cooldown of Sprint.

# Improved Evasion renamed to Endurance, and will add a Sprint cooldown reduction.

# New talent Weapon Expertise in the Combat tree, increases your weapon skill with all melee weapons. The recovery of damage with an increased weapon skill should be a good boost to overall output.

# Initiative is being reduced to a 3 point talent, but resulting in the same 75% end chance to add an additional combo point.

# Elusiveness is being reduced to a 3 point talent, but resulting in the same 75 sec cooldown reduction to Evasion, Blind, and Vanish.

# Ghostly Strike now has a reduced Energy cost, the reduction of Energy was enough to make it necessary to also reduce the damage output slightly.

# Improved Garrotes damage reduction will be removed. This is being changed as part of an overall improvement for Garrote.

# Setup is being moved higher up in the tree, becoming a 16 point talent with no prerequisites, helping move the talent in reach of specific builds.

# New talent Heightened Senses in the subtlety tree, increases your Stealth detection, and reduces the chance for you to be hit by spells and ranged attacks.

# Hemorrhage will be moved up in the tree to become a 21 point talent. This should help to place the ability in a more reachable position, and allow for a little more versatility with specific talent builds.

# New talent Deadliness in the Subtlety tree, increases your Attack Power by a percentage.

# Premeditation will have its Energy requirement removed, changed to an instant cast, and range increased. Its cooldown will remain the same. Premeditation will now be pre-reqd by Preperation.

# Vanish will now remove effects that allow the caster to remain aware of the rogues presence, such as Mind Vision and Hunters Mark.

# Garrote, Rupture, and Eviscerate are being increased in damage. More details to come.

# Expose Armor will now reduce armor by a percentage.

I'll be continuing to speak with the designers and collecting as much additional information as possible in the coming weeks.

Thanks for reading.
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    Q u o t e:
    I have a few questions.

    Improved Kidney Shot: Will the damage debuff effect monsters that are Immune to stun?



No, I don't believe there will be any dual-purpose for Kidney Shot on a mob that may be immune to stun. The increase to damage isn't an additional debuff as far as I am aware.

    Q u o t e:
    Improved Expose Armor: Are there plans to make this raid friendly?



Such as? I think the new change makes it quite friendly.

    Q u o t e:
    How far up the tree are: Weapon Expertise/Deadliness/Heightened Senses



I can say they're in there somewhere! This would be part of the 'more info to come' rigamarole.

    Q u o t e:
    And finally, are these ALL the talent changes planned?



No, but they do encompass the vast majority currently. The changes won't be 'complete' until 1.12 launches onto live realms after the PTRs. Up to that point we're going to continue evaluating, testing, and tweaking the changes until we're happy with them.
We are building a forum of extraordinary magnitude.

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I was hoping everyone would be able to read between the lines, but it seems I may have overestimated you. ;)
We are building a forum of extraordinary magnitude.
That last quote implies sunder armor and expose armor now stacking, making it "raid friendly".


Title: Re: Rogue talent changes
Post by: Ironwood on July 03, 2006, 07:14:19 AM
Did I miss the change to Eviscerate ?


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 07:16:54 AM
Did I miss the change to Eviscerate ?
# Garrote, Rupture, and Eviscerate are being increased in damage. More details to come.


Title: Re: Rogue talent changes
Post by: Threash on July 03, 2006, 07:30:30 AM
A damage increase is not what is needed, scalability is.  A year ago in full green armor with a thrash blade i did way more damage with evicerate than i do today in full epic armor with bwl weapons because the only thing that affects evicerate damage is your targets armor.  If they simply increase the damage on it we will eventually be at the same place, everybodies hps and armor will keep going up while the damage we do is completely static no matter how good our gear is.

Edit: other than that though the changes make me happy in the pants, i didn't mean this to sound like a whine post.  Addressing our kitability with the vanish/sprint improvements and the lack of dps in the sub tree, not to mention giving all weapons access to +weapon skill are all great improvements.


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 07:33:05 AM
I'm sure they are aware of it and are making it scale. They seem to be removing all flat numbers from the class, which is good. See expose armor, it's going to be a percentage.

When SS does more than Evis, you know you have a design flaw.


Title: Re: Rogue talent changes
Post by: Ironwood on July 03, 2006, 07:34:07 AM
Sorry, I'm a tit and can't read properly.  It's hot, so please excuse me.

I would think 'more details to come' addresses scaleability.

Or at least I hope so.


Title: Re: Rogue talent changes
Post by: Merusk on July 03, 2006, 08:21:57 AM
The more trees come out the more I realize Hunters and Warriors got screwed by going early.  Some of those are changes they had been dead set against ages ago.  Some are just plainly uber.  Happy for rogues, though.. they'll be more hated than hunters again.

I do giggle about the comments in regards to allowing more versitlility in builds.  Rogues had the three most-flexible trees, allowing for a good number of builds.  Moving talents HIGHER in the tree is reducing that versitility, not increasing it.


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 08:27:32 AM
The more trees come out the more I realize Hunters and Warriors got screwed by going early.  Some of those are changes they had been dead set against ages ago.  Some are just plainly uber.  Happy for rogues, though.. they'll be more hated than hunters again.

I do giggle about the comments in regards to allowing more versitlility in builds.  Rogues had the three most-flexible trees, allowing for a good number of builds.  Moving talents HIGHER in the tree is reducing that versitility, not increasing it.

When he says higher or up in the tree, he means it costs less to get. Like directory trees they go downward. Hemo is going from 26pt -> 21pt talent. It's increasing versatility.

They've already said they're taking another look at the warriors after this, and of course for the expansion there's going to be a new round of evaluations as 10 more talent points get thrown in the mix. Hunters? Y'all are screwed. Of course, I have no sympathy, since hunters are doing as much damage as rogues at this point.

Edit: Me fail english? That's unpossible!


Title: Re: Rogue talent changes
Post by: Merusk on July 03, 2006, 08:29:29 AM
Ahh.. see I think "more points" when I hear higher, because that's the definition they used when moving priest stuff around.  Yay for mixing definitions.


Title: Re: Rogue talent changes
Post by: Ironwood on July 03, 2006, 08:33:45 AM
Did I miss a memo ?

What's wrong with hunters now ?

(Sure, the class was totally shipped without, er, anything, but it's good right now...)


Title: Re: Rogue talent changes
Post by: Chenghiz on July 03, 2006, 08:40:43 AM


Did I miss a memo ?

What's wrong with hunters now ?

(Sure, the class was totally shipped without, er, anything, but it's good right now...)

It's good in that it has an incredible amount of utility, while simultaneously benefiting from gear that scales with weapons and armor like a melee class and attacking at range. Hunters can rival rogue burst damage, from range, with the ability to keep you at range. This is what is overpowered. it's frustrating for rogues in particular because they have 1 snare that's a poison, and 1 ability to close quickly which is still affected by snares (sprint, while warriors have charge and hamstring).

Overall I'd say the changes so far are good, especially in the fact that a stunlock is no longer looking to be the only and best way of killing.


Title: Re: Rogue talent changes
Post by: Ironwood on July 03, 2006, 08:45:20 AM
Eh ?

That wasn't what I was asking.  I was directing it at the 'Hunters, y'all are screwed'.  Do you mean against rogues or in general ?


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 08:49:05 AM
Sorry that "you're screwed" was directed at the point of hunters and warriors having their reviews early made them less dynamic.. they've said they are revsiting warriors again after rogues, but there's been no mention of hunters ;) What you got is what you get.


Title: Re: Rogue talent changes
Post by: Threash on July 03, 2006, 08:52:23 AM
I think hunters are ok :P (http://img.photobucket.com/albums/v390/Tremmie/1150409130_ownage1.jpg)


Title: Re: Rogue talent changes
Post by: Paelos on July 03, 2006, 09:00:01 AM
The only thing I want as a warrior is the protection tree to be completely overhauled. I'm fine with the arms and fury trees, but for heaven's sake, we're designed tanks and that tree absolutely blows.

The tree starts off well with shield spec and Anticipation. I have no problems with either talent.

Second tier, Imp. Bloodrage is pretty lame. Two points in a talent to get an extra 5 rage? The sad part is that it's tied to last stand, which is a lifesaver. Toughness gives the 10% bonus to armor, so that's uber. Iron Will is stupid. Nobody cares about charms or stuns enough as a tank to blow 5 points in it.

Third Tier, Last Stand is fine, Imp. Shield Block needs work. It's nice that you get the extra block, but you don't really gain much for putting 3 points in it. They should add more blocks with the longer duration. The Imp. Revenge stun is nice, but in larger instances, it doesn't work. I don't know if it adds more threat with each point, but it should. Defiance is uber, anything that adds total threat is nice.

Fourth Tier, Improved Sunder Armor is another talent where the bang for the buck is low. 3 points to reduce 3 rage off the talent. It was better before when the talent added more reduction to armor and more threat. Improved Disarm? 3 points for an extra 3 seconds? That's completely useless. Improved taunt is nice to have a lower cooldown, but I'd rather have that talent decrease enemies abilities to resist it, which would negate needing the quick cooldown in the first place.

Fifth Tier, Improved Shield Wall currently makes it last longer by 5 seconds, but the cooldown on it is hideously long at 30 minutes. If any talent screamed for a cooldown reduction, this one does. Concussion Blow, fine in solo, but it doesn't work on any raid bosses, and if you're speccing this deep in protection you're probably fighting more than a few of those. Improved Shield bash is great with the silence, but it's way too deep in the spec, and frankly it should probably just be part of the ability and not a talent option. Otherwise it's just a stupid little ability that does nothing damage.

Sixth Tier, One handed weapon spec. 10% more damage is fine and good, but we're tanks. The damage output is secondary to our abilities that generate aggro.

Top Tier, Shield Slam. I personally like the talent, but I'd like to see it have more damage scalability based on the quality of the shield. Maybe have it do damage based on your percentage of AC on the shield, or as a multiplier on how much block it does. Something to that effect.


Title: Re: Rogue talent changes
Post by: Ironwood on July 03, 2006, 09:04:45 AM
I think hunters are ok :P (http://img.photobucket.com/albums/v390/Tremmie/1150409130_ownage1.jpg)

Holy Fuck.


Title: Re: Rogue talent changes
Post by: kaid on July 03, 2006, 09:09:38 AM
Garrot is going to have to have its damage upped ALOT before anybody is likely to use it.


Title: Re: Rogue talent changes
Post by: Merusk on July 03, 2006, 09:18:12 AM
I think hunters are ok :P (http://img.photobucket.com/albums/v390/Tremmie/1150409130_ownage1.jpg)

I can pull that same trick with our DPS warrior. The difference being he gets weapons that scale ridiculously, making it worse.  Overpower or Mortal Strike with one of those new 80dps weapons will suck. {1}

From that multishot I can tell that hunter's range specced.  Soon as he's in melee he's fucked.  Great for Raids, less so for PvP.  

Sorry that "you're screwed" was directed at the point of hunters and warriors having their reviews early made them less dynamic.. they've said they are revsiting warriors again after rogues, but there's been no mention of hunters ;) What you got is what you get.

Yes, this is what I meant.

I'm not bitching that hunters are underpowered, just that I'd like to see some more varied specs.  There's exactly 2 viable raiding specs, and they have very specific gear parameters.  You spec one way if you have under 450 agi, and another if you have over. That's it. Any other specs and you're gimping yourself and taking up a slot.

 Either way after the reviews are now 95% complete you're still out DPS'd by rogues, mages, warlocks and Fury Warriors at equal gear and playing ability... which puts you back where you were two years ago with people questioning why you're needed other than the few 'ranged-only' fights out there.  (This is an itemization problem, though.  Blizzard has seemed fearful of giving Hunters bows that do anything over the 50dps line.. until Nax.  We'll see how long that lasts.)

PvP is a bit different.  You can give up some melee survivability to do more ranged DPS or give up some range DPS for melee survivability. (Until you hit the gear point that you spec survival and get good melee AND good ranged. This is a flaw.)  If you spec beastmaster you're either PvPing with a 30-second mini-god, farming or a twit.

1)  Our Mega-DPS warlock frequently gets 1500 tick crits on his dots, too.  Even more if he's got a shadow priest along laying-down shadow vuln.  Also, that picture is pre-aimed and multi-shot normilzation.  It's rare to see Aimed Shot crits anywhere near 2500 these days.


Title: Re: Rogue talent changes
Post by: kaid on July 03, 2006, 09:20:31 AM
I play a hunter as one of my mains as do about half the people in my guild. Hunters are fine good lord the auto shot damage from a marksman speced hunter is sic. The hunters can make our guild mages drool with envy. The mages are better now with talents but it still can be shocking how many big hits hunters can throw down.

One thing that makes some thing hunters are not so good is that on the face of it a hunter is very easy to play. But hunters can be a LOT more powerful if you can learn to use their more subtle powers effectivly.


kaid


Title: Re: Rogue talent changes
Post by: Righ on July 03, 2006, 09:48:25 AM
I think hunters are ok :P (http://img.photobucket.com/albums/v390/Tremmie/1150409130_ownage1.jpg)

Against a sundered caster (low armor) mob with some statistically unlikely crits. You could do more burst damage with a rogue, were you to get the same "dice rolls". Not from range, granted. However, this conversation is always fun.


Title: Re: Rogue talent changes
Post by: Threash on July 03, 2006, 09:51:00 AM
Well i gotta admit merusk does have a point.  Hunters have 2 builds, 5bst/31marks/15surv or 21marks/30surv.  If they are asking for more variety i can understand that, more power though and you'll get bitchslapped.


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 09:56:27 AM
From a BWL+ raiding standpoint, our top rogues, DPS wars, mages and warlocks are all about in line with each other in overall damage dealt, with the ranged guys edging out the melee on trash. A hunter and I (a rogue) fight for the top spots, but in general the rest of the good ones are only a bit behind. The problem is that the warlocks and DPS wars pull aggro much easier and don't have any way of getting it off them, so they can't push the damage as aggressively as the rogues/hunters can. Our hunters also pull early on occasion, when that FD gets resisted.

For hunters there's some awesome dps combo that you use, I could dig up the specifics, but it was on the forums a month or two ago. Once our hunters switched to that, you really see a jump.

Of course, all the talents in the world aren't going to help a guy who doesn't have situational awareness, can't hit the dump aggro button fast enough, is out of position, or is autoattacking and then making a sandwich. There is a lot more to it than straight damage, but I do like straight damage as a good meter of who's on the ball and who's not. As an example, the lowest performing guy of any class is generally less than half the damage of the top guy. Some of it is specs, a lot of it is just not being there 100%.


Title: Re: Rogue talent changes
Post by: Xanthippe on July 03, 2006, 10:11:20 AM
My hunter has never done anywhere near that type of damage.  That hunter must be wearing the very best equipment in game for that kind of damage.


Title: Re: Rogue talent changes
Post by: Threash on July 03, 2006, 10:16:15 AM
My hunter has never done anywhere near that type of damage.  That hunter must be wearing the very best equipment in game for that kind of damage.

Just a mix of bwl and mc gear.


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 10:19:12 AM
His talent build:
http://www.worldofwarcraft.com/info/classes/hunters/talents.html?0000000000000000510510305100003320202510303150

His attack:
start
     0 aimed shot
     3 aimed shot fire
     3.small auto shot fires
     3.small multishot fires
     5.52 auto shot fires
     8.04 auto shot fires
     10.56 auto shot fires
  end

Info Linky: http://forums.worldofwarcraft.com/thread.aspx?fn=wow-hunter&t=862216&p=1&tmp=1#post862216

He uses swinger: http://www.curse-gaming.com/mod.php?addid=2123 for the timing help


Title: Re: Rogue talent changes
Post by: Morfiend on July 03, 2006, 10:29:29 AM
Overall I'd say the changes so far are good, especially in the fact that a stunlock is no longer looking to be the only and best way of killing.

The changes look good. But I would say we will see MORE stunlock rogues, not less. Also, a lot of these chages are for PVP rogues, inless the attack power buff in the sub tree is very good, all the raiding rogues are still going to have to go high in combat. Also, that + to weapons skill is going to own for PVE, so I dont see any way for a raiding rogue to get a hemo build and still be excelling. IMO hunters are fine for PVE (the easist class to level) but for PVP they are a bit over powered, but thats another thread, and we have all ready been around that bush.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 03, 2006, 10:51:27 AM
My main's a hunter in MC/BWL gear with the 5/31/15 spec. A combination of the new rank of Multishot from AQ20, 3 points in Barrage (+15% damage on Multishot) and 8/8 Giantstalker (+15% Multishot) adds up to some pretty nice Multishot damage on trash mobs, though I still switch to a GS/DS mix for boss fights because of the extra attack power. I've gotten 1700+ multishots and 2500+ aimed shots, but only on low-armor fully sundered targets. In PvP I'd be lucky to get a 1400 multishot on cloth. I really do think hunters are a bit overpowered in PvP for this very reason, and the same for warriors - though quite honestly it's not a matter of how the class works, it's a matter of the gear they get from raid instances. I fear one day we'll have a game where the competition is to see who can hit the insta-gib button first. Hopefully I will have quit far before then.


Title: Re: Rogue talent changes
Post by: Merusk on July 03, 2006, 11:43:39 AM
<hunter stuff>

Yeah, I use the 10-second cyle and all that.  I'm in the top 5-10 because the other members of the raid rotate out frequently and are using blues, but I can't come anywhere near the top two rogues, both of whom have Gutgore Rippers. Then there's the Fury warrior who, even with all his deaths, still out-dpses the rogues without even trying.  I forget what he's wielding, but last I recalled it was the Halberd off of Mandokir in ZG. Those weapons alone will outdps any bow I can hope to get until BWL.

 Now, perhaps things will flip-flop later but for now I'm solidly behind them, with no hope of great improvement given that the Epic bow is only 7more DPS than my current one, and the X-bow of smiting is 1.4 more dps beyond that.  The burst damage, however, IS crazy from both of those, because of the wacky mechanics Blizzard uses.  However, you have the same problem with warrior abilities and 2-hd weapons, but nobody seems too concerned about buffing those.   


Title: Re: Rogue talent changes
Post by: caladein on July 03, 2006, 11:52:13 AM
I forget what he's wielding, but last I recalled it was the Halberd off of Mandokir in ZG.

This one? (http://www.thottbot.com/?i=51332)

Anyway, a lot of nice consistency fixes (like making Hemo the competing 21pt. talent it should be) and some stuff that just streamlines the trees a bit more. Changing Imp. KS to a damage buff should be interesting to watch (Premed + Cheap Shot + Hemo -> Imp. KS might be some evil looking normal damage) and the Garrote buff should make that whole Garrote-kite work a little bit better.

On the PvE side, with Hemo and the new Expose Armor, Rogues now come up to help the other physical DPS out so it's good to see some equity there. Will more PvE rogues be getting Hemo? Of course not, heavy Combat for the win :|.

Improved Sprint and the new Vanish look overpowered at first, and I think my Druid's going to have a bit of a tougher time with Rogues now (especially since I fight them a lot in Bear after the opener), but DoTs still pop you out of Vanish on tick, and they really, really needed Improved Sprint in the first place.

One thing though, Subtlety is really looking more and more like the tree you have to go down for heavy PvP with Heightened Senses (I know I love the Detection bonus on my PvP gloves), and especially if Deadliness proves to be worth anything. I see the revenge of the cookie-cutter 21/0/30 build for PvP.


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 11:55:25 AM
<hunter stuff>

Yeah, I use the 10-second cyle and all that.  I'm in the top 5-10 because the other members of the raid rotate out frequently and are using blues, but I can't come anywhere near the top two rogues, both of whom have Gutgore Rippers. Then there's the Fury warrior who, even with all his deaths, still out-dpses the rogues without even trying.  I forget what he's wielding, but last I recalled it was the Halberd off of Mandokir in ZG. Those weapons alone will outdps any bow I can hope to get until BWL.

 Now, perhaps things will flip-flop later but for now I'm solidly behind them, with no hope of great improvement given that the Epic bow is only 7more DPS than my current one, and the X-bow of smiting is 1.4 more dps beyond that.  The burst damage, however, IS crazy from both of those, because of the wacky mechanics Blizzard uses.  However, you have the same problem with warrior abilities and 2-hd weapons, but nobody seems too concerned about buffing those.   
It's true about the war vs rogue, the GGR is a pretty crappy dagger, but the balancing point to that is the fact the war can't shed his aggro. Part of the whole "Buff the rogue" thing crystalized with the damagemeters screenshot on magmadar, 3 full tier2 rogues with perds or higher doing half the DPS of a warrior on magmadar; The war had somewhere above 700dps. Which is all well and good in MC, but will simply get you killed in BWL. Plate or leather, it doesn't matter; if you spin that mob around, you and probably half the raid are dead.

As for hunter weapons, they are totally crappy. You have to realize though, that a lot of your DPS comes from your items; Moreso than a rogue or war which are almost completely weapon dependent. As to why you can't beat rogues wielding GGRs, I have no idea, other than the supposition that you're still in several blues. When everyone's got tier 2, it all evens out.

Quick edit: We have a hemo rogue with the AQ ripper that keeps up with the rest of us. Because Hemo wasn't normalized with the rest of the attacks, rogues still gain more benefit from a slower weapon. With that bonus, Hemo does just as much as SS with specific weapons when you get above ~12-1300AP, PLUS the 7-extra-damage-per-hit extra ~200dps to the raid as a whole. There's no reason not to have at least one hemo rogue.

Another edit: The top performing Hunter's profile: http://ctprofiles.net/1154128   me, for reference:  http://ctprofiles.net/40206


Title: Re: Rogue talent changes
Post by: Morfiend on July 03, 2006, 01:48:17 PM
Quick edit: We have a hemo rogue with the AQ ripper that keeps up with the rest of us. Because Hemo wasn't normalized with the rest of the attacks, rogues still gain more benefit from a slower weapon. With that bonus, Hemo does just as much as SS with specific weapons when you get above ~12-1300AP, PLUS the 7-extra-damage-per-hit extra ~200dps to the raid as a whole. There's no reason not to have at least one hemo rogue.

Hemo can never keep up with a Combat specced rogue the way it is right now. No matter the gear. If a rogue tells you otherwise, ether he is: A) Lying, because he wants to raid with a PVP spec, or B) Doesnt understand all the math.

Yes, hemo can get close to SS, but its only when using a weapon like AQR, and having 1600ap. But that still doesnt factor in the extra damage combat rogues get from Duel Wield spec, presision, sword spec and aggression. I was hemo for a long time. It is still my favorit spec, but for raiding you are just hurting your guild and gimping your dps. Also, the MOST possible dps the hemo buff adds is 60dps, if all charges are used, since due to energy you can only apply the hemo buff at a certern pace. I have looked in to this very extensivly, as I really wanted to stay hemo and raid, but when it comes down to it, combat spec is better in just about every way for raiding. When you switch to combat all the combat talants make you do about 100-140 dps more, which is more raid dps that you lose by giving up the 60dps from hemo.

If you have enough combat rogues, there is no reason TO bring a hemo rogue.


Title: Re: Rogue talent changes
Post by: Fabricated on July 03, 2006, 02:57:11 PM
The only thing I want as a warrior is the protection tree to be completely overhauled. I'm fine with the arms and fury trees, but for heaven's sake, we're designed tanks and that tree absolutely blows.

The tree starts off well with shield spec and Anticipation. I have no problems with either talent.

Second tier, Imp. Bloodrage is pretty lame. Two points in a talent to get an extra 5 rage? The sad part is that it's tied to last stand, which is a lifesaver. Toughness gives the 10% bonus to armor, so that's uber. Iron Will is stupid. Nobody cares about charms or stuns enough as a tank to blow 5 points in it.

Third Tier, Last Stand is fine, Imp. Shield Block needs work. It's nice that you get the extra block, but you don't really gain much for putting 3 points in it. They should add more blocks with the longer duration. The Imp. Revenge stun is nice, but in larger instances, it doesn't work. I don't know if it adds more threat with each point, but it should. Defiance is uber, anything that adds total threat is nice.

Fourth Tier, Improved Sunder Armor is another talent where the bang for the buck is low. 3 points to reduce 3 rage off the talent. It was better before when the talent added more reduction to armor and more threat. Improved Disarm? 3 points for an extra 3 seconds? That's completely useless. Improved taunt is nice to have a lower cooldown, but I'd rather have that talent decrease enemies abilities to resist it, which would negate needing the quick cooldown in the first place.

Fifth Tier, Improved Shield Wall currently makes it last longer by 5 seconds, but the cooldown on it is hideously long at 30 minutes. If any talent screamed for a cooldown reduction, this one does. Concussion Blow, fine in solo, but it doesn't work on any raid bosses, and if you're speccing this deep in protection you're probably fighting more than a few of those. Improved Shield bash is great with the silence, but it's way too deep in the spec, and frankly it should probably just be part of the ability and not a talent option. Otherwise it's just a stupid little ability that does nothing damage.

Sixth Tier, One handed weapon spec. 10% more damage is fine and good, but we're tanks. The damage output is secondary to our abilities that generate aggro.

Top Tier, Shield Slam. I personally like the talent, but I'd like to see it have more damage scalability based on the quality of the shield. Maybe have it do damage based on your percentage of AC on the shield, or as a multiplier on how much block it does. Something to that effect.
Shhhhh! I like my 31/5/15 build still being considered plenty good enough to MT! My guild just started doing the 20-mans with another guild and some totally epic'd out fillers from a larger guild, and being MT is blindingly easy on damn near everything in ZG.


Title: Re: Rogue talent changes
Post by: bhodi on July 03, 2006, 03:51:26 PM
If you have enough combat rogues, there is no reason TO bring a hemo rogue.
Well, when I say keep up I mean not be left in the dust. No, it's not going to beat a human combat swords, but ~75dps less isn't completely gimp, that's only about 20% less, and you do pick up preparation which adds quite a bit of extra versatility. It's good for the AQ fights, it's a decent spec dps wise, and it's a good compromise for the people who like to pvp and raid as well. If you can fill your entire roster with combat, go for it, but the fact is it's hard to find everyone who's willing to do the exact raid-only-gimped-everywhere-else spec, and you can still be not just fairly useful but very useful to the raid with hemo. Unlike some of the other pvp-centric builds, this one you can at least raid with.

Broken-ass human combat swords. I'm not bitter. Nope. They don't have to worry about facing, daggers do less damage, and by simple virtue of their race they get an extra 10% damage on the later bosses. Tall bastards.


Title: Re: Rogue talent changes
Post by: Paelos on July 03, 2006, 09:05:23 PM
Shhhhh! I like my 31/5/15 build still being considered plenty good enough to MT! My guild just started doing the 20-mans with another guild and some totally epic'd out fillers from a larger guild, and being MT is blindingly easy on damn near everything in ZG.

Yes, tanking ZG has nothing to do with spec. At all. It's really just about making sure you're group isn't retarded enough to pull things off of you when they shouldn't, and CC's. Hell, we've been running it for pretty much five months solid, and it's doable to get the whole thing except Jindo done in less than three hours. It's one of the more fun places in the game.

Unfortunately, spec does come into play in places like BWL and beyond. MC you can do whatever you like, but once we started hunting Rags, I changed over from the arms to prot spec.


Title: Re: Rogue talent changes
Post by: Fabricated on July 03, 2006, 10:50:31 PM
Shhhhh! I like my 31/5/15 build still being considered plenty good enough to MT! My guild just started doing the 20-mans with another guild and some totally epic'd out fillers from a larger guild, and being MT is blindingly easy on damn near everything in ZG.

Yes, tanking ZG has nothing to do with spec. At all. It's really just about making sure you're group isn't retarded enough to pull things off of you when they shouldn't, and CC's. Hell, we've been running it for pretty much five months solid, and it's doable to get the whole thing except Jindo done in less than three hours. It's one of the more fun places in the game.

Unfortunately, spec does come into play in places like BWL and beyond. MC you can do whatever you like, but once we started hunting Rags, I changed over from the arms to prot spec.
I still see nothing in the protect tree that you'd absolutely NEED outside of defiance, toughness, and shield spec.


Title: Re: Rogue talent changes
Post by: Ironwood on July 04, 2006, 03:04:21 AM
I quite literally cannot do without improved shield bash these days.

The silences help so very very much.


Title: Re: Rogue talent changes
Post by: Paelos on July 04, 2006, 09:14:10 PM
Yeah, things that make tanking at higher levels great in the prot tree?

Improved Shield bash's silence is awesome. It works a lot on trash, not so often on bosses.
Last Stand is awesome. It's probably the biggest lifesafer for your raid, let alone you. That extra second where you can get a late heal is everything.
Improved sunder is great, but could be better. Having sunders cost 3 less rage means you use 15 less rage each time you stack five on a target.
Shield Slam is killer. The threat on it is pure gold if something is trying to get away from you. It probably is the single most threat generating ability in the game.


Title: Re: Rogue talent changes
Post by: Xerapis on July 05, 2006, 01:21:52 AM
Didn't you misspell "rouge"?

And no, I can't be arsed to actually change the text color.


Title: Re: Rogue talent changes
Post by: Ironwood on July 05, 2006, 01:35:43 AM
That looks like Lockwood.


Title: Re: Rogue talent changes
Post by: Phred on July 05, 2006, 01:56:49 AM
Improved sheild block is nice to have for fights where you don't want the huge spike of a crushing blow, as blocked hits can't be crushing.


Title: Re: Rogue talent changes
Post by: Rodent on July 05, 2006, 06:55:42 AM
Looks like I might have to dust off the old rogue and give theese changes a go, though I doubt they will be enough to tear me from the goodness that is my priest and druid.


Title: Re: Rogue talent changes
Post by: Fabricated on July 05, 2006, 07:45:42 AM
Yeah, things that make tanking at higher levels great in the prot tree?

Improved Shield bash's silence is awesome. It works a lot on trash, not so often on bosses.
Last Stand is awesome. It's probably the biggest lifesafer for your raid, let alone you. That extra second where you can get a late heal is everything.
Improved sunder is great, but could be better. Having sunders cost 3 less rage means you use 15 less rage each time you stack five on a target.
Shield Slam is killer. The threat on it is pure gold if something is trying to get away from you. It probably is the single most threat generating ability in the game.
I don't see the silence being all that amazing since while I've only really done the 20-mans up to this point, kicking rogues and counterspelling mages are generally more effective.

Last Stand looks really useful but it's not worth taking points out of another tree. I usually have limited invulnerability/elemental absorb/health potions and a health stone which have bought me the extra second I needed for a heal to land.

Improved Sunder is definitely not worth the points. I'm getting so much rage when I'm getting pounded as MT I can't sunder, revenge, shield bash, shout, or even mortal strike it away quick enough.

Shield Slam would be cool if I didn't have to spend a shitload of points in worthless skills to get it.

I just don't see how a full prot spec warrior would be required to do say BWL or Naxx. It'd be helpful, but I don't know if it'd be helpful enough to take a boring shit spec like protection.


Title: Re: Rogue talent changes
Post by: Xanthippe on July 05, 2006, 07:54:56 AM
I think I'll make a gnome rogue.  I have a 53 undead one on a pve server, but I want to make a twink for the little bg.

Gnome best race, right?  Since I am not worried about end game rep?

The gnomes have the best giggle.


Title: Re: Rogue talent changes
Post by: bhodi on July 05, 2006, 07:56:33 AM
I'm a gnome.

Go human for the +5 swords and rep or NE for the shadowmeld which is sick in PvP.

Escape artist is a nice idea, but in practice it's not overly useful. Maybe if it was instant cast....


Title: Re: Rogue talent changes
Post by: Paelos on July 05, 2006, 09:21:37 AM
Yeah, things that make tanking at higher levels great in the prot tree?

Improved Shield bash's silence is awesome. It works a lot on trash, not so often on bosses.
Last Stand is awesome. It's probably the biggest lifesafer for your raid, let alone you. That extra second where you can get a late heal is everything.
Improved sunder is great, but could be better. Having sunders cost 3 less rage means you use 15 less rage each time you stack five on a target.
Shield Slam is killer. The threat on it is pure gold if something is trying to get away from you. It probably is the single most threat generating ability in the game.
I don't see the silence being all that amazing since while I've only really done the 20-mans up to this point, kicking rogues and counterspelling mages are generally more effective.

Last Stand looks really useful but it's not worth taking points out of another tree. I usually have limited invulnerability/elemental absorb/health potions and a health stone which have bought me the extra second I needed for a heal to land.

Improved Sunder is definitely not worth the points. I'm getting so much rage when I'm getting pounded as MT I can't sunder, revenge, shield bash, shout, or even mortal strike it away quick enough.

Shield Slam would be cool if I didn't have to spend a shitload of points in worthless skills to get it.

I just don't see how a full prot spec warrior would be required to do say BWL or Naxx. It'd be helpful, but I don't know if it'd be helpful enough to take a boring shit spec like protection.

You're right, not required, just better. Little things that I pointed out go a long way, but you're not doing 40 mans yet so don't worry about it. You can make the judgement call when the time comes. Really, the tree admittedly blows as I pointed out earlier. It's broken and needs more utility. Warriors don't need protection talents that make our abilities produce more rage or decrease the amount it costs. We have almost unlimited rage most of the time. Everything that falls into those categories has to go.


Title: Re: Rogue talent changes
Post by: Xanthippe on July 05, 2006, 09:46:55 AM
Go human for the +5 swords and rep or NE for the shadowmeld which is sick in PvP.

I thought shadowmeld was a cheap stealth?  What does it do for rogues in particular?


Title: Re: Rogue talent changes
Post by: Threash on July 05, 2006, 09:48:07 AM
Go human for the +5 swords and rep or NE for the shadowmeld which is sick in PvP.

I thought shadowmeld was a cheap stealth?  What does it do for rogues in particular?

Its a passive stealth bonus for rogues and druids, about equal to 2 points in MOD.


Title: Re: Rogue talent changes
Post by: Xerapis on July 05, 2006, 09:49:20 AM
Actually, the last patch made shadowmeld usable by hunters only.

Sorry.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 05, 2006, 09:51:26 AM
I think I'll make a gnome rogue.  I have a 53 undead one on a pve server, but I want to make a twink for the little bg.

Gnome best race, right?  Since I am not worried about end game rep?

The gnomes have the best giggle.

Go human. Perception is just about the best anti-stealth ability in the game, and the skill in swords and maces is mighty fine. Gnomes have their size as the main advantage - I've been attacked by an ambushing gnome and killed without realising until it was too late.

Quote
Its a passive stealth bonus for rogues and druids, about equal to 2 points in MOD.

Shadowmeld adds 5 to your stealth level; MOD adds 3 per point. Items that add stealth also add 5. Really, it's a mildly useful racial but it's only useful if you stack up the stealth buffs.


Title: Re: Rogue talent changes
Post by: squirrel on July 05, 2006, 11:06:29 AM

Quote
Its a passive stealth bonus for rogues and druids, about equal to 2 points in MOD.

Shadowmeld adds 5 to your stealth level; MOD adds 3 per point. Items that add stealth also add 5. Really, it's a mildly useful racial but it's only useful if you stack up the stealth buffs.

That's not it's only use though. It acts as a free Rapid Concealment as it's on a separate timer from stealth. So  you can leave stealth to do something that breaks it and then shadowmeld right away.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 05, 2006, 11:20:34 AM
Ah, I can see how that would be useful.


Title: Re: Rogue talent changes
Post by: bhodi on July 05, 2006, 12:03:44 PM
squirrel's got it. The main thing people use it for is to break targeting; when you shadowmeld/stealth, the people lose their target; so if you have a ranged guy targeting you, like a mage, and you see his hands begin to glow, you can shadowmeld while walking to break his targeting and force him to start casting again. It being on a separate timer from stealth is just terrific. In rogue vs rogue duels, of course, it also gives you the edge.

Or so I've been told. Being a gnome, I wouldn't know :)  I'd say hiding in the bushes is real good, but most people still have the giant floating name above your head so you're still hard to miss.

Of course, freaking hunters and their shadowmeld... they can stay shadowmedled and cast a aimed shot, and don't unstealth until it actually fires.


Title: Re: Rogue talent changes
Post by: Xerapis on July 05, 2006, 12:07:03 PM
Of course, freaking hunters and their shadowmeld... they can stay shadowmedled and cast a aimed shot, and don't unstealth until it actually fires.

But we have to be NELFs to do it.  Some things just aren't worth it.


Title: Re: Rogue talent changes
Post by: caladein on July 05, 2006, 12:08:51 PM
Escape artist is a nice idea, but in practice it's not overly useful. Maybe if it was instant cast....

It's nice for Warriors, I've found it less useful with every other class though. To chime in though, I'd go Human too, Specializations + Perception are very evil (more so then Shadowmeld I feel, although I find it invaluable on my Druid).

And about Aimed Shot, they changed that at least a patch ago I thought (or at least on my Druid I can't start casting from Shadowmeld without it doing the fade-in animation as soon as I do).


Title: Re: Rogue talent changes
Post by: bhodi on July 05, 2006, 12:12:41 PM
Escape artist is a nice idea, but in practice it's not overly useful. Maybe if it was instant cast....

It's nice for Warriors, I've found it less useful with every other class though. To chime in though, I'd go Human too, Specializations + Perception are very evil (more so then Shadowmeld I feel, although I find it invaluable on my Druid).

And about Aimed Shot, they changed that at least a patch ago I thought (or at least on my Druid I can't start casting from Shadowmeld without it doing the fade-in animation as soon as I do).
Yeah, it's going to become even more worthless depending on where improved sprint is moving in the sub tree, since they've just announced that it will break roots as well. Man I wish I went human. I don't know about the aimed shot patch, I don't pvp much, but it did seem ripe with abuse so they did probably fix it.

Also, gnomish warriors tanking gigantic bosses are just so comical what's not to like? Generally the swords are as long as they are tall, too.


Title: Re: Rogue talent changes
Post by: Merusk on July 05, 2006, 12:26:27 PM
Of course, freaking hunters and their shadowmeld... they can stay shadowmedled and cast a aimed shot, and don't unstealth until it actually fires.

False.  That was removed 2 patches ago with the stealth changes.  You can't do ANY actions while stealthed now including but not limited to: Eating, bandaging, drinking, aimed shot, mounting and precasting.. byotch.


Title: Re: Rogue talent changes
Post by: bhodi on July 05, 2006, 12:33:41 PM
False.  That was removed 2 patches ago with the stealth changes.  You can't do ANY actions while stealthed now including but not limited to: Eating, bandaging, drinking, aimed shot, mounting and precasting.. byotch.
Bring back precasting!


Title: Re: Rogue talent changes
Post by: caladein on July 05, 2006, 12:35:14 PM
I'm pretty sure you can eat/drink while stealthed (as in: you start eating/drinking and then go into Stealth/Shadowmeld, you will continue eating/drinking until you move). I do it all the time.


Title: Re: Rogue talent changes
Post by: Morfiend on July 05, 2006, 01:29:10 PM
I'm pretty sure you can eat/drink while stealthed (as in: you start eating/drinking and then go into Stealth/Shadowmeld, you will continue eating/drinking until you move). I do it all the time.

True.


Title: Re: Rogue talent changes
Post by: Xanthippe on July 05, 2006, 03:55:53 PM
Fine.  I'll make a NE rogue and a gnome rogue and see which one I play.  You guys are no help at all.

My endgame toons are NE and human; I'm making no more toons I plan to take to 60 anything but human given the rep bonus.  The NE was just so I could get stuff from guys starting out.

(Worked, too).


edited:  It worked, but only at the beginning, and mostly what I got was people being nice.  People have wised up about the whole mangina thing.  I think I am one of the few real women NEs behind the toon - maybe the only one on my server.  I know we are few.



Title: Re: Rogue talent changes
Post by: kaid on July 05, 2006, 04:08:25 PM
You can pry my escape artist from my gnome warriors cold dead hands. That power kicks so much booty as a warrior especially since I spend so much time in ubrs and strath and am constantly getting netted or webbed.

They drastically sped up how fast it casts a few patchs ago which turned it from cute to very damn handy. It can strip ANY negative movement speed effect snares/roots so its quite useful.

I have switched from arms/protection to mostly protection. Alot of the toys are not "requrired" but damn my group notices the differance in the 5 man instances. Between improved revenge and concussion blow I can keep a lot of mobs stunlocked for almost the entire fight. Being able to shut caster mobs the hell up on command is a life send and last stand can be a life saver. I have a great priest but shit happens and its nice to know I have an extra bunch of hp I can slap on in an emergancy.

The new shieldslam is very nice before it was hard to get the 30 rage with all the sundering and revenging I do normally. Now I can throw it easily into the mix and you can use it enough to actually use the buff removal feature. I use this in strath on those damn mages that absorption shield themselves it seems to do a good job of stripping the shield off them.

The funny thing is with shield slam my dps isn't to horrid either. I actually made out better than a warlock on one raid I did recently. Of course I am better equiped than the warlock but 90% of my gear is slanted totally towards pure tankage stuff ac/defense/hp/stam.


Title: Re: Rogue talent changes
Post by: Jobu on July 05, 2006, 04:11:14 PM
I'm pretty sure you can eat/drink while stealthed (as in: you start eating/drinking and then go into Stealth/Shadowmeld, you will continue eating/drinking until you move). I do it all the time.

True.

My favorite trick was switching poisons and keeping your stealth. Helps when you run into a caster and want to switch out Instant for Mind-Numbing. Apply poison, drop stealth, apply Shadowmeld, wait for stealth timer to move in on them.

The new rogue changes sound great, all around. Makes me want to dust off my rogue, or roll up a new one for old times sake. The one about Vanish dropping things like Hunter's Mark in particular is exceptional.


Title: Re: Rogue talent changes
Post by: bhodi on July 05, 2006, 05:25:45 PM
you can apply poisons when stealthed.


Title: Re: Rogue talent changes
Post by: Jobu on July 05, 2006, 05:38:29 PM
you can apply poisons when stealthed.

Did it change? Last time I played, you could apply the poison, but you would drop out of stealth upon completion of it. Shadowmeld was nice to pop back invisible immediately afterwards so you were never exposed. *shrug* No matter, I guess. Either way.... I liked Shadowmeld. It was nice to have.


Title: Re: Rogue talent changes
Post by: squirrel on July 05, 2006, 06:43:03 PM
Yes it was changed, poison application no longer breaks stealth.

Yes you can eat/drink stealthed/shadowmelded. As long as you start to eat/drink then hit stealth.

And to add to your indecision no ones mentioned dwarf rogues. Stoneform is awesome for rogues as it allows you to purge poisons or bleeds. Bleeds include warrior dots so you can purge those then vanish. Useful. Not as good as perception/shadowmeld imo but still good.


Title: Re: Rogue talent changes
Post by: bhodi on July 05, 2006, 07:29:30 PM
OKAY, so we just got cornholed. Fuck blizzard.
Quote
I know that I had hinted at specific functionality, and I take that mistake upon myself for making statements based on information which was not final and/or fully intended. Expose Armor will not stack with Sunder Armor in 1.12.

The changes to make it perform as a percentage is still intended, and it should now give a pretty nice boost against high-armor targets versus the current Expose Armor functionality.
We are building a forum of extraordinary magnitude.
Quote
Rupture was found to be performing at-par to where we want it to be and will not be changed. While there was certainly some intention initially (and why it was included in my post) to improve or change how it functioned, after careful study it has been decided to not change the Rupture ability. I know that may be a dissapointment, but after careful study, no change was necessary.

Eviscerate is being improved by a new book, allowing a new rank and a general base-damage increase.

Garotte is receiving a damage boost. While final numbers are still unavailable, we are shooting for an approximate 50% damage increase.
We are building a forum of extraordinary magnitude.
Blizzard can lick my balls 50% as much.


Title: Re: Rogue talent changes
Post by: Threash on July 05, 2006, 08:07:43 PM
The expose armor thing really sucks.  We are still only dps, we bring absolutely nothing else to a raid.  I agree that rupture did not need a buff though, its pretty handy as it is against high armor targets and it keeps rogues from restealthing on you.


Title: Re: Rogue talent changes
Post by: Ironwood on July 06, 2006, 01:22:41 AM
Um.  That changes everything.

Evis and Rupture still to suck.  Expose armor still useless.

What a crock of shit.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 05:01:35 AM
Evis needs help. Rupture is a decent no-threat way to burn CPs on bosses or keep rogues out of stealth, Expose Armor is amazingly useful in PvP. Try it sometime, you hit a lot harder. However making it stack with Sunder is a tricky proposition because if it does, then suddenly all physical damage on bosses will be increased and they'll have to be re-balanced.


Title: Re: Rogue talent changes
Post by: Ironwood on July 06, 2006, 05:22:21 AM
This is NOT about PvP.

PvP is fucked.  It always has been.  It's fucked, fucked, fucked.

This is about our usefulness in endgame raids.  Right now we don't have any.  ANY. NONE.  I have no fucking idea why you would take a rogue into raids when you could get a hunter or a mage.  And don't give me that mana shit because if you had enough you could do rifle rounds, ffs.

So we want some utility.  And what do we get.  PvP goodness.

Fuck that.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 07:36:08 AM
I suppose that depends on your definition of the word 'fucked.'
About raids: I'm not sure what you mean by rifle rounds, but rogues can do higher sustained dps than any hunter, and have better aggro management than warriors. As for mages, well... mana. Sure mages and hunters can sustain a really high rate of dps, but a hunter can do that for about a minute and a half, and then it's FD/drink or pot-chugging time. I'm not sure about mages - it's probably not as drastic but they still have elemental resistances and threat management to concern themselves with.


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 07:47:24 AM
I suppose that depends on your definition of the word 'fucked.'
About raids: I'm not sure what you mean by rifle rounds, but rogues can do higher sustained dps than any hunter, and have better aggro management than warriors. As for mages, well... mana. Sure mages and hunters can sustain a really high rate of dps, but a hunter can do that for about a minute and a half, and then it's FD/drink or pot-chugging time. I'm not sure about mages - it's probably not as drastic but they still have elemental resistances and threat management to concern themselves with.

Oh, except for the 'have to be in melee' range bit. Hunters can do more sustained dps becuase they don't have to worry about being in melee range. They are also much lower maintenance to the raid as a whole, not being in range of cleaves and other monster attacks. Many hunters do more damage on trash becuase it moves around so much. On bosses, many hunters do just shy of a like-equipped rogue's damage and in some cases (sartura, shaz, geddon, razorgore, broodlord) easily do more. Add the ability to FD-swap-trinkets, and you can get even more DPS out of cycling armor and the activation trinkets (swarmguard, zandalar, earthbind) mid-combat.

And they've got NR aura, trueshot, and pet damage which I'm not even taking into account.

The choice is pretty clear.

Edit: Minute and a half? Not sure where you got that, becuase our hunters rarely run out of mana except on the longer boss fights. 6-7 mins until empty by my reckoning.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 08:05:35 AM
Quote
Oh, except for the 'have to be in melee' range bit. Hunters can do more sustained dps becuase they don't have to worry about being in melee range. They are also much lower maintenance to the raid as a whole, not being in range of cleaves and other monster attacks. Many hunters do more damage on trash becuase it moves around so much.
Rogues can attack while moving. They can get behind mobs that cleave (most of them, anyway). Nobody cares about trash mob damage as long as said mobs die.

Quote
On bosses, many hunters do just shy of a like-equipped rogue's damage and in some cases (sartura, shaz, geddon, razorgore, broodlord) easily do more. Add the ability to FD-swap-trinkets, and you can get even more DPS out of cycling armor and the activation trinkets (swarmguard, zandalar, earthstrike) mid-combat.
This is true. Trinket swapping makes a pretty trivial difference unless you're on a long fight though.

Quote
And they've got NR aura, trueshot, and pet damage which I'm not even taking into account.
Some hunters have trueshot - it's a talent. NR aura is nice, yeah, for a few fights in AQ40. Hunters don't use pets in raids, it's a waste of mana and food.

Quote
Minute and a half? Not sure where you got that, becuase our hunters rarely run out of mana except on the longest of boss fights. 6-7 mins until empty by my reckoning.
A minute and a half (less, actually - 8 cycles/80 seconds) with my gear) if you don't go apeshit with magebloods and nightfin stew, mana pots, and if you're not Alliance. I know you have a lot less mana issues with paladins. If I got mana tide it would be a bit longer, but I don't because shaman are needed elsewhere.


Title: Re: Rogue talent changes
Post by: Ironwood on July 06, 2006, 08:13:12 AM
The point is that you're factoring in sustained DPS which is only sustained if the Rogue stays alive.

It's easier for a Hunter or Mage to stay alive and regen than it is for a rogue to get back up after an AoE fire blast.


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 08:17:14 AM
I'm not going to sirbruce, but I see now that we are playing two completely different games. Alliance is different from horde with paladins.

If you played a rogue, you would know how much "Rogues can attack while moving. They can get behind mobs that cleave (most of them, anyway). Nobody cares about trash mob damage as long as said mobs die." does not cut it. Does not cut it at all. We lose an amazing amount of damage walking around, especially those of us who are foolishly specc'd for dagger and have to be behind the target. Every single mob since MC runs twice as fast as players do. There is a ton of wasted damage, everything from the warrior packs in AQ, sartura who you can't even get close to, any mob that fears, there are a zillion examples of where it flat out sucks to be a dagger rogue.

Also, that attitude is fucking terrible and I've chewed several people out for having it. TRASH MATTERS. Trash does not mean you autoattack and watch the tv, it means you fucking kill the mob at 100% so we can finish this dungeon. Every point of damage less that you do to the mob means the longer we're in the fucking place.

I'm not sure why you think trinket swapping is trivial damage. It's not. It's a LOT of damage. And long fight = over 1 minute, since you pop the trinket, wait 30s, swap it, wait 30s, pop the second. It's a huge damage boost, way WAY more than say the DFT or blackhand in the same slot. You won't believe how much more until you get one. With two, you double the effectiveness of that trinket slot. It's like having an extra free epic.

You can use that pet that howls to increase your attack, and some mobs and bosses you can have your pet out with, you just have to pay attention to which ones do aoe damage and which don't.


Title: Re: Rogue talent changes
Post by: caladein on July 06, 2006, 08:26:04 AM
Just to partially derail, with Expose Armor being % based, one can assume on high-armor targets it will knock their armor down more then Sunder. But Sunder is a decent threat builder for Warriors so in this situation, yeah... increasing Raid DPS while decreasing Tank Threat is a way to get killed, painfully.

But what about a Druid Tank? A Druid's threat is multiplicative of their damage (Paladin's as well) rather then additive like a Warrior's so it would scale with a raid's damage in the case of an Expose Armor. If you have a Druid that can main tank something, he should be able to do it with the new Expose Armor just as well, just that the mob dies faster :P.

It's rather situational raid utility, but utility none the less.


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 08:42:54 AM
Just to partially derail, with Expose Armor being % based, one can assume on high-armor targets it will knock their armor down more then Sunder. But Sunder is a decent threat builder for Warriors so in this situation, yeah... increasing Raid DPS while decreasing Tank Threat is a way to get killed, painfully.

But what about a Druid Tank? A Druid's threat is multiplicative of their damage (Paladin's as well) rather then additive like a Warrior's so it would scale with a raid's damage in the case of an Expose Armor. If you have a Druid that can main tank something, he should be able to do it with the new Expose Armor just as well, just that the mob dies faster :P.

It's rather situational raid utility, but utility none the less.
No, changing it to % is a flat bad idea. Check out some math. The only way it would be a possible buff is if it was a huge % and the mob had a huge amount of armor. Your average BWL/AQ mob only has about 5-6000 armor. This is a nerf unless the % is huge.

Druid tanks are good, true, but again we're talking a talent you'd have to spec to likely make it worthwhile. As it stands, sunder is better unless a rogue has 3/3 in improved expose armor.

This will pretty much ruin the extra expose damage for cloth.
Quote
PVP wise,What happened to ea is they just saved priests butts. now if its a % then the 1700 from before will no longer be as much for the clothies as it is now. it may help with warr and pallies but it does hurt the dmg we can do on clothies and mail

ex. cloth has 2.4k armor 1.7k = 70ish % of that

mail wearers break 3k armor and 1.7k= 56ish%

so to make it even on clothies it would have to be around 70ish % which would make on mail the 5 cp ea to be a 2.1k ea and on plate at 5.5k armor a 3.85k Ea

to keep it the same for clothies the result would be

cloth starting at 2300-1700 = 600 armor left
leather starting at 2400-1704 ea = 696 armor left
mail starting at 3000-2100 ea = 900 armor left
plate starting at 5500-3850 ea = 1700 armor left

all this is if EA % is at 70-71% if its any less than that then cloth/leather gets a buff and if its any less than 56% then mail gets a buff and if its any less than 31% then it has been nurfed all together for all classes.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 08:46:46 AM
I play a rogue. I have raided on it.

I'm not saying that damage doesn't matter on trash mobs. Obviously everyone should keep at the same pace they do during boss mobs. But nobody judges a class's effectiveness based on how much damage they do to trash mobs.

As far as trinket swapping goes, I've done it and I do it on long fights. Overall a 150 AP boost for 20 seconds every 2 minutes is actually just not much better than a flat 48 attack power, even if you swap it in and out with FD. If you're counting Earthstrike and Jom'Gabbar, it probably would be better. Trinket swapping is a lot better for rogues than it is for hunters, mainly because of things like backstab and ambush, which multiply your damage, as well as the fact that rogue attacks are not on cooldowns whereas hunters' are.

I have the wolf that has Howl, and yes it's a nice boost to damage - but not that much. As far as having them attack - let's see, I can't use it on Luci, Mag, Gehennas, Garr, Geddon, Shazzrah, Golemagg, or ragnaros - that's 2 out of 10 where it's useful. Hmm, BWL: not on razorgore, vael, broodlord, firemaw, flamegor, chromaggus - that's 2 more bosses I can use it on. AQ40 I don't have much experience on, but what I do know is that it's again useless on Sartura and Bug Family. Pets don't get heals, and trying to manage a pet getting it in and out of AOE is just not worth the effort for the difference it makes.

You seem to have neglected to mention the usefulness of stuns on mobs and adds in raid situations. In MC this is of course nonexistant, and in BWL minimally so, but from what I gather quite a few mobs in Naxxramas are not resistant to stuns, and they are also quite useful in AQ40.

I'm actually kind of surprised you're comparing the two classes. They're clearly quite different, and to balance each class around a (largely artificial) raiding model is just plain shortsighted. I won't dispute that rogues may have some problems on raids, because it's not worth even discussing. It's not accurate or logical to try and make a clear-cut comparison between any two classes in WoW, and there is not (and cannot be) objective evidence that rogues are useless or even sub-useful. It's an immaterial argument.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 08:49:08 AM
I play a rogue. I have raided on it.

I'm not saying that damage doesn't matter on trash mobs. Obviously everyone should keep at the same pace they do during boss mobs. But nobody judges a class's effectiveness based on how much damage they do to trash mobs.

As far as trinket swapping goes, I've done it and I do it on long fights. Overall a 150 AP boost for 20 seconds every 2 minutes is actually just not much better than a flat 48 attack power, even if you swap it in and out with FD. If you're counting Earthstrike and Jom'Gabbar, it probably would be better. Trinket swapping is a lot better for rogues than it is for hunters, mainly because of things like backstab and ambush, which multiply your damage, as well as the fact that rogue attacks are not on cooldowns whereas hunters' are.

I have the wolf that has Howl, and yes it's a nice boost to damage - but not that much. As far as having them attack - let's see, I can't use it on Luci, Mag, Gehennas, Garr, Geddon, Shazzrah, Golemagg, or ragnaros - that's 2 out of 10 where it's useful. Hmm, BWL: not on razorgore, vael, broodlord, firemaw, flamegor, chromaggus - that's 2 more bosses I can use it on. AQ40 I don't have much experience on, but what I do know is that it's again useless on Sartura and Bug Family. Pets don't get heals, and trying to manage a pet getting it in and out of AOE is just not worth the effort for the difference it makes.

You seem to have neglected to mention the usefulness of stuns on mobs and adds in raid situations. In MC this is of course nonexistant, and in BWL minimally so, but from what I gather quite a few mobs in Naxxramas are not resistant to stuns, and they are also quite useful in AQ40.

I'm actually kind of surprised you're comparing the two classes. They're clearly quite different, and to balance each class around a (largely artificial) raiding model is just plain shortsighted. I won't dispute that rogues may have some problems on raids, because it's not worth even discussing. It's not accurate or logical to try and make a clear-cut comparison between any two classes in WoW, and there is not (and cannot be) objective evidence that rogues are useless or even sub-useful. It's an immaterial argument.

[edit] The Expose Armor change makes me sad, but I will live, I think.


Title: Re: Rogue talent changes
Post by: Ironwood on July 06, 2006, 08:53:00 AM
I play a rogue. I have raided on it.

I'm not saying that damage doesn't matter on trash mobs. Obviously everyone should keep at the same pace they do during boss mobs. But nobody judges a class's effectiveness based on how much damage they do to trash mobs.


You seem to have neglected to mention the usefulness of stuns on mobs and adds in raid situations. In MC this is of course nonexistant, and in BWL minimally so, but from what I gather quite a few mobs in Naxxramas are not resistant to stuns, and they are also quite useful in AQ40.

I'm actually kind of surprised you're comparing the two classes. They're clearly quite different, and to balance each class around a (largely artificial) raiding model is just plain shortsighted. I won't dispute that rogues may have some problems on raids, because it's not worth even discussing. It's not accurate or logical to try and make a clear-cut comparison between any two classes in WoW, and there is not (and cannot be) objective evidence that rogues are useless or even sub-useful. It's an immaterial argument.

What ?


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 09:01:34 AM
I disagree. At it's base, once you boil everything down, there are two components to each class. DPS/Healing/Tanking (primary raid role) and special case/aux raid support.

DPS is both the hunter and the rogue role.  Hunters are within 10% of rogue damage. They don't require melee and can swap trinkets/gear (so they do more overall damage, bringing them about even with the rogue). They don't require extra healing, don't get hit on all sorts of splash damage like a rogue does. Check out the 'healing taken' meter some time. Hunters will be about 1/10th of rogues.

For aux, Hunter has:
Tranq shot (added to make them feel useful)
Trueshot aura
NR aura
Speed aura
Traps
Pets (pulling)
Daze or Stun depending on build
Hunter's Mark

For aux, Rogue has:
Disarm trap (added in BWL to make them feel useful)
stuns (paladin and warrior stuns are better)
Um.....  .. Sap?

On the trinket thing, swarmguard and earthstrike are unbelievably good and help both classes.

Neither class have an overly large amount of utility in an endgame raid role, though endgame hunters can solo MUCH more effectively than a rogue.

The point is, flat out, blizzard has said that melee DPS should do more than ranged DPS because they take more damage in return, have to position, and are generally more threatened. It's clearly not the case currently and we have been waiting a long time for it to be rectified. That is what I want to be balanced. Apparently it's simply not going to happen.


Title: Re: Rogue talent changes
Post by: Fabricated on July 06, 2006, 09:16:59 AM
The 40-mans are a totally different game from the 20-mans I know, but we have a couple dagger specced rogues in my guild, and we had 4 dagger specs total in AQ20 and ZG over the last couple weeks, and they did some pretty fucking impressive damage across the board. The only problem with the melee range thing was when someone would take a crit from a cleave or get hit by sandtraps/aoe/suicide explosions, since rogues are amazingly squishy and as mentioned have to be in melee range.

If you're going to say that dagger rogues are useless, what about duel-wield/DPS warriors? Every warrior has to be Protect spec or sword and boarding to not suck in a 40-man? Fuck that noise then.


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 09:29:00 AM
Nah, dagger rogues aren't useless, but we do get double pumped -- once because we're in melee, and a second time becuase we have to deal with facing. Sword rogues do just as much as dagger rogues, and ranged guys can outdamage us.

The problem with DPS wars is well, they have no aggro dump. At all. That means when they fuck up, they fuck up bad. That means even though you can probably out-dps your fellow rogue, you can't, becuase if you step over that aggro line you have no way of stepping backwards. Getting the AQ 30% threat trinket would probably fix that. We have 2 dps wars on our crew and they do just fine. They have to constantly hold back, if it's no-holes-barred, they can leave us in the dust. They both use 2h swords, but I think dual wield can do just fine.

Non-prot spec warriors can tank in a pinch, but you really want a prot spec war to be your MT if at all possible. A lot of boss fights are just too close calls.


Title: Re: Rogue talent changes
Post by: Ironwood on July 06, 2006, 09:35:18 AM
I'm a dagger Rogue.  30/8/15.  Possibly sword rogues have it easier, but I couldn't manage the boredom.  You have 3 buttons - Sinister Strike, Slice and Dice and Feint.

And that's all you use.

I was once asked to bring my Warrior to MC to fill in for someone missing.  The fun difference was unbelievable.  I didn't die once.  It was like heaven.

End game Rogues Suck.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 10:00:43 AM
The answer to this quandary is not simply giving rogues more damage. If anything, I'd decrease the damage hunters do (which is too much IMO) and give rogues some more utility. Rogues are gaining utility as raid dungeons are released, but I don't see hunter damage going down.

Quote
For aux, Rogue has:
Disarm trap (added in BWL to make them feel useful)
stuns (paladin and warrior stuns are better)
Um.....  .. Sap?
Poisons
Stealth
Sprint

It's not that bad. At least rogues have more than 2 useful talent specs.


Title: Re: Rogue talent changes
Post by: Fabricated on July 06, 2006, 10:04:14 AM
Nah, dagger rogues aren't useless, but we do get double pumped -- once because we're in melee, and a second time becuase we have to deal with facing. Sword rogues do just as much as dagger rogues, and ranged guys can outdamage us.

The problem with DPS wars is well, they have no aggro dump. At all. That means when they fuck up, they fuck up bad. That means even though you can probably out-dps your fellow rogue, you can't, becuase if you step over that aggro line you have no way of stepping backwards. Getting the AQ 30% threat trinket would probably fix that. We have 2 dps wars on our crew and they do just fine. They have to constantly hold back, if it's no-holes-barred, they can leave us in the dust. They both use 2h swords, but I think dual wield can do just fine.

Non-prot spec warriors can tank in a pinch, but you really want a prot spec war to be your MT if at all possible. A lot of boss fights are just too close calls.
I forgot about warriors having absolutely no way to dump aggro out of just not attacking. I've never had to really deal with that since I've been Arms/Prot specced (31/5/15) for the longest time. Alliance side could possibly have a Blessing of Salvation on DPS warriors, but I guess horde is fucked again.

Rogues need a better solution for when they accidentally gain aggro outside of just hitting evasion, feinting, and praying to god the boss/trash gets back to bashing platedewd. I do agree they get fucked in melee range in terms of raw danger. The finger wigglers and hunters just sit back and sling sparklies and projectiles, the warriors/pallies are in plate and have 25%+ more damage reduction and probably 1500-2000+ more HP. Meanwhile, you're a fucking one-hit wonder should lag not be your friend or the server decides that you really deserve that cleave despite being behind the boss.

In my ghetto shit tanking gear + buffs + auras I have 8000+ armor, +58 Defense skill, and 6300+ HP, and fucking Thekal pre-tiger form STILL FUCKING CRITS ME on his goddamn hit+MS for 3/4ths of my HP. And blizz wants leather wearers in proximity to that?


Title: Re: Rogue talent changes
Post by: Threash on July 06, 2006, 10:29:41 AM
The problem is any class can do 90% to 75% of the damage a rogue can and they still bring a ton of other things to a raid.  All we can do is dps, we might be the best but its only by a slight margin and when you remove aggro control problems on a warrior they very easily surpass us.  Expose armor stacking would give us something extra to bring to a raid besides our own damage, thats all we need.


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 10:36:02 AM
Quote
For aux, Rogue has:
Poisons
Stealth
Sprint
It's not that bad. At least rogues have more than 2 useful talent specs.
Did you even read my post? I said AUX RAID SUPORT. Poisons are factored into DPS, it's assumed you're always poisoning your weapon. Sprint and Stealth don't help the raid. We're not comparing skills here, I'm trying to have an abstract discussion with you and you're failing at life.

Are you sure you don't work for Blizzard's Dev team?


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 11:04:16 AM
Quote
Tranq shot (added to make them feel useful)
Trueshot aura
NR aura
Speed aura
Traps
Pets (pulling)
Daze or Stun depending on build
Hunter's Mark
- gimmick
- useful
- situationally useful
- useless
- useless
- nice to have
- useless
- useful to hunters

If you want me to make a valid point, make some of your own. Or just yell that the sky is falling like every other person on the rogue boards. Or just quit, since it obviously means so much to you. It's a game. Good lord.


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 11:09:43 AM
OK, we're done. You keep trying to itemize skills by their breakdown, get pissy, and then say "it's just a game." My points were all above, laid out in the first paragraph of the post that you keep quoting, but you apparently missed all of them.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 06, 2006, 11:58:17 AM
Itemise skills by their breakdown? Where? Weren't you the one who first listed each class's 'auxiliary skills?' I addressed each point with which I disagreed in turn.

Quote
We're not comparing skills here
After you post:
Quote
For aux, Hunter has:
Tranq shot (added to make them feel useful)
Trueshot aura
NR aura
Speed aura
Traps
Pets (pulling)
Daze or Stun depending on build
Hunter's Mark

For aux, Rogue has:
Disarm trap (added in BWL to make them feel useful)
stuns (paladin and warrior stuns are better)
Um.....  .. Sap?

Could have fooled me.


Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 12:14:34 PM
I said we're done.

Here, let me spell it out for you, again. Imagine I'm speaking louder and/or slower. Maybe it's in a really big font in your head. Whatever helps get through.
Quote
I disagree. At it's base, once you boil everything down, there are two components to each class. DPS/Healing/Tanking (primary raid role) and special case/aux raid support.

DPS is both the hunter and the rogue role.  Hunters are within 10% of rogue damage. They don't require melee and can swap trinkets/gear (so they do more overall damage, bringing them about even with the rogue). They don't require extra healing, don't get hit on all sorts of splash damage like a rogue does. Check out the 'healing taken' meter some time. Hunters will be about 1/10th of rogues.
Quote
The point is, flat out, blizzard has said that melee DPS should do more than ranged DPS because they take more damage in return, have to position, and are generally more threatened. It's clearly not the case currently and we have been waiting a long time for it to be rectified. That is what I want to be balanced. Apparently it's simply not going to happen.


Title: Re: Rogue talent changes
Post by: Azazel on July 06, 2006, 12:21:13 PM
So where are these Rogue boards you're talking about? I just hit 59 earlier today and I'd like to check them out. Safehouse's WoW section is a joke compared to the old EQ1 section in it's heyday..



Title: Re: Rogue talent changes
Post by: bhodi on July 06, 2006, 12:25:30 PM
So where are these Rogue boards you're talking about? I just hit 59 earlier today and I'd like to check them out. Safehouse's WoW section is a joke compared to the old EQ1 section in it's heyday..
http://forums.worldofwarcraft.com/board.aspx?fn=wow-rogue

The stickied messages have some real meat, the rest is just a hair above vault boards.

also, for a rogue, www.roguespot.com is good.


Title: Re: Rogue talent changes
Post by: caladein on July 06, 2006, 01:06:54 PM
So where are these Rogue boards you're talking about? I just hit 59 earlier today and I'd like to check them out. Safehouse's WoW section is a joke compared to the old EQ1 section in it's heyday..
http://forums.worldofwarcraft.com/board.aspx?fn=wow-rogue

The stickied messages have some real meat, the rest is just a hair above vault boards.

http://beta.worldofwarcraft.com/board.html?forumId=10020 (http://beta.worldofwarcraft.com/board.html?forumId=10020)

The beta boards aren't bad either (but no stickies), but yeah... just read the stickies if you'd like to maintain any faith in humanity (especially on the Rogue boards).


Title: Re: Rogue talent changes
Post by: Chenghiz on July 07, 2006, 04:22:26 AM
The answer to this quandary is not simply giving rogues more damage. If anything, I'd decrease the damage hunters do (which is too much IMO) and give rogues some more utility. Rogues are gaining utility as raid dungeons are released, but I don't see hunter damage going down.


Title: Re: Rogue talent changes
Post by: Ironwood on July 07, 2006, 04:31:47 AM
Rogues gaining utility as Dungeons are released is an arsehole way to do it.

Really, really arsehole.  It doesn't happen to other classes.


Title: Re: Rogue talent changes
Post by: Jayce on July 08, 2006, 04:19:27 PM
Rogues need a better solution for when they accidentally gain aggro outside of just hitting evasion, feinting, and praying to god the boss/trash gets back to bashing platedewd.

Isn't vanish an aggro dump too?

There aren't a lot of other aggro dumps really.  It seems to me that rogues have more than most.  Priests have fade, druids can shift to cat and cower, hunters can FD.  Mages can iceblock only if they are specced for it.  Warlocks are screwed unless i'm forgetting something.

With feint and vanish, rogues are looking pretty good to me.  Most other classes have zero or one detaunts, and some are talents.


Title: Re: Rogue talent changes
Post by: bhodi on July 08, 2006, 04:47:54 PM
Rogues have plenty of aggro dumps, as long as you don't count the on-again-off-again vanish relationship. It's on again, working properly, FINALLY. At least until next patch.

The problem is generally with two situations:

1. We aggro and don't have time to use any of our aggro dump skills becuase we are flattened almost instantly, within the latency window (often in one or two hits)
2. On bosses and trash where aggro doesn't matter, or can't be pulled, DPS warriors can easily overcome rogues.

The first is our vaulted survivability problem, and the second is when the mob isnt very aggro sensitive (golemagg, garr for instance) and the warriors can pull 700dps.


Title: Re: Rogue talent changes
Post by: Fabricated on July 08, 2006, 06:49:22 PM
Rogues need a better solution for when they accidentally gain aggro outside of just hitting evasion, feinting, and praying to god the boss/trash gets back to bashing platedewd.

Isn't vanish an aggro dump too?

There aren't a lot of other aggro dumps really.  It seems to me that rogues have more than most.  Priests have fade, druids can shift to cat and cower, hunters can FD.  Mages can iceblock only if they are specced for it.  Warlocks are screwed unless i'm forgetting something.

With feint and vanish, rogues are looking pretty good to me.  Most other classes have zero or one detaunts, and some are talents.
Vanish counts, but it doesn't work very well or so I hear. My rogue alt is only at 31 so I have no right to speak on that.

At melee range though a boss can pretty much instantly whack you where a cloth wearer is usually far enough away to buy a second or two.


Title: Re: Rogue talent changes
Post by: bhodi on July 10, 2006, 10:56:29 AM
Rogue talent preview:
http://www.worldofwarcraft.com/info/classes/rogues2/talents.html

Fuck you, blizzard.


Title: Re: Rogue talent changes
Post by: caladein on July 10, 2006, 11:36:34 AM
(Disclaimer: This is purely from a PvP perspective.)

Well, it looks pretty hot from here, and with some of those nice buffs in Subtlety, it seems a lot less dependant upon Assassination to own people. Actually, Subtlety/Combat looks pretty sweet.

Only problem I see is that you'd really have to get at least 32pts. to get all the really nice things in Subtlety at the bottom. I'd still be able to pick-up Imp. Kick and Sprint though with 32 in Subtlety... *drool*.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 10, 2006, 11:41:35 AM
Yeah I just whipped up something I think would work pretty well in PVP with swords: http://tinyurl.com/fcler

Clearly they didn't address the survivability/utility issue though, and it's disappointing. I just hope that that message gets through the shitstorm that is rogue forums right now.


Title: Re: Rogue talent changes
Post by: bhodi on July 10, 2006, 12:33:15 PM
Drysc went on a "business trip" and is out of town this week, and I'm fairly sure that the forums are creating their own gateway to hell from the churning, frothing masses screaming out to an unhearing and uncaring dev team. I expect him to come back sometime next week, sit down, and have the black morass of concentrated hatred spew from the monitor right into his face, engulf him, and drag him down to his horrible, screaming, death.

Quick summary for those playing the home game:
PvP builds got a slight to moderate buff, now you can pvp and not COMPLETELY suck in raiding
PvE dagger builds (combat, seal fate) got nothing
PvE sword build got a slight buff

No real PvE concerns (damage scaling, daggers being inferior, survivability, raid utility, humans being widely better at endgame than other races) were addresed at all, and for that I am sad. All the decent talents they added are deliberately put too high in the sub tree for raiding builds to take. Many (most) builds won't even change and aren't affected by this patch.


Title: Re: Rogue talent changes
Post by: Morfiend on July 10, 2006, 12:44:40 PM
Pretty much 17 assassination is still required for 95% of builds, nothing as far as finishing moves scaling. :sad_panda:


Title: Re: Rogue talent changes
Post by: caladein on July 10, 2006, 01:04:52 PM
The one argument I never got was "We want finishing moves to scale." I mean... while I understand it and all (since it's the one gear-independent damage source you have), it's the same thing with Druids, Ferocious Bite and Rip (which is rarely used in raids in the first place) do not scale either.

Sorry I don't have the numbers off-hand, but how much of a Rogue's raid DPS is from Eviscerate in the first place?


Title: Re: Rogue talent changes
Post by: squirrel on July 10, 2006, 05:49:16 PM
The one argument I never got was "We want finishing moves to scale." I mean... while I understand it and all (since it's the one gear-independent damage source you have), it's the same thing with Druids, Ferocious Bite and Rip (which is rarely used in raids in the first place) do not scale either.

Sorry I don't have the numbers off-hand, but how much of a Rogue's raid DPS is from Eviscerate in the first place?

Ok since druids can tank in bear form, be a 'rogue' in cat form, heal, nuke and buff, i don't think your comparison is particularly valid. If you're going to compare finishing moves the most valid comparison is with fury warriors or arms who have rage using instants. Those scale btw.

Eviscerate counts for almost no raid DPS. Because it doesn't scale good rogues don't use it. Seal Fate rogues might throw out a 3 point evisc sometimes just to burn off points before a mob dies. But mostly Slice and Dice is the best DPS finisher. Or kidney shot if the situations warrants. Past level 55 or so eviscerae sucks. My 5 point evisc used to hit less than backstab crits or even the occasional sinister strike crit. On well armoured mobs evisc crits hit for less than a backstab crit. Pointless.


Title: Re: Rogue talent changes
Post by: squirrel on July 10, 2006, 05:55:15 PM
Rogue talent preview:
http://www.worldofwarcraft.com/info/classes/rogues2/talents.html

Fuck you, blizzard.

Yeah no doubt. Way to miss the point. I don't play my Seal Fate rogue much anyway due to other games but this review does nothing to make that character fun again.


Title: Re: Rogue talent changes
Post by: Ironwood on July 11, 2006, 02:20:05 AM
Rogue talent preview:
http://www.worldofwarcraft.com/info/classes/rogues2/talents.html

Fuck you, blizzard.


That's asstastic.

Sigh.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 11, 2006, 05:12:30 AM
Wait, what's wrong with daggers? Last I checked Combat Daggers was the best PVE dps build in the game. I think I missed something...


Title: Re: Rogue talent changes
Post by: Ironwood on July 11, 2006, 06:08:31 AM
Sounds like it.


Title: Re: Rogue talent changes
Post by: bhodi on July 11, 2006, 06:21:19 AM
Wait, what's wrong with daggers? Last I checked Combat Daggers was the best PVE dps build in the game. I think I missed something...
You are correct, sir!
Actually, no, scratch that. Combat swords has always been about even with combat daggers, pulling ahead slowly based on itemization, and the clear victor if they're human.  Now, with the latest patch, combat swords gets more of a slight buff and combat daggers gets nothing, pretty much solidifying them at second place. Add the requirement of being behind the target on top of that, and there really isn't a reason anyone would want to spec daggers for PvE.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 11, 2006, 08:25:14 AM
Ah, I see. What changed?


Title: Re: Rogue talent changes
Post by: bhodi on July 11, 2006, 08:41:22 AM
Ah, I see. What changed?
What the fuck? Are you kidding? Do you have to try at stupid or does it just come naturally? Go away.

Edit: Becuase I know you're slow, let me explain. We've been discussing this for 4 pages. If you have to ask at this point, you shouldn't be here.


Title: Re: Rogue talent changes
Post by: Xanthippe on July 11, 2006, 08:59:23 AM
On an almost-unrelated topic, why do people say that hunters are rogue killers?  Rogues almost always own me.  I hate the sneaky bastards.  Seems to me that paladins are the rogue killers.  This patch is going to make rogues even sneakier as far as hunters are concerned.  If I can get off a FD/trap, and run away far enough (usually can't), or if someone else comes along and kills it, then I survive.  Otherwise it's stun stun stun die.

Tangentially, my 49 human shadow priest owns almost everyone.  Beginning to really enjoy playing her, whether in pvp or soloing.  (Grouping is ok as long only as it's a non-ninny group.  WTFWHY'DYOULETMEDIE gets to die again.)

You know what I really hate about rogues?  That 30+ second sap.  Bastards!



Title: Re: Rogue talent changes
Post by: Ironwood on July 11, 2006, 09:00:58 AM
Look, I love you dearly, but :

You're Not A Very Good Hunter, Are You ?

Hunters just ARE Rogue killers.  It's obscene.


Title: Re: Rogue talent changes
Post by: Xanthippe on July 11, 2006, 09:14:26 AM
You're right, I'm not a very good hunter.  I'm not very good at pvp either, although I enjoy it.  Nor am I good at healing people before they die (hence, the shadow part of priest) which is why I didn't want to play a priest for a long time.  I'm also not a very good rogue, because hunters just owned me.

(I'm seeing a pattern here).

I guess I should hotkey flare and scattershot, huh?  Macro FD/trap?  That sort of thing?

I have 300something agility, and I never hit for 894738294 points like the hunters in the videos. :(


Title: Re: Rogue talent changes
Post by: kaid on July 11, 2006, 10:20:50 AM
Yup hotkey flare and scattershot if you have it and the fd/ice trap macro. Hunters with their track hidden/flare/huntersmark are some of the best at detecting lurking rogues and have the power and dps to do something about it when they do find them.

If a rogue does manage to get right up next to you they can mess you up pretty good but if you detect them at anything other than point blank range you will likely kill them or at worst force them to flee. I like my dwarven hunter as well because I can fd ice trap a rogue and use stoneskin if they managed to poison me to get distance aimed shot them and let snuffles the killer piggy man handle them.



Title: Re: Rogue talent changes
Post by: Chenghiz on July 11, 2006, 11:38:11 AM
Ah, I see. What changed?
What the fuck? Are you kidding? Do you have to try at stupid or does it just come naturally? Go away.

Edit: Becuase I know you're slow, let me explain. We've been discussing this for 4 pages. If you have to ask at this point, you shouldn't be here.

Wow, thanks for the informative reply. When I get home I'll look over the notes and see why CD has become so incredibly terrible, since all you seem to be able to do is react in a belittling and hostile manner.

[edit] I seem to have misread your post thinking you said that combat daggers got worse. My bad. I'll never make the mistake of asking you a question again.


Title: Re: Rogue talent changes
Post by: bhodi on July 11, 2006, 12:16:30 PM
Wow, thanks for the informative reply. When I get home I'll look over the notes and see why CD has become so incredibly terrible, since all you seem to be able to do is react in a belittling and hostile manner.

[edit] I seem to have misread your post thinking you said that combat daggers got worse. My bad. I'll never make the mistake of asking you a question again.
I'm just tired of you claiming you know about a class and then forming and expousing bad opinions about said class when it's clear that you don't even know what you're talking about, despite having "raided as a rogue".

Having a conversation requires a little bit of background reading, you know, on the conversation topic. Had you LOOKED at the preview talent tree and had ANY INKLING WHATSOEVER of common rogue builds (pro tip: I spelled them out for you a few posts ago), you would have answered your own question. It's clear you didn't even do that, which is why I said, as I said a while ago, we're done. That post was so inane, however, I just had to belittle you some.

It's becuase I care.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 11, 2006, 12:19:14 PM
Quote
it's clear that you don't even know what you're talking about, despite having "raided as a rogue".
In your opinion.

Quote
Had you LOOKED at the preview talent tree and had ANY INKLING WHATSOEVER of common rogue builds

I did, and I do. But thanks for the concern.

Quote
you would have answered your own question

I did.


Title: Re: Rogue talent changes
Post by: Morfiend on July 11, 2006, 12:45:01 PM
As a long time Rogue player. First hardcore PVPer and now a raider, im gona have to agree with Bhodi on most of this thread. Cheng, not to insult you, but the majority of stuff your posting is wrong. You keep saying you know what your talking about, but then you post some thing else, and prove you dont know what your talking about.


Title: Re: Rogue talent changes
Post by: Ironwood on July 11, 2006, 03:58:56 PM
As 30/8/15, Bhodi gets my 'Kill Them All' Seal of Approval.

This respec sucks for Dagger Rogues.  It's like a kick in the crotch.  We get a better kidney shot. And that's it.


Title: Re: Rogue talent changes
Post by: caladein on July 11, 2006, 04:33:05 PM
I'm just a Druid that likes doing this...

(http://cal.ccrepair.net/wow/emma.gif)

I have no idea what I'm taking about.


Title: Re: Rogue talent changes
Post by: Threash on July 11, 2006, 04:47:45 PM
You think dagger rogues got it bad? im a raiding fist rogue, this review basically boils down too "get a fucking sword, oh yeah and vanish clears hunters mark" for me.


Title: Re: Rogue talent changes
Post by: Xanthippe on July 11, 2006, 06:18:54 PM
If a rogue does manage to get right up next to you they can mess you up pretty good but if you detect them at anything other than point blank range you will likely kill them or at worst force them to flee.

I was thinking more about this today.  I'm not as gimp as I led you to believe - I'm not terrible at killing rogues from any sort of distance really, but I just have nothing I can do to them up close - especially if they hit me with crippling poison.  I'm just dead if they get the jump on me.  I tend to stay stunned and die very quickly.  (My spec is 5 beast/30something marksman/very low survival, which is sort of a problem, plus I'm a nightelf not a dwarf so no stoneskin).  I guess I should give Track Hidden another go; I haven't found it very useful but maybe I haven't given it enough of a shot.

So how do I handle rogues?  If I hit them with serpent sting, then I can't FD/ice trap because I can't get out of combat with FD.  But then if I don't, they can vanish and stealth away and come back and ice me, since hunter's mark is going to disappear.

Tell me sekretz plz.



Title: Re: Rogue talent changes
Post by: Threash on July 11, 2006, 06:30:04 PM
Scatter shot --> fd  ---> trap should really win you the fight 99% of the time.  In the unlikely scenario that you are fighting a rogue capable of stun locking you from full hps to death without giving you a chance to do that then stick your pet on him, no full stun lock can work without restealthing at some point which will be impossible if your pet is chewing on their ass.  Your pvp trinket should be on if you expect to do any pvp at all, i have seven epic trinkets and i still wear mine anytime theres a chance ill get in a fight.


Title: Re: Rogue talent changes
Post by: Paelos on July 11, 2006, 08:50:43 PM
As a warrior, I'm gonna say...oh well. Rogues are solo/pvp classes but they will still work in raid situations. Here's a hint, outside of yourselves nobody gives a shit. I run a BWL raid and I'm not silently thinking to myself, hmmm, i wonder if there is a way to fuck rogues out of my raid because hunters are l33t. It just sounds weird and insecure.

PS, if you're around ppl who aren't rogues that actually DO give a shit, they are dickheads. Get out of that guild/alliance/whatever.


Title: Re: Rogue talent changes
Post by: Ironwood on July 12, 2006, 01:36:51 AM
As a warrior, I'm gonna say...oh well. Rogues are solo/pvp classes but they will still work in raid situations. Here's a hint, outside of yourselves nobody gives a shit. I run a BWL raid and I'm not silently thinking to myself, hmmm, i wonder if there is a way to fuck rogues out of my raid because hunters are l33t. It just sounds weird and insecure.

PS, if you're around ppl who aren't rogues that actually DO give a shit, they are dickheads. Get out of that guild/alliance/whatever.


What the fuck has this got to do with Anything ?


Title: Re: Rogue talent changes
Post by: bhodi on July 12, 2006, 09:01:37 AM
Ignoring Paelos who seems to be deliberately trying to troll, here's some interesting math puilled from here (http://forums.worldofwarcraft.com/thread.aspx?FN=wow-rogue&T=1324423&P=1), which will be broken by tommorow:
Quote
We begin, as I am fond of doing, with some history:

    Q u o t e:
    The review will mainly be centered on talent improvements, making some talents more appealing and general improvements without removing or disrupting current and viable builds if at all possible.



    Q u o t e:

    The review, any review, is intended to bring a class to a certain level of balance, hopefully ending up with a balanced set of classes.



I'm taking you at your word. The purpose of this post is to point out that the rogue review as it currently stands has disrupted the delicate balance of incentives for a raiding player, and that as it currently stands it has failed in creating the level playing field that was its stated goal.

Here are two rogues - we'll be using them as the basis of comparison for this post. They have identical armor, and their weapons are as closely approximated in terms of total DPS and stats as possible.

Dagger Rogue: http://ctprofiles.net/2298985
Sword Rogue: http://ctprofiles.net/2299353

Some breakdowns for those who don't want to dig through the profiles:

The dagger rogue has 30% crit(including dagger specialization 3/5) and 16% hit(thanks pugio), with 1152 attack power. The sword rogue has 27% crit and 15% hit with 1151 attack power.

Dagger Rogue Damage Per Energy pre-patch: 21.0
Sword Rogue Damage Per Energy pre-patch(no evis): 15.4
Sword Rogue DPE w/Evis: 17.5

So, being a combat dagger rogue buys you a small but significant DPE boost - your special attacks scale slightly better. Over the course of 60 seconds, a sword rogue uses Sinister Strike 15 times, Eviscerate once, and Slice and Dice twice. The dagger rogue uses backstab 10 times, and slice and dice twice.

Dagger Rogue Special Damage(60s window): 12600
Sword Rogue Special Damage(60s window): 10478

The DPE efficiency of Eviscerate closes the gap between the two builds: Combat Daggers has a 5.6DPE lead on special attacks, but the evis closes the Actual DPE differential to 3.5.

With regards to melee damage, we model sword specialization as a 4% net increase in total melee damage - this is due to the fact that extra attacks are implemented as "your next melee attack occurs instantly" and thus the damage bonus is not as large.

Dagger rogue melee DPS: 175.9
Sword rogue melee DPS: 175.3

Dagger damage(60s): 10554
Sword damage(60s): 10518

However, these numbers don't take into account one critical factor: glancing blows. Of the melee attacks that take place, 40% will glance, dealing 70% of their damage. So let's factor that in.

Dagger damage with glancing(60s): 9287
Sword damage with glancing(60s): 9255

Dagger total: 21887
Sword total: 19733

So daggers are slightly better with identical gear. It's a small advantage, yes, but that margin was enough that people specced daggers and put up with all the hassle. Now, along comes 1.12. We see the sword rogue spec change: he can drop 2 points in Improved Eviscerate and pick up Weapon Expertise, or drop two points in Lethality and pick up Weapon Expertise.


If you drop 2 points in Lethality, the following changes occur:

Sword Rogue Special DPE: 15.0
Sword Rogue Special Damage(60s window): 10237
Sword Rogue melee with glancing(60s): 9888

Sword Rogue(+WeapExp -Lethality): 20125
Dagger Rogue(1.11): 21887

Here, the gap shrinks by 3%.

If you drop 2 points in Improved Eviscerate instead, the following changes occur:

Sword Rogue Special Damage(60s window): 10370
Sword Rogue Melee with Glancing(60s): 9888

Sword rogue(+WeapExp -ImpEvis): 20258
Dagger rogue(1.11): 20387

Here the gap shrinks another percentage point, meaning all that extra work is buying you 4% more performance than a combat swords build.


What happens if we try to get Weapon Expertise as a combat daggers build? Well, we gain 1% crit and +5 weapon skill, and lose 2 points in Lethality.

1.12 Daggers DPE(+WeapExp -Lethality): 20.1
1.12 Dagger Special Damage(60s): 12060
1.12 Dagger melee(with glance): 9924
1.12 Dagger total: 21984

Comparing "new daggers" to "new swords" we see that the gap separating them in 1.11 has shrunk quite a bit in 1.12. Further, the dagger build is even more limited than it was before, because a greater portion of its damage is reliant on melee attacks. Any situation where you are not attacking a monster 100% of the time, you're actually losing damage.

It only gets worse - if the new rank of Eviscerate provides the same 36% increase in damage that we got going from rank 7 to rank 8, combat swords will generate the following numbers:

Sword Rogue Special Damage(1/3 Imp Evis): 10777
Sword Rogue Special Damage(3/5 Lethality): 10683

That closes the gap between Combat Swords and Combat Daggers quite a bit further, down to 4%. With such a small margin separating swords and daggers, the relative tradeoffs for combat daggers are no longer worth it. Why be restricted by positioning and heavily spiked damage - both a problem on zerg encounters like Noth or Gothik? Why suffer with fewer combo points, less mitigation, and the inability to disarm opponents?

It just won't be worth it anymore. Combat dagger rogues thought optimizing for raiding would be rewarded by Blizzard, but we didn't know how good we had it now.

[ post edited by Wodin ]
Quote
Swords:

1.11  |  1.12  | 1.12(new evis)

----  |  ----  | ----

19733 |  20258 | 20658

Daggers:

1.11  |  1.12

----  |  ----

21887 |  21984
Quote
Let's emphasize this. In this case, by restating and repeating.

A mage, who can outdamage a rogue on many fights due to the nature of the fight, has useful functions outside of damage, and risks far less abuse to do it...

Can tie a rogue for damage on a fight which is practically ideal for that rogue.

This review....

Buys that rogue a .4% DPS increase. About 2.5 DPS.

Think that 2.5 DPS makes up for losing half my DPS time to running around on Fankriss or Emps?

Think that 2.5 DPS makes up for soaking up cleaves and warstomps capable of two-shotting me if my healers aren't spot on? Not to mention my increasing the overall heal burden as a result?

You know what?

I don't want an answer to why Evisc and Rupture won't scale.

I don't want an answer to why our cooldowns can't be reduced in both time and power to even our power curve out.

I don't want an answer to any of the numerous questions this joke of a review has raised.

I want a Blizzard answer to one question.

"Why bother?"

Why bother bringing a rogue when you can bring other classes for more functionality and equal damage?

Why bother playing a rogue that's even capable of matching those classes, at the cost of being able to do anything *but* match those classes?

Why bother paying for a character with no real use in the endgame that another class can't fill just as well, with more utility beside?


Title: Re: Rogue talent changes
Post by: bhodi on July 12, 2006, 09:16:24 AM
Another decently evolving new-build thread based on the talent trees:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-rogue&t=1323606&p=1&tmp=1#post1323606
Quote
Rogues are a rather straightforward class, in that we have two specs: daggers, and non-daggers. Of those specs, we can choose PVE and PVP variants to varying degrees of effectiveness.

All rogue builds start out with the following base: 16 in Assassination.

http://www.wowhead.com/?talent=f0eMox

(2 filler points may be put in Remorseless Attacks, Murder, or Improved Eviscerate over Improved Slice and Dice)

Malice is critical for the rogue class, pun intended.
Ruthlessness and Relentless Strikes are core talents, and are absolutely required for combat longevity. Without them, we suffer heavily.
Lethality directly improves our burst damage, both with daggers and with swords/maces/fists, and is considered a required talent.

After the rogue has filled these talents out on his preview sheet, he must look at his gear, common activity, and desired playstyle. There are generally a few considerations:

a) Do I PvP? What percentage of my playtime is devoted to PvP?
a1) Is the majority of my time spent in world PvP or battleground PvP?
b) Do I PvE? What percentage of my playtime is devoted to PvE?
b1) Is the majority of my time spent in small-scale PvE or raid PvE?

After these questions are answered, the rogue may then ask himself:

c) What playstyle do I like?

There are multiple answers to this, including:
c1) Combat-resilient low-burst, high-sustained brawler
c2) Hit-and-run frontloaded burst damage
c3) High degrees of control in 1-on-1 fights
c4) Tricks over damage; able to live to fight another day.

And finally, the rogue must ask himself:
d) What gear do I have (particularly as far as weapons go)?

After these questions, the rogue may begin to form an idea of where his talent build will go.

PvP-heavy builds
----------------
The PvP rogue must focus on two things: Hitting as hard and as fast as possible, and then escaping to return to stealth. An unstealthed rogue is a free kill to almost any class that wants to take the time. To this end, PvP rogues nearly always choose daggers as their weapons. Daggers hit harder than swords, and gain more burst benefit from items like Renataki's Charm of Trickery and Thistle Tea.

All dagger builds require two talents in addition to the original 16:
- Improved Backstab
- 5/5 Opportunity

http://www.wowhead.com/?talent=i0eMoxZGcZ0xx

Improved Gouge is considered a useful talent on the way to Improved Backstab, but it isn't a make-or-break talent. Its primary use is to push gouge past 5 seconds, allowing the rogue to restealth in PvP, lag permitting.

Improved Sinister Strike is nearly 100% filler here.

Lightning Reflexes is generally not considered worth the talent points, as dodge is a defense that is negated positionally, is completely useless against magic and ranged attacks, stops working when we're stunned or otherwise CC'd, and allows warriors to overpower us. Most dagger rogues take Imp SS so that they can feasably use Sinister Strike in PvE situations where they find a mob on them and no way to get around it.

The first tier of Subtlety is useful for PvP. Most rogues tend to max Master of Deception, though you can go with any combo of MoD and Camo, as there are items and enchants that boost both skills independently from talents, so you can itemize to make up the deficit.

We have now spent 34 of our 51 talent points, or an even 2/3rds. The rest of our talent points will determine our playstyle.

[[ PvP Subtype: Seal Fate Daggers ]]
Some rogues - particularly rogues with access to high-end gear - spec down the Assassination tree, gunning for Cold Blood and Seal Fate.

http://www.wowhead.com/?talent=fhecov0oxGcZ0xx

Improved Eviscerate is useful here, but the points in SnD (which can go into Remorseless or Imp XA, as well) and the points in one of your poison talents (I chose Vile in the build above) are generally considered filler.

We now have a gear/playstyle choice to make. With 5 Nightslayer, this is a no-brainer - a point goes into Vigor. Some 30-assassination dagger rogues like Vigor even without 5 Nightslayer as it allows them to execute cleaner stun chains out of stealth. However, there is no denying that Vigor is at its most powerful with 5 pieces of Tier 1 armor, granting the rogue an Ambush/Backstab and an immediate follow-up backstab. If the rogue has access to Renataki's Charm, he will likely use it here, granting him an Ambush and 2 Backstabs immediately out of stealth, for heavy damage and a nearly guaranteed 5 combo points.

If the rogue chooses to not take Vigor, he will put the three remaining points in Improved Ambush. If he does take Vigor, then the two remaining points will go into Improved Ambush.

http://www.wowhead.com/?talent=ihecov0otGcZ0xx0b

[[ PvP Subtype: Prep Daggers ]]

Returning to our base dagger build (http://www.wowhead.com/?talent=i0eMoxZGcZ0xx), we have another option: fill out a few points in Assassination to Cold Blood, and then put the rest in Subtlety to get Preparation.

http://www.wowhead.com/?talent=ihecox0oZGcZ0xE0hco

Again, Improved Slice and Dice is filler in the Assassination tree, and we have a number of filler talents in the Subtlety tree. Many prep rogues pick up Init for additional combo points out of stealth, as well as Improved Sap, which may be useful when attacking multiple opponents. We do pick up Improved Ambush, and the feather in the cap is Preparation, which grants the rogue extreme flexibility in individual fights, and a host of escape options.

This build, however, is by far the most cooldown dependent. It doesn't have the staying power of Combat, or the effective energy:CP ratio of Seal Fate. This rogue is extremely powerful with his cooldowns up, and a free kill with them down.

[[ PvP: Hemo ]]

http://www.wowhead.com/?talent=fhecox0oZhZVgV00IR0o

An extremely specialized build. Hemo rogues are extraordinarily gear-dependent, needing slow, heavy weapons and very high Attack Power ratings to do decent damage. This build focuses heavily on 1v1 control at the expense of burst damage. The requisite 16 are spent in Assassination, and then an additional four finishing SnD and Imp Evis. A final point in Assassination gets us what we're really interested in here, Cold Blood.

Improved Gouge is picked up from Combat for additional control.

On to the Sub tree, Elusiveness, Improved Rupture, and to a degree, Improved Sap are all filler talents here. The bread and butter of Hemo are the Init, Prep, Cheap Shot, and Hemo talents. These grant the rogue extremely fast CP generation out of stealth, which in turn grants him stun chains that he may use to control his opponent while whittling him down. The rogue is also given twice the utility of other rogues with the inclusion of the Preparation talent. While this build is less dependent on cooldowns than the Prep Daggers rogue, it is extremely dependent on 1v1 or 1v2 small-scale, controlled fights. Opponent adds into a fight will ruin a Hemo rogue's day in no time flat.

[ post edited by Adrine ]
http://tachyonsix.com/?s -Sanity. Better inventory.
Quote
PvE Heavy Builds
----------------
PvE rogues are blessed in that they may choose either swords or daggers for their work, and will perform roughly the same with either. Some expect this to change in 1.12 in swords' favor.

There are two PvE dagger builds, and a number of Sword/Mace builds. We'll go over each of those.

[[ PvE Subtype: Combat Daggers ]]
Generally hailed as the king of raiding DPS charts, combat daggers is an interesting combination of the strengths of Combat and the better long-term efficiency of Backstab over Sinister Strike.

We start with the requisite dagger base:
http://www.wowhead.com/?talent=i0eMoxZGcZ0xx

In this case, the first tier of Subtlety is completely wasted - all three first-tier talents are pure PvP talents. Any of the three will work, as stealth is rather meaningless in raids.

From here, we move directly into Combat.

We pick up five points in Precision (very useful), and then put two filler points in Deflection (generally wasted). This then opens up Dual Wield Spec, which we max out, in turn giving us access to Blade Flurry, which we pick up. The final four points are invested in Dagger Specialization.

http://www.wowhead.com/?talent=w0eMoxZGci00yzZ0xx

This build performs wonderfully in raids - Precision and Dual Wield spec mean that the rogue will see high sustained white damage, and Blade Flurry grants the rogue the ability to double his damage for 15 seconds every 2 minutes. This is particularly useful in clustered packs of enemies, where the rogue may backstab multiple enemies at once.

This build suffers heavily in small-scale PvE and PvP, due to its complete lack of burst damage and utility, and its heavy reliance on long, protracted fights to get maximum benefit. This build is generally only used by exclusive raiders.

[[ PvE Subtype: Seal Fate Daggers ]]
A dagger build for the rogue that wants more flexibility. We covered it already in the PvE section.

http://www.wowhead.com/?talent=fhecov0oxGcZ0xx

Seal Fate daggers are more flexible than Combat Daggers for PvE, in that they allow for faster combo point generation and better burst damage, making them better suited to small-scale PvE, where individual mobs go down comparatively quickly. This build has the advantage of allowing the rogue to float between PvE and PvP. In raid PvE, it is not as effective as combat daggers due to the lack of Precision, Dual Wield, and Blade Flurry, but it performs decently.

[[ PvE Subtype: Combat Swords/Maces ]]

An all-around brawler subtype, this build is also decently suited to melee PvP. It suffers extremely heavily against casters in PvP, however. It is generally considered to be the second-best choice for raid damage, and is a solid bet for small-scale PvE damage, as well. This build is often recommended as a levelling build.

Starting with the requisite 16 in Assassination, we add Improved Eviscerate and finish out Improved SnD.

http://www.wowhead.com/?talent=fhecox

We then move over to the Combat tree, where we pick up Improved Sinister Strike - the sword/mace rogue's most vital talent. The additional three points for the tier may be invested in either Lightning Reflexes or Improved Gouge as filler.

We then work our way directly down the Combat tree, picking up Deflection and Riposte (which serve as an increase to survivability, especially against melee in PvP), Precision (vital for combat specs), Dual Wield (again, vital), Blade Flurry, and then deeper than we've been before to Sword or Mace spec, depending on your weapons. We finish the tree off with 3/3 Aggression and Adrenaline Rush.

http://www.wowhead.com/?talent=whecoxZMhEz0Vzxco

Some rogues who desire to offset their disadvantage against casters will drop 2 points from Improved Slice and Dice and instead pick up Improved Kick, resulting in the following:

http://www.wowhead.com/?talent=whezoxZMhEzMVzxco

PvE/PvP Hybrid: Seal Fate Swords
--------------------------------

An extremely gear-dependent and rather rare build, but one which allows for surprising flexibility in PvP, at the cost of diminished PvE utility. However, the simple fact that it is a swords-based build with combat talents renders it adequate in PvE.

http://www.wowhead.com/?talent=fuecsx0oxMhEz0mz

Imp Evis and Imp SnD are filled out in Assassination, and Imp XA is picked up as filler. 1 point also goes into Remorseless as filler.

We then pick up Cold Blood and Seal Fate, and move on to the Combat tree.

Here we again take the requisite Improved SS, and then 3 filler points in either Lightning Reflexes or Improved Gouge. As this is a PvP hybrid, Improved Gouge is likely the better choice here.

Deflection to Riposte is taken - again, a critical sword PvP talent - and precision to dual wield are picked up. However, we eschew a point in Dual Wield to pick up Blade Flurry, rounding out our build.

Seal Fate swords requires a hard-hitting sword and a high crit rate (27%+ unbuffed) to be effective, but it allows for more dynamic swordplay than standard combat builds.


Now, with these things in mind, let's look at the new talent trees. http://tachyonsix.com/?s -Sanity. Better inventory.
Quote
We are given a number of goodies to evaluate and play with:

Assassination
--------------
- A different Expose Armor, tier 3. Not much known here, since we don't know the new XA numbers.
- Two improved poison talents, tier 4. Both of these appear to be decent PvP talents, with Vile Poisons appearing particularly appealing due to the potential for Crippling Poison to resist dispel effects.
- An improved Kidney Shot, tier 5.

Combat
--------------
- A changed Improved Sprint and a new Improved Evasion (renamed Endurance), tier 3.
- Weapon Expertise, tier 6.

Subtlety
--------------
- Camo with Rapid Concealment merged in, tier 1
- New talent, "Sleight of Hand", tier 2.
- A more accessable Setup, now tier 4 without a pre-req
- New talent, "Heightened Senses", tier 5.
- Hemo moved to Tier 5
- New talent, "Deadliness", tier 6

Now, let's look at each of these talents in light of the builds we've just outlined.

- Expose armor would apply in the Seal Fate Daggers, Seal Fate Swords, Prep Daggers, and Hemo builds. Most rogues still feel it will be filler, due to the prohibitive mechanics of Expose Armor.
- Vile Poisons and Improved Instant Poisons. This will apply to the Seal Fate Daggers and Seal Fate Swords builds. Most rogues will likely put four points in Vile Poisons to improve the chance of Crippling Poison sticking to their target, and thus, keeping their target in range. This will likely be exclusively considered a PvP talent.
- Improved Kidney Shot again applies to the Seal Fate Daggers and Seal Fate Swords builds. Seal Fate Daggers will likely see the most use out of this one, serving as a damage boost to 120 energy thistle tea/Renataki combos.

- Improved Sprint would be accessable in the Combat Daggers build, but it would be rather useless there. It would be useful in raiding on Garr in Molten Core, but then only for a few seconds until the slow is applied again, and only once during that very, very long fight. It would also be accessable in Combat Swords builds, but you have two issues here - one there's not really any place to use it, and two, there is no place to pull points from to invest. Our filler in that build is done in the Assassination tree, and on the first tier of Combat, leaving us with no wiggle room. Most rogues are also concerned that a one-time snare break is insufficient. Vanish works decently as a snare break because it causes our target to detarget us, and to not be able to immediately attack us. Not so the case with Sprint, which will result in rogues being re-snared extremely quickly. Earthbind totems will likely completely negate the sprint break.
- Elusiveness suffers the same fate as Improved Sprint.

These two talents would be most useful to the Prep rogue, who relies on cooldowns and utility tricks to stay alive, but they are out of reach for him.

- Weapon Expertise. Accessable to Combat Swords/Maces at the expense of a point in Aggression and a point in Slice and Dice. This also eliminates the Improved Kick variant, as non-improved Slice and Dice simply isn't feasable in raiding. Given that Weapon Expertise only affects enemies of a significantly higher level than the rogue, and that the rogue must give up a direct damage talent (aggression) and an indirect damage talent (slice and dice) to reach it, most rogues feel that they won't be taking it. It is also -potentially- available to Combat Daggers rogues, but try as they might, nobody has been able to put together a good combat daggers build with WEx. The opportunity cost to get it is simply too high.

- Camo With Rapid Concealment. Now accessable to all dagger builds, as well as Hemo. A nice nod to PvP rogues, but it still leaves PvE dagger rogues with the fact that they must spend 5 points in talents that are utterly worthless to them in order to gain access to a defining dagger talent.
- Sleight of Hand. Accessable to all dagger builds and Hemo. Potential tri-spec for Combat Swords, eschewing tiers 6 and 7 in Combat and removing 2 points from either SnD or Sword Spec. I don't think any raiding rogue would consider the burn of the first 5 points and then a 2 additional points worth a 220-damage buffer on Feint, and a -2% chance to be crit, especially given that you have to give up Aggression and Adrenaline Rush, and points in SnD or Sword Spec to get it. Hemo and Prep builds don't do enough damage to make the Feint component valuable, and -2% to be crit is seemingly worthless.
- Setup, still 45% to get a combo point when you dodge your target's attack. The points are better spent elsewhere. Too weak, and no compelling reason to take it over a number of other talents. This almost seems like a "rogue tank" talent, except that rogues aren't actually given the skills or itemization to be tanks.
- Heightened Senses. Most rogues were really excited about this one. However, its placement makes it accessable only to Hemo rogues, and a -4% chance to be hit seems way too low for its place in the tree. The increased stealth detection is nice, and will be useful for Hemo rogues in PvP, but raiders were really hoping that this would be accessable to them, allowing them a better chance at avoiding hard-hitting raid AoEs. No such luck. This talent is effectively available to one build - a 1v1 exclusive PvP build.
- Hemo Tier 5. Nice for Hemo rogues. Allows Hemo SF to become possible. Four points in SF allows the Hemo rogue to pick up Preparation, as well. Expect this build to generate lots of complaints from non-rogues.
- Deadliness. Wow. This may be the biggest disappointment from the entire review.

Rogues have long lamented their AP scaling formulae. We have a very hard time with our critical AP scores, and the option to potentially increase it with talents was appealing and exciting, especially for the raiders who often eschew defensive stats in favor of Attack Power.

However, this talent has been placed 6th tier Subtlety, out of reach of...everyone, with the possible exception of a new 17/2/32 Premed/Prep/Hemo build:

http://www.wowhead.com/?talent=yhe0oxZbZEcco0cddt

This is essentially an extension of Hemo with a timer component built in - every 2 minutes, the rogue may load up Premed, Imp Cheapshot, and Hemo to 5 CP - ultimate 1v1 control, potential 100-0 stunlocks. Yeah, that's going to endear us to the non-rogue community.

And it still does nothing for anyone who isn't a 10-minute ganker.

To top it off, Deadliness is 5 points for a 10% AP boost at tier 6. For a raiding rogue with an insane 1000 AP, this means a 100 AP increase for a grand total of an additional 7.14 DPS.

Compare, to, say, hunters, whose 6th-tier talent Lightning Reflexes, grants a 15% boost to agility. Hunters gain the vast majority of their AP from agility, resulting in a close to 30% increase in ranged attack power, on top of increased dodge, AC, and crit. 10% to attack power at that tier is insulting.

I hope this explains where rogues are coming from, and why we are disappointed with the results of the review thus far. The new talents don't address standing problems, are are out of reach for the builds that really need them. The review feels disjointed, disconnected, rushed, and frankly, as though there was little thought or communication put into it. We are desperately hoping for talents that will augment our roles, rather than talents that are attractive but unreachable, or talents that have the right idea, but don't really do enough for us.

Right now, the review is not sufficient. We're hoping that by communicating to you, the developers, where we, the community stand, that we can get a review that we'll all be happy with.

Thanks for reading.

[ post edited by Adrine ]
http://tachyonsix.com/?s -Sanity. Better inventory.


Title: Re: Rogue talent changes
Post by: Righ on July 12, 2006, 09:20:55 AM
What the fuck has this got to do with Anything ?

What the fuck does anything have to do with anything? His point was that 90% of this thread consists of winning whines about how much rogues suck in raids, and the implication that they're never going to get invited to the party now that they suck even more. Essentially, I think its a call to please stop the self-pity and either enjoy playiing a rogue in raids, play a rogue where they are situationally superb, or play something else.

Warriors suck at ranged AoE. Blizzard needs to fix this now.


Title: Re: Rogue talent changes
Post by: squirrel on July 12, 2006, 09:27:58 AM
What the fuck has this got to do with Anything ?

What the fuck does anything have to do with anything? His point was that 90% of this thread consists of winning whines about how much rogues suck in raids, and the implication that they're never going to get invited to the party now that they suck even more. Essentially, I think its a call to please stop the self-pity and either enjoy playiing a rogue in raids, play a rogue where they are situationally superb, or play something else.

Warriors suck at ranged AoE. Blizzard needs to fix this now.

Wow. Way to fucking miss the point Righ. Yeah, that's what this thread is about. You got it.


Title: Re: Rogue talent changes
Post by: Paelos on July 12, 2006, 09:50:35 AM
This is NOT about PvP.

PvP is fucked.  It always has been.  It's fucked, fucked, fucked.

This is about our usefulness in endgame raids.  Right now we don't have any.  ANY. NONE.  I have no fucking idea why you would take a rogue into raids when you could get a hunter or a mage.  And don't give me that mana shit because if you had enough you could do rifle rounds, ffs.

So we want some utility.  And what do we get.  PvP goodness.

Fuck that.

Ironwood, my point was about this exact post since you asked. It was about the idea that changes somehow make rogues completely useless in raids, that they were useless before, and they will be useless after. Hell it's even in one of those huge posts that Bhodi posted at the end where the dude is whining about "Why Bother?" This is all coming after a HUGE discription of how the dagger and sword gap is closing.

I agree that your abilities should scale. I agree that expose armor should stack. That's all well and good. HOWEVER, all this sky is falling bullshit over this review by the community is ridiculous.


Title: Re: Rogue talent changes
Post by: bhodi on July 12, 2006, 09:53:32 AM
You might as well have said "its fine, learn2play."

You're saying to either play the hand we've been dealt or get up and leave the table. That's fine. I don't go around fagging up every thread constantly about how much I feel inferior to other classes, or how they are doing the job better than I can, or how there's no point to bringing along as many rogues anymore.

But when it's class revision time, all of those problems are supposed to be addressed. That's when you bring up concerns. That's what this thread is about.


Title: Re: Rogue talent changes
Post by: Merusk on July 12, 2006, 10:04:39 AM
It was never, NEVER going to be a revision, though.  Even 2 or 3 patches ago they made a statement about how rogues were just going to be tweaked, and the devs felt they were just about where they wanted them to be.  They've never used the words revision, revamp or any variant other than "review." 

Now, you might feel it's bogus, and in fact it does mean that your PvE endgame choices are very narrow, but that's not too different from any other class.  Thus, the lack of empathy from any other classes players. 


Edit: Damnit Paelos I just caught my your/ you're error and you've gone and quoted me.


Title: Re: Rogue talent changes
Post by: Paelos on July 12, 2006, 10:10:55 AM
It was never, NEVER going to be a revision, though.  Even 2 or 3 patches ago they made a statement about how rogues were just going to be tweaked, and the devs felt they were just about where they wanted them to be.  They've never used the words revision, revamp or any variant other than "review." 

Now, you might feel it's bogus, and in fact it does mean that you're PvE endgame choices are very narrow, but that's not too different from any other class.  Thus, the lack of empathy from any other classes players. 

Exactly, I mean fuck, warriors have TWO choices in the endgame. Priests have basically ONE. Rogues getting narrowed down on choices to raid isn't going to shock the other classes at all.


Title: Re: Rogue talent changes
Post by: bhodi on July 12, 2006, 10:26:47 AM
Exactly, I mean fuck, warriors have TWO choices in the endgame. Priests have basically ONE. Rogues getting narrowed down on choices to raid isn't going to shock the other classes at all.
How much, do you think, warriors would bitch if for some reason naxx gear gave paladins the ability to tank better than them?

It's the same idea. Other classes doing our thing better than we can do.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 12, 2006, 10:28:37 AM
An interesting suggestion I saw was to make Expose Armor simply increase physical damage taken by the mob, similarly to Curse of Elements. This would of course minimise its PVP usefulness but it would neatly sidestep the Sunder Armor issue.


Title: Re: Rogue talent changes
Post by: squirrel on July 12, 2006, 10:44:46 AM
It was never, NEVER going to be a revision, though.  Even 2 or 3 patches ago they made a statement about how rogues were just going to be tweaked, and the devs felt they were just about where they wanted them to be.  They've never used the words revision, revamp or any variant other than "review." 

Now, you might feel it's bogus, and in fact it does mean that you're PvE endgame choices are very narrow, but that's not too different from any other class.  Thus, the lack of empathy from any other classes players. 

Exactly, I mean fuck, warriors have TWO choices in the endgame. Priests have basically ONE. Rogues getting narrowed down on choices to raid isn't going to shock the other classes at all.

Yeah. And noone can outheal a disc/holy priest. And noone can out-tank a protection warrior. And noone can outdamage a combat rogue - oh wait, sure they can. GET IT? Priests and Warriors are THE BEST at what they do in a raid. Rogues aren't. Fury warriors can out DPS rogues, so why bring a melee fighter wearing leather? The fact this needs to be explained to you casts a lot of doubt on your credibility regarding the reality of the endgame in WoW.


Title: Re: Rogue talent changes
Post by: Paelos on July 12, 2006, 11:40:26 AM
The fact that you believe this is suddenly going to mean we're taking more dps warriors than rogues is equally stupid. DPS WARRIORS CAN'T CLEAR AGGRO! Somehow rogues seem to forget that fact when they whine about their utility. A freaking dps machine that can hit hard and vanish without pulling off the tank is lovely. Hell in places like BWL it's downright essential.


Title: Re: Rogue talent changes
Post by: bhodi on July 12, 2006, 11:44:37 AM
Hunters have an aggro dump and can do almost our damage, and can do more on many of the new boss fights (abom wing).
Mages can do more damage than a rogue without pulling, plus extra raid utility
Warlocks and others can simply use the aggro trinket from AQ.


Title: Re: Rogue talent changes
Post by: Chenghiz on July 12, 2006, 11:48:13 AM
vis. (http://forums.elitistjerks.com/viewtopic.php?id=7331)


Title: Re: Rogue talent changes
Post by: Paelos on July 12, 2006, 11:56:39 AM
Hunters have an aggro dump and can do almost our damage, and can do more on many of the new boss fights (abom wing).
Mages can do more damage than a rogue without pulling, plus extra raid utility
Warlocks and others can simply use the aggro trinket from AQ.


Fine, you're right. You're all fucked. Game over, man! Reroll before the sky falls, etc etc.

I fail to see how these changes specifically make this any different than before. All I can see now is they didn't improve the shit you wanted, so you're still in the same boat. If that's the case, rogues should have never been getting into groups in the first place, which I certainly don't see happening now.


Title: Re: Rogue talent changes
Post by: squirrel on July 12, 2006, 12:00:41 PM
Hunters have an aggro dump and can do almost our damage, and can do more on many of the new boss fights (abom wing).
Mages can do more damage than a rogue without pulling, plus extra raid utility
Warlocks and others can simply use the aggro trinket from AQ.


Fine, you're right. You're all fucked. Game over, man! Reroll before the sky falls, etc etc.

I fail to see how these changes specifically make this any different than before. All I can see now is they didn't improve the shit you wanted, so you're still in the same boat. If that's the case, rogues should have never been getting into groups in the first place, which I certainly don't see happening now.


The point isn't that this is going to change overnight. The point is that as gear mudflation improves warrior and mage DPS and DOESN'T improve rogue DPS (remember the scaling issue??) that it's going to get worse. Look, 6 months ago NOONE would bring warriors to melee DPS in MC. Happens all the time now. It's a steady erosion that will now continue because rogues got none of the suggested changes that could have helped. Mages did in their review (massive aggro reduciing abilities, shatter crits helping both fire and ice) and so did warriors. If the review goes through as is the need for rogues in high level (BWL+) raids is going to go down. Not instantly no. But it will happen.


Title: Re: Rogue talent changes
Post by: Paelos on July 12, 2006, 12:08:19 PM
Well for one, i doubt the review is going to go through exactly the way it looks now. And two, Blizzard may suck at a lot of things, but raiding is their cash cow and I really don't see them intentionally or unintentionally fucking an entire class out of the game with these choices.

I seriously think it's overreacting to worry about that. Besides flip it over. You give rogues too much scalability and they become DPS gods. Good for you, really bad for hunters. I do agree you need a specific talent that would matter in a raid, but I haven't heard a lot of good suggestions on what that would be. It would need to be something new to the game, not just letting expose armor stack.


Title: Re: Rogue talent changes
Post by: Ironwood on July 12, 2006, 12:27:38 PM
Yeah, giving up now.


Title: Re: Rogue talent changes
Post by: Ironwood on July 12, 2006, 12:58:33 PM
What the fuck has this got to do with Anything ?

What the fuck does anything have to do with anything? His point was that 90% of this thread consists of winning whines about how much rogues suck in raids, and the implication that they're never going to get invited to the party now that they suck even more. Essentially, I think its a call to please stop the self-pity and either enjoy playiing a rogue in raids, play a rogue where they are situationally superb, or play something else.

Warriors suck at ranged AoE. Blizzard needs to fix this now.

Wow. Way to fucking miss the point Righ. Yeah, that's what this thread is about. You got it.

Yeah, I've got to admit, this was a particularly nutsackular post for you Righ.

It did, like the Christian, amount to 'lern2play'.

I expect better from here.  I expect better in a ROGUE REVAMP thread.

Screw you all.

:)


Title: Re: Rogue talent changes
Post by: Signe on July 13, 2006, 08:42:51 AM
I don't think it was all that nutsacky.  I think I understood what Paelos was saying, too.  If you want to be the most important in a raid then be a warrior or a priest.   The rest of you are all just dps, anyway.  Unless they can find 40 warriors and priest only, they'll invite you to the raid.  Who cares?   Maybe lern2play isn't such a bad idea... although, I can't be arsed to bother at the moment... but I like saying it to other people. 

 I thought rogues were supposed to be quiet and sneaky... so everyone should just shut up!


Title: Re: Rogue talent changes
Post by: Chenghiz on July 13, 2006, 11:00:48 AM
UPDATE!

Devs decide that Eviscerate should scale with AP after all.

http://forums.worldofwarcraft.com/thread.aspx?fn=wow-rogue&t=1337254&s=blizzard&tmp=1#blizzard

Subtlety is even more of a wierd tree than it was before, now.


Title: Re: Rogue talent changes
Post by: Paelos on July 13, 2006, 11:04:50 AM
Hopefully, this will curb most of the bitching.

I'm shocked they didn't keep it that first way, really.


Title: Re: Rogue talent changes
Post by: squirrel on July 13, 2006, 11:37:19 AM
This is much better. Not just the evisc scaling but the most important change i see is:

Opportunity is being moved to a tier 1 talent, swapping places with Camouflage.

This helps immensely as seal fate and combat dagger builds can now get away with 5 pts in subtlety instead of 10. Of course subtlety is looking like a more attractive PvE tree as well now.

See - it wasn't so hard to make reasonable changes now was it?


Title: Re: Rogue talent changes
Post by: Threash on July 13, 2006, 11:50:49 AM
I want to make sweet passionate love to the talent review.  I've been playing with the calculator for the last hour and i honestly have no idea what im going to do, i can come up with viable interesting builds with any weapon/tree.  Thats really all we could have asked for, that and the scaling is nice.


Title: Re: Rogue talent changes
Post by: squirrel on July 13, 2006, 11:54:03 AM
I want to make sweet passionate love to the talent review.  I've been playing with the calculator for the last hour and i honestly have no idea what im going to do, i can come up with viable interesting builds with any weapon/tree.  Thats really all we could have asked for, that and the scaling is nice.

Yeah there's some interesting combinations now. Combat daggers is probably still the best sustained DPS but boy subtlety has some nice talents that are PvE applicable now.


Title: Re: Rogue talent changes
Post by: Jayce on July 13, 2006, 12:01:41 PM
Wow, what a turnaround for this thread.  Now if Ironwood posts with a neutral - hopeful flavored post, I'll just retire having seen it all.

I recall the mage and priest revamps starting out like this too, with some truly retarded ideas at the beginning which turned into fairly decent revamps at the end. 


Title: Re: Rogue talent changes
Post by: bhodi on July 13, 2006, 12:03:12 PM
Me likey.

I do wonder, if people hadn't bitched, would it have been changed? Probably not.


Title: Re: Rogue talent changes
Post by: Jayce on July 13, 2006, 12:06:31 PM
if people hadn't bitched,

Whoa.  Also, what if like... there weren't any air, man...   now THAT would be trippy...


Title: Re: Rogue talent changes
Post by: Signe on July 13, 2006, 01:35:04 PM
Wouldn't matter.  Everyone will be bitching again soon.  I remember the neverending hunter bitch thread.  Everyone who plays WoW bitches about something all the time.  Forever.  It's traditional.


Title: Re: Rogue talent changes
Post by: squirrel on July 13, 2006, 03:16:28 PM
Wouldn't matter.  Everyone will be bitching again soon.  I remember the neverending hunter bitch thread.  Everyone who plays MMORPG's bitches about something all the time.  Forever.  It's traditional.

Fixed that for you Feet.


Title: Re: Rogue talent changes
Post by: Typhon on July 13, 2006, 05:03:44 PM
I recall the mage and priest revamps starting out like this too, with some truly retarded ideas at the beginning which turned into fairly decent revamps at the end.

I recall the same, and the massive warrior bitching at launch, and the time it took for druids to be tuned up a bit.  Almost seems like they do it on purpose to fuck with folks.  That amuses me.

I do wonder, if people hadn't bitched, would it have been changed? Probably not.

Yeah, thank god for the players.  Without the players helping with development, this game would suck.   :roll:


Title: Re: Rogue talent changes
Post by: Threash on July 13, 2006, 05:34:40 PM
Yeah, thank god for the players.  Without the players helping with development, this game would suck.   :roll:

You joke but look at this talents compared to those they posted a few days ago, do you think there would such massive changes in such little time if there hadn't been massive, vociferous and justified complaining by the entire rogue community?  How did they go from "no scaling" to "evicerate rupture and garrotte will scale" in the span of 2 days?


Title: Re: Rogue talent changes
Post by: Phred on July 13, 2006, 05:44:05 PM
Yeah, thank god for the players.  Without the players helping with development, this game would suck.   :roll:

You joke but look at this talents compared to those they posted a few days ago, do you think there would such massive changes in such little time if there hadn't been massive, vociferous and justified complaining by the entire rogue community?  How did they go from "no scaling" to "evicerate rupture and garrotte will scale" in the span of 2 days?

I think they do this intentionally. They initially release a set of mediocre changes while holding they changes they really intend to make in reserver. Once the bitching goes on for a week or so they release the changes they intended all along and everyone is happy, where if they're released them orignially people would still have bitched. They know people will bitch and complain no matter what they initially release.



Title: Re: Rogue talent changes
Post by: Ironwood on July 14, 2006, 01:46:21 AM
Wow, what a turnaround for this thread.  Now if Ironwood posts with a neutral - hopeful flavored post, I'll just retire having seen it all.

I recall the mage and priest revamps starting out like this too, with some truly retarded ideas at the beginning which turned into fairly decent revamps at the end. 

I think you can retire.

I'm looking at the talent tree now and I'm just fucked as to what I'm going to do.  I'm a little spoiled for choice.  This could be good.

Expose and Sunder Still Don't Stack ?  I'M QUITTING.


Oddly enough, however, the new changes don't affect my current build...


Title: Re: Rogue talent changes
Post by: Dren on August 31, 2006, 06:02:34 AM
I so want to be the happiness customer.  I bet he has a lot of fun.  And gold.  Er, yeah.


Title: Re: Rogue talent changes
Post by: bhodi on August 31, 2006, 07:10:45 AM
I got almost the same thing in my WoW inbox in-game. freaky.

It's like they're stalking me.

Are you stalking me?


Title: Re: Rogue talent changes
Post by: caladein on August 31, 2006, 09:10:31 AM
I got almost the same thing in my WoW inbox in-game. freaky.

It's like they're stalking me.

Are you stalking me?

My entire guild got oddly similar tells over the course of last night... hold me.


Title: Re: Rogue talent changes
Post by: Morfiend on August 31, 2006, 09:24:30 AM
Since we are now going THIS direction, I thought I would bring up some thing.

Have any of you guys noticed the price of gold has skyrocketed? Blizzard must be really cracking down on farmers lately. A few months ago gold on my server was $35 for 1000g now the lowest price I can see is $150 for 1000g. Thats an amazing jump in price. Odd that I havent heard about any mass farmer bannings or such.


Title: Re: Rogue talent changes
Post by: Merusk on August 31, 2006, 09:48:39 AM
Since we are now going THIS direction, I thought I would bring up some thing.

Have any of you guys noticed the price of gold has skyrocketed? Blizzard must be really cracking down on farmers lately. A few months ago gold on my server was $35 for 1000g now the lowest price I can see is $150 for 1000g. Thats an amazing jump in price. Odd that I havent heard about any mass farmer bannings or such.

Because there haven't been any.  It's just folks learning Naxx and buying the shit out of gold... or doing the "our uberguild will run you thorugh BWL for your Epix, 1000g/ drop" runs and letting other folks buy the gold for them.

 A "good" night in MC and my cloth-wearing priest has a 2-4g repair bill and has spent about 14g in consumables.  The MT and OT usually run into the 20's for repairs, and they're not fully-purpled.  Consumables used on the Tanks run around 200g.  T2 gear is more expensive than this for repair costs, plus there's all the consumables everyone's using for Nax encounters because you can't get resists high enough to counter the boss damage auras/ procs.