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#27 Sep 28 2007 at 9:28 AM Rating: Decent
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Such as keeping a healer on lockdown. Between stuns, blind, and disorients a rogue could keep a healer occupied for a eternity in pvp terms. This however is not absolute since it requires that no one disrupts the rogue in their duties. Just a thought.



Shhh. You are like... telling him how rogues actually operate and stuff.
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#28 Sep 28 2007 at 11:30 AM Rating: Excellent

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Does this mean that I can go QQ for being useless without support?


No, because in Arena, you will have support.

Quote:

Such as keeping a healer on lockdown. Between stuns, blind, and disorients a rogue could keep a healer occupied for a eternity in pvp terms. This however is not absolute since it requires that no one disrupts the rogue in their duties. Just a thought.


That's actually why Rogue suck in 5v5, because they try to do their control bit.

You KS the guy? You get feared/poly/cyclone/intercepted/etc. It's too easy to 'counter control' a rogue.

The rogue that are succesful in 5v5 are usually in 4dps team, where there's no warrior.
#29 Sep 28 2007 at 12:30 PM Rating: Decent
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Tyrandor actually came to back me up.

I feel vindicated!
#30 Sep 28 2007 at 12:57 PM Rating: Excellent
Wouldn't say I agree with what you posted, nor do I care to read your long OP.

But what Jim said just stood out to me.

Warriors will often try and defend their disgusting power in pvp and domination of 5v5 Arena with comments such as:
- We suck without support.
- We suck when we don't have gear.

Which ultimately doesn't mean a damn thing. That's clouding the issue.

Nobody cares that you get owned in BGs/World pvp. Nobody cares that you had a hard time before crafting your Deep Thunder.


As for a rogue's roll in 5v5 - it's mostly to be a wound poison *****. Run with 3 magic dps. Pick a target. Get 5 Wound. Kill it. He can't be BoP out of it, he's usually @#%^ed.

You don't bring a rogue to a 5v5 for his stuns/control, mage and warlocks do a much better job of control then we do.


Edited, Sep 28th 2007 5:01pm by Tyrandor
#31 Sep 28 2007 at 1:04 PM Rating: Decent
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Fair enough.

But how can you not agree without reading? (Just kidding, of course).
#32 Sep 28 2007 at 1:18 PM Rating: Excellent
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If there are two healers on their team in a 5v5 and one of them is spamming Depoison, even if he gets all the poisons off instantly every time he's still managed to reduce his effective healing squad to one person.


For the record, both Abolish Poison and Poison Cleansing totem, which are extremely low drain on the GCD, do a very good job of stopping Wound from stacking to 5. You'll get it hovering to between 2-3, and if he can disengage you, it'll quite often fall off.

While druid aren't really popular in 5v5, Shaman are.

Yes, you can destroy a totem, but if you're destroying a totem, you're not FF on the target and you're giving their healer a break.

Quote:
But how can you not agree without reading? (Just kidding, of course).


Mostly because I'm tired of hearing it really? It's all been said before and by better player then you or me. I disagree with the way you decided to present it (i.e ability vs ability), but overall you're right.

The main problem of a rogue are a lack of a reconnecter (intercep) and the inability to change target on the fly (combo points on target).

Anybody who doesn't realise that Warrior are a superior class to Rogue in 5v5 at this point either plays a Warrior and feel defensive or is an idiot or both.

But heh... it's all been said before.

Edited, Sep 28th 2007 5:26pm by Tyrandor
#33 Sep 28 2007 at 1:36 PM Rating: Good
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its aready been noted the problems with shaos initial assessment, so i wont touch on those.

all i will say is regarding this:

Quote:
The rogue that are succesful in 5v5 are usually in 4dps team, where there's no warrior.


point here being that a rogue needs a specific team setup in order to prevail. i dont understand this constant warrior envy that rogues have; rogues are not warriors. so why do so many rogues insist on trying to shoehorn the rogue class into a role that the warrior class fills? ive seen these successful 5v5 teams that contain rogues, and its pretty much what tyr says; no warrior, 4 dps. ironically, those teams tend to eat warriors for breakfast.

so again i ask...why do rogues continue to try to be warriors when they should instead focus on being rogues, thus building their arena team around that?
#34 Sep 28 2007 at 1:59 PM Rating: Good
Meh, I'm used to spam-Purging the FF target so I hadn't really considered Abolish much of a problem. Poison Cleansing totem is a valid point but it's usually worth burning down certain Shaman totems, although this can change based upon your class composition (I run with a rather good Demo lock and he has a spiffy macro that autotargets quite a few different totems to either wand or have his pet kill them). Still, they're valid points.

Is there any reason that the consensus is that Subtlety is still going to suck for PvP, even with the Shadowstep changes? It's a (very good) reconnecting ability, and what you lose in damage output from Mutilate/Combat Maces you'd make up in additional survivability and the ability to stay on the target full-time (or more of the time, at any rate). You'd also get some rather spiffy burst damage from Shadowstep->Backstab->"Execute" talent or whatever the new version of Dirty Deeds is to a low health target.
#35 Sep 28 2007 at 2:06 PM Rating: Decent
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RPZip wrote:

Is there any reason that the consensus is that Subtlety is still going to suck for PvP, even with the Shadowstep changes? It's a (very good) reconnecting ability, and what you lose in damage output from Mutilate/Combat Maces you'd make up in additional survivability and the ability to stay on the target full-time (or more of the time, at any rate). You'd also get some rather spiffy burst damage from Shadowstep->Backstab->"Execute" talent or whatever the new version of Dirty Deeds is to a low health target.


It may become somewhat more viable in 2s and 3s to be honest, but I still see the potential lackluster.


There is no way it would EVER work in 5s. You would be out of cooldowns by the 2nd guy.


Biggest problem is you loose any fragment of hope at being PVE viable.
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#36 Sep 28 2007 at 2:27 PM Rating: Default
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MYteddy wrote:
RPZip wrote:

Is there any reason that the consensus is that Subtlety is still going to suck for PvP, even with the Shadowstep changes? It's a (very good) reconnecting ability, and what you lose in damage output from Mutilate/Combat Maces you'd make up in additional survivability and the ability to stay on the target full-time (or more of the time, at any rate). You'd also get some rather spiffy burst damage from Shadowstep->Backstab->"Execute" talent or whatever the new version of Dirty Deeds is to a low health target.


It may become somewhat more viable in 2s and 3s to be honest, but I still see the potential lackluster.


There is no way it would EVER work in 5s. You would be out of cooldowns by the 2nd guy.


Biggest problem is you loose any fragment of hope at being PVE viable.

TBH though, with the way top rogues are starting to spec, even an arena combat build will have different points than a PvE combat build will have.

Will it still be viable in PvE? Yeah. Will you be min/maxing? No.

Honestly, we'll have to see what they do with hemo. If hemo gets a substantial buff, I can see 41+ point ShS builds becoming normal for at least 2v2, if not 3v3.

I do strongly believe that the cooldown needs to be reduced or there needs to be some gear/set bonus that reduces the cooldown, however. Give us ShS as a 31 point, move Premed to a 21 point talent, and more Prep to 11 points. Make the 41 point Imp ShS, which will reduce the cooldown to 20-30 secs and give you a 10% damage buff for the next 10 secs after using ShS.

OP? Maybe. But we need something to make people spec back into Sub.
#37 Sep 28 2007 at 2:43 PM Rating: Decent
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i dont think prep to 11 points would make people spec into sub past 11 points sadly. it might just mean people to 9/41/11 instead of 20/41/0.
#38 Sep 28 2007 at 3:32 PM Rating: Default
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Meh, then move it to 31 and have it effect BF and CloS.

Edit: and Sinister Calling can be a part of Deadliness (or buff Deadliness to like 15% or give it like 5% crit too), and instead of Sinister Calling we get ShS.

Edited, Sep 28th 2007 4:33pm by Theophany
#39 Sep 28 2007 at 4:02 PM Rating: Decent
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Well, I think we can all agree the shadowstep changes alone won't be enough to revive sub.

Something additional needs to happen.
#40 Sep 28 2007 at 4:05 PM Rating: Decent
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make hemo a sword mutilate attack!
#41 Sep 28 2007 at 4:31 PM Rating: Decent
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odnet wrote:
make hemo a sword/mace/fist mutilate attack!

FTFY!

Smiley: grin
#42 Sep 28 2007 at 5:11 PM Rating: Excellent
Quote:
Is there any reason that the consensus is that Subtlety is still going to suck for PvP, even with the Shadowstep changes?


Quite a few.

For one thing, Sub sucks because it really to much on Stealth and making your opener stronger. There's tons of talents in there that are simply wasted as soon as you get out of stealth, and well, you don't stay in stealth very long in Arena.

Thus, the few talents that actually increase your 'out of stealth' power need to be extremely powerful to make up for the fact that you wasted 20 points just to get them. And while they aren't that bad (There's nothing inherently wrong with Serrated Blade, Deadliness or Sinister Calling), they aren't good enough to make up for it.

Quote:
It's a (very good) reconnecting ability,


Have you ever tried shadowstep Rp? I did... and it's flashy and not much else.

Try and Shadowstep a moving target. Especially one running away from you. 'Poof' Backstab! er... no, 'target is out of range'. Fun fun.

Not to forget those hilarious attempt where it actually teleports you in front of the target! Awesome.

Not only is it a 41 point talent, not only is is on a much longer cooldown then intercept... but it doesn't stun/immobilize, making anything but 'very good'.

Quote:
and what you lose in damage output from Mutilate/Combat Maces you'd make up in additional survivability and the ability to stay on the target full-time (or more of the time, at any rate).


While double sprint is indeed very nice (especially if you got Imp Sprint), the rest of prep is so-so. Vanish works half the time, so I suppose with 2 of them you get to use it once. Two evasion is nice against warriors... but that's really it.

The fabled 'survability' of Sub is something from pre-TBC. Back when the ability to get 3 opener on a target meant certain death.

Quote:
You'd also get some rather spiffy burst damage from Shadowstep->Backstab->"Execute" talent or whatever the new version of Dirty Deeds is to a low health target.


Backstab in and out of itself is a worthless ability. Not only is it based on position, but on top of that with enough Resilience, it end up doing less damage per energy then SS.

Having a +20% boost to it every 40 seconds won't do much for it.

The Execute 'talent' is simply that our special ability do more damage to wounded target (Close to the Mage's molten fury talent then execute)... but that assume you're getting the target down to 30% in the first place.


No, what's interesting for Sub, is that they're planning on changing Hemo. Depending on what they do, that might make sub being worthwhile again. But shadowstep change is almost a slap in the face.

Edited, Sep 28th 2007 9:35pm by Tyrandor
#43 Sep 28 2007 at 6:10 PM Rating: Decent
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MYteddy wrote:
[
Quote:
Snares

Rogue: Random Application dispellable poison. Can forcefully apply for a large reduction in DPS potential.

Warrior: Applied non-dispellable movement impairing effect. Slightly weaker than the rogue snare.


Ours is not random. "Can forcefully apply for a large reduction in DPS potential."

And warriors do amazing dps spamming Hamstring?




He's saying that using hamstring will affect YOU and people getting attacked on YOUR team to take less damage, as it is undispellable (unless you BoP it or trinket it).
#44 Sep 28 2007 at 6:18 PM Rating: Excellent
No, he's saying that at 35 Energy, Shiv is a terrible ability for damage and it usually means you lost 2 ticks' worth of damage.

Hamstring cost 10 or 7 rage, which is damn near nothing and usually made up with the white hit that hit right after Intercept.

#45 Sep 28 2007 at 11:37 PM Rating: Excellent
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Just because I'm bored, I think I'll do a quick comparison.

Rogue vs. Warrior

Kiteable?
Rogue: Gets a distance closer on a 5 minute cooldown that is not guaranteed to close distance. Also gets a 41 point talent in the worst tree on a 40 second cooldown that will likely put the Rogue just outside melee range anyway.

Warrior: Gets one on a 30 second cooldown by default. Stuns for 3 seconds.

Winner? Warrior by a landslide.

Movement Impair?
Rogue: Crippling Poison, 70% movement speed reduction, 35 energy to apply, or you can be stupid and hope it procs itself. Dispellable. Also gets a ****** 31 point talent that's unreliable and weaker effect. Deadly throw, which requires combo points and also requires that the target be far out of melee range before it can be used.

Warrior: Hamstring, costs next to nothing, can't be dispelled, 15% chance for a complete snare with talents. Piercing Howl, AoE Daze, cannot be dispelled, 11 point talent.

Winner? Warrior by a landslide.

Healing Debuff?
Rogue: Wound Poison, takes a long time to stack up, dispellable.

Warrior: Mortal Strike, 31 point talent that both does large amounts of damage and applies an undispellable debuff equal to a full stack of Wound Poison. 5 second cooldown.

Winner? Warrior by a landslide.

Survivability?
Rogue: Leather armor, 0 shielding or armor increasing abilities. High dodge, which turns off when your opponent is behind you, or you are stunned. Can become highly resistant to spells for 5 seconds every minute, but does not remove incapacitating effects.

Warrior: Plate armor, providing about twice the damage reduction of a Rogue. Plate armor also tends to have significantly more stamina than leather. Damage reduction is not effected by stuns. Regenerates health when stunned or hit by a crit. Talented Disarm immunity. 30 second fear immunity on a 3 second cooldown through talents. 10 second fear and incapacitate immunity on a 30 second cooldown without talents.

Winner? Warrior by a landslide.

Burst Damage?
Rogue: Heavily cooldown reliant for burst damage, can be negated completely by stuns or other incapacitating effects, or by simply walking away.

Warrior: Extremely high instant attack damage without cooldown use. Can Execute targets low on health to guarantee a swift end to the fight. Can deliver several thousand damage in just a couple seconds.

Winner? Warrior by a landslide.

CC?
Rogue: Sap, can only be applied once, and only if your target has not yet entered combat. Broken by damage. Blind, single target, breaks on damage, long cooldown.

Warrior: AoE fear, same cooldown as Blind, duration is 2 seconds shorter, but effects 5 targets.

Winner? Warrior by a landslide.


I tried, I honestly can't think of a single thing that Rogues do better than Warriors in 5v5. Warriors do more damage, kill low health targets faster, are harder to kite, take less damage, have more health, don't have to use a weapon chain, get group buffs, can AoE fear, self heal a small amount, have tons of options to deal with incapacitate effects without worrying about blowing their trinket early and are generally just more effective at their job.
#46 Sep 28 2007 at 11:47 PM Rating: Decent
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Enh, we still have more control, tbh.
#47 Sep 29 2007 at 6:38 AM Rating: Decent
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But not as much control as say a frost mage or a warlock :/
#48 Sep 29 2007 at 7:52 AM Rating: Decent
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Quote:
Rogue vs. Warrior

Kiteable?
Rogue: Gets a distance closer on a 5 minute cooldown that is not guaranteed to close distance. Also gets a 41 point talent in the worst tree on a 40 second cooldown that will likely put the Rogue just outside melee range anyway.

Warrior: Gets one on a 30 second cooldown by default. Stuns for 3 seconds.

Winner? Warrior by a landslide.

Movement Impair?
Rogue: Crippling Poison, 70% movement speed reduction, 35 energy to apply, or you can be stupid and hope it procs itself. Dispellable. Also gets a sh*tty 31 point talent that's unreliable and weaker effect. Deadly throw, which requires combo points and also requires that the target be far out of melee range before it can be used.

Warrior: Hamstring, costs next to nothing, can't be dispelled, 15% chance for a complete snare with talents. Piercing Howl, AoE Daze, cannot be dispelled, 11 point talent.

Winner? Warrior by a landslide.

Healing Debuff?
Rogue: Wound Poison, takes a long time to stack up, dispellable.

Warrior: Mortal Strike, 31 point talent that both does large amounts of damage and applies an undispellable debuff equal to a full stack of Wound Poison. 5 second cooldown.

Winner? Warrior by a landslide.

Survivability?
Rogue: Leather armor, 0 shielding or armor increasing abilities. High dodge, which turns off when your opponent is behind you, or you are stunned. Can become highly resistant to spells for 5 seconds every minute, but does not remove incapacitating effects.

Warrior: Plate armor, providing about twice the damage reduction of a Rogue. Plate armor also tends to have significantly more stamina than leather. Damage reduction is not effected by stuns. Regenerates health when stunned or hit by a crit. Talented Disarm immunity. 30 second fear immunity on a 3 second cooldown through talents. 10 second fear and incapacitate immunity on a 30 second cooldown without talents.

Winner? Warrior by a landslide.

Burst Damage?
Rogue: Heavily cooldown reliant for burst damage, can be negated completely by stuns or other incapacitating effects, or by simply walking away.

Warrior: Extremely high instant attack damage without cooldown use. Can Execute targets low on health to guarantee a swift end to the fight. Can deliver several thousand damage in just a couple seconds.

Winner? Warrior by a landslide.

CC?
Rogue: Sap, can only be applied once, and only if your target has not yet entered combat. Broken by damage. Blind, single target, breaks on damage, long cooldown.

Warrior: AoE fear, same cooldown as Blind, duration is 2 seconds shorter, but effects 5 targets.

Winner? Warrior by a landslide.


I tried, I honestly can't think of a single thing that Rogues do better than Warriors in 5v5. Warriors do more damage, kill low health targets faster, are harder to kite, take less damage, have more health, don't have to use a weapon chain, get group buffs, can AoE fear, self heal a small amount, have tons of options to deal with incapacitate effects without worrying about blowing their trinket early and are generally just more effective at their job.



This is just so very sad...I'm gonna go back to AV and just well...not be expendable i guess :(

Quote:
The Execute 'talent' is simply that our special ability do more damage to wounded target (Close to the Mage's molten fury talent then execute)... but that assume you're getting the target down to 30% in the first place.


No, what's interesting for Sub, is that they're planning on changing Hemo. Depending on what they do, that might make sub being worthwhile again. But shadowstep change is almost a slap in the face.



What do you guys think would make hemo worthwhile? Perhaps a recalculation of the benefit from AP or +hit that made 2.6 or even 2.5 weapons worth using since I'm pretty sure you guys said that you needed 2.8 even before tbc for it to be worth it. Perhaps a debuff like that blasted daggerfen mob poison (boy i didnt like that at lvl 63)...


....

Okay lemme grab my +fire resist gear....


So maybe every proc is a poison that reduces healing by perhaps 5% instead of ten (or something else like that) but if stacked 6 times it becomes a major wound reducing healing by 85% for 5 sec and stunning for 4 seconds at the end of the 5 second debuff. During the stun perhaps it corrodes 25% (50% with talents) of resillience. Cannot be restacked for another 8 seconds after major wound ends. Maybe they would give it a lower app. rate than other poison and a very small damage component per application making it not as worthwhile in PvE.

I dont know just shooting from my @ss.

Then again a mace spec + hemo rogue could be disgustingly OP in this case...but I dont really think so...brings more control and healing debuffs...iono.

It's interesting that our stuns didn't scale with everyone's stamina.

Edited, Sep 29th 2007 12:15pm by shadowgryph
#49 Sep 29 2007 at 8:35 AM Rating: Good
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Posting to correct you misinformation.

Quote:
Warrior: Mortal Strike, 31 point talent that both does large amounts of damage and applies an undispellable debuff equal to a full stack of Wound Poison. 5 second cooldown.


BoP dispells it and it's on a 6 seconds cooldown. Can be 5 seconds if talented but no one in their right mind would give up the goodies in the fury tree for 1 seconds off MS.

Quote:
Rogue: Leather armor, 0 shielding or armor increasing abilities. High dodge, which turns off when your opponent is behind you, or you are stunned. Can become highly resistant to spells for 5 seconds every minute, but does not remove incapacitating effects.


Being behind your opponent does not negate dodge, just parry. Everyone can't dodge while stunned.

Quote:
Warrior: Plate armor, providing about twice the damage reduction of a Rogue. Plate armor also tends to have significantly more stamina than leather. Damage reduction is not effected by stuns. Regenerates health when stunned or hit by a crit. Talented Disarm immunity. 30 second fear immunity on a 3 second cooldown through talents. 10 second fear and incapacitate immunity on a 30 second cooldown without talents.


Blood craze is talented and only procs with crit and heals 3% total life over 6 seconds. Secondwind is talented also and only procs with hit with a root or stun or incapacitaing effect like freeze trap. Heals 10% of life over 10 seconds. We can also reflect spells if the caster is stupid enough to keep casting after they see the huge neon sign saying "don't cast!".

Quote:
Rogue: Heavily cooldown reliant for burst damage, can be negated completely by stuns or other incapacitating effects, or by simply walking away.


Same goes for warriors. You also have all your cooldowns reset every time you go into arena.

Quote:
Rogue: Sap, can only be applied once, and only if your target has not yet entered combat. Broken by damage. Blind, single target, breaks on damage, long cooldown.


You forgot CS, KS, and gouge. They don't last extremely long but they are all on separate diminishing returns. So how exactly does an aoe fear win by a landslide?




Edited, Sep 29th 2007 12:37pm by Jimpadan
#50 Sep 29 2007 at 8:36 AM Rating: Good
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Theophany the Sly wrote:
Enh, we still have more control, tbh.

But honestly, how useful is that in 5v5? Yay, we stunned the target, now they're trinketing and we get feared/HoJed/Killed.
#51 Sep 29 2007 at 11:49 AM Rating: Default
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Jimpadan wrote:
Posting to correct you misinformation.

Quote:
Warrior: Mortal Strike, 31 point talent that both does large amounts of damage and applies an undispellable debuff equal to a full stack of Wound Poison. 5 second cooldown.


BoP dispells it and it's on a 6 seconds cooldown. Can be 5 seconds if talented but no one in their right mind would give up the goodies in the fury tree for 1 seconds off MS.

This is you defending MS?

Ahaha. So a Paladin can blow BoP and remove MS, which is going to get put right back on after BoP is off.

Good one.
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