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Thoughts on the Hemo nerf...Follow

#52 Dec 04 2007 at 3:21 PM Rating: Default
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Im not sure how the thread went from "Hemo nerf" to sex.

Maybe some people are trying the hemo nerf on the missus?

How is the 15% hemo nerf treating you sex fiends?

Seriously though I hope to get my now 48 rogue to 50 soon so I can out hemo while is still buffed. Im not sure why blizz would do this as its not overpowdered in any way........they confuse me at times.

Its evil to think but sometimes I wish my Undead Rogue was an orc or tauren warrior !! ><

Edited, Dec 4th 2007 11:22pm by Guston
#53 Dec 04 2007 at 3:27 PM Rating: Excellent
Quote:
Maybe some people are trying the hemo nerf on the missus?

How is the 15% hemo nerf treating you sex fiends?


The missus needs less maxi pads during that time of the month.

Quote:
Its evil to think but sometimes I wish my Undead Rogue was an orc or tauren warrior !! ><


I more or less wish my rogue was a warrior and my mage a warlock everytime I log on. :(

Don't get me wrong, I think Rogue is a lot more fun then Warrior... but it'd be fun to be overpowered.

Quote:
Personally, I'm thinking about going back to combat or ShS.

125% to 110% is really a pretty huge difference in damage.

Thoughts, questions, comments, concerns? Bribes to get my UI v3 out?


I think AR/Prep will still be the best build. Don't forget the Hemo debuff is getting buffed. It probably won't make up for 15%, but it'll help a bit.

I wouldn't recommend shadowstep. We ran into a mirror match this week while doing 3s (Rogue/lock/priest) and the only difference spec wise was that their rogue was ShS.

Our priest was laughing at the rogue's feeble attempt to kill him, while I was destroying their priest...



Edit: Sex!

Gotta stay on topic.

Edited, Dec 4th 2007 6:28pm by Tyrandor
#54 Dec 04 2007 at 6:53 PM Rating: Excellent
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It cans be sex tiem nao?
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#55 Dec 04 2007 at 7:00 PM Rating: Decent
Did you guys know that when you're drunk and black out it's like shadowstepping because you don't remember how you got from Point A to Point B?
#56 Dec 04 2007 at 7:40 PM Rating: Decent
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Crotiv wrote:
Did you guys know that when you're drunk and black out it's like shadowstepping because you don't remember how you got from Point A to Point B?

It's actually already got a name, it's called time travelling, or hitting 88mph.
#57 Dec 04 2007 at 7:44 PM Rating: Excellent
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Theophany the Sly wrote:
Crotiv wrote:
Did you guys know that when you're drunk and black out it's like shadowstepping because you don't remember how you got from Point A to Point B?

It's actually already got a name, it's called time travelling, or hitting 88mph.

We used to call it "a good night."
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#58 Dec 05 2007 at 2:46 PM Rating: Decent
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I think I'll go back to 19/42, we'll see. I think AR/Prep is a burst build, and it's just not enough burst with the nerf.

Downsides:
#1 No stealth advantage (I'll really miss this and improved sap/blind)
#2 No Dirty Deeds (ouch!)
#3 Lose 1 opener (vanish) per match
#4 Lose 2nd AR/Sprint (2nd evasion is Meh)
#5 I shouldn't have gemmed for all AP :(

Upsides:
#1 I don't get weaker as match goes on, other classes do.
#2 Better energy regen when not in AR.
#3 Hello, SWEET SWEET Assassination tree. How I missed you so!
#59 Dec 05 2007 at 2:55 PM Rating: Decent
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Tromo wrote:
I think I'll go back to 19/42, we'll see. I think AR/Prep is a burst build, and it's just not enough burst with the nerf.

Downsides:
#1 No stealth advantage (I'll really miss this and improved sap/blind)
#2 No Dirty Deeds (ouch!)
#3 Lose 1 opener (vanish) per match
#4 Lose 2nd AR/Sprint (2nd evasion is Meh)
#5 I shouldn't have gemmed for all AP :(

Upsides:
#1 I don't get weaker as match goes on, other classes do.
#2 Better energy regen when not in AR.
#3 Hello, SWEET SWEET Assassination tree. How I missed you so!



And those Pros outwieght the Cons?

Having two sets of all your major abilities would at least make up for most of your upsides. #1 isn't even true.

Once you burn AR, Sprint and Evasion, what do you have? Truth is, you ARE weaker than when you started.
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#60 Dec 05 2007 at 2:57 PM Rating: Decent
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#61 Dec 05 2007 at 7:18 PM Rating: Decent
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#62 Dec 07 2007 at 2:34 AM Rating: Default
liek zomg, t3h nerfbat iz herez0r D:

hang on its not being normalised, is this a shred of hope?

let's see
assuming my wep is spiteblade: (165+308)/2=236.5

current hemo-
((236.5*1.25)+((2.4*1400/14) = 535.625
ptr hemo-
((236.5*1.1)+((2.7*1400/14) = 530.15

so there you go, its a nerf unless we can find a slower wep than spiteblade, but then agen, the damage buff is being increased, zomg!!1

im not taking into account the fact that your going to be spamming this in a raid situation because u will reach these numbers at some point on a boss fight. Now to pull a number out of my *** .. erm ... 100,

lets say in your boss fight you manage to eat up 100 charges

the damage from the charges has gone from 36 to 42

42-36 = amagad 6!

6*100= 600

so effectively, your going to be doing 600 extra damage (pure speculation, ofc it can vary greatly with length of fights)


so heres the question you need to ask yourself, -

considering that hemo's main benefit over ss is the damage debuff which has become more apparent, do you want to deal the damage yourself or let the raid do it?

being a dmg meter *****, giab combat tbh. But if you want to let the other meele do your damage for you then you can, its a game, play it how you want!

-cookies
#63 Dec 07 2007 at 2:40 AM Rating: Decent
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Hemo's already been normalized, and the +dmg has been supposedly set to 42 post-patch.
#64 Dec 07 2007 at 3:18 AM Rating: Decent
the 100% hemo was not normalised

the 125% hemo was normalised

the 110% hemo is not normalised,


my computer doesnt seem to want to let the ptr work, so my info comes from the official wow forums and ive seen plenty of people with different ideas on the debuff, i wish they would make up their mind :P

pl0x correct where necessary
#65 Dec 13 2007 at 9:00 AM Rating: Decent
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Is it true that post 2.3.2 hemo, while being only 110% weapon dmg, will once again be not normalised?
#66 Dec 13 2007 at 9:22 AM Rating: Decent
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i have no idea... didnt even know it was a rumor.
#67 Dec 13 2007 at 8:07 PM Rating: Decent
*Preparation now resets the cooldown of Shadowstep and no longer resets the cooldown of Adrenaline Rush.
*Shadowstep now adds a 3 second, 70% movement speed increase.
*Sinister Calling now also increases the percentage damage bonus of Hemorrhage and Backstab by 2/4/6/8/10%.


Well, i really think they are taking this too far.
#68 Dec 13 2007 at 8:42 PM Rating: Decent
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Quote:
*Preparation now resets the cooldown of Shadowstep and no longer resets the cooldown of Adrenaline Rush.
*Shadowstep now adds a 3 second, 70% movement speed increase.
*Sinister Calling now also increases the percentage damage bonus of Hemorrhage and Backstab by 2/4/6/8/10%.


Well its a start but what happened to ShS adding a combo point. And correct me if im wrong but 10% of the now 110 weapon damage is not as good as 125% weapon damage.

So even specing deep sub still nerfs hemo compared to before :(

And the AR change is harsh considering hemo is being nerfed unless you spec deeper in the tree which improves it a bit.
#69 Dec 13 2007 at 9:01 PM Rating: Decent
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it doesnt look like just Subtlety is being brought back, but daggers too. Ambush from 250% to 275%, sinister calling buffing BS. I cant wait to respec ShS after this :D
#70 Dec 13 2007 at 9:22 PM Rating: Good
Guston wrote:
Quote:
*Preparation now resets the cooldown of Shadowstep and no longer resets the cooldown of Adrenaline Rush.
*Shadowstep now adds a 3 second, 70% movement speed increase.
*Sinister Calling now also increases the percentage damage bonus of Hemorrhage and Backstab by 2/4/6/8/10%.


Well its a start but what happened to ShS adding a combo point. And correct me if im wrong but 10% of the now 110 weapon damage is not as good as 125% weapon damage.

So even specing deep sub still nerfs hemo compared to before :(

And the AR change is harsh considering hemo is being nerfed unless you spec deeper in the tree which improves it a bit.


It's got a larger debuff, so I think it's marginal.

Besides, you don't want Shadowstep to add a combo point. It's nice in 1v1 but it's a decently sized Arena nerf, since Shadowstep->Kick without dropping combo points is kind of handy.
#71 Dec 13 2007 at 9:31 PM Rating: Good
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Well, ninja'd this from somewhere :)

New 2.3 Patch Notes:

* Ambush: The damage multiplier on this ability has been increased from 250% to 275%.
* Cheat Death: When multiple attacks land simultaenously, all those resolved after the attack which triggered Cheat Death will now have their damage reduced by 90% as intended. However, the combat log will still report them doing full damage.
* Hemorrhage: Rank 4 of this ability no longer has its charges consumed by non-physical attacks and spells.
* Hemorrhage weapon damage reduced from 125% to 110%, but the damage debuff has been increased.
* Hemorrhage: This ability now correctly does additional damage when its debuff has already been applied.
* Preparation now resets the cooldown of Shadowstep and no longer resets the cooldown of Adrenaline Rush.
* Shadowstep now adds a 3 second, 70% movement speed increase.
* Sinister Calling now also increases the percentage damage bonus of Hemorrhage and Backstab by 2/4/6/8/10%.

I don't like losing the mace stun...but seems I have no other choice.

Hello 20/0/41, 0/20/41 and goodbye 31/30. We will miss you!
#72 Dec 13 2007 at 9:34 PM Rating: Decent
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@_@

Well, AR/Prep is gone.
#73 Dec 13 2007 at 10:04 PM Rating: Excellent
You mean welcome back 1X/4X/0?

#74 Dec 13 2007 at 10:08 PM Rating: Decent
29 posts
Quote:
New 2.3 Patch Notes:

* Ambush: The damage multiplier on this ability has been increased from 250% to 275%.
* Cheat Death: When multiple attacks land simultaenously, all those resolved after the attack which triggered Cheat Death will now have their damage reduced by 90% as intended. However, the combat log will still report them doing full damage.
* Hemorrhage: Rank 4 of this ability no longer has its charges consumed by non-physical attacks and spells.
* Hemorrhage weapon damage reduced from 125% to 110%, but the damage debuff has been increased.
* Hemorrhage: This ability now correctly does additional damage when its debuff has already been applied.
* Preparation now resets the cooldown of Shadowstep and no longer resets the cooldown of Adrenaline Rush.
* Shadowstep now adds a 3 second, 70% movement speed increase.
* Sinister Calling now also increases the percentage damage bonus of Hemorrhage and Backstab by 2/4/6/8/10%.


Cool.. Looks like full sub daggers builds might be alive again, and Lolstep(w or w/o hemo) might be a standard pvp build soon.. 20/0/41 FTW

Finally 19/42/0 Combat Mace > AR/Prep Mace once again..

Edited, Dec 14th 2007 1:10am by Heucuva

Edited, Dec 14th 2007 1:22am by Heucuva
#75 Dec 13 2007 at 10:09 PM Rating: Good
"Sub is terribad" is all well and good, but it could actually... you know, be good now.

Meh.
#76 Dec 13 2007 at 10:20 PM Rating: Decent
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W A I T

current notes change my build like the following

hemo damage -5%ish
shadowstep on prep
shadow gives 3 sec sprint?


so...... big buffs for me? hoo-rah! i dont agree with ar being off the prep at all, i did even make a post in the suggestions forum to nerf hemo down and make sin calling buff it up

since you know... the hemo buff was to encourage full sub builds... you dont get much more full sub then sin calling

im excited if all that goes live, but i feel bad for ar/not-prep

if it goes live, they better get talent point refunds... ar/prep-prep = respec
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