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Garrote/Rupture... stacks?Follow

#1 Dec 03 2007 at 8:47 PM Rating: Decent
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I've been wondering, does garrote stack with another rogue's garrote? Or do they override/refresh the duration? Same with rupture. I didn't see this addressed anywhere in the FAQ (probably because its a strange question).


Explanation: My friend used to 2v2 with another rogue. I'm wondering if both rogues open up with garrote on a warrior, will the bleeds stack? And will the ruptures stack if they both use it on the same target? I told him I was pretty sure they don't, but I'd like to be 100% sure.


Thanks in advance
#2 Dec 03 2007 at 8:57 PM Rating: Decent
yes

p.s. don't 2v2 with 2 rogues
#3 Dec 03 2007 at 9:01 PM Rating: Decent
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You sure?

And he was doing pretty decent, I was surprised! Nothing near a priest/rogue combo I'm sure, but it was surprisingly efficient. They got into the 1900s easily.
#4 Dec 03 2007 at 10:04 PM Rating: Excellent
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Yep, Garrote and Rupture effects will stack for separate rogues.
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#5 Dec 03 2007 at 10:34 PM Rating: Excellent
Another 'yes they do stack' confirmation here.
#6 Dec 03 2007 at 11:22 PM Rating: Decent
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yes they stack.

and if you throw in a feral. your in heaven. but mostly pve wise.
#7 Dec 04 2007 at 4:01 AM Rating: Decent
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crazyhtown wrote:
yes

p.s. don't 2v2 with 2 rogues


Double Rogue 2s is fun as hell, and surprising good when coordinated right. Granted, against certain classes and class combinations it can be harder, but the setup is still doable.
#8 Dec 04 2007 at 8:26 AM Rating: Decent
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I joined a friends team for a couple weeks for rogue 2's and it wasnt bad. It was 1700's bracket and if we raped alot of teams. If we screwed up on cc from mis-communication it was udder disaster though.
#9 Dec 04 2007 at 10:00 AM Rating: Decent
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seperate stacks for rupture, deadly poison, and garrote

if you were aiming to twin up on a warrior

rogue a: deadly mh wound oh
rogue b: wound mh crip oh

then you should have so much poison to clear through, and constant wound stacks... you might outrace heals entirely, since we're theorycrafting your crazy *** team lol

200 garrote x2
210 rupture x2
deadly (5)x1

thats near over 1k damage every 3 seconds, wound buffering heals against... throw in your white damage and your special attacks

if you BOTH go ar/prep it could be very interesting indeed
#10 Dec 04 2007 at 10:49 AM Rating: Decent
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Thanks for all the confirmations. Good news for him. Bad news for any warriors they face off against.
Hes going to go 2v2 with his rogue buddy soon. And both are AR/Prep with great gear/coordination with their saps, blinds, stuns. I forsee 2k+ ratings. :]
#11 Dec 04 2007 at 11:02 AM Rating: Good
The 2x Rogue teams are great but insanely vulnerable to CC (and, for that matter, the PvP trinkets when used properly) or high-armor teams, which are hard to burn down for obvious reasons. Other 2x DPS teams will most likely get destroyed (they tend to be light on the CC, and with no/limited ways to heal back the damage one of them being free for a moment isn't nearly as threatening) but burning through a smart Healer/DPS combo is usually fairly hard.

Also, Paladins will own your soul, but you probably knew that already. Nothing says "lol, gg" like BoP and Bubble.
#12 Dec 04 2007 at 11:17 AM Rating: Decent
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Double Rogue is really fun. A few hard matchups just destroy the team though.

Pal/War
Mage/Mage can be very hard.

Anything with a Warrior can get rough.

Other than that though, you just rape face on people if you time your Blinds right.


RPzip wrote:
but burning through a smart Healer/DPS combo is usually fairly hard.



Outside of Pally teams, Shaman and Priests should be a breeze to take down. Druids as well as long as you can unstealth them.
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#13 Dec 04 2007 at 11:21 AM Rating: Good
Quote:
Pal/War


Pal/*. Pal/Lock is also ftl. Stupid SL/SL combos.

Quote:

Outside of Pally teams, Shaman and Priests should be a breeze to take down. Druids as well as long as you can unstealth them.


I can't speak for Priests, but smart play should let a Shaman survive.

Of course, 'smart play' isn't common so I don't know why I bother with these caveats. =p People tend to play like total morons in the 2v2 bracket up through 2100-2200 rating.
#14 Dec 04 2007 at 11:23 AM Rating: Decent
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RPZip wrote:
Quote:
Pal/War


Pal/*. Pal/Lock is also ftl. Stupid SL/SL combos.

Quote:

Outside of Pally teams, Shaman and Priests should be a breeze to take down. Druids as well as long as you can unstealth them.


I can't speak for Priests, but smart play should let a Shaman survive.

Of course, 'smart play' isn't common so I don't know why I bother with these caveats. =p People tend to play like total morons in the 2v2 bracket up through 2100-2200 rating.



basically.

And double Rogue doesn't really survive past 2000-2100 outside of lucky streaks. It's a monster from 1500-1800 or so, then resilience slowly starts killing it.

Edited, Dec 4th 2007 11:24am by MYteddy
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