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#1 Dec 14 2007 at 6:53 AM Rating: Good
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92 posts
Alright guys.
news is out.

"Rogue
* Ambush: The damage multiplier on this ability has been increased from 250% to 275%.
* 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%." From Worldofraids.com

So..
Re-cap ShS rogues are losing 5% damage on hemo but the debuff is still getting increased.
HARP rogues now do not get a second AR.
ShS gets 70% speed and resets CD with prep.

HARP dead now?
i think im going ShS.
gl everyone, try to cope as best you can..

#2 Dec 14 2007 at 6:58 AM Rating: Decent
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279 posts
Nice find. Rate up
#3 Dec 14 2007 at 7:05 AM Rating: Decent
Terrorfiend
*****
12,905 posts
Well... they totally axed AR/Prep eh? lol

ShS is FIXED. The talent that used to be broken from lag and total crap is FIXED. Thats good, and im glad they finally did it. With the SC buff to hemo, it puts it back up close to where live hemo is, as long as you have 5/5 SC.

What to do now? totally new build needed for pretty much everyone. And i dont think i can live without mace spec anymore.

Edited, Dec 14th 2007 7:08am by KTurner
#4 Dec 14 2007 at 7:10 AM Rating: Decent
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1,875 posts
19-42 combat is still good, mutilate is still good, just keep in mind ;)
#5 Dec 14 2007 at 7:12 AM Rating: Decent
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1,006 posts
they took AR off Prep?!
/headdesk
#6 Dec 14 2007 at 7:13 AM Rating: Decent
My new build


http://www.worldofwarcraft.com/info/classes/rogue/talents.html?3253231255521325215513203552122555155223212515522531332321213531351#none

Edited, Dec 14th 2007 10:30am by Faylis
#7 Dec 14 2007 at 7:22 AM Rating: Good
36 posts
Faylis wrote:

My new build


http://www.worldofwarcraft.com/info/class...21213531351



Yea, as if we don't have enough buttons to push...

So is this going to help ShS dagger builds be more viable?
#8 Dec 14 2007 at 7:35 AM Rating: Decent
I just got new daggers, I may just go back to 41/20/0 :P
#9 Dec 14 2007 at 9:30 AM Rating: Decent
When is this patch coming out??
#10 Dec 14 2007 at 11:35 AM Rating: Decent
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412 posts
Quote:
19-42 combat is still good, mutilate is still good, just keep in mind ;)


For those of you who haven't played mutilate in a while, the current "range bug" has affected it quite negatively. Unless it's addressed, good luck getting behind your opponent.
#11 Dec 14 2007 at 11:44 AM Rating: Decent
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704 posts
Eliff wrote:
Quote:
19-42 combat is still good, mutilate is still good, just keep in mind ;)


For those of you who haven't played mutilate in a while, the current "range bug" has affected it quite negatively. Unless it's addressed, good luck getting behind your opponent.


Please elaborate on this "range bug". I am currently mutilate, about to be 62, so I am curious.
#12 Dec 14 2007 at 3:02 PM Rating: Default
god....damnit, i was just gunna spec ar/prep today
#13 Dec 14 2007 at 4:57 PM Rating: Decent
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412 posts
Quote:
Please elaborate on this "range bug". I am currently mutilate, about to be 62, so I am curious.


Blizzard made a change to how your location is determined. I'll try to paraphrase what I heard from another source regarding this issue.....feel free to correct me if my facts aren't completely accurate.

As I understand it, pre 2.3 your computer determined whether or not you were behind someone and able to mutilate. Since the decision was made on your computer, it was made very quickly, and for the most part lag played to a rogues favor. The tables have now been reversed thanks to patch 2.3. Now the SERVER determines if you are behind someone, and whether or not you can get a backstab/muti off. This cause a severe amount of delay in the decision on whether you are positioned correctly. End result, if you or your opponent are moving around, and it appears to you that you are behind them and should be able to get a Muti off, chances are you'll see the error message "You can't do that now". While this doesn't affect PVE, it is a huge loss of DPS for Muti PVP rogues (far more than resiliance offers). If everyone hadn't switched to a Hemo variant when 2.3 came out, you would hear a LOT more rogues complaining about this.

The bug seems inconsistent. Worse some times than others. My worst example from last night: I was killing a mage and at one point I chased him across a clearing. I was right on his *** for at least 8-10 seconds with a full bar of energy and couldn't get a muti off. Kept getting the error message "You can't do that".

IMO, this issue affects Muti far more than resiliance does.
#14 Dec 14 2007 at 5:52 PM Rating: Good
*****
13,048 posts
Looks like I'll be going back to Mut. Yay.
#15 Dec 14 2007 at 5:59 PM Rating: Decent
**
704 posts
Eliff wrote:
Quote:
Please elaborate on this "range bug". I am currently mutilate, about to be 62, so I am curious.


Blizzard made a change to how your location is determined. I'll try to paraphrase what I heard from another source regarding this issue.....feel free to correct me if my facts aren't completely accurate.

As I understand it, pre 2.3 your computer determined whether or not you were behind someone and able to mutilate. Since the decision was made on your computer, it was made very quickly, and for the most part lag played to a rogues favor. The tables have now been reversed thanks to patch 2.3. Now the SERVER determines if you are behind someone, and whether or not you can get a backstab/muti off. This cause a severe amount of delay in the decision on whether you are positioned correctly. End result, if you or your opponent are moving around, and it appears to you that you are behind them and should be able to get a Muti off, chances are you'll see the error message "You can't do that now". While this doesn't affect PVE, it is a huge loss of DPS for Muti PVP rogues (far more than resiliance offers). If everyone hadn't switched to a Hemo variant when 2.3 came out, you would hear a LOT more rogues complaining about this.

The bug seems inconsistent. Worse some times than others. My worst example from last night: I was killing a mage and at one point I chased him across a clearing. I was right on his *** for at least 8-10 seconds with a full bar of energy and couldn't get a muti off. Kept getting the error message "You can't do that".

IMO, this issue affects Muti far more than resiliance does.


Hmm...thanks for the info. I hadn't heard anything about that, but I will look for it.
#16 Dec 14 2007 at 7:39 PM Rating: Decent
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92 posts
Quote:
Looks like I'll be going back to Mut. Yay.


Cheers Theophany.
ill try ShS but if that doesnt work out.
ill be with you bro.
#17 Dec 14 2007 at 8:30 PM Rating: Decent
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340 posts
<AHEM>

I told you so.

Blizz loves the sub tree.

You may go about your ganking.
#18 Dec 14 2007 at 8:44 PM Rating: Decent
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155 posts
I guess this is what Blizzard meant by "fixing" the rogue in plate problem.
Rather than fixing the actual rogue in plate, they "fix" the rogue instead.
#19 Dec 16 2007 at 8:06 AM Rating: Decent
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2,602 posts
all this talk of going muty makes me happy.

but i still have to go combat ;-;

original 41/20 signing off.
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