RPZip wrote:
Well, it's 8% for one. Not 5%.
Quote:
So why prolong the inevitable when I am going to have to use sprint? Hell, I would rather NOT have the 5% so my opponent could get out of range faster, thus allowing me to use DT faster.
Personally, I'd rather be able to spread my cooldowns out further. It's not like you have an unlimited supply of Sprint or DTs - might as well stay in melee range for longer and not have to blow them instantly.
Besides, 40% * 108 vs. 50% * 100 means it's a lot easier to stay in range of someone who crippled me even if I have a weaker snare. *shrug*
Yea I was using 5 as a baseline, I couldn't remember the exact number. Even 8% though isn't significant.
DT's you essentially do, but it is true, you only have the one sprint.
If you are in melee range, you don't need a speed boost. Your target should have crip up 100% of the time, and should be assumed as such (reason being, you can apply it faster than it can be removed, and you should also be situationally aware enough to know when and if it can/is going to be removed). You already have the speed advantage with Crip if you are in melee range.
The problem that has been chronic for a Rogue is when you get separated. Now it all boils down to a mobility issue. That 8% won't mean jack now you are 5-20yds away. You no longer have the speed advantage now you can't get Crip up, and you have the one DT to last until you can get in melee range again. Hello Sprint. If not now, when?
So "don't let them get out of melee" would be the answer to all of our problems. But of course when you introduce snares, stuns, etc, well, there is your opportunity to get away.