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Swift SF + Sure Footed Vs Powerful ES + Boar Speed? (was forFollow

#1 Jan 14 2008 at 4:01 PM Rating: Excellent
Pretty simple...

I'm wondering about going with a Swift Skyfire Diamond (24atk, run speed) and Surefoot (5% snare Resist, +10hit) over Powerful Earthstorm (18STA, 5% stun) and Boar Speed (9sta, run speed).

I'm at 11.4k hp unbuffed right now. Losing Boar speed and Powerful ES would still leave me over 11k hp. >_>

It's not the hp I worry about so much, but the 5% stun resist, especially when put in synergy with Nerve of Steel.

On the other hand, 5% snare resist can be just as good as 5% stun... and +24atk/10Hit means more overall dps and yellow hit capped in pvp gear (with no gem required).

What do you guys think?
#2 Jan 14 2008 at 4:04 PM Rating: Default
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What class? Smiley: dubious
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#3 Jan 14 2008 at 4:08 PM Rating: Excellent
Rogue, since I moved it Smiley: frown

Also, if I ever got Mutilate or 30/0/31 for 3v3/5v5, then I can get an enigmatic skyfire with the Fleet Footed talent, for even more synergy.
#4 Jan 14 2008 at 4:09 PM Rating: Decent
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When I was Deep Combat and then later QR/Combat, I did Surefooted and the 5% snare/Crit Meta gem.


I liked it.


The run speed buffs are so trivial to me it doesn't seem worth it. If you are gonna need Sprint, you will use it. 5% movement speed isn't gonna be the deciding factor to sprint or not.
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#5 Jan 14 2008 at 5:08 PM Rating: Good
MYteddy wrote:
When I was Deep Combat and then later QR/Combat, I did Surefooted and the 5% snare/Crit Meta gem.


I liked it.


The run speed buffs are so trivial to me it doesn't seem worth it. If you are gonna need Sprint, you will use it. 5% movement speed isn't gonna be the deciding factor to sprint or not.


Wow, I couldn't live without it. Mostly because it's a huge bonus when you're both snared or trying to stay in range of some goddamn Druid for more than two seconds.
#6 Jan 14 2008 at 5:28 PM Rating: Decent
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RPZip wrote:
MYteddy wrote:
When I was Deep Combat and then later QR/Combat, I did Surefooted and the 5% snare/Crit Meta gem.


I liked it.


The run speed buffs are so trivial to me it doesn't seem worth it. If you are gonna need Sprint, you will use it. 5% movement speed isn't gonna be the deciding factor to sprint or not.


Wow, I couldn't live without it. Mostly because it's a huge bonus when you're both snared or trying to stay in range of some goddamn Druid for more than two seconds.


When a druid is running at 30%+ I don't find 5% useful. I am going to need Sprint (insert usefulness of Intercept debate here) if anyone gets away. Two reasons:

They will have run speed (most likely), so at the best, you are going to simply maintain distance from them if you get separated. Pop Sprint.

Any class with movement enhancing abilities is greater than 5%. Fire mages, Hunters, Druids, Rogues, Warriors(intercept/intervene), all of these are greater than a 5% movement speed.

So what is 5% doing? At best it is keeping me at a stalemate. Not getting closer, but not getting farther.

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.
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#7 Jan 14 2008 at 5:34 PM Rating: Good
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*
#8 Jan 14 2008 at 5:45 PM Rating: Decent
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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.


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#9 Jan 15 2008 at 8:17 AM Rating: Decent
Quote:
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.


Abolish Poison? Poison Cleansing Totem? Shapeshifting? Blink? There are plenty of reasons why crip may not be up 100% of the time. I find it very hard to keep up with druids and BM hunters without move speed.
#10 Jan 15 2008 at 8:21 AM Rating: Good
41 BM Hunters you don't see that much of in Arenas in any bracket (maybe little more in 2s)
#11 Jan 15 2008 at 1:51 PM Rating: Decent
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Makaro wrote:
Quote:
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.


Abolish Poison? Poison Cleansing Totem? Shapeshifting? Blink? There are plenty of reasons why crip may not be up 100% of the time. I find it very hard to keep up with druids and BM hunters without move speed.


All of those tick for at least 1.5/removal. Your GCD is 1.0 . You should be able to see a Druid shapeshift and immediately Shiv.

BM hunter is a good point, but they are rare nowadays.
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#12 Jan 15 2008 at 3:15 PM Rating: Good
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all ill say is theres nothing more annoying than an evading rogue who keeps giving me resist messages when i try to PH him.
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