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2.4 Warrior suggestion.Follow

#102 Jan 31 2008 at 10:17 AM Rating: Decent
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Glad I could help make your dreams come true shao :D

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3) Mortal Strike. Aimed (Mortal) Shot is a ***** to put up. The only competitor is Wound Poison. As a healing debuff is normally important in 3v3 and 5v5 this basically means you'll either want a Rogue or a Warrior in the team (There are exceptions, even FoTM ones, but the majority have one or the other). Getting these two to be exactly equal would be incredibly difficult, as previously mentioned it is not down to brute force alone. How well they synergiSe (British tyvm)with the current FoTM matrices and such plays a large factor too. Of course, you want to be top. Of course, Warriors want to be on top. But one is always going to be a fair bit better than the other.


I've said it before and I'll say it again. Warriors are so widely popular in arena for many factors but the main one being arena revolves around healing.

How do you counter healing? With the healing debuff of course, of which there are three. As stated aimed shot debuff is pretty hard to keep up as it must be applied at range and has a 3 second cast.

That leaves wound poison and mortal strike. Different but effective in doing their job. The difference however comes in the fact that warriors are far more survivable than rogues are.

If a warrior starts getting focus fired he just hits defensive stance throws on a shield and starts spamming shield block and spell reflect. Also intervening to an ally or intercepting to a enemy caster to make distance on the melee dmg he has incoming.

A rogue can pop his cooldowns and survive a FF situation for a short time but after that he's a sitting duck.

#103 Jan 31 2008 at 11:14 AM Rating: Decent
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damn... i already exceeded my quote ninja quota and can't take jim's quote from this post
#104 Jan 31 2008 at 1:37 PM Rating: Excellent
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1) The class itself is easy to play at a competent level (especially in arena), just like the Warlock. It may, just like the Warlock in 3v3 and 5v5, get complex at higher levels, but I cannot say.

1.b)It's more of a passive defence class like Warlock, Paladin etc than an active defence class such as Mage, Rogue or Druid.


Oh, I agree with that. Funny thing is, when I say it, it usually ends up turning into a flame :P.

War/PLD made people coin the term 'scrub express'. There is some truth to it.

A sharp reminder of that - yesterder I did some 3. We ran into a War/double healer combo (Priest/druid in this case). If you ask me, this is the most disgustingly stupid 3v3 comp out there (well, War/Pld/Sha is... but War/double healer in general is a blight on this format). It's basically turning the arena into pve, where the healer spam heals, the warrior does his dps... game last forever until the other side's healer (usually single) runs out of mana and his team die. There's barely any execution requirement nor timing requirement.

Now, we won. We got 24 points, which took us to 1903. This mean they were very close to 2k, well above 1900.

What's my point?

The warrior was a keyboard turner.

Yup. That's the kind of skill needed for War/double healer to hit 1950+ rating in 3s.

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Rogues have a great deal of benefits Warriors do not, just as Warriors have benefits you do not. (This is more for Shaolinz than Tyr).

These include increased control over the target you are dpsing, superior CC to those you are not dpsing and greatly increased mobility (as ShS).


A tad confused here.

ShS gives us increased mobility compared to other rogues without it. But compared to a warrior? Not really. Warriors can still do 2 intercept for every shadowstep we do.

I had frustrating experience against a war/druid team. Now normally, getting on a druid is pointless in that setup, since Intercept+Hammie will make short work of your attempt to catch up. So I'm ShS now, thinking I'm going to give it a try... due to the cooldown difference being so massive, it barely made a difference. Yes, I got on the druid more often... but all it meant is that I ate more intercept. Same end result.

Considering that you're listing this while listing Rogue's strenght over warriors, I have to correct you - even with shadowstep, we're still much less mobile then a warrior is.

And it's logical really, Warriors are lightly armored agility based fighters while Rogues have all that bulky armor and heavy 2 handers. Right?

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BTW, Tyr, Rogues cannot kill people in 5s?

I guess the words "Renataki" and "Mutilate" would mean nothing to you.


Don't recall saying they 'can't kill people' but rather that we're the worst 5v5 class out there and that the one team format that worked for us was given a severe blow with the pain suppression change (since priest-less teams are extremely uncommon).

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That leaves wound poison and mortal strike. Different but effective in doing their job. The difference however comes in the fact that warriors are far more survivable than rogues are.


True jim.

But it certainly doesn't help the balance that ultimately, MS is a stronger debuff then Wound. It applies to max automatically and it is overall harder to counter.


Kavekk said the balance was the delicate and that it could be upset easily.

I don't really agree with that. in 5v5, in order for the bottom class to gain some kind of better representation, something big needs to happen. The odds are stacked pretty high against rogues and druid... small, delicate changes won't do much.

After all, Druid got two massive buff recently (shapeshift and natural perfection) and despite that, they remind way below average.
#105 Jan 31 2008 at 2:26 PM Rating: Decent
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Don't recall saying they 'can't kill people' but rather that we're the worst 5v5 class out there and that the one team format that worked for us was given a severe blow with the pain suppression change (since priest-less teams are extremely uncommon).


Let me refresh your memory ! (although you seem to have confused 5s with the bracket. I meant the time XD)

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>_>

Rogues don't kill people in 5 seconds... what do you think we are, Warriors?

And with people having over 10k HP and 300+ Resilience not to mention all the stun resist items/talents now in the game, Stunlocking is nowhere as a big as it used to be.
You're literally talking as if we were still pre-TBC.

Before 2.3, the best pvp spec was combat. Combat is about sustained damage, not burst. And it has TERRIBLE combo management, making it the worse stunlocking build out there.

Yet, it was the best build, when you claim that quick kill and stunlock is what we're about - which basically goes to show that you don't really know much about rogue pvp in TBC.


What the Hemo buff did, was allow us to spec in Combat/Sub, getting much better white damage (thanks to Serrated Blade/Hemo) and without losing much yellow damage - since 125% hemo was barely less damage then a fully talented SS - but getting the combo build up that Combat was missing. So we could stunlock better and do damn near the same damage as combat anyway.

And to crown it all, we got Double Adrenaline Rush - which made the damage potential of an Hemo rogue a very scary thing.

When they announced the Hemo nerf, we grumbled, but most people wanted to stay 31/30. When they said AR was off prep, that was the end of that spec.

So yes, this is a pretty big deal.


Elepehants never forget... TO KILL.


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A tad confused here.

ShS gives us increased mobility compared to other rogues without it. But compared to a warrior? Not really. Warriors can still do 2 intercept for every shadowstep we do.

I had frustrating experience against a war/druid team. Now normally, getting on a druid is pointless in that setup, since Intercept+Hammie will make short work of your attempt to catch up. So I'm ShS now, thinking I'm going to give it a try... due to the cooldown difference being so massive, it barely made a difference. Yes, I got on the druid more often... but all it meant is that I ate more intercept. Same end result.

Considering that you're listing this while listing Rogue's strenght over warriors, I have to correct you - even with shadowstep, we're still much less mobile then a warrior is.

And it's logical really, Warriors are lightly armored agility based fighters while Rogues have all that bulky armor and heavy 2 handers. Right?


Nope, compared to any Warrior.

With cooldowns up I suspect that you would agree with me. CloS, Vanish (bugs aside), Sprint and ShS make you like a slippery eel with a thick grease coating. To keep you under control they either have to blow cooldowns trhemselves or experience pain, crippling and thus failure.

Lots of escape mechanisms, such as Blink, trinket and such are consumed getting out of your stuns, so ShSing them right after means they have no defence. certainly as a mage a ShS Rogue is infintely harder to control than a Warrior.

Additionally, Warriors need LoS to intercept. This is very important in World of Pillarcraft.

I'd rate your mobility over a Warrior's even over a long period of time - but Rogues are born to burst, and that is obviously what you do best, what with burst damage and cooldowns being your main tools. A plate wearing warrior takes less damage over time, has no cooldowns to instagib and such is better suited to outlast. That said, there are lots of ShS Rogues who own up 3v3 and 2v2 outlasting. In 5v5 - not so much.

As for War/Druid, it has an advantage over Rogue 2v2 teams. Of course, 2v2 is not what WoW is balanced around primarily so this kind of stuff is to expected, but yeah, sucks for Rogues. Just like it sucked for Pld/War to get assraped by Mage/Disc Priest or Mage/Mage (I use the past tense because the setup isn;t that popular anymore). Just like it sucks for Mages to meet a Hunter/Druid (instant lose, pretty much. You have a better chance against War/Druid than Mage/Anything has against Hunter/Druid). Just like it sucks for War/Druid to meet an atomic bomb. (Yeah, the combo is OP. But for how long?).

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After all, Druid got two massive buff recently (shapeshift and natural perfection) and despite that, they remind way below average.


In 5v5? Yes. But those changes also made them VERY strong in 2v2 and 3v3. While the game is not balanced around those brackets primarily they cannot be disregarded completely. Imagine if they were buffed more without careful reworking of the class? It'd destroy 2v2 and 3v3.

Priests got a large buff and shot to the top.

EDIT: besides which, several top teams use druids in 5v5. Liek I said earlier, it takes time after a buff for the effects to manifest. People are set in their current 5v5 teams with current setups for the moment. Would you tell a friend that their class got nerefd so they;re off the team?

Edited, Jan 31st 2008 5:29pm by Kavekk
#106 Jan 31 2008 at 4:14 PM Rating: Excellent
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Let me refresh your memory ! (although you seem to have confused 5s with the bracket. I meant the time XD)


That makes a lot more sense.

So yeah, 1 specific spec, using an archaic trinket can kill someone in 5 seconds if it's a 1v1 scenario and the target is a cloth wearer or another rogue.

Good point. :P

I'll remind you however that the post you're quoting is pretty much out of context in this discussion. I was replying to someone who claimed rogues were overpowered because they'd kill you in less time it took for you to come out of a stunlock.

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With cooldowns up I suspect that you would agree with me. CloS, Vanish (bugs aside), Sprint and ShS make you like a slippery eel with a thick grease coating.


CloS doesn't increase our mobility, as much as it protect from a snare. When I see a rogue use CloS to get out of a Frostbite, I simply run the other way for 4 seconds. He doesn't catch me unless he uses another cooldown (which work for me, because he's wasting CD) and I start casting a rank 1 frostbolt after 3 seconds. Seriously, mage that complain about CloS are pretty sad.

You can't really say 'Vanish' bug aside. The ability is at the height of unreliability right now and probably has a failure rate over 40%. As a result, it's used more often then not as a snare breaker or to make people untarget you. Even so, Vanish makes us 'slippery', but it doesn't do much for our mobility. Assuming it works and we are stealthed, we're walking even slower now.

And lastly, if you're shadowstep, odds are good you won't have improved sprint (You have other problems if you do). Sprint is one of the most underwhelming ability in the game when it isn't improved. Seriously. You're still going slower then 100% speed if you sprint with a Snare on. You're still perfectly kitable.

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To keep you under control they either have to blow cooldowns themselves or experience pain, crippling and thus failure.


It's a good thing for them that they have shorter cooldown then us, right?

Nothing like shadowstepping into a psychic scream because even untalented, PS has a shorter cooldown then ShS. Both Blink and Frost Nova also have better cooldown (untalented, gets better).

Keeping a rogue off a target isn't hard. Even Blizzard has acknowledge mobility to be one of our issue. Heck, even Jim has :P.

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Lots of escape mechanisms, such as Blink, trinket and such are consumed getting out of your stuns, so ShSing them right after means they have no defence. certainly as a mage a ShS Rogue is infintely harder to control than a Warrior.


Harder yes, much harder? Not really. And once the other CD are done with? MUCH easier... since the ShS rogue doesn't hit anywhere as hard as your typical warrior during the few seconds where you're in contact with him.

Between Frost Nova/Blink being faster then ShS, frostbite risking a proc everytime we're hit (and rogues hit often) and the WE elemental giving a snare that can be used even if under CC as well as Ice Block giving you a 'Ok, you've outplayed me here, give me a few seconds for my CD to come back' move, this is a fight for the mage to lose.

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I'd rate your mobility over a Warrior's even over a long period of time


How can you? Once sprint/vanish is over, you can't possibly keep up. Yes, CloS allows you to drop magical snare every minute... but all your 'target' has to do is keep running.

What can you do against a warrior who Intervene (This isn't only about Intercept) his Druid, Hamstrings you, then Intercept back your healer, beats on him, and when you're back to ShS on his healer, he intercepts you.

He's zipping across the screen like he's The Flash here... I understand that Warrior/Druid beats the living hell out of Rogue/Healer, but honestly, that fight is a huge lesson in 'Mobility 101: Warriors pwn', which is why I'm bringing it up.

I will agree however that a shadowstep rogues is more mobile then a Warrior as long as he has all his cooldown. If you spam the hell out of them, there's a short period of time where you're faster then he is, but youre mobility drops sharply from that point on.

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In 5v5? Yes. But those changes also made them VERY strong in 2v2 and 3v3. While the game is not balanced around those brackets primarily they cannot be disregarded completely. Imagine if they were buffed more without careful reworking of the class? It'd destroy 2v2 and 3v3.

Priests got a large buff and shot to the top.


You're right in every aspect here... but how does that disprove my point?

Priest got a massive buff, and that helped them... had the buff been minor, i don't think much would have changed.

Were rogues to get a buff in 5 that'd somehow make stronger in 2s (or 3s), not much would change at all. Rogues already rule 3v3, and the current op 2v2 combo (war/druid) is such a hard rogue counter they'd have to be given laser gun in order to really make a difference (HARP was op, yet we still didn't take the 2v2 crown).


Edited, Jan 31st 2008 7:15pm by Tyrandor
#107 Jan 31 2008 at 4:19 PM Rating: Good
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That leaves wound poison and mortal strike. Different but effective in doing their job. The difference however comes in the fact that warriors are far more survivable than rogues are.



True jim.

But it certainly doesn't help the balance that ultimately, MS is a stronger debuff then Wound. It applies to max automatically and it is overall harder to counter.


Even if it was a weaker debuff, not less % but easier to counter, you still wouldn't see rogues going in over warriors cause after 30 seconds of FF the rogue would be dead.


Edit: There isn't really alot more to say here save for rogues are not a group pvp class. They were never designed that way. To make them one they would have to totally revamp how the class plays thus not making it a rogue anymore.

Edited, Jan 31st 2008 7:29pm by Jimpadan
#108 Jan 31 2008 at 8:54 PM Rating: Decent
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Edit: There isn't really alot more to say here save for rogues are not a group pvp class. They were never designed that way. To make them one they would have to totally revamp how the class plays thus not making it a rogue anymore.


And this is where you get into a border line philosophical discussion. Are rogues an inferior group pvp class, or are warriors an overpowered group pvp class?

The answer to that question truly is a matter of opinion, but it doesn't change the fact that there are more warriors than rogues. One of the above has to be true, and unlike organic chemistry resonance structures there isn't a "middle ground" region. One is true and the other is not, and I'm finally starting to see it's impossible to make people think the view contradictory to theirs is the incorrect one.
#109 Feb 01 2008 at 3:40 AM Rating: Good
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i think they should just make wounding poison like MS, including uncleanseability and 31-pt talent status, as well as some bonus damage.

there! problem solved.
#110 Feb 01 2008 at 6:26 AM Rating: Decent
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Not really. Rogue would still die to FF easily.

Shaolinz wrote:
Are rogues an inferior group pvp class, or are warriors an overpowered group pvp class?


Both statements are true depending on how your looking at it.

Rogues are inferior because warriors are OP.
Warriors are OP because the next best option is inferior.
#111 Feb 02 2008 at 1:36 PM Rating: Decent
I think that they should nerf warrior a little bit, so some of the other classes can catch up. But not by much. Maybe lower their overall damage capabilities by 2-3%. Its small but can make a decent differnce while still allowing them to do alot of damage. And i would like to see rogues get something done about daggers. A rogue with daggers should automatically ignore X armor, and have crit rate increased. A small nerf to warriors, and some buffs to classes like, rogue and shaman. IMO rogue and shaman are the most UP classes in the game.Rogue can pump out the numbers but cant handle taking them. And shaman has no CC or anything so people just laugh when a shaman comes at them....
#112 Feb 04 2008 at 7:57 PM Rating: Decent
Warriors cried when they were helpless, and people said get a healer. Now that we got a healer, the people cry. boo hoo, get over it. =)
#113 Feb 05 2008 at 11:44 AM Rating: Good
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Said by Warchief Tyrandor in another thread
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I have no idea how viable (or not) the spec would be in any other situation, but I personally use in 3s. Where we go Warrior/Rogue/Priest.

The idea is to get a premed-cheapshot into a 5 point imp EA as fast as possible and auto-gimp one of their dps. My dps is a lot weaker then it is in combat, but it doesn't really matter, since this spec is all about taking advantage of the arms warrior's disgusting burst (even more so when paired with imp EA and Hemo). Seal Fate/Hemo means fast combo point, so I can KS with ease... once he gets in Dirty Deed range, I do a 5 point Cold Blood Evis which take him into Execute range and wham, good night, thank you mam.

The warrior is a wrecking ball, I'm the guy who paints the X on the wall. It works pretty good.


Perhaps this is what Blizz sees the Rogue as in the larger group PvP settings (not BGs we're probably still hellspawn in that as always). Just based on how Tyr described it...I gotta be honest it sounds like a cool job. Setup man in large groups and pretty powerful in smaller group settings as a finisher. Too bad we didn't get a new stun with TBC.
Is it really such a stretch for us to become that? I suppose the better question would be is that a role we can fulfill well in 5s and could it become our own niche (since it appears that is what most of us are upset about)
#114 Feb 05 2008 at 1:06 PM Rating: Decent
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shadowgryph wrote:
Said by Warchief Tyrandor in another thread
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I have no idea how viable (or not) the spec would be in any other situation, but I personally use in 3s. Where we go Warrior/Rogue/Priest.

The idea is to get a premed-cheapshot into a 5 point imp EA as fast as possible and auto-gimp one of their dps. My dps is a lot weaker then it is in combat, but it doesn't really matter, since this spec is all about taking advantage of the arms warrior's disgusting burst (even more so when paired with imp EA and Hemo). Seal Fate/Hemo means fast combo point, so I can KS with ease... once he gets in Dirty Deed range, I do a 5 point Cold Blood Evis which take him into Execute range and wham, good night, thank you mam.

The warrior is a wrecking ball, I'm the guy who paints the X on the wall. It works pretty good.


Perhaps this is what Blizz sees the Rogue as in the larger group PvP settings (not BGs we're probably still hellspawn in that as always). Just based on how Tyr described it...I gotta be honest it sounds like a cool job. Setup man in large groups and pretty powerful in smaller group settings as a finisher. Too bad we didn't get a new stun with TBC.
Is it really such a stretch for us to become that? I suppose the better question would be is that a role we can fulfill well in 5s and could it become our own niche (since it appears that is what most of us are upset about)


That is by far one of the best solutions I've heard. No class changes needed just a redifining of what a rogues job in arena is. Instead of competing with warriors for a spot simply working with said warrior and being the "setup man". Rate up.
#115 Feb 05 2008 at 1:12 PM Rating: Excellent
Thank for the 'rate up'.

Sadly, it's not viable in 5s. :(

It works in 3, mostly because no single healer can overcome the damage we do. And double healer team are our bane, but even so we win a lot anyway... you get on the Warrior and cut down their dps while forcing the healer to spam heal, throw in with a few mana burn and voila.

But in 5v5, where multiple healers teams are much more common, it doesn't work so good. Much better with a DPS that bring more control then a rogue to the table.

We'd basically need more control (Which we could get with DT if combo points weren't target specific... or a new stun... or something).

Also, the 30/0/31 spec is the worst mobility spec in the game. I often feel like my feet are glued to the ground and I rely on the Warrior's hamstring, intercept and mace stuns a lot... either the spec needs a mobility boost (well, actually, we need a mobility boost for the CLASS, rather then a spec) or the more mobile spec (combat/shs) needs some kind of retooling in order to better fit that given role.

Edited, Feb 5th 2008 4:17pm by Tyrandor
#116 Feb 05 2008 at 3:18 PM Rating: Decent
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Why can't you "setup" one of the healers in 5v5? They oviously won't be able to heal themselves so their only saving grace will be BoP or PS both of which are dispellable by a priest.

Of course this doesn't cover all the angles, still lots of things that can go wrong like with any arena. Just saying it's a way around the "two healers can keep them up" problem.
#117 Feb 05 2008 at 3:36 PM Rating: Excellent
Several issues creep up really.

For one thing, controlling a two melee isn't that much harder then controlling one of them. Option for controls are limited when you have 3 players, and bringing a certain type of control usually mean losing out on something else... however, in 5, the roster is big enough to accomodate for much more control, without losing much damage and/or healing.

Which is one of the key point that many people who say 'Rogue bring more control then a Warrior' totally miss - Yes, we do. But we bring less then pretty much every dps class in the game.

A single frost trap (The one that cause a snow field), a well place frost nova, etc - will shut down not one, but TWO player on a rogue/war 5v5. The power of this comp is all about early burst damage as well, ability like Pain Supression greatly lower it's viability, even more so if there's a paladin on top of it to drop a BoP and nix MS.

See, in the above exemple, a pld/prs/X team inherently as some weakness. For one, odds are their dps is bad (most likely a 2healer/1dps team) or they have one dps that's extremely easy to lock down and control (if the priest is shadow)... in 5, they have 2 more players to counter their weakness, sadly the rogue/war synergy doesn't carry as well in bigger format.

That's my experience anyway. I did try it with my 3s warrior (We went war/rog/Dprst/Rsham/Dlock), we got to 1700s no problem, then pretty much were stopped there. Since then, they've replaced me with a Warlock and the Shaman went Elemental. They're poised on breaking 2k this week.

/sigh.

Anyway.

I'm not a 5v5 guru. Maybe someone can make it work.

But how many Rog/War 5s with good rating are they out there?

The way I see it, it's extremely hard to justify bringing a Rogue over a Mage, Warlock or even Hunter. They'll bring more to a warrior team then a Rogue does.




Edited, Feb 5th 2008 6:46pm by Tyrandor
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