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machine gun spec?Follow

#1 Mar 01 2008 at 8:58 AM Rating: Decent
for those of you who have never heard of a machine gun spec all you do is have 2 very fast weapons and you keep SnD up as much as possible so that your attacks may not cause a huge amount of damage but they attack so fast the DPS will go up.

i have not seen anyone with a spec like this and have only heard of it a few times since playing wow and i was wondering if there is a spec that could use this to good effect mroe or less to jsut play around with against casters in the arena before i get any good PvP gear as my rogue will be hitting 70 in prolly a month or so and wont have great PvP gear to use.

all im asking is if there is a spec to make a this happen not in optimal damage but jsut to annoy my RL friends i duel that are casters and to have fun in the arenas interrupting the healers cast for a long peiod of time.
#2 Mar 01 2008 at 9:26 AM Rating: Decent
here you go Assassination (24 points)

3/3 Improved Eviscerate
5/5 Malice
3/3 Ruthlessness
1/1 Relentless Strikes
5/5 Lethality
3/5 Improved Poisons
1/1 Cold Blood
3/3 Improved Kidney Shot

Combat (37 points)

3/3 Improved Gouge
2/2 Improved Sinister Strike
3/3 Improved Slice and Dice
5/5 Precision
2/2 Improved Sprint
5/5 Dual Wield Specialization
1/1 Blade Flurry
5/5 Sword Specialization
2/2 Blade Twisting
1/2 Weapon Expertise
3/3 Aggression
2/2 Vitality
1/1 Adrenaline Rush
2/5 Combat Potency


Edited, Mar 1st 2008 12:32pm by MarkeeMATFB
#3 Mar 01 2008 at 12:18 PM Rating: Good
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889 posts
Would really try to max out Combat Potency in a "machine gun" build...
/shrug
#4 Mar 01 2008 at 12:39 PM Rating: Good
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2,826 posts
Yeah, take the 3 out of imp KS and fill out Combat Potency.

It's not gonna be a great or even good damage build, but there will be a lot of numbers on your screen.
#5 Mar 01 2008 at 9:43 PM Rating: Decent
lol
havin alot of numbers on my screen is what would make it a "machine gun" build

thanks for the help I appreciate it alot
#6 Mar 02 2008 at 6:39 PM Rating: Decent
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1,875 posts
there is no real reason for a fast main hand weapon if you have a choice between that or a slower, equal dps weapon

the slightly better cast time interruptions isnt worth it

#7 Mar 04 2008 at 3:40 PM Rating: Good
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329 posts
The other option is to take away the last 7 points in Assasination, use these points to max out the combat tree, and pick up Riposte. Lots of people do not like Riposte, but in your "machine gun" spec, it is a free attack every few seconds for a limited energy cost. Plus your maximizing your Sinister Strike damage for CP generation.

Since you are trying to take on your CASTER friends in RL... the other points would go to improved kick. 4 seconds of silence is that same as a 4 second stun to a caster as they are just not going to do too much damage with each strike. Against Hybrids like a Pally or Druid, a well timed Riposte followed by a kick is one of the many ways you can and will win against them in PvP. However, warriors are basically immune to Riposte so not much good against them except for a possible bit of burst damage.
#8 Mar 04 2008 at 7:12 PM Rating: Decent
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Quote:
Since you are trying to take on your CASTER friends in RL... the other points would go to improved kick. 4 seconds of silence is that same as a 4 second stun to a caster as they are just not going to do too much damage with each strike. Against Hybrids like a Pally or Druid, a well timed Riposte followed by a kick is one of the many ways you can and will win against them in PvP. However, warriors are basically immune to Riposte so not much good against them except for a possible bit of burst damage.


imp kick = 2 seconds, not 4

and warriors arent immune to riposte, that got changed to 50% duration.. so its 3 second disarm

and how does a well-timed riposte help vs a druid? it doesnt even really against a paladin but how a druid?
#9 Mar 04 2008 at 7:17 PM Rating: Decent
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1,245 posts
WhiskeyDuck wrote:
The other option is to take away the last 7 points in Assasination, use these points to max out the combat tree, and pick up Riposte. Lots of people do not like Riposte, but in your "machine gun" spec, it is a free attack every few seconds for a limited energy cost. Plus your maximizing your Sinister Strike damage for CP generation.

Since you are trying to take on your CASTER friends in RL... the other points would go to improved kick. 4 seconds of silence is that same as a 4 second stun to a caster as they are just not going to do too much damage with each strike. Against Hybrids like a Pally or Druid, a well timed Riposte followed by a kick is one of the many ways you can and will win against them in PvP. However, warriors are basically immune to Riposte so not much good against them except for a possible bit of burst damage.


The 5% Dodge and the Riposte help against dueling casters how?
#10 Mar 05 2008 at 3:14 PM Rating: Good
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329 posts
Mongoose, my mistake on the 2 seconds versus 4, and I was just plain STOO-PID, as I was thinking Shaman (Hybrid) but fingers typed Druid. Your right Riposte does not specifically help versus a Druid, other than additional damage overall.

As for Warriors, I said basically immune... this way they would understand that you should not count on a disarm to reduce damage and win the fight as it is less effective against a warrior, and yes I should have been more specific so I apologize.

As for Paladins and Shamans, Riposte pulls their main weapon out of the equation, and with the exception of instant cast spells, you can slow down their damage significantly for those 6 seconds. Nothing like them having a windfury proc or a reckoning proc, only to yank their weapon out of their hand. Thus, much higher survivability on a short term basis.

Raglu - The idea is to be viable in PvP and specifically against caster friends. The 5% Parry chance means that you receive no damage, thus extending your fighting effectiveness against melee and hybrid classes. Riposte, as I mentioned gets flamed for being worthless, but at a cost of ten energy, you get a relatively free attack for an additional "x" damage. At level 65 that damage equates to 200 - 300 white most times. So that is you being able to take away roughly 5% of total caster life for the energy cost of .25 of a sinister strike. Also, based on 100 energy, time delay, and so forth, you would open up with whatever you prefer, sinister strike, sinister strike, and then wait for energy regen to hit to pop a finishing move. With Riposte, if it procs, you get to throw the near equivalent to a 5th sinister strike and still pop your finishing move hypothetically speaking. So in practice, this helps in taking out all mobs and PC's. Think of Riposte as part of a hunter's cycle with Steady Shot... not great by itself, but a huge increase in overall DPS throughout a fight.

Here it is in a nutshell, it is my opinion of what helps and when it comes to casters and the potential for their burst damage, I want to be able to do more and take them out prior to getting nuked if possible, and specifically, this was intended to be for what dbsn is calling a "machine gun" spec, which means lots of numbers flashing on screen at all times.

#11 Mar 06 2008 at 7:40 AM Rating: Decent
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Quote:
As for Paladins and Shamans, Riposte pulls their main weapon out of the equation, and with the exception of instant cast spells, you can slow down their damage significantly for those 6 seconds. Nothing like them having a windfury proc or a reckoning proc, only to yank their weapon out of their hand. Thus, much higher survivability on a short term basis.


agreed for ret paladins and enhance shamans... but enhance shamans are a rarity, and most paladins ae still healing, despite the rise of ret in arena albeit a small rise

but neither of those makeups are that much of a worry for rogues to begin with

thats why i questioned druid though, shaman and pally can be understood... but druid is a poor example, hence why i called that out.. but ive done the 'think one thing, type something else' thing before.. so its cres

riposte isnt a horrible talent to pick up, just its hard to justify those 6 talent points sometimes... full combat builds can do it easily, ar/prep has trouble dedicating the points for it sometimes

its big selling point is the extra damage, and its high status as a rogue mirror match breaking move

if one you were gonna stress, stress how much it ruins a rogue... ar/prep builds can ghostly strike for almost 55-60% melee avoidance for 7 seconds, then riposte for 6 more, then KS/gouge/whatever

after the weapon chain change, more rogues offhand a enchant too.... so they dont even half the riposte duration

its ace for rogue v rogue 1v1, and has some bg pvp usage.... hell its helpful vs warlocks and hunters if the pets on you, but for 6 points.... its flamed for its limited usage for the cost is all

get what i mean?
#12 Mar 06 2008 at 3:39 PM Rating: Decent
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225 posts
Funniest topic I've ever seen, but it's allakhzam whatever :D


This build won't work as you need as slow mainhand as possible to do any considerable DPS
#13 Mar 06 2008 at 7:33 PM Rating: Decent
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329 posts
Mongoose, totally with you and totally agree, and still embarassed by my Druid typing versus Shaman... Stupid fingers.

I also have to remember that I prefer a combat spec so Riposte is always in my repertoire for the little bit of damage boost. One thing for anyone that is looking to maybe pick up Riposte... works extremely well in PvP and in World PvE against normal mobs. However, for whatever reason I see my use of it severely curtailed in instances. This may be due to relatively quick kills as everyone focuses damage on one target, or due to higher stats / lvl, there is just not enough procs happening. On average in non instance gaming, I can throw out 2 if not 3 Riposte and I am lucky to get 1 in an instance.

#14 Mar 06 2008 at 10:25 PM Rating: Decent
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1,875 posts
Quote:
However, for whatever reason I see my use of it severely curtailed in instances. This may be due to relatively quick kills as everyone focuses damage on one target, or due to higher stats / lvl, there is just not enough procs happening. On average in non instance gaming, I can throw out 2 if not 3 Riposte and I am lucky to get 1 in an instance.



okay, so lemme break this mystery down for ya

riposte procs on a PARRY

to parry, you must be HIT by a physical attack

if your instancing like your supposed to, you are BEHIND the target and DONT have aggro

... so when do you expect to be hit, so you can parry it, so you can riposte?
#15 Mar 07 2008 at 11:10 AM Rating: Decent
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329 posts
Mongoose, true... however my last several runs we have found to actually be better for initial aggro to go to tank, focus on primary enemy, and I begin beating on the secondary target. The tank will have built enough aggro to maintain threat until I get about half way through the health of the secondary target or so, giving me time to use Rupture and SnD... so I actually will often times get an initial hit of aggro for a bit, thus allowing my use of Riposte. By the time the first mob dies, the second will fall very quickly due to the damage already done, and I rarely need a heal, thus leaving the other 2 mobs on average to be cleaned up one at a time (Sapped mob and sheeped mob...)

So again, I realize that maybe I should have been more clear, and thank you for clarifying my lack of information so that a newer Rogue has a better understanding.

For you newer rogue's, be sure you have a good group together with communication prior to doing this or else you will be a dead rogue quite often, but it speeds the whole instance process up to where we tear through instances very quickly. Also, always have your feint ready to help get aggro back to your tank. However, if everyone is on the same page, you normally will not need to worry, and can use a quick blind to give yourself a break from the bleeding if you are taking too much damage.
#16 Mar 07 2008 at 12:37 PM Rating: Good
Terrorfiend
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12,905 posts
WhiskeyDuck wrote:
Mongoose, true... however my last several runs we have found to actually be better for initial aggro to go to tank, focus on primary enemy, and I begin beating on the secondary target. The tank will have built enough aggro to maintain threat until I get about half way through the health of the secondary target or so, giving me time to use Rupture and SnD... so I actually will often times get an initial hit of aggro for a bit, thus allowing my use of Riposte. By the time the first mob dies, the second will fall very quickly due to the damage already done, and I rarely need a heal, thus leaving the other 2 mobs on average to be cleaned up one at a time (Sapped mob and sheeped mob...)

So again, I realize that maybe I should have been more clear, and thank you for clarifying my lack of information so that a newer Rogue has a better understanding.

For you newer rogue's, be sure you have a good group together with communication prior to doing this or else you will be a dead rogue quite often, but it speeds the whole instance process up to where we tear through instances very quickly. Also, always have your feint ready to help get aggro back to your tank. However, if everyone is on the same page, you normally will not need to worry, and can use a quick blind to give yourself a break from the bleeding if you are taking too much damage.


Might as well break yourself of this habit as it wont fly in most anything past regular 5 mans.
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