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WotLK talents.Follow

#27 Jul 11 2008 at 3:22 PM Rating: Decent
I don't think Devious Poisons is very good at all for raiding. Blood Spatter and Cut to the Chase would be better.
#28 Jul 11 2008 at 3:37 PM Rating: Decent
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I was thinking
http://wotlk.wowhead.com/?talent=f0eboeRoiZMIV0bVzxMGkVz for raiding.
#29 Jul 11 2008 at 3:37 PM Rating: Decent
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+20% deadly poison damage? Nuff said. I reckon 80% chance is reliable enough... Same reason why I once had a spec with 4/5 Seal Fate planned; 100% is better, but 80% already means it happens so often it's quite reliable. Not sure how much you'd miss out on Blood Splatter though.

Edit: as for spdr's build, that looks like a solid combat build to me. The only thing that makes me wobble in my chair is the combination of quick recovery with surprise attacks. You don't need the energy ensurance if your finishing moves cannot miss anymore. Is +20% healing actually such a good thing to have those 2 points can't be spent somewhere else?

Edited, Jul 12th 2008 1:39am by Mozared
#30 Jul 11 2008 at 3:44 PM Rating: Good
I really don't think you can get rid of Deadly Brew, although in PvE one point is probably enough. Since WF is going to be a buff (and stack with poisons), you can double Instant Poison your weapon and it'll maintain a DP stack as well. If you're actually going to use Envenom you probably want both points into it, though, so... meh.

Just for reference; Master Poisoner is a 100% increase to Deadly Poison damage, even before the fewer number of resists. Half the duration... same damage. There is no reason to get Devious Poisons over it.
#31 Jul 11 2008 at 3:52 PM Rating: Decent
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Ah that's my bad, forgot the 50% duration on it. In that case you end up with the same tree Makaro posted, except I'd go for 4/5 Cut to the Chase.


On a sidenote, something I'm playing around with... how about this? (PvP, obviously)
http://wotlk.wowhead.com/?talent=fbe0ReMoiZG0A0bEZxMe
#32 Jul 11 2008 at 4:51 PM Rating: Decent
http://wotlkwiki.info/talent/rogue.html?b=9c53231053021315021005221301302305002005zt


To me... they buffed the hell out of dagger builds for the expansion, which is a good thing IMO considering the first expansion kind of killed them. Mutilate and deep assassination to me seems like the best all around choice for dagger lovers, myself included. They made mut a little better when they let poisons affect elementals that didn't belong to that element. I haven't played in 5 months so I think that's still the case(I'm on deployment). But it was still subpar.


But the Hunger for Blood needs to be looked at in order to make an educated decision on the usefulness of that build in PvE. As it stands, it could be better than combat. This leaves much to debate with the Prey on the Weak talent in combat... which is the only good thing they put in that tree IMO. If you can continuously refresh Hunger For Blood (HfB), then I'm going to go out on a limb and say it will surpass combat, or very very near it. I can't imagine HfB not getting refreshed since it says it lasts 10sec and costs 30energy. So with GCDs, you might get 7 or so seconds of that 15% stack buff, but you'll have to wait for your energy to get back to pull off 1 mutilate and maybe a rupture at the end. Then you'll have to wait on a cycle to get your SnD back up, put up a rupture, etc.


Cut to the Chase... worthless IMO. Unless there's going to be some base crit increase for rogues or those abilities... I'm not dumping 5 points in that POS.

Deadly Brew and Devious Poisons are amazing for PvP and PvE...

Bloodspatter is another good talent for Mut rogues... and when combined with a PvP 51/0/20 spec, your ruptures will deal 50% more damage.

I decided to go with Imp. KS instead of Imp. Evis because given how good evis is in the expansion, I probably wont use it so much as i'll be using rupture more... and Imp. KS will be nice in 5mans, 10mans and pvp occasionally when i get bored. Since the expansion is making raids have 10man versions, there's a good chance that some of those mobs in them will be stunnable so the Imp. KS can help the raid dps. It's still not optimum overall... but it's what I'll go nonetheless.

PS Sorry I couldn't get the link to work... the internet over here is horrible and I barely got this page up.
#33 Jul 11 2008 at 5:02 PM Rating: Decent
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For Cut to the Chase... I think the "refresh" needs to go. It should simply give you a free 5 combo point S&D. That wouldn't make it a lot better, but it would mean you could skip S&D in your rotation and throw a cold blood eviscerate instead... And if evis is buffed up to be on par with rupture for PvE you could get some 'lucky' rotations where your eviscerate crits and you don't have to worry about S&D for some time.

THAT would bring assassination raiding on par with combat raiding, and bring the talent itself on par with Prey on the Weak and Slaughter from the Shadows.
#34 Jul 11 2008 at 6:15 PM Rating: Good
Mozared wrote:
For Cut to the Chase... I think the "refresh" needs to go. It should simply give you a free 5 combo point S&D.


I think it does.

I could be wrong, though; Theo?
#35 Jul 11 2008 at 7:06 PM Rating: Good
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RPZip wrote:
Mozared wrote:
For Cut to the Chase... I think the "refresh" needs to go. It should simply give you a free 5 combo point S&D.


I think it does.

I could be wrong, though; Theo?

It refreshes SnD, it doesn't just give you SnD if you didn't have it up.
#36 Jul 11 2008 at 7:28 PM Rating: Good
Overlord Theophany wrote:
RPZip wrote:
Mozared wrote:
For Cut to the Chase... I think the "refresh" needs to go. It should simply give you a free 5 combo point S&D.


I think it does.

I could be wrong, though; Theo?

It refreshes SnD, it doesn't just give you SnD if you didn't have it up.


Well, that really does kind of blow then.
#37 Jul 11 2008 at 7:31 PM Rating: Good
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RPZip wrote:
Overlord Theophany wrote:
RPZip wrote:
Mozared wrote:
For Cut to the Chase... I think the "refresh" needs to go. It should simply give you a free 5 combo point S&D.


I think it does.

I could be wrong, though; Theo?

It refreshes SnD, it doesn't just give you SnD if you didn't have it up.


Well, that really does kind of blow then.

Indeed.
#38 Jul 11 2008 at 9:17 PM Rating: Decent
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72 posts
Well, I'm happy to see them rounding our class damage in some new ways, even if just small ways. I look forward to seeing the new talent trees and what "cookie-cutter" builds come out of this. Thanks for the info Theo.

God, I wish I'd come across this forum BEFORE I hit lvl 70 and wasted so much time, honor, and money on things that I've changed.

Any word on if Arena will be changing at all?

Also, at what point should we all start hording our honor and materials for the next levels?

Just curious what you guys think.
#39 Jul 11 2008 at 11:41 PM Rating: Good
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Stillpist wrote:
Any word on if Arena will be changing at all?

Also, at what point should we all start hording our honor and materials for the next levels?

Just curious what you guys think.

Just new arenas; Orgrimmar and Dalaran Sewers.

http://www.mmo-champion.com/index.php?topic=9499.0

Start hoarding when they announce the WotLK release date.
#40 Jul 12 2008 at 4:07 AM Rating: Decent
RPZip wrote:
I really don't think you can get rid of Deadly Brew, although in PvE one point is probably enough. Since WF is going to be a buff (and stack with poisons), you can double Instant Poison your weapon and it'll maintain a DP stack as well. If you're actually going to use Envenom you probably want both points into it, though, so... meh.

Just for reference; Master Poisoner is a 100% increase to Deadly Poison damage, even before the fewer number of resists. Half the duration... same damage. There is no reason to get Devious Poisons over it.


Are we reading a different Master Poisoner tooltip?

"reduces the duration of all poison effects by an 25%/50%"

As in, poison effects on you? It certainly does not increase the duration of your poisons.

#41 Jul 12 2008 at 4:53 AM Rating: Decent
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Good thing you pointed that out Kavekk. I think you might be very right; it has always given you a chance to resist enemy poisons. It seems a lot more logical that this reduces the effect of enemy poisons on you rather than reducing the time on your poisons.
#42 Jul 12 2008 at 10:14 AM Rating: Default
Nvm this post

Edited, Jul 12th 2008 2:15pm by imanohealu
#43 Jul 12 2008 at 7:27 PM Rating: Decent
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1,875 posts
cut to the chase

you can probably make a new cycle for it... even if its only refresh

3s 5r 1e (if crit then proceed to 3e 5r 1e until the a 1e doesnt crit) then 1s 3s rinse repeat?

something like that?


edit: i dont raid mutilate, i was thinkin SS and hemo rotations lol mmmmyyyy bad

but still, new muta raid cycle

like that 5% damage buff mutilate rotation and tie in some finishers... i think it could make somethin new

who knows :(

Edited, Jul 12th 2008 11:29pm by mongoosexcore
#44 Jul 12 2008 at 7:30 PM Rating: Decent
bookmarked for view in 9 months.
#45 Jul 12 2008 at 8:58 PM Rating: Good
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Mozared wrote:
Good thing you pointed that out Kavekk. I think you might be very right; it has always given you a chance to resist enemy poisons. It seems a lot more logical that this reduces the effect of enemy poisons on you rather than reducing the time on your poisons.

That's because all "resist" effects (or most; Primal Instinct or whatever the Fear resist is for feral druids) are being changed to "reduces the duration of XXX by Xs" in WotLK.
#46 Jul 13 2008 at 7:33 AM Rating: Decent
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4,684 posts
Aye aye... It all ties in, that seems to be what they've been doing. It started off with only +resistance, first talent that lowered duration that I can remember was that -50% disarm duration talent for warriors, and now we're starting to see it all over.
#47 Jul 13 2008 at 11:48 AM Rating: Default
It should be obvious to anyone that blizzard is trying to remove the randomness from PvP, I gotta say having a reduced duration kidney shot that hits every time then a full duration kidney shot that gets resisted 15% of them time is much better.
#48 Jul 21 2008 at 7:44 AM Rating: Good
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340 posts
is it just me, or do these talents seem a little "thrown together." Maybe it's cause I'm used to them, but TBC talents seem to be harmonious and powerful. These seem strange and pointless. I imagine they are still in development?
#49 Jul 21 2008 at 10:01 AM Rating: Decent
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19,369 posts
Overlord Theophany wrote:
RPZip wrote:
Overlord Theophany wrote:
RPZip wrote:
Mozared wrote:
For Cut to the Chase... I think the "refresh" needs to go. It should simply give you a free 5 combo point S&D.


I think it does.

I could be wrong, though; Theo?

It refreshes SnD, it doesn't just give you SnD if you didn't have it up.


Well, that really does kind of blow then.

Indeed.



/nod

From what I interpreted it sounds like it will refresh whichever SND you put up. So if you had a 1 pt snd and crit with envenom or evis then it'll refresh a 1 pt snd not a 5 pt. If you put up a 3 pt snd then it'd refresh a 3pt snd.

At least that's what it looks like to me when it says "refresh your slice 'n dice duration to its 5 combo point maximum"
#50 Jul 22 2008 at 1:06 PM Rating: Decent
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Quote:
At least that's what it looks like to me when it says "refresh your slice 'n dice duration to its 5 combo point maximum"


I've always read it as if it said "duration" behind maximum. If it would possibly refresh less than 5 combo points it even blows more than it already does.
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