Forum Settings
       
Reply To Thread

Theo's Rogue Beta thread.Follow

#27 Jul 23 2008 at 10:46 AM Rating: Decent
***
1,875 posts
i know mutilate i sbetter damage

but im having a lot of troubling imagining having energy for mutilate, HFB, and finishers

so i was thinking maybe the management of 40 energy ss's, albeit less CP generation, would make things easier

yes... im not stupid, mutilate is better dps output

fix the build for it if you want it lol

but it takes 6 seconds to gen 1 mutilate worth of energy, 4 seconds to gen the energy for HFB

so without dropping HFB, where exactly to you have time for finishers without skipping mutilates like crazy

it just seems keeping energy management in mind... more ss's might yield more damage then mutilates

the cp gen i dont see as the bigger picture... pve = white damage mostly... so even 1pt evis's can proc out the 5pt slice n dice

so its the damage of a few more ss's vs the damage of slightly stronger evis's to proc your cut to the chase

plus the lack of position requirement is a bonus for ME at least



make any bit of sense now?




summary: mutilates starve yourself for energy, better cp gen but the big bulk talent for raid dps (HFB and cut to the chase) work the same as 1cp as they do at 5cp
the argument for me is:

(using ss)less cp, better energy flexibility, more sin strikes (which might just have better raw damage in terms of muti VS ss damage, not sure... never tested, never cared (does 2 mutilates do more damage then 3 ss's?))

VS

(using mutilate) more cps, less energy flexibility (god forbid you have to kick, **** might ruin your cycles to hell as mutilate) and being forced to be behind the enemy

Edited, Jul 23rd 2008 2:50pm by mongoosexcore
#28 Jul 23 2008 at 11:59 AM Rating: Decent
*****
13,048 posts
Speedburst wrote:
Quote:
Not getting Fleet Footed = stupid.


Hmm, i would've definately taken Fleet Footed but i seem to recall you saying boar's/cat's speed and fleet footed with camouflage doesnt stack with the fleet footed, maybe its just my eyes playing tricks on me.. hehe

There's a HUGE difference between Fleet Footed in PvP and Fleet Footed in PvE. One is worthless, the other is not.

50% reduced snare duration and 15% run speed are huge in PvP. Not so much in PvE that you'd want to waste 2 points on it.
#29 Jul 24 2008 at 4:12 AM Rating: Decent
Some stuff I noted about WotLK I didn't really like:

1) Damage Reflection
The new Retribution aura does 150 or so holy damage everry time you hit them. This effects rogues, felol druids and enchancement shamans most. It kind of hurts.

2) More anti CC/Stun, stun reduction, panic buttons for all
Well, at least stun resist is getting the beat down, but things don't look too good for double dps teams.

3) 2 second CD Overpower.
I doubt they'll have the rage for it, though.

The new shadows are really cool, though.

#30 Jul 24 2008 at 7:27 AM Rating: Default
****
4,684 posts
Quote:
1) Damage Reflection
The new Retribution aura does 150 or so holy damage everry time you hit them. This effects rogues, felol druids and enchancement shamans most. It kind of hurts.


Is it me or does this make it impossible to take down paladins? By the time you get him into his bubble you'll be down to half hp?

Quote:
2) More anti CC/Stun, stun reduction, panic buttons for all
Well, at least stun resist is getting the beat down, but things don't look too good for double dps teams.


Stun reduction was terrible aye... 'nuff said. As for double DPS teams... It depends... I don't see that much change in me and my rogue pall's setup where we double blind 1 target and nuke the last into hell. I suppose it matters in the higher brackets though.

Quote:
3) 2 second CD Overpower.
I doubt they'll have the rage for it, though.


Have to see that in action first. It could be terrible with warriors simply ignoring our evasion or it could be alright if they're indeed rage-starved.
#31 Jul 26 2008 at 3:02 PM Rating: Decent
*****
13,048 posts
Spec used: 12/0/50 (level 71)

Weapons used: Dagger of Bad Mojo, Merc Glad Shiv

Stats: 2086 AP, 124 hit, 31.32% crit, 1261 armor pen.

Thoughts:

It's fun. Lots of fun. Critting Ambushes for 4300+, 4800+ with an AP trinket and ShS. Keep in mind, I don't have Lethality.

The sub talents needed to make this a powerhouse of a build are too many, IMO, for competitive arena, though it may end up being viable if you drop Imp Ambush and use Ambush as a utility opener to prevent trinkets, etc.

It's a nice build for grinding, though I prefer straight sub or straight combat so I don't have to worry about positioning.

BS is still a weak ability, though at ~60% crit and 45 energy, it's nice, though I wouldn't take it over hemo because of the positional aspects.

This is why I think the build will fail ultimately, not because BS is too weak or because the talents aren't good. There are just too many talents that are almost necessary.

Edit: I suppose you could also do something like this, but you're still missing out on some key talents. I'd personally rather use this in PvP with both my feral partner as well as my mage.

Edited, Jul 26th 2008 5:57pm by Theophany
#32 Jul 26 2008 at 3:52 PM Rating: Decent
I don't understand that build.
#33 Jul 26 2008 at 4:14 PM Rating: Decent
****
4,684 posts
It's the most kickass build ever *grins*. Variation of what I've had in mind since vanilla wow. 45 energy backstabs and on-command crits for a burst-build. It's actually somewhat the build I've had planned for WOTLK... I'm still deciding whether to go that, this with cold blood gone and shadow dance taken, or a combination of seal fate and shadowstep.

Looking forward to hear about that...
#34 Jul 26 2008 at 4:51 PM Rating: Decent
*****
13,048 posts
Edited my post with my summary of the build.
#35 Jul 27 2008 at 8:23 AM Rating: Decent
****
4,684 posts
Quote:
This is why I think the build will fail ultimately, not because BS is too weak or because the talents aren't good. There are just too many talents that are almost necessary.

Edit: I suppose you could also do something like this, but you're still missing out on some key talents. I'd personally rather use this in PvP with both my feral partner as well as my mage.


Aye, I very much agree. Thing with backstab/ambush-builds is that you practically have to put 5 points in opportunity, 5 in lethality and possibly 3 in imp ambush. If you don't you might as well go swords/hemo. This is at the moment what I'll be aiming for as full sub, looks like it's exactly what I'm after.

Just two questions though... you said
Quote:
it may end up being viable if you drop Imp Ambush and use Ambush as a utility opener to prevent trinkets, etc.

Is the trinket prevention effect still in the game then? Since the calculator no longer mentions it.

And about Honor Among Thieves... It states "when anyone in your group critically hits"... It may seem like a stupid question but does that include yourself? Still trying to figure out if 2 points in seal fate or 2 points in HAT is better. Oh, and I'm just going to assume the numbers are still 10/20/30%, with wowhead stating "100/100/100".
#36 Jul 27 2008 at 8:56 AM Rating: Decent
*****
13,048 posts
Mozared wrote:
Quote:
it may end up being viable if you drop Imp Ambush and use Ambush as a utility opener to prevent trinkets, etc.

Is the trinket prevention effect still in the game then? Since the calculator no longer mentions it.

And about Honor Among Thieves... It states "when anyone in your group critically hits"... It may seem like a stupid question but does that include yourself? Still trying to figure out if 2 points in seal fate or 2 points in HAT is better. Oh, and I'm just going to assume the numbers are still 10/20/30%, with wowhead stating "100/100/100".

No idea, I'll have to check beta to confirm. I wasn't aware of it getting removed, so it probably still is, and HAT only works for people in your group, not yourself.
#37 Jul 27 2008 at 1:40 PM Rating: Decent
*****
13,048 posts
In case anyone missed it on MMO-Champion:
Quote:
  • Doing some changes to poisons, should see them in an upcoming build.

  • No word yet on what those changes will be, but I'll keep an eye out and report back.

    Edited, Jul 27th 2008 2:39pm by Theophany
    #38 Jul 29 2008 at 6:44 AM Rating: Decent
    ***
    1,875 posts
    new beta changes

    rogue energy is gained at 1/0.1second, no more ticks!

    kick off GCD??

    @#%^in HAWT, theo... let us know if thats for reals.. (WoR said though, so i dont doubt on it)

    side note.... alch blood is a nice thing for me ^_^

    Edited, Jul 29th 2008 12:31pm by mongoosexcore
    #39 Jul 29 2008 at 2:07 PM Rating: Decent
    *****
    13,048 posts
    mongoosexcore wrote:
    new beta changes

    rogue energy is gained at 1/0.1second, no more ticks!

    kick off GCD??

    @#%^in HAWT, theo... let us know if thats for reals.. (WoR said though, so i dont doubt on it)

    side note.... alch blood is a nice thing for me ^_^

    Edited, Jul 29th 2008 12:31pm by mongoosexcore

    They're true, oh God, they're true.

    Now if they'd only fix mounts, I'd be happy.

    It's so ******* hot seeing your energy bar constantly filling.
    #40 Jul 29 2008 at 5:01 PM Rating: Decent
    Overlord Theophany wrote:
    Well, as I just got into beta with my rogue's account, I'll need to be posting my rogue findings somewhere, and where better to do that than in a post on the rogue forums here. (***** those noobs on the oboards!)

    No info yet as I just got word that my contact at Blizzard is sending it to me in the next day or two, but rest assured that with just arena to do, I'll be spending quite a bit of time on the beta server leveling up.

    I'm going to see if I can get my priest friend an invite as well, since my brother already has one so we can get some instance strategies down as well.

    For now, cheerio. I'll keep this thread bumped with my findings, and I'll also be testing out talents in the next week or so extensively.


    Does this mean preaviously energy gimmped builds (and future) will be more effective... builds like muti and now Hunger for Blood will be easier to play? If you havent already could you please try a muti out realy quick because as it stands when I solo I go CS>Muti>tickx2>KS>Mutix2>evic (most stuff is dead after the first muti thats what I use on harder mobs on weaker stuff only one tick and one muti) and in groups I rotate SnD Rupture and Evic but my dps drops every time I gota wait for ticks to regen CP.
    #41 Jul 29 2008 at 6:08 PM Rating: Good
    *****
    13,048 posts
    Mutilate still isn't any more viable, IMO. Hunger for Blood is still only good for PvP.

    Our energy didn't change in how fast we gain it, just the intervals we gain it changed.
    #42 Aug 02 2008 at 1:32 PM Rating: Good
    **
    474 posts
    Shameless bump to see if there is any more information.
    #43 Aug 02 2008 at 6:10 PM Rating: Default
    This change I can almost guarantee will make backstab and mutilate even better at high energy costs because as muti I always seem to get my energy to tic ~56 and then I need to wait 2 seconds as opposed to .4 seconds to mutilate whereas as hemorrhage you have a low energy cost so the tics will be less beneficial.
    #44 Aug 02 2008 at 10:00 PM Rating: Good
    *****
    13,048 posts
    imanohealu wrote:
    This change I can almost guarantee will make backstab and mutilate even better at high energy costs because as muti I always seem to get my energy to tic ~56 and then I need to wait 2 seconds as opposed to .4 seconds to mutilate whereas as hemorrhage you have a low energy cost so the tics will be less beneficial.

    Congrats on pulling something retarded out of your ***. This effects all rogues equally.
    #45 Aug 05 2008 at 11:58 PM Rating: Good
    **
    802 posts
    theo and other beta peoples;

    there has been talk (for a long loooong time) about rogue combopoints becoming a self buff instead of a per mob "debuff". Any indications this will happen in WotLK? Or would this make rogues too imba?

    I personally would love it as i loose lots of combopoints in Heroics (and sometimes harder stuff) to lucky damage spikes by mages for example.

    Edited, Aug 6th 2008 10:01am by samperor
    #46 Aug 06 2008 at 5:22 AM Rating: Decent
    ***
    3,451 posts
    Hey Theo & co, what do you guys think about a Mace Stun/Blade flurry/Shdwstep/Hnr among thieves/wrongfully accused pvp build? Think it has viability? (0/26/45)
    #47 Aug 06 2008 at 5:42 AM Rating: Good
    It doesn't.
    #48 Aug 06 2008 at 10:51 AM Rating: Decent
    *****
    13,048 posts
    Zornov wrote:
    Hey Theo & co, what do you guys think about a Mace Stun/Blade flurry/Shdwstep/Hnr among thieves/wrongfully accused pvp build? Think it has viability? (0/26/45)

    Absolutely not.
    #49 Aug 06 2008 at 11:24 AM Rating: Default
    ****
    4,684 posts
    Why not, anyway? The lack of those couple of assassination points matters too much?
    #50 Aug 06 2008 at 11:57 AM Rating: Decent
    *****
    13,048 posts
    Too energy starved to survive without AR. It's the same reason 0/20/41 fails.
    #51 Aug 06 2008 at 12:13 PM Rating: Decent
    **
    948 posts
    Thoughts on this? 0/28/43

    Edited, Aug 6th 2008 4:39pm by Zaknalfein
    Reply To Thread

    Colors Smileys Quote OriginalQuote Checked Help

     

    Recent Visitors: 109 All times are in CST
    Anonymous Guests (109)