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The Rogue Compendium [updated 10/26/08]Follow

#102 Oct 24 2008 at 11:59 AM Rating: Excellent
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No more condescending remarks ok ?

Glass houses, ever heard of 'em?
#103 Oct 26 2008 at 8:06 AM Rating: Default
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88 posts
Anyway, going back to constructive things ... I did a small write-up on what racial abilities changed.

Alliance

Night Elf
- Racial Ability: Shadowmeld. Now works sort of like Feint, Could probably help with restealthing in PvP. Works a bit like a second vanish in PvE, although it doesn't wipe threat, it just 'pauses' it for the duration.
- Racial Passive: Elusiveness Increases your stealth by five points (e.g. one character level). The split-off stealth increase off of the old Shadowmeld.
- Racial Passive: Nature Resistance: Decreases the chance you will be hit by Nature spells by 2%. All of these resistances got reworked, so they're slightly more useful in PvP now, IMO.
- Racial Passive: Quickness. Reduces the chance you will be hit by melee and ranged attacks by 2%. The non-magic version of the nature resist one. (Works as chance to miss instead of dodge now, so will not proc overpower on enemy warriors for example.) Double as effective as it used to be.

Human
- Racial Ability: Every Man for Himself. Works like and shares a cooldown with the PvP trinkets. Saves you a trinket slot for something more offensive or defense oriented.
- Racial Passive: Mace&Sword spec. +3 expertise when you are wielding a mace or a sword.
- Racial Passive: Perception. Gives you 5 points of passive stealth detection (e.g. one character level).
- Racial Passive: The Human Spirit. 3% increased spirit.(though fairly useless to rogues anyway)

Gnome
- Racial Ability: Escape Artist. 1.75 min CD
- Racial Passivel: Arcane Resistance: Decreases the chance you will be hit by Arcane spells by 2%.

Dwarf
- Racial Passive: Frost Resistance: Decreases the chance you will be hit by Frost spells by 2%.

Horde

Orc
- Racial Ability: Blood Fury. Now no longer reduces healing effects.
- Racial Passive: Hardiness. Now reduces duration of stun effects by 15%.

Undead
- Racial Ability: Will of the Forsaken. No longer gives the 5s immunity.
- Racial Passive: Shadow Resistance: Decreases the chance you will be hit by Shadow spells by 2%.
- Racial Passive: Underwater Breathing. Nerfed to 233% longer than normal, but every race can hold their breath for three minutes now, so undead can do so for seven minutes.

Troll
- Racial Passive: Da Voodoo Shuffle. Reduces the duration of all movement impairing effects by 15%.

Blood Elf
- Racial Ability: Mana Tap. Removed.
- Racial Ability: Arcane Torrent. Silences all enemies within 8 yards for 2 seconds and restores 15 energy.
- Racial Passive: Magic Resistance: Decreases the chance you will be hit by spells by 2%. This one is like all the other racial resist abilities combined.
#104 Oct 26 2008 at 8:33 AM Rating: Decent
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So basically you added a new description for Shadowmeld (which isn't even correct) and Every Man for Himself?

Grats? I'm going to change those sections, but I won't be using your ****** write-up. Smiley: wink
#105 Oct 26 2008 at 9:00 AM Rating: Decent
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Like I said, I typed out what changed. e.g. durations, cooldowns, the resists changing to being percentage-based. I know they're not big changes, but I can't help that. Things like WotF no longer providing immunity or Blood Fury no longer reducing healing taken are pretty important nonetheless.

I don't know exactly how shadowmeld works for a rogue because I don't have a Night Elf rogue.
What is incorrect about it ?


#106REDACTED, Posted: Oct 28 2008 at 2:11 PM, Rating: Sub-Default, (Expand Post) Anyone put up the best pvp spec for a 70 yet? I'll go any spec and get any weapon to be the fastest killer.
#107 Oct 28 2008 at 2:52 PM Rating: Good
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nordicD wrote:
Anyone put up the best pvp spec for a 70 yet? I'll go any spec and get any weapon to be the fastest killer.

You should probably read the thread before posting.
#108 Oct 28 2008 at 9:51 PM Rating: Excellent
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2,680 posts
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Anyone put up the best pvp spec for a 70 yet? I'll go any spec and get any weapon but won't bother to do any research whatsoever to be the fastest killer.

FTFY.
#109 Oct 29 2008 at 12:56 PM Rating: Decent
I did a respec 2 days ago when I was lvl 17 to make my Rogue the "Off Hand Sword, Main Hand Dagger" build that was posted with this talent sheet. I'm level 20 now, and I decided to checked this thread again today. Now that build isn't even listed anymore. Would I be ahead to respec AGAIN, or is the difference between the fist/dagger and sword/dagger builds really all that substantial?
#110 Oct 29 2008 at 1:26 PM Rating: Excellent
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Don't worry too much about spec at those levels. You're generally better off with something like this for that level range. Combat is a solid, low-downtime build which will help you level faster (lower downtime = more kills = more XP/hour). Be sure to stun mobs as much as possible when soloing (again, lowering downtime). The common pattern is Cheap Shot, Sinister Strike, Sinister Strike, Kidney Shot, Sinister Strike, ..., profit.

Welcome to the wacky world of roguing, good luck out there.
#111 Oct 30 2008 at 4:27 PM Rating: Default
A long time ago a mentor of mine by the name of Nooblestick was kind enough to straighten me out on dagger/fists/swords, as I was confused if fist weapons were treated like daggers or swords. I now find myself again with the same question. Under 3.0 are fist weapons considered swords or daggers?. Thank you for your answers and time.
#112 Oct 30 2008 at 5:36 PM Rating: Decent
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115 posts
Fist weapons are a separate weapon type - they aren't daggers or swords. With the new patch, the weapon specialisations for fists and daggers have been combined into one 5pt talent, which makes a high average damage Fist MH with a fast dagger OH very effective for Combat builds.

Any attack such as Backstab that specifically requires a dagger, means what it says on the tin - the weapon type has to be a dagger, not a fist weapon.

Hope that helps :)
#113 Oct 30 2008 at 6:05 PM Rating: Default
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deanonoze wrote:
A long time ago a mentor of mine by the name of Nooblestick was kind enough to straighten me out on dagger/fists/swords, as I was confused if fist weapons were treated like daggers or swords. I now find myself again with the same question. Under 3.0 are fist weapons considered swords or daggers?. Thank you for your answers and time.

Maybe you should try reading the thread?

I linked directly to the post your retarded *** should be reading.
#114 Oct 30 2008 at 8:37 PM Rating: Default
thanks theo..my *** might be retarded but your thread post was pre patch talent change so i was a mite confused regarding this, hence the inquiry.
#115 Oct 30 2008 at 8:39 PM Rating: Default
and thank you Zhaharik for having the class to answer my question with an intelligent answer :)
#116 Oct 30 2008 at 9:08 PM Rating: Default
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deanonoze wrote:
thanks theo..my *** might be retarded but your thread post was pre patch talent change so i was a mite confused regarding this, hence the inquiry.

The post was edited on the 26th. The patch went live two weeks or so prior to that.

Again, it helps to use your brain.
#117 Nov 07 2008 at 11:11 AM Rating: Excellent
Theo, you need to chill just a tad on the treatment of folks dude. I understand wanting ppl to read but ya gotta play nice sometimes :)
#118 Nov 10 2008 at 7:57 PM Rating: Good
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Wordaen, Keeper of the Banstick wrote:
Theo, you need to chill just a tad on the treatment of folks dude. I understand wanting ppl to read but ya gotta play nice sometimes :)

Sorry Word. I harbor great resentment toward people that don't read.
#119 Nov 17 2008 at 3:37 AM Rating: Good
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207 posts
Hey there Theo, just wanted to throw another "Thank you" out there for making all this available to the rogue community, keep up the good work!

Another thing I'd like to point out is, after playing with specs on the most recent spreadsheet (which isn't exactly too recent) and hearing some stuff from other rogues, It seems that a 7/51/13 raid build comes out just slightly ahead of the 15/51/5 spec you have posted here.

Maybe you could look into it and, if necessary, update the spec guide for everyone?

EDIT: Forgot links, hehe



Edited, Nov 17th 2008 3:40am by Jonofthedead
#120 Nov 17 2008 at 1:22 PM Rating: Decent
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I'll look into it, Jon.
#121 Nov 17 2008 at 3:35 PM Rating: Excellent
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Quote:
comes out just slightly ahead

By how much exactly?

I don't have the spreadsheet here at work, but seems odd that Serrated would beat out Ruthlessness (and I'd really, really miss the CB proc for easier rotations). But, hell, I'd dual-wield Wirt's leg if it meant >1 dps ;)

edit: And is your finding including glyphs? And in what gearing range? t4 or t6? Thanks.

Edited, Nov 17th 2008 3:37pm by TherionSaysWhat
#122 Nov 17 2008 at 11:23 PM Rating: Good
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207 posts
Ahh yes, I guess I should include that info, eh?

I used Vulajin's most recent spreadsheet available. I didn't change any of the info in regards to gear (It looks like Hero's Bonesythe armor is being used for this) but I did change to weapons to the Reaper of Dark Souls and Fang of Truth

The Major glyphs I'm using are Rupture, Slice n Dice, and Sinister strike.

Here's the "Total DPS" noted with 15/51/5 build
-4590.07

And this is the "Total DPS" with 7/51/13
-4647.48

Now these numbers seem freakishly high to me, mostly because I've yet to get a grasp of lvl 80 raid capabilities, that and I don't know how to turn off all the raid buffs on Vulajin's spreadsheet (I have been using Aldrianna's until I realized it wasn't being updated)

I'm also not 100% certain if 7/51/13 will come out ahead 100% of the time considering gear levels (someone with 1700 AP versus 2500 for example, just to throw numbers out there) since I don't know how the new rupture and eviscerate scale... I'm too lazy to go find out, hehe.
#123 Nov 18 2008 at 1:19 AM Rating: Excellent
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I didn't change any of the info in regards to gear

You absolutely should do this. The spreadsheet is meant to help players optimize with what they have so that we can find upgrade paths to take along the way. Your itemization needs will change with gear, as will the projected optimal DPS output of the spreadsheet model (obvious, but needed to be noted).

With that said, I'm not seeing a noticeable difference between the two builds you posted myself, but I could be missing something. Personally, I'd rather have the combo points to help keep the combat rotation solid.

The two swords you linked are probably going to be the standard pre-raid swords for combat (did some searching today, those two are on my short-list for sure). But don't discount fists which are much better itemized in WotLK than they were previously.

Cheers!
#124 Nov 18 2008 at 3:24 AM Rating: Good
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207 posts
You're absolutely right, Therion, I really should input my gear or future "pre-raid" set to know what will ultimately serve as my raiding spec/setup. I also agree that Ruthlessness really, really helps me keep my rotations up, hehe.

I still think, however, that the serrated blades spec should be kept in mind and noted.

I'll probably redo the Spreadsheet with my imagined "pre-raid" set or just steal the one that was put up by one of the posters here, then post my results again. That should give me a better idea of what kind of spec to go with once we start hitting Naxx.

And yes, I know that fists have become much more "main-stream" this go-round, I also have weapons in mind for a fist/dagger setup, but honestly, I'll be going with whatever I get my hands on first, hehe.
#125 Nov 18 2008 at 9:40 PM Rating: Decent
Useful macro, sap & melee attack:

#showtooltip Sap
/console targetNearestDistance 10,000000
/targetenemy [noharm][dead]
/console targetNearestDistance 41.000000
/cast [harm,nodead] Sap
/startattack
/stopattack

Doesn't break the asap, but does destealth you and 0ut you in combat. As the attack has 5 yard range, you need to be close. Generally I only use this when sapping off blind to bandage up - handy nonetheless.
#126 Nov 21 2008 at 5:09 PM Rating: Excellent
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2,680 posts
New macros to add:

/cast [target=targettarget] Tricks of the Trade

Use this on a mob when it's attacking the tank and you're good. I've also been messing with:

/cast [target=focus] Tricks of the Trade

Use in tandem with setting the tank as focus obviously. This works more like a traditional MD and is great when a mob turns to the healer. Either can be useful for different situations. I have yet to try this as a MD pull, but I really really wanna ;D

Cheers
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