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Looking for a good spec for soloing.Follow

#1 Dec 07 2008 at 10:11 PM Rating: Decent
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I'm a Night Elf Rogue and I solo almost all of the time. I pride myself on getting in and out of places without being detected and, of course, without combat. I've done a number of retrieval quests in and out of instances without combat. When I fight it's by my choosing and is usually one-on-one with Cheap Shot followed by Ambush. My question is: what would be the best spec to compliment this style? I've looked at the standard specs and they seem to favor groups. I would appreciate as much input as possible with the reasoning behind it. Thanks.
#2 Dec 08 2008 at 1:22 AM Rating: Excellent
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Sounds like you're looking for a dagger build. Here's my preferred one, aka Serrated/Mutilate. Be sure to use Wound/Wound.

Ambush is worthless, it scales horribly. Yes, really. Save yourself the trouble and open with Cheap Shot, hit 'em with a Mutilate or two and loot. At least that's how it generally went for me.

Good luck out there.
#3 Dec 08 2008 at 7:03 AM Rating: Excellent
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TherionSaysWhat wrote:
Sounds like you're looking for a dagger build. Here's my preferred one, aka Serrated/Mutilate. Be sure to use Wound/Wound.

Ambush is worthless, it scales horribly. Yes, really. Save yourself the trouble and open with Cheap Shot, hit 'em with a Mutilate or two and loot. At least that's how it generally went for me.

Good luck out there.


Why imp poisons if you're going WP/WP... seems like those points would be worth more, based on the OP's intended play style, in fleet footed. Combined with Camo, FF gives you close on 100% movement speed in stealth.

I suppose there are virtues either way of taking Remorseless attacks over imp evis, but again, based on the OP's intended playstyle, killing mobs in quick succession would not be the intention, so Remorseless attacks is a bit (actually, entirely) wasted.

This is how I'd go from 70, with the last 10 points going into combat for dw / precision, and initiative.

Another option would be ShD daggers. Combined with the glyph of backstab, my BS's (which are now only 45 energy) are critting (at an inflated crit chance) for 2100 with 71dps level 70 daggers. HaT provides enough CPs to have a 5pt KS ready when CS runs out, and Shadowdance allows the use of CS again if you (for some crazy reason) can't finish before KS runs out. Even then, you have the luxury of Ambush as a finisher (the mob should be < 1/4 hp by then), which would ensure an Ambush kill, or even premed for 2 feee CP's and an Evis finisher.

Not claiming to be an expert, but I'm having a cr@phouse load of fun with This HaT level 70 build, specifically for soloing, and having fun. I can't wait for bigger better daggers

Edited, Dec 8th 2008 4:20pm by robertlofthouse
#4 Dec 08 2008 at 7:58 AM Rating: Decent
Love all this info since I'm a noob to the rogue and the game for that matter. Just wish I could figure out all the abbreviations you guys use. LOL
#5 Dec 08 2008 at 8:58 AM Rating: Excellent
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horrny wrote:
Love all this info since I'm a noob to the rogue and the game for that matter. Just wish I could figure out all the abbreviations you guys use. LOL


Not too hard to figure out with a bit of thought ... here's a boost though

ShS = Shadowstep
ShD = Shadowdance
HaT = Honor Amongst Theives
BS = Backstab
CS = Cheap Shot
KS = Kidney Shot
WP = Wound Poison
IP = Instant Poison
DP = ... take a guess ;-)
CP = Combo point


I'll stop there .. important thing it to familiarise yourself with the skills and abilities, and the abbreviations become a lot clearer.
#6 Dec 08 2008 at 9:41 AM Rating: Excellent
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Quote:
Why imp poisons if you're going WP/WP.

For occasional instancing. It's the only group-friendly talent worth taking. And anyone without Cats or Icewalker on their boots (instead of Fleet) should be slapped! ;)
*edit: Actually, it wouldn't be a huge faux pas to go with Fleet instead.

Quote:
I suppose there are virtues either way of taking Remorseless attacks over imp evis...based on the OP's intended playstyle...

Mostly for grinding in quick succession. We don't have a lot to go on from the OP about "style" other than he seems to like to use two opening moves per mob =P The additional bang for the talent point buck in Imp Evis could be worth it, but it would depend on more downtime between mobs (as you note) and more dependent on additional crit from gear.


And, no offense, I honestly don't understand the attachment that many have to Sub-Daggers. Backstab (and Ambush) are both weak at later levels, their damage scales badly compared to other abilities. While grinding out the last 10 levels, I was regularly seeing 3-4k Evis crits (not to mention 2k Mutis) and that was untalented. Hemo works far better with a harder-hitting main hand, and even with gobs of crit I've yet to see an analysis that favors it over Sub-Swords, Mutilate or straight Combat. Not to forget the positional requirements are annoying, at best. What am I missing? And I'm not trolling here, honest question.

Edited, Dec 8th 2008 10:42am by TherionSaysWhat
#7 Dec 08 2008 at 10:59 AM Rating: Excellent
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TherionSaysWhat wrote:

For occasional instancing. It's the only group-friendly talent worth taking. And anyone without Cats or Icewalker on their boots (instead of Fleet) should be slapped! ;)

fair enough, but we are talking leveling here (at least, I am ;-> ).. so enchanting your new boots every half a level could prove a little inefficient. Slap me silly if you want, I'm a cheapskate - there, I've said it ;-)

TherionSaysWhat wrote:

Mostly for grinding in quick succession. We don't have a lot to go on from the OP about "style" other than he seems to like to use two opening moves per mob =P The additional bang for the talent point buck in Imp Evis could be worth it, but it would depend on more downtime between mobs (as you note) and more dependent on additional crit from gear.

I sorta read between the lines and interpreted the OP's style as being one of not fighting when not having to. Now, while his shot selection may be suspect, I see where he's coming from, because I like to play the same way ... I engage as infrequent as possible, to the point where if it's possible not to fight, I won't - call me crazy, and it may be super inefficient, but I get the most thrill out of playing that way. With that in mind, grinding in quick succession is not an option.

Hoooowever, if we're talking farming for mats / gold, etc ... you may have a point ... although imp evis does have it's own virtues. Anyhow, it's probably a subject that has gotten a lot of airtime over the years with vehement defenders from both sides, the reason being is that you'll probably find the benefits being very similar at the end of the day, making it overall a moot point. I'd go for imp evis .. for the record :D

TherionSaysWhat wrote:

And, no offense, I honestly don't understand the attachment that many have to Sub-Daggers. Backstab (and Ambush) are both weak at later levels, their damage scales badly compared to other abilities. While grinding out the last 10 levels, I was regularly seeing 3-4k Evis crits (not to mention 2k Mutis) and that was untalented. Hemo works far better with a harder-hitting main hand, and even with gobs of crit I've yet to see an analysis that favors it over Sub-Swords, Mutilate or straight Combat. Not to forget the positional requirements are annoying, at best. What am I missing? And I'm not trolling here, honest question.


Mobility, and stunlock. Yes, I know you can (and should) stunlock a mob to death using any build, but Sub makes it sooo much easier (and more enjoyable).

tbh, I've only recently tried the dagger route, having played hemo swords for a while (which I loved), and mostly combat swords, but I do like the style. Again, admittedly, I'm yet to give hemo swords a try again since 3.0 (with HaT) ... perhaps I'll like that better. Also, I've not yet tried Muti .. at all ... since 3.0, so I can only comment on what makes sense by looking at the talents, and reading commentary (mainly here). The other spec I've tried (since 3.0) is the standard 5/51/5 combat build - which I quite like, but I found downtime to be a lot worse that a sub build (based on Stunlocking).

So I guess my fixation with sub-daggers is mostly from a point of view if inexperience / non-exposure to the other options out there since 3.0, but it does work very well in my experience, specifically from the mobility in stealth perspective (which I guess you can get with a normal muti/low sub build), but also from the huge stunlock potential. This last point is, to me, the highlight of the spec ... you can go from mob to mob killing with zero downtime, simply because you never get hit, and that'll happen in 5-6 seconds, max 10 seconds.

As for Ambush, I agree, it's pathetic, and it's only mapped to my action bar for use when I 1) know that my target is low armour / hp ... in which case the chance of decimation is high and 2) it's on my main bar for use with shadowdance .. and then only as a finisher if the target is low on hp.

Aaaall that being said, I haven't taken my rogue to northrend yet, and my experience is based on interaction in the top level zones in outlands post 3.0 but pre-wrath, so if you say Backstab scales back as badly as I've seen ambush scale, then I'm still to experience that, and it'll probably change my mind. But to start with, I'll go through the first few quests as sub-daggers, get the feel for it ... I have 2 S2 swords, which I can switch in and use if need be (although optimal use of those may require a slight respec). There's the blue dagger in Tundra I'll aim for, at which stage, I'll try out Muti ... so, by the time I'm 71, I'll have decided.
#8 Dec 08 2008 at 11:02 AM Rating: Good
Because it sounds like it would go *BOOM!* ULTRA DAMAGE!!!, but it just... doesn't really. If anyone has played D&D or anything like that, rogues were all about the opening jab. Blizzard decided it wasn't 'fun' so they made rogues kind of work not like rogues, but people still have that image in their head and try to play a rogue like the old iconic style they used to be and still make a vague stylistic reference to.
#9 Dec 08 2008 at 11:23 AM Rating: Excellent
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Fair enough Robert. I have to agree, it's pretty fun sneaking around. There are a lot of times that I miss that leveling build compared to my raiding one. Also, I've amended my post re: Fleet. I personally didn't upgrade my boots until into heroics (from t6) and I tend to forget that upgrades happen. You're right, it's a bit crazy to expect anyone to blow 100g on each upgrade while leveling.

All I can tell ya after reading your response regarding Sub is this: Try Mutilate. Really. Spec Sub-Daggers for half a level and Muti for the other half and see how you feel. =D

And for the record (and those reading these threads) I don't see anything in the Sub tree that directly effects stun-lock. CS and KS will last just as long with any other spec. Mobility, sure. Combo points, great. But longer stuns? Nope ;(

Cheers!
#10 Dec 08 2008 at 11:43 AM Rating: Good
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TherionSaysWhat wrote:
All I can tell ya after reading your response regarding Sub is this: Try Mutilate. Really. Spec Sub-Daggers for half a level and Muti for the other half and see how you feel. =D

Yup, I fully intend doing so ... it's been my plan for a while ... and I'm pretty sure how it'll turn out, but I still need to get the feel for both of them myself :-D

TherionSaysWhat wrote:
And for the record (and those reading these threads) I don't see anything in the Sub tree that directly effects stun-lock. CS and KS will last just as long with any other spec. Mobility, sure. Combo points, great. But longer stuns? Nope ;(Cheers!

Not longer stuns, but HaT pretty much guarentees 5 cps before CS is up to ensure a full 10 second stun. Then you have ShD which allows you to apply cs again ... that's 14 seconds of stun. So not longer stuns per se, but more options to re-apply stuns.

Just a question regarding your 2k Mutis ... are those normals hits or crits. My Backstab crits for ~2k now (with glyph), and it would seem like a step down for a 60 energy Muti to do the same damage as a 45 energy backstab.

ps. I did see your Amendment re Fleet Footed ... but only after I'd written my essay .. erm, I mean .. Post ;-)

#11 Dec 08 2008 at 12:39 PM Rating: Good
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Quote:
Just a question regarding your 2k Mutis ... are those normals hits or crits.

Average including both, and without positional requirements. Just try it and see if it works for ya.

Honestly, I'd be very hard pressed to consider HaT a solo talent. With all the other combo point generators in Sub that work great for soloing I can't see the value of those talent points being used for HaT in a pure solo build. It's amazing in certain raid situations, but those talent points could be used to greater effect elsewhere IMO.
#12 Dec 08 2008 at 11:24 PM Rating: Good
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TherionSaysWhat wrote:
Quote:
Just a question regarding your 2k Mutis ... are those normals hits or crits.

Average including both, and without positional requirements. Just try it and see if it works for ya.

Honestly, I'd be very hard pressed to consider HaT a solo talent. With all the other combo point generators in Sub that work great for soloing I can't see the value of those talent points being used for HaT in a pure solo build. It's amazing in certain raid situations, but those talent points could be used to greater effect elsewhere IMO.


*Ponder* ... damn you Therion .. you've actually got me thinking about this ;-D

I suppose if you examine what HaT gives you in a Solo environment, 1v1 fight ... it really boils down to an extra combo point for a 5 point vs 4 point KS. IT also, however, results in (depending on your crit chance) an extra combo for an evis finisher, which translates to an extra 300 or so damage.

Now, if you're averaging 2k Muti's, while my highest BS is 2k ... the extra 300 damage and extra 1 second stun is, on the surface of it all, rather pathetic.

Thinking about it even further, in it's simplest form, Muti rotation for a single mob from stealth would be something like, CS > MUT > EVIS > MUT ... based on most numbers I see around, that should be enough (Heck, if you don't mind taking damage, you could even open with an Ambush, which, although delivering mediocre damage, is still extra damage, which means the mob will drop even quicker). Replacing MUT with BS for Sub would mean a subtle change ... CS > BS > BS > KS (Need to keep mob stunned, so no Evis) > BS till dead. That Subtle change (Evis exchanged for KS) means longer in the fight ... which essentially demands the extra stun.

So with all these considerations in place, I'm starting to echo your Question Therion, why Sub Daggers over Mut (for me, it's simple, I haven't experienced Mut post 3.0) ?

Here's another possible reason I've not yet ventured down the Mut path .. my equipment - I levelled combat (and to the end of my levelling stint, Hemo swords), so my weapons are specicifically geared around that ... having gone all out to get the S2 MH and OH swords. The only decent daggers I have are 2 Bombardier Blades from SSO revered (71 dps 1.8 speed). Even putting my swords away for the daggers in Sub hurts, but at least I can pull the swords out when needed if I can't start the fight on my terms. Putting away 2 97 dps swords for good and picking up 2 71 dps daggers, hurts a little.

Anyway, I really hope all this banter has helped the OP ... it's helping me, and it appears He and I have similar asperations.
#13 Dec 09 2008 at 1:01 AM Rating: Good
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Eh, respecs are cheap after all.

From what I recall, only very few mobs made it to the second Muti (CS/Muti/Evis/omgitsdead). Key in my mind were Initiative and Remorseless. Chain pulling was like butter and having those immediately available CPs were vital. The only slowing factor was the energy between mobs, but with Relentless and FA it wasn't a major factor but rarely.

There are some decent daggers early in LK questing that would replace the SSO rep ones iirc. So maybe wait until you have access to better daggers, then switch?

Either way, try it out and be sure to post your findings, pro or con.

Cheers.
#14 Dec 09 2008 at 2:00 AM Rating: Good
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You're up early ;-)

Yup - I have a path cleary mapped out to get 2 daggers in Tundra.

Just a question regarding the speed then ... I understand (mainly because of poison procs and the damage they do, and secondly because of energy regen) that the optimum speed for muti daggers is fast/fast.

However, when you're dropping a mob in 3-4 hits, does the speed matter that much? Strictly speaking, if you take away the factors that make fast daggers better, which requires lots of constant hitting, then surely slow (more specifically, harder hitting) daggers are a better option.

I am of course, speaking in absolutes here (assuming that I would only be solo), understanding that if I ever go into an instance with a slow dagger (or 2 slow daggers), I'm not going to be performing optimally.
#15 Dec 09 2008 at 3:44 AM Rating: Good
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Hm...I can actually see how Slow Daggers would be a benefit than for soloing. Mobs shouldn't last long enough for the poison procs to matter, and on top of that your Muti's would be hitting for more which would shorten the battles even more.

I think you have a good point there, for pure soloing Slow/Slow may be better than Fast/Fast. And I don't think that it would make such a massive difference in instances that it would be a consideration until you actually got to 80 and were grinding instances.
#16 Dec 09 2008 at 4:05 AM Rating: Good
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Good grief, I've been a total tool -- I totally overlooked, in any of my pro sub arguments, that Mutilate gives you 2 CPs ... Any vague advantage HaT would have given me in a solo build has been blown clean out the water.

I've also been fiddling with spreadsheets (of my own design, so possibly not as finely tuned as they could be), and it clearly shows Mut Waaaay outperforming Backstab from a damage perspective (may be old news to y'all, but I like to see numbers in spreadsheets almost as much as I like to see big flashy numbers on screen). BS pulls slightly ahead in terms of damage per energy, but only marginally so ... and this includes the BS glyph.

Very interesting though, is that Hemo swords falls behind the lot of them, now while this would make sense compared to Mutilate, I'm a little surprised that Backstab with a 71dps dagger would outperform Hemo with a 97 dps sword ... I guess the big concerns about hemo's weakness is not unfounded after all.

So, I'll still stick with Sub daggers, purely for a base marker against which I'll compare other specs, but it appears that, if I want to persist with daggers (and I think I will ... 70 levels of swords was fun and all, but I need a change), the there is only one road for me ... one proviso .. I have to have fleet and Camo .. 100% movement in stealth is soooo sweet.

btw, Thanks GoM ... I was hoping my logic wasn't just an idle thought that should have stayed in my head .. but if at least one other person agrees with me, I'm happy.
#17 Dec 09 2008 at 7:17 PM Rating: Good
What about a combat fist/dagger built for soloing for a level 73 rogue Therion. I will no longer use the word pve lol tell I'm ready to. ><
#18 Dec 09 2008 at 8:22 PM Rating: Good
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Hmmm.... this maybe for soloing Combat?

Key points:

Serrated blades is solid on quest mobs who don't have a ton of armor. MoD and Camo are for convenience. Reposte is there for mobs that out-live your stuns. So is UA. Relentless helps when chain pulling but isn't vital. Otherwise a basic Combat build.

There could be an argument made for going up Assassination rather than Sub, but I didn't experiment much with those types of builds for leveling (though I did use one for 70 raiding of course). So I can't say too much about that.

I would suggest you solicit other opinions as well regarding solo combat builds. I'm no expert ;)


Regarding slow daggers for soloing: It's likely that slower daggers might actually have slightly better DPS output than fast for short fights. But the difference would be minimal when it's all said and done I'd guess. The thing to look at while leveling are weapon DPS and especially stats on the weapons. Leveling weapons are usually disposable, grab what you can and don't stress it too much until raiding/arena is my advice.


Dunno Robert, Hemo has always proven much stronger with swords compared to a sub dagger ambush/bs rotation. Is your sheet actually modeling the damage process or are you just comparing damage per hit or similar? That might be the issue but, again, I'm not an expert in this area. You might want to get Vuljin's sheet and compare how he deals with the math and modeling there. /shrug
#19 Dec 09 2008 at 9:37 PM Rating: Good
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TherionSaysWhat wrote:

Dunno Robert, Hemo has always proven much stronger with swords compared to a sub dagger ambush/bs rotation. Is your sheet actually modeling the damage process or are you just comparing damage per hit or similar? That might be the issue but, again, I'm not an expert in this area. You might want to get Vuljin's sheet and compare how he deals with the math and modeling there. /shrug


No no.. my sheet was purely comparing damage per hit ... a full dps cycle is not really indicative of your typical mob fight (3-5 hits). 100% agreed, I've modelled a lot of sword builds in an attempt to find the best one for me (not necessarily for min/max raiding), and they generally always come out above a sub dagger build for extended dps rotations (combat swords trumping the lot of them a huge majority of the time).

I had made a mistake in one of my calculations though, which I saw after checking Vulajin's sheet ... but that only further enhanced the Muti damage done, and further cemented the Muti>Sub argument.
#20 Dec 10 2008 at 10:17 AM Rating: Decent
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TherionSaysWhat wrote:
Hmmm.... this maybe for soloing Combat?

Key points:

Serrated blades is solid on quest mobs who don't have a ton of armor. MoD and Camo are for convenience. Reposte is there for mobs that out-live your stuns. So is UA. Relentless helps when chain pulling but isn't vital. Otherwise a basic Combat build.

There could be an argument made for going up Assassination rather than Sub, but I didn't experiment much with those types of builds for leveling (though I did use one for 70 raiding of course). So I can't say too much about that.

I would suggest you solicit other opinions as well regarding solo combat builds. I'm no expert ;)


This is what you want for soloing.
http://www.wowhead.com/?talent=fMe00xZMxAzx0xoru0gRtx

Killing Spree + Blade Flurry = WTFPWNFAEC for a pull with multiple mobs. Soloing you shouldn't ever need Camo and MoD and I'd take Killing Spree over Serrated. I even use killing spree on a single target mob. Makes for great burst dps.

With remorseless and the sinister strike glyph you can quickly add up combo points at the beginning of a fight.
#21 Dec 10 2008 at 10:25 AM Rating: Good
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I've used this when I fully intend to solo. It has:

- High Stealth level (even higher level mobs mobs need to step on you to see you clearly).
- Fast Stealth movement (close to 97% if I remember correctly. Regardless it's almost as fast as a normal unbuffed speed).
- Decent CP generation (CPs after finishers, CPs when you dodge, CPs when your CP-gens crit, and extra CPs on your openers).
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#22 Dec 10 2008 at 11:36 AM Rating: Decent
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MasterOutlaw the Irrelevant wrote:
I've used this when I fully intend to solo. It has:

- High Stealth level (even higher level mobs mobs need to step on you to see you clearly).
- Fast Stealth movement (close to 97% if I remember correctly. Regardless it's almost as fast as a normal unbuffed speed).
- Decent CP generation (CPs after finishers, CPs when you dodge, CPs when your CP-gens crit, and extra CPs on your openers).

If you're soloing, don't go 21 points into sub only to skip Prep. That's stupid.
#23 Dec 10 2008 at 12:41 PM Rating: Good
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I spec'd in to Prep before and never actually found myself using it on a regular enough basis so I got rid of it. When grinding dailies (the only reason I solo now) I've yet to find a use for it since I'm never wishing I had any CDs up. To each his own, but I never had any personal use for it outside of PvP.
____________________________
FFXI (Retired)
Naiya | Mithra | Windurst | Rank 10 | 1st Lieutenant | Ragnarok
WAR: 75 MNK: 75 SAM: 66
RotZ: O | CoP: O | ToAU: O | Apoch Nigh: O

WoW
Naiyah | B.Elf | 85 Rogue | Stormscale
Doubleday | B.Elf | 85 Paladin | Stormscale


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#24 Jan 07 2009 at 5:19 PM Rating: Decent
TherionSaysWhat wrote:
Ambush is worthless, it scales horribly. Yes, really. Save yourself the trouble and open with Cheap Shot, hit 'em with a Mutilate or two and loot. At least that's how it generally went for me.
Good luck out there.


Whats wrong with Ambush? It deals sudden damage often taking down half of the victim's life and then you could mutilate-spam for the kill.
#25 Jan 07 2009 at 11:18 PM Rating: Good
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Pheorian wrote:
TherionSaysWhat wrote:
Ambush is worthless, it scales horribly. Yes, really. Save yourself the trouble and open with Cheap Shot, hit 'em with a Mutilate or two and loot. At least that's how it generally went for me.
Good luck out there.


Whats wrong with Ambush? It deals sudden damage often taking down half of the victim's life and then you could mutilate-spam for the kill.


While taking heaps of damage. Seriously, Ambush is great on mobs when you can get them to 20-25% health immediately, otherwise you're spending way too long on the fight after that initial burst. Remember, it's an opener, so there's no way to get any kind of stun off, thereby not being able to stop the mob from hitting you (which, as a leather wearer, you want to do as much as possible).

A 5 point Evis crit does about as much damage as an ambush, and you can do that while the mob is still stunned.

I was farming leather last night ... my rogue is 71, and I was farming the Mammoths in Borean Tundra ... level 69/70. My rotation is simple, CS -> Mut -> 5pt Evis -> Mut ... dead mob ... 4 seconds.

Sometimes, for variety, I would Cold Blood -> Ambush -> Mut -> Evis -> Mut ... dead mob ... also about 4 seconds, but I've taken 10% damage. Can only do 10 of those in a row before I'm dead. the first rotation pretty much ensures constant kills with no dowtime, eating, bandaging, etc. (I did start taking damage at one stage, and had to eat once ... mobs suddenly stopped dying fast ... was very confused - then I realised my poisons had worn off :-| )

So yeah, Ambush is nice for a big crit ... but that's all it's good for - seeing a pretty number, there are no practical advantages to it otherwise.

Now when I was level 18, I clearly remember one shotting some mobs with ambush ... when I was 30, I remember being able to take them to 10% - which was still quite cool. However, when at 50, you can only take them to 40%, and at 60 (on outland mobs with outland gear), you can only take them to 50% ... you realise just how bad the ability is getting as you level. At 70, I'm taking them down to about 60% with a normal ambush crit, which means I need to burn through the rest of the mobs hp toe to toe ...

Yes, Therion, I did try Mut ... and OMG, how could I ever have thought sub daggers was any good ... I didn't even need to try the half level as sub / half level as mut and then decide ... 2 or 3 mobs as Mut was enough to 100% convince me.
#26 Jan 08 2009 at 1:08 AM Rating: Good
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Quote:
but that's all [Ambush is] good for - seeing a pretty number

And even then it's meh.

Ambush scales terribly as you level. It's only "good" when it's the only thing ya have. Don't believe me? Go out and grind a bit with it on mobs of your same level and see how you like it. But, um, you may want to level First Aid before you head out. =)

For my money stun locking is the rogues best soloing friend.
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