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#1 Feb 05 2009 at 5:51 AM Rating: Excellent
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This list was begun on 02/05/09 and will be updated each time a new official post regarding rogues is found. My primary source on this is MMO-Champion.

02/09/09
Hunger for Blood (Assassination): Now increases damage 5% per stack, (up from 3%.)
Mind Numbing Poison now reduces cast time by 30%, down from 60%.
Mutilate damage will now do 20% increased damage against poisoned targets, down from 50%.
Slice and Dice: This ability now increases melee attack speed by 40%, up from 30%.

02/05/09
3.1.0 Killing Spree
Just imagine it is exactly like the current Killing Spree except that your dps goes up while Killing Spree is active. (Source)

3.1.0 Hunger for Blood
The idea with Hunger for Blood is you will probably have bleeds available from other classes in a raid setting (and even if you didn't you can add them yourself). But in PvP it will require an extra step to really benefit from HfB and thus tone down Assassination burst damage a little.

There are more related changes, some sooner and some in 3.1. We didn't want to list every single change, just a sampling. (EDIT: To prevent a lot more posts from saying the same thing, we know HfB is not popular in PvP now. We don't want to change that as a consequence of these other changes. (Source))

3.1.0 Hunger for Blood (Continued)
The idea with Hunger for Blood is you will probably have bleeds available from other classes in a raid setting (and even if you didn't you can add them yourself). We are making several changes to rogue talents and abilities. Some are coming before 3.1. Some of them are definitely with the intention of toning down PvP burst. If we buff HfB and change some other rogue abilities, there is a risk that HfB will end up getting used for PvP. The extra bleed requirement should help discourage that and thus still satisfy our goal to tone down Assassination burst damage a little. (Source)

Rogue burst damage
We are reducing it. These changes are not all of the changes. (Source)

Can we expect any more PvE Buffs?
These changes are not all of the changes. (Source)

Vanish
"Working as intended" gets used too broadly. With Vanish, the issue is more like: we think there are probably some bugs with it still somewhere, but whenever we sit down and try to replicate those bugs so we can get to the bottom of the problem, the dumb spell works perfectly. (Source)

02/05/09
Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.

Adrenaline Rush – the cooldown on this ability has been lowered.

Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.

Killing Spree – while this ability is active, the rogue does 20% additional damage.

Savage Combat – now causes 2/4% physical damage done.

Mace Specialization – this talent now grants haste in addition to armor penetration.

Edited, Feb 7th 2009 7:37pm by EonSprinter

Edited, Feb 7th 2009 7:48pm by EonSprinter

Edited, Feb 9th 2009 9:04am by EonSprinter
#2 Feb 05 2009 at 5:58 AM Rating: Decent
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Just quoting myself from the simple questions/simple answers thread because the information is relevant:

Quote:
The change [to Hunter for Blood] basically means you need to keep Rupture up all the time (or Garotte, but well... yeah, good luck keeping that up).

Edit: Come to think of it... I'm not sure how the new version exactly works past this point. Is the idea that your bleed gets consumed upon using it? Do you still get your energy back or is it now free? How long will the buff last?


I'm curious what they're doing to it now. I suppose your bleeding effect doesn't get consumed since that would cut down a sickening amount of rogue DPS. Still curious on the last two, though.
#3 Feb 05 2009 at 6:04 AM Rating: Good
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Not enough information at the moment - but it doesn't say anything about consuming rupture. I'm certain they wouldn't do that. I would love it if the new HfB, once applied, lasted until the mob was dead.

I think that our DPS on trash will be negatively affected.
#4 Feb 05 2009 at 8:57 AM Rating: Excellent
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If I were to guess, I would say that it works similar to the subsidiary effect of the talent Blood Frenzy for warriors. The difference being that you still have to cast HfB for it to take effect, whereas Blood Frenzy automatically activates when the bleed is on the mob.
#5 Feb 05 2009 at 12:37 PM Rating: Decent
I'm guessing combat rogues will now be dropping two points of improved sprint and one point of endurance and putting it in lightning reflex for the increased haste.
#6 Feb 05 2009 at 1:34 PM Rating: Decent
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Holy crap, Lightning Reflexes 10%, S&D 35%, Blade Fury 20%, Engineering gloves buff (1min recast 320 haste) and a haste trinket, and double mongoose, you're looking at nearly 85% attack speed for 10 seconds every 2mins. That's going to be nuts on trash. AR lowered, and if the glyph is unchanged, might make it a 3 minute cooldown? Maybe even lower. Don't really see 4min cooldown on much

Combat's looking sexy o_O

Edited, Feb 5th 2009 4:35pm by Zafire
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#7 Feb 05 2009 at 1:53 PM Rating: Decent
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Wonder if we'll be able to make a Rupture/HfB macro?
#8 Feb 05 2009 at 5:53 PM Rating: Good
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Added more to OP.
#9 Feb 05 2009 at 8:58 PM Rating: Excellent
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Ugh. Buffing Combat, nerfing Mutilate.

Shoot me now.
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#10 Feb 05 2009 at 9:22 PM Rating: Good
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The change to HfB should mean higher DPS on bosses, Demea, don't despair ... though it is a bit of a nerf on trash DPS.
#11 Feb 05 2009 at 10:02 PM Rating: Excellent
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Hmmm... unless HfB is an automatic playeraura, it could end up being a nerf compared to Combat post patch. But I imagine it'll be on auto as in "Whenever there is a bleed effect on target, player gains Hunger for Blood" or something like that. Also note that this change could make assassination just about as easy to apply a DPS cycle to as combat. Just need to match SnD refresh time to Rupture's uptime. Also note that getting Garrote in first rather than just running up to the target and hacking could make a difference. Could me more raid rogues actually needing to stealth =)

The change to Spree could push a lot of players back to combat... Great in combination with bloodlust and a haste pot.

Nicely organized thread, thanks Eon! Keep up the good works.
#12 Feb 06 2009 at 3:59 AM Rating: Decent
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2 things about the HfB change ..

1) You won't need to apply the bleed yourself, so unless there are no warriors and no feral druids in your raid, you'll have to add rupture to your cycle.
2) I doubt it'll be an automatic aura, it'll probably be something you can pop on if there is a bleed on your target, that being said ... the initial explanation is quite vague. It's said to NOT be a "Self-buff", but in the same sentence, it's said to be "Something that can be used". Now, if an ability that you use to increase your damage by 15% is not a self-buff, then I dunno.

Anyway, I equipped my swords on my (sadly, at this stage, neglected) 71 rogue, and they looked so much cooler, I immediately respec'd back to a standard 5/51/5 combat leveling build. That may change again slightly in 3.1, but I so prefer my rogue to use swords, they're so much nicer (The "Art of War:Blind" movie has a lot to do with that impression).
#13 Feb 06 2009 at 5:44 AM Rating: Good
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TherionSaysWhat, Assassin Reject wrote:
Hmmm... unless HfB is an automatic playeraura, it could end up being a nerf compared to Combat post patch. But I imagine it'll be on auto as in "Whenever there is a bleed effect on target, player gains Hunger for Blood" or something like that. Also note that this change could make assassination just about as easy to apply a DPS cycle to as combat. Just need to match SnD refresh time to Rupture's uptime. Also note that getting Garrote in first rather than just running up to the target and hacking could make a difference. Could me more raid rogues actually needing to stealth =)


I think of it as a flat 6% dps increase over the old HfB, and, depending on how the new version works, there may be room to add eviscerate into the muti "rotation."

More damage for less energy. It's a buff in my opinion. Though how its numbers pan out versus combat is yet to be seen.

Edited, Feb 6th 2009 8:49am by EonSprinter
#14 Feb 06 2009 at 7:01 AM Rating: Default
Man i'm scared about the 'lowering burst damage' from the pvp aspect. :(
#15 Feb 06 2009 at 10:36 AM Rating: Decent
They're doing the same thing now that they did in BC. Herding everyone towards one particular spec in order to min/max. Well, the people with the gear for it at least, I still don't have a MH to use for combat yet.

All in all, I think it is complete crap. Eon, I think you missed one Blue quote in particular that caught my eye.

Quote:

"Differences between classes DPS in raid.
There is no such thing as a typical raid or even a typical encounter, so it is tricky to make blanket statements like "X always tops the meters." Overall, we suspect that warriors are too high (largely on double-dipping effects of Deep Wounds), DKs may be too high, and rogues and possibly cats are too low. This should not be news to anyone who follows these forums."


So they(as does anyone who raids) know our dps is low compared to other pure DPS classes, yet they're only buffing combat? Their big goal during raiding this expansion was removing the "raid composition requirement". It's bad enough that my guild doesn't have an enh shaman, losing out on a decent chunk of dps right there, but not having a consistent feral druid or dps warrior just plain blows.

As far as our burst damage in PvP...where the hell is the mage or hunter nerf?

Edited, Feb 6th 2009 12:40pm by Salwrathis
#16 Feb 06 2009 at 3:07 PM Rating: Decent
Seems to me that in increase to HfB's dmg increase is a buff, and I never have a problem keeping rupture up most of the time, usually the only time it fall is when I need to refresh HfB. All in all, I am looking forward to the rogue changes.
#17 Feb 06 2009 at 4:42 PM Rating: Decent
I think if HfB were to become something similar to Cut to the chase.
Once applied it is refreshed by rupture or other bleed effects and is removed when the bleed ends.

I would be nice at least, only having to worry about envemon and rupture. :3
#18 Feb 06 2009 at 7:05 PM Rating: Good
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Is this going to be a nerf in heroics? I mean, in raids/boss fights, I can see it working, because you have rupture up most of the time. But most of heroics are trash, and four bosses. I see it almost as a nerf because, we're losing 10% dps with not having hfb up for all fights, and i dont know about anyone else, but i dont use rupture (garrote maybe) on three-five mob trash pulls. so essentially, for overall dps, its going down because I dont blow rupture on a mob thats going to die in two seconds anyways.

Unless I guess if rupture could proc hfb, and that hfb lasts like 30 secs no matter if the bleed fades, or the mob dies.

It's really waaay too vague for me right now. I mean, for naxx i dont really mind it, seems to be ok, but for heroics, seems like it's not going to work too well and will be a drop in dps.

i'm confused, and I dont want to worry about grinding in naxx for a pair of swords to be competitive again. it seems combat def has the advantage here... but i guess only time will tell.
#19 Feb 07 2009 at 6:31 AM Rating: Decent
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Quote:
Is this going to be a nerf in heroics? I mean, in raids/boss fights, I can see it working, because you have rupture up most of the time. But most of heroics are trash, and four bosses. I see it almost as a nerf because, we're losing 10% dps with not having hfb up for all fights, and i dont know about anyone else, but i dont use rupture (garrote maybe) on three-five mob trash pulls.


Well, for one, I don't see it as a nerf since we don't lose DPS where it matters. And second, we still don't know how it works yet - maybe the idea is that you garotte a mob, pop the ability which then lasts 30 seconds, and then go about your trash 'rotation' as normal.
#20 Feb 07 2009 at 7:29 AM Rating: Decent
Quote:
Is this going to be a nerf in heroics? I mean, in raids/boss fights, I can see it working, because you have rupture up most of the time. But most of heroics are trash, and four bosses. I see it almost as a nerf because, we're losing 10% dps with not having hfb up for all fights, and i dont know about anyone else, but i dont use rupture (garrote maybe) on three-five mob trash pulls. so essentially, for overall dps, its going down because I dont blow rupture on a mob thats going to die in two seconds anyways.


You should always open with garrote to open which is a bleed effect. Also heroics are unimportant in terms of dps. But if it the change were to be implemented, the raid dps increase would be highly viable. The only place I can see the dps lacking is with FoK trash pulls, as if it only affects mobs with a bleed on, then most of trash won't suffer the extra 15% damage.

Edited, Feb 7th 2009 10:31am by Jepetto
#21 Feb 07 2009 at 10:40 AM Rating: Decent
Quote:
I think of it as a flat 6% dps increase over the old HfB, and, depending on how the new version works, there may be room to add eviscerate into the muti "rotation."

More damage for less energy. It's a buff in my opinion. Though how its numbers pan out versus combat is yet to be seen.


As Morbo would say: PERCENTAGES DO NOT WORK THAT WAY!

1.09 x 1 = 1.09
1.15 x 1 = 1.15
Difference = 0.06

Is 0.06 6 percent of 1.09? No, it bloody well isn't.
#22 Feb 07 2009 at 1:30 PM Rating: Decent
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Just as an FYI, that blue text is murder on the eyes to those of us using the old forum skin.
#23 Feb 07 2009 at 4:08 PM Rating: Good
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Kavekk wrote:

1.09 x 1 = 1.09
1.15 x 1 = 1.15
Difference = 0.06

Is 0.06 6 percent of 1.09? No, it bloody well isn't.

Ah, got it. My mistake. Apologies to the mathletes.

Edited, Feb 7th 2009 7:42pm by EonSprinter
#24 Feb 08 2009 at 10:20 AM Rating: Excellent
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TherionSaysWhat, Assassin Reject wrote:
Also note that getting Garrote in first rather than just running up to the target and hacking could make a difference. Could me more raid rogues actually needing to stealth =)

Why wouldn't you stealth to begin with? Overkill is teh sex.
Quote:
They're doing the same thing now that they did in BC. Herding everyone towards one particular spec in order to min/max.

Sums up my thoughts pretty well. It just kills me that every time Blizzard changes our talents to allow for something other than Combat to be raid-quality, they nerf the hell out of it soon after (see Hemo in patch 2.3).

Edited, Feb 8th 2009 12:23pm by Demea
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#25 Feb 09 2009 at 6:05 AM Rating: Good
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Updated the OP.
#26 Feb 09 2009 at 1:56 PM Rating: Decent
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EonSprinter wrote:
Updated the OP.

Thank you for changing the color. The blue made it nigh-unreadable.
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