|
|
Or, use your gamerDNA username: (more...)
| ||||||
| |
![]() |
| | LinkBack | Thread Tools | Rate Thread | Display Modes |
| | #288 (permalink) |
| Registered User Join Date: Dec 2003
Posts: 2,437
+4 Internets | I firmly believe that wound poison needs to be taken away from rogues.
__________________ Saban - Paladin, Dark Iron |
| | |
| | #289 (permalink) | |
| Registered User Join Date: Aug 2006
Posts: 94
| Quote:
I firmly believe the Rogue talent trees need completely overhauled: Combat: Nothing fancy at all. It's all straight up offense with very little defense. All about who dies 1st? You or me? Subtlety: (aka the stunlock rogues) It's all about locking your opponent down, your damage output kinda sucks & it takes you awhile to pvp someone down, but damn, if you're Subtlety specced & get the jump on them, they're fucked. Assassination: Masters of Poisons and massive burst damage. Much of their damage from surprise attacks (aka stealthed). The shorter the fight, the better. But if the fight is anything but short, their weaknesses begin to grow. | |
| | |
| | #290 (permalink) |
| Registered User Join Date: Feb 2006
Posts: 239
| I'm inclined to agree, Diatribe. They're growing more and more centered around cooldowns which just creates a host of problems. As for wounding poison being removed, I'm of the belief that healing numbers have gotten out of whack with damage output numbers, and something needs to be in there to compensate. I'm more inclined to say revisiting the value of +heal vs damage boosts on gear, but barring that, elements like wound poison, mortal strike are necessary, for better or worse. |
| | |
| | #291 (permalink) | |
| Registered User Join Date: Jan 2005 Location: Dallas
Posts: 6,823
| Quote:
Is this patch being released today? | |
| | |
| | #292 (permalink) | ||||
| Johnny Fucking Headshot Join Date: Jan 2002
Posts: 3,426
| Quote:
* Mortal Strike: Base 10% healing reduction (40% total) and improved MS bumps it to 20% (50% total) and thus actually gives people a reason to ever take that talent. It still does a ton of damage and is still another 10% less healing so QQ's are basically unwarranted. * Wound Poison: 10% decution (40% total) on the first stack, additional stacks don't increase the reduction BUT initial damage from the poison itself is increased based on number of stacks on the target to surpass instant (by a small amount) at the 5 stack level. * Aimed Shot: Lower cast time to current (and thus hasted) weapon speed, bump cooldown to a flat 10 seconds, but no longer provides any additional healing reduction because fuck hunters and their 18 seconds of cc immunity. Quote:
Quote:
Quote:
The trees don't need any overhaul except to, if anything, streamline them further. Combat is your pve tree, subtlety is the pvp tree, and assassination is the flavor and/or the "i like daggers but 1 yellow number every 6 seconds is just not fast paced enough for me" tree. While we're on the subject, a heart-felt fuck you to blizzard for giving assassination mutilate and subtlety -15 energy to backstab, but not giving combat 1 fucking thing to make combat daggers worthwhile. Fuck. You. | ||||
| | |
| | #296 (permalink) |
| Registered User Join Date: May 2006 Location: The 'Burgh
Posts: 1,048
| They just need separate rulesets, end of story. It would end the headache of balancing gear/talents/spells etc because it is OP in pvp but fine in pve. They are dragging their feet however on this one. |
| | |
| | #297 (permalink) |
| where is my mind Join Date: Dec 2006
Posts: 6,368
+39 Internets | Assasination should be a better damage tree for low to mid geared characters highly based around Rogue poisons and Combat should be the Raid damage tree. Melee Daggers shouldn't drop in Raids. Done. |
| | |
| | #299 (permalink) |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 7,240
| Thats what happens though with spreadsheet combat. When you get everything down to numbers, percents and cycles different specs scale and thresholds are crossed at different points. When you get enough Y spec 1 outperforms spec 2 but not until Y is reached. |
| | |
| | #300 (permalink) |
| Registered User Join Date: Jul 2005
Posts: 312
| Im fairly sure at no point in progression at least in tbc do daggers out perform combat swords at any point. For mages Fire is almost always universally better with the exception of a group being built around you as arcane. Locks if you actually get in a caster dps group destro outperforms aff. I realise things become more optimal at xstat level which forces you to alter rotations and what not. I don't believe there should be a "forced" mechanic though. "Well daggers are only good till tier x after that swords are just plain better." |
| | |
![]() |
|
| Thread Tools | |
| Display Modes | Rate This Thread |
| |