Tuesday, December 18, 2007

PvP Source and Rogue Weapons

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PvP Source has an excellent article regarding Rogue builds and arena. I thought it was really well-written and highlighted exactly why I didn't think Shadowstep builds will be the future of the Rogue class. But now I'm not so sure.

It also got me to thinking about how Rogues seem to be one of the few classes that are so gear-dependent that even our choice of weapons pretty much forces us to go one build or another. And if you decide to change your build, you're facing getting new weapons to adapt. At first, this seemed severely unfair, but on second thought, many other classes need to get a completely new set of gear if they want to change their build from one talent tree to another. Rogues simply have to pick up some two new weapons. However, so much relies on the weapons, you either have them or you don't.

As so much relies on our weapons, consider our choices and the playstyle encouraged by each type:

  • Mace. I've never heard of anyone touting a high-end raid DPS Mace build. I don't think it exists. Because Maces aren't really for DPS, their main advantage is for stuns during PvP. Now, don't get me wrong, Maces have good sustained DPS and with the added critical strike, they even have decent burst damage. However, the one thing Maces have that other builds lack is stuns. And as Doomilias has pointed out, stuns in PvE should be precisely timed and the Mace specialization proc is completely random. When Blizzard added the critical strike portion to the talent, it was just icing. No one was picking Mace for burst damage. If you interested in Mace spec for PvP, I'd probably suggest a Hemorrhage build such as this.

    If you're interested in a Mace spec for PvE, I'd suggest you get your head examined (or maybe this build).

  • Sword. I'm unsure if any other weapon build can match the DPS output of a Combat Swords build. Attack power, not critical strikes, is the name of this game. Sword specialization gives you extra swings and together with a high average damage, you'll be pulling ahead of most other classes in DPS without much effort. The downside of Swords is that most people consider it to be incredibly boring. Mostly you are maximizing your time in Slice and Dice, spamming Sinister Strike and avoiding stealing aggro on the tank's mobs when you use Blade Flurry and Adrenaline Rush.

    But that's just Swords in PvE, how does Swords work in PvP? I've been using my Swords in PvP for a while now and I feel like I've done pretty well with them. As long as I've kept those abilities we have that give me a burst of damage when I want it and those abilities that help me maximize my mobility, I've been able to make Swords work in PvP.

  • Fist. I considered using Fists for a long time, but after doing some quick math, I noticed that Swords are more plentiful and have a much higher average damage. Fist is critical based. Consider it Daggers without positioning. There's nothing really "special" about Fists however. I consider Fists to be more boring than Swords simply because with Swords I can at least be excited about doing more damage than Fists. Heh.

  • Dagger. In my opinion, the true weapon of the Rogue. We were designed around it. We have three abilities that require it: Backstab, Ambush, and Mutilate. Which also means, taking a look at our three trees, we also have two talent trees that focus around it: Assassination, which ends with Mutilate, and Subtlety, which I believe can only achieve a level of burst DPS for arena through Ambush and Backstab.

    However, Daggers suck. I hate Daggers. Daggers might be fast and you get to see big numbers, but having to maintain positioning in an online game is annoying. Yeah, I know it's called Backstab, emphasis on the Back, but no other class in the game has to worry about positioning so precisely. Okay, maybe Warriors do as they tank and Druids have similar constraints in Cat Form. But Druids don't have to be wielding a certain type of weapon as well.

So, realistically, we have two clear options for PvP now: Maces and Daggers. Sure people will make Swords and Fists work in PvP, but I think if you're going to get serious, you're going to have to go Maces and soon Daggers.

Why Daggers? Examine this build. Since they all seem to have clever nicknames, I'm going to call this one BAD(A)SS. Backstab/ Ambush/ Deadliness/ Shadowstep. With Ambush's damage factor going from 250% to 275%, the 10% bonus to Backstab from Sinister Calling, Shadowstep's bonus of 20% damage to the followup attack, the already inherent bonuses from talents such as Opportunity, Improved Backstab, Malice, Murder, and Lethality, Daggers suddenly look a lot nicer, especially with all the Season 3 Armor Penetration against clothies. I would expect this would do better in 5v5, rather than in 2v2 or 3v3.

What do you think?

Thursday, December 13, 2007

No More AR/Prep and More!

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New PTR notes include some interesting news:

  • Hemorrhage: This ability now correctly does additional damage when its debuff has already been applied.
  • Preparation now resets the cooldown of Shadowstep and no longer resets the cooldown of Adrenaline Rush.
  • Shadowstep now adds a 3 second, 70% movement speed increase.
  • Sinister Calling now also increases the percentage damage bonus of Hemorrhage and Backstab by 2/4/6/8/10%.

So, my 0/33/28 build is dead. Many things remain, but the ability to pop Adrenaline Rush twice on a target really was what not only made this build viable in PvP, but also allowed me to use it in PvE. Now, I foresee me definitely having to change my build multiple times a week.

Blizzard wants every 41 point talent in each tree to be useful enough that people will use them. I'm sorry, but Shadowstep and the rest of the Subtlety tree just still isn't there. With such a huge penalty from dual wielding, Rogues are pretty much forced to pick up Precision and the middle of the Combat tree to be effective in groups.

We've gained back some of our Hemorrhage damage if we pick up Sinister Calling and Shadowstep. With 110% from Hemorrhage and an extra 10% from Sinister Calling, we will be back up at 121% of normal weapon damage.

Shadowstep is getting nicer, but I'm curious how big a tooltip can get in World of Warcraft as they keep adding more and more things to it to try to entice us to take it.

I'm filled with rage and I'm not a Warrior, so it's pretty useless. I feel like Blizzard is showing that they really have no clue where they want our class to go or any type of foresight as to how their changes might affect their own game.

I'm eager to hear what other rogues think of the changes. So, please chime in and let me know what you think of this. Is it just minor, or is it as monumental as it feels?

Tuesday, December 11, 2007

Death Cheated

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imagine cool picture here

Unlike Elistana's Rogue Sightings, which apparently is now wiped from the face of the blogosphere, I am not calling it quits. I am still alive and well. Having finished a mammoth project at work, I can now blog again without feeling like I'm neglecting my deadlines.

But what is new? Not much. If you've been following the other sites, you know that Hemorrhage is currently broken and on the PTR is has been nerfed from 125% to 110%, though the extra damage is going up 6 points for the 10 charges. While this poster may think this is a minor nerf, I'm not at all thrilled by the change. I read elsewhere that Blizzard made this change to give Rogues a utlity to help groups and raids more. If this is the case, I wish they would have allowed it to scale with AP or something. Blizzard should know by this point that fixed point values on end game abilities makes them less and less useful as gear improves. Just ask a Druid.

I don't believe that Rogues have changed to Hemorrhage because it is overpowered, as the blue reply came back, but rather that it is now simply a viable alternative to Sinister Strike. I have a 0/33/28 AR/Prep build. I did because I wanted to see how it worked and I think many other Rogues did the same. I hope Blizzard doesn't base their "overpower" evaluation on popularity of a build or Combat Swords has been overpowered for a long, long, long time. And although I do well with this build, I do much, much better with my Combat Swords build.

Yet, I also went with the AR/Prep build because of the success many give it for PvP. I've been playing a bit more PvP lately. Okay, a lot. Just last week I participated in five different teams, 2 2v2, 2 3v3 and 1 5v5. None of the teams are uber. You can check my armory. We are just merely getting by. However, I've been having a blast and this AR/Prep build helps a lot. Being able to Sap from 10 yards away is amazing. I find that I can Sap Warlocks with Felhunter pets before they can see me and Sap people on the edge of pillars in Blade's Edge Arena. And the smaller the team size, the better this gets. It's great in 5v5, but in 2v2, when you Sap the Paladin, he trinkets, you Blind him and then you kill his partner blowing your Adrenaline Rush. Mmmm. Tasty.

As I've noted elsewhere, although I love my swords dearly, I wish I would have bought the maces first. Watching other Rogues stun my partners or myself, is painful knowing that I could be doing the same, but just chose not to.

On the other side, I'm committing to posting at least once a week, hopefully twice. You might see more fluff pieces — er, like this one — but at least you'll see something.

Sound like a deal?

Thursday, November 22, 2007

Day of Thanks

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I kiss you!

There's a few thanks long past due. Days like today are good to set aside to think about how things affect our lives and touch us in profound ways. Therefore, I'd like to start by thanking my Season 2 swords, [Merciless Gladiator's Slicer] and [Merciless Gladiator's Quickblade]. You look so awesome and you hit so hard it makes me want to cry sometimes. I'm thankful for the Mongoose enchant on both of my weapons, because nothing is better than proccing dual Lightning Speed with 240 Agility, 240 Attack Power and 4% Haste. I'm thankful for my two pieces of Netherblade giving me the 2 piece set bonus increasing my Slice and Dice duration by 3 seconds. There's a lot of other pieces of gear for which I'm thankful. Every one of them, in fact. From my new [Dragonspine Trophy] to every one of my non-combat pets, like my new [Tiny Spore Bat].

And as you can tell from the last paragraph, I'm thankful for WowHead and how easy they made it to include tooltips on a site. WoWHead is always improving, like a Google of the WoW data reference community. Along with WoWWiki, they've changed the way I research information about the game.

I'd like to say how glad I am to have found the blogging community and be introduced to it and encouraged into it by Phaelia and so many others. There so many people theorycrafting and sharing their experiences, it is amazing. I track over 217 WoW Blogs on my Google Reader. Many are semi-inactive, but many are incredibly prolific generating over a post a day, and I skim every one of them — even the Shaman ones. ;D And Google Reader makes it possible, because without it I wouldn't have the time to visit each of them looking to see which ones posted something new.

I want to thank Blizzard for making something so fun to play. Like Phaelia posted on her blog, Blizzard filled World of Warcraft with multiple ways to feel like you're improving your character constantly. I'm so thankful for every thing on that list. Not only is the process fun because of that, but they filled the World with wonder, awe and humor. Before WoW, I'd only play most MMOs about 3 months before I just didn't feel like there was much of a reason to play. I've been playing WoW since beta, and though I did take a short break, I can't see myself ever leaving such a fun place.

But when it comes to WoW and life, what I'm really thankful for is the people. I am so lucky to be able to play with a great guild. We aren't the 'litist and we aren't the biggest, but it's filled with my friends, both local and distant. We've had at least 3 RL guild parties with over twenty players attending, some driving hundreds and hundreds of miles. I'm glad I have friends to play with, because without them the game would lose it's magic. It would lose the spark that I hold so dear. I'm so glad when I came back from my break I moved to Scarlet Crusade to join all my real life friends and I made so many other friends I hold so dear now. Just look at the guild roster and you'll see their names. They are Valenna's family.

Lastly, I'd like to thank the people standing in line when I bought my copies of World of Warcraft: Phaelia, Ebene and Khatrina. We have had so much fun together in game. Leveling our first characters, leveling horde, leveling and playing Burning Crusade. But more than anyone I have to thank Khatrina, my wife, for letting me play the game so much and for everything she does for me in our life together.

Friday, November 16, 2007

Rogue Sighted!

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I just wanted to say "Hi!" and "Welcome!" to Elistana for joining the Rogue blogging community! Her blog, Rogue Sightings, is completely devoted to PvP and has been marked as a "No Raiding" zone. Elistana also looks like she may be releasing more movies in the future, as she already has one featuring the new engineering mount. With already 7 posts since its launch last week, I'm looking forward to seeing a lot more from Elistana.

It seems Elistana has completely disappeared. Rogue Sightings isn't up anymore and the character has been marked as inactive on the Armory. If someone knows if she moved, let me know. It was the beginnings of a great blog.

Petitioning Actually Works?

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As I reported yesterday, we one-shotted Gruul on Tuesday night, but the instance servers crashed before we could loot him. Our guild master's first petition was ignored, but after we all petitioned, he got a response in Zul'Aman last night and generated our loot. Among them was the [Dragonspine Trophy], which I received in the mail. I'd like to thank Raliah for passing to me as I've been waiting for this for a long, long time.

Dragonspine Trophy
Binds when picked up
Unique
Trinket
Requires Level 70
Equip: Increases attack power by 40.
Equip: Your melee and ranged attacks have a chance to increase your haste rating by 325 for 10 sec.

Wednesday, November 14, 2007

Damage Meter Junkie

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Patch 2.3 is here. I've been reading so much and doing so much research; I wanted to try something new even if I eventually go back to what I have been playing. Therefore, I'm going to relay the first day of my experiences going from my old build to my new build.

Continue reading 'Damage Meter Junkie'

Saturday, November 10, 2007

Rogues and Armor Penetration

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I just wanted to say hi to all the guilds, like Icon, Shadow Fate, Team Deathwish and Aequitas, linking to this post. Please feel free to post a comment and look around at the rest of the site.

There have always been abilities that have reduced your target's armor, and, there has been gear that has allowed you to ignore your opponent's armor, primarily from high level instances like Black Temple, but it is my opinion that with Patch 2.3, Armor Penetration will be considered by more and more players.

Rogues aren't the only class that is going to get Armor Penetration. All melee classes are getting it. However, Rogues also have the Expose Armor ability and Serrated Blades talent in our Subtlety tree. As many Rogues are going Subtlety, I thought I'd give a quick rundown on how Armor Penetration works and what sort of improvement you're going to see from it.

Continue reading 'Rogues and Armor Penetration'

Friday, November 9, 2007

First Rogues? Now Mages?

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That's right! On the heels of Rogue Tanking, we now have Mage Tanking! Euripedes over at Critical QQ posted about Mage Tanking!

He goes into a full discussion about how the changes to 2.3 for the Arcane tree for Mages will give them more survivalibilty and potentially a way to allow Mages to tank. I'm not a Mage expert myself, but it sounds very interesting!

Mages give it a try! BTW, this is apparently humor. These changes aren't real. Next time I should read posts more carefully after a long work week.

For Rogues that have tried some tanking from my post, what results have you found?

Saturday, November 3, 2007

More 2.3 Rogue Changes

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PvPScene has some additional PTR changes that were made. Here are the Rogue ones:

  • Dirty Deeds: This talent will no longer interfere with getting the bonus damage from the Druid ability Mangle on Rupture and Garrote.
  • Hemorrhage: This ability now does 125% of weapon damage.
  • Shadowstep (Subtlety) can now be used at any time, not only while stealthed. Now increases the damage and reduces the threat caused by the next damaging ability. Cooldown increased to 30 seconds. Range changed to 25 yards. (Minimum range removed)

More Subtlety love. I would have to say that 2.3 will be the patch that has a lot of Rogues going to Subtlety, possibly forever.

Now, with Hemorrhage doing more damage, it should be even more viable. Plus all the changes to Shadowstep make it seem a lot more fun. No minimum range and an increased maximum range. The cooldown was just doubled, however, and that is definitely going to make it a little less fun.

Sunday, October 21, 2007

Not So Naked in Season 3

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Image stolen from MMO Champion

As Phaelia pointed out on Resto4Life, it looks like a few of my wishes come true; Season 3 armor has several of the things I wanted on my list. Here was my initial list from my response to the Rogue class review on the WoW forums:

  • Less Critical Strike rating.
  • More Hit.
  • More Stamina.
  • More Armor.
  • More Stealth.
Here's what we got with Season 3 over Season 2:
  • More armor. A lot more armor value. We went from 1740 to 2186 Armor. That's not including Armor value from Agility. Counting Agility we went from 2096 Armor to 2514 armor.
  • More hit. Three items have +12 Hit Rating. +36 Hit Rating total. Wow. Amazing.
  • Less Agility. This surprised me. They still increased our Attack Power and Critical Strike Rating, but overall Agility went down 356 to 328 on these five pieces.
  • More Stamina. 29 more points total.
  • More Critical Strike Rating. 18 more points. However, with the decrease in Agility, Critical Chance goes up by a little less than half a percent.
  • More Attack Power. Counting Agility changes, Attack Power only sees a gain of 22 points from Season 2 to Season 3.
  • More Armor Penetration 252 total from 3 pieces.
  • No additional Stealth Levels, no change to Resilence, no change to number or types of sockets.

Finally, the ones that have most changed are the Head, Legs and Chest pieces. So, if you already have Season 2, I'd save up for those first. Each of them have the added Hit Rating and Armor Penetration.

I know I'm saving all my Arena Points for Season 3 at this point.

Saturday, October 20, 2007

Now with Less Parry! and Dodge!

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On the official WoW Rogue Discussion forum, Palaelf asked,

Why no changes for combat rogues? Us combat rogue stuck it up with a boring spec to play with in Arenas how about something nice for us? All I see is changes to Sub and Mutilate trees and the only thing I see so far for Combat Rogues is a NERF with this new "Expertise" rating how will Arena rogues keep a proper hit rating? We already miss a ton in a full arena gear set. Now we are going to be missing our sinister strikes making us a shiv only class?
Drysc replied,
Nope. No changes. We're not required to make changes to every class or every tree just because other trees may see changes. Have you tested or even thought about the dps increase of actually being able to stop your target from dodge/parry with the expertise rating? I'm going to guess not.

So, how good or bad is Expertise going to be for Rogues? I guess that depends on a lot of factors.

Continue reading 'Now with Less Parry! and Dodge!'

Monday, October 15, 2007

Blinding Powder's New Tooltip

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LOL! At least Blizzard has a sense of humor still.

Friday, October 12, 2007

New Rogue Badge Loot and AEP

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Recently, MMO-Champion posted all the new Badges of Justice loot from Patch 2.3. Among them were some major Rogue upgrades for neck, back, wrist, hands, legs, feet and trinkets. So, start running some Heroics and saving up your Badges of Justice as you'll need 475 to get everything that's new.

I plugged the items into Shadowpanther's Excel spreadsheet to determine their AEP. As far as I know, Ming was attributed to coining the phrase or at least making it so widely known. His work is the backbone behind most Rogue theorycraft. Shadowpanther uses a group of fixed values for AEP, though some other Rogues theorycraftsmen have a dynamic AEP based on current gear, talents, etc.

Quick rundown on AEP. AEP stands for Agility Equivalency Points. Each stat an item possesses is given an AEP score to measure it against Agility. Each point of Attack Power is valued at .5 AEP because Agility gives Attack Power, Dodge and Crit. Strength is also valued at .5 AEP because it is worth 1 AP. Stamina is valued at 1 AEP for survival in the base AEP ratings but there are also two other AEP values called DAEP and MAEP. See, normal AEP is weighed for PvP, DAEP is weighed for PvE and MAEP is weighed for Maximum Damage. Once each stat is given a weighed AEP value, you can then look at a piece of gear convert all the stats to AEP and add them together. The item with a higher overall AEP should be better for you character than an item with a lower AEP. This isn't always the case, but it's a pretty good estimation.

The other two stats that are useful to examine are Total Crit (TCrit) and Total Attack Power (TAP). TCrit is a calculation of the total crit for an item converting Agility into +Crit and adding it to the item's +Crit. TAP is the same concept adding Strength plus Agility plus Attack Power to give you one score.

Continue reading 'New Rogue Badge Loot and AEP'

Thursday, October 11, 2007

Er, Kick was Broken?

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While most of the changes in the recent 2.3 patch that made it to the PTR today are well-known, there was one interesting note from the official World of Warcraft notes on the 2.3 PTR notes for Rogues that I haven't seen before:

Kick: Interrupting a channeled spell with this ability will now always properly prevent casting spells from the same spell school for 5 sec.

Now, I have Improved Kick for PvP:

Improved Kick: Gives your Kick ability a 50/100% chance to silence the target for 2 seconds.

I honestly didn't realize Kick was broken. And now it makes me realize how relatively worthless Improved Kick seems. How many schools of magic do most casters employ? Two? Three for mages? I hope that Blizzard also takes 2.3 as an opportunity to look at Improved Kick and improve it somewhat (we can call it Improved Improved Kick). A one tick silence doesn't really seem all that useful when we are already silencing for 5 seconds the school of magic they were using when we kicked them.

Let There Be (Back)Light!

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And Valenna saw it was good. Nah, good is an understandment. It's sexy. It's futuristic. Just looking at it makes my swords sharper. It makes me want to play with the lights off.

I... I think I need a moment. ... K, I'm done.

If you didn't read my post about the Belkin Nostromo n52 SpeedPad before, go do it now.

Continue reading 'Let There Be (Back)Light!'

Tuesday, October 9, 2007

I Feel Naked in the Arena

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...and not in a good way. No, I'm not talking about ERP. I'm talking about craptastic armor values of my Arena gear!

After reading about Season 3 gear and armor penetration over on Phaelia's Resto4Life, it made me start thinking about the armor value I have now compared to the armor value of the cloth wearers.

Continue reading 'I Feel Naked in the Arena'

Sunday, October 7, 2007

Energy, Pure Energy

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I've covered surviving as a Rogue. It's essential. Live longer and do more damage. But that's just part of what it means to be a Rogue. Our primary role is to deal damage and lots of it. How we (and copycat Druids) do damage relies upon the energy and Combo Points systems. The Combo Points and Finishers system is significant enough to be deserving of a separate discussion, so I'd like to focus upon the energy system and how to maximize your energy regeneration first.


got energy?

Continue reading 'Energy, Pure Energy'

Decyphered Script: Trinkets

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Encrypted Text on WowInsider highlighted Ten Great Rogue Trinkets. I'm a bit envious that I didn't beat her to the post myself as I had been thinking about just such a thing.

While I'm not in 100% agreement with everything in it, it was pretty funny and hit most of the major trinkets.

We differ in that I use TrinketMenu to cycle through my "On Use" trinkets which she seemed not to prefer over the "On Hit" trinkets. Therefore, let me recommend two starting trinkets for Rogues: Bladefist's Breadth and Core of Ar'kelos. Both are rewards from readily available quests in the Outlands. Their "On Use" abilities get me to swap them out for the Bloodlust Brooch whenever it is down. In this way, I always have +200 AP when I want it most.

Core of Ar'kelos
Binds when picked up
Unique
Trinket
Use: Increases your melee and ranged attack power by 200.  Effect lasts for 20 sec.
Equip: Increases attack power by 52.
Bladefist's Breadth
Binds when picked up
Unique
Trinket
Equip: Improves critical strike rating by 26.
Use: Increases attack power by 200 for 15 sec.

Saturday, October 6, 2007

Val's Response to the Rogue Class Review

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WoWInsider highlighted a Rogue Class Review on the official Europe servers. I'm not going to go into every part in depth, but I will highlight some of the ones I found to be most interesting.

Rogues versus Warrior & Feral Druids Rogues feel they don’t bring enough to raids. Warriors give shouts, loads of HP/armour and equal DPS. Feral Druids give buffs, raid abilities such as resurrect, innervate and are also good in DPS. Rogues feel left alone because they are suppose to be the jack of all DPS classes but they don’t bring buffs, raid abilities or high DPS. Improving DPS overall would help. Giving buff abilities is an option but doesn’t really fit in with the Rogue profile. An option would be to introduce more debuff abilities for Rogues like Hemorrhage (acid reducing armour for example). Also giving less immunity on bosses could boost Rogues’ DPS.

I think this is what Rogues have been asking for all along. Either make us the unquestioned gods of DPS or allow us to bring a little bit more to a raid. As it is, there is no question that Hunters dominate the DPS charts on end game and do so standing 30 yards away from the dangers of the mob. Instead we stand within arms reach of our targets wearing the second to weakest type of armor.

Rogues are reporting they are missing a lot of +hit rating on the Arena PvP items. +hit is very important for Rogues so that their melee abilities land on the opponents. Also with a lot of abilities/gear having +stealth detection, it makes Rogues easy targets in some situations (Warlock with Paranoia + Cast Eye Goggles for example). Giving some +stealth on gear would help a little.

This has been one of my major hesitations to picking up PvP gear. A lot of classes can pick up PvP gear and replace pieces of their PvE gear with it. This isn't true of Rogues. The majority of rogues benefit highly from +Hit and rogue PvP gear is completely lacking in +Hit. Instead, Blizzard gives us +Crit which everyone who wears PvP gear has resilience to counter. Rogues need a significant boost in PvP. In my opinion our PvP gear needs:

  • Less critical strike rating.
  • More hit.
  • More stamina.
  • More armor.
  • More stealth.

Until this occurs, Rogues will continue to suffer in PvP.

Going in PvP with a Rogue versus Range the range class wins most of the time. Rogues only have two abilities (Sprint and Shadowstep) with huge cooldowns. This makes them an easy target. Giving Rogues more chance to reach their range target would help a lot. And example would be shorter cooldown and longer effect on sprint.

Oh yes. Yes please. With Sprint being our only boost, I'd love to see the cooldown reduced. Honestly, I'd love to see Rogues get a run speed boost that is passive.

Expose Armor currently has a fixed value and does not improve against good geared players. To give Rogues more scaling, let Expose Armor have a percentage of armour reduction depending on the opponents armour. Letting this ability stack with Sunder Armor and also stack with AP would increase the usefulness of this ability.

Expose Armor is worthless and has been since beta. It needs to stack or do something in conjunction with Sunder Armor.

Rogues are saying that once all their cooldowns are on they are having a hard time killing people in PvP. Giving a few key abilities lesser cooldown would help. An example of class versus class would be Rogue versus Paladin/Warrior. An example of abilities would be Evasion, blind & Adrenaline Rush.

Yep, exactly. Every one of our "tricks" is on a cooldown, usually around 3 minutes. This gives us one good span of 15 seconds in PvP in order to drop our targets. If it doesn't happen, it's over. I'm not sure what can be done about this however. If these cooldowns changed, they would significantly change how Rogues perform in PvE. Perhaps a change in Rogue cooldowns would fix a good majority of the issues listed here.

Eviscerate seems to be lacking the Rogues choice of ability. They are saying Bleed and Rupture are doing way more damage then Eviscerate. Improving Eviscerate would help a lot on Bleed immune mobs. And example of this would be let it stack more with AP and/or weapon damage. Another example would be adding a percentage to ignore armour.

I think there should be ways that every finisher, including Eviscerate, should be a possible choice for a rogue depending on the situation. However, having Eviscerate as just a damage finisher for when you can't use Rupture doesn't seem to make Eviscerate special enough to keep as a finisher. Rupture does more damage and does so when a Rogue's target moves away. Eviscerate needs to do more damage since it is instant in order to be considered.

To be able to help on grouped mobs, giving Rogues the ability to hold combo-points on targets even if they are building more combo-points on other targets would help. This would also boost the PvP Arena DPS. Another way to do this is to make combo-points a buff and it will keep on holding those combo-points for a certain time before the combo-points go away (including when switching targets!).

Combo points are so essential to the way rogues are played that something should be done to allow all of these wasted points to be used. A change like this would make Blade Flurry even more vital to most builds, something I'm not sure that Blizzard really wants to encourage. An interesting idea would be to return the combo points as a target dies to the Rogue as a buff that could be reapplied to the next mob with a new move or just enchances a Rogue much like Remorseless Attacks an essentially useless talent was meant to.

While I appreciate the moderators on the European forums consolidating these concerns, I would much rather hear what Blizzard intends for the future of the Rogue class.

Continue reading 'Val's Response to the Rogue Class Review'

Thursday, October 4, 2007

Tea Anyone?

Parry! Dodge! Spin! has moved! This version of the blog is no longer being updated, but all posts and comments are over at the new location! Please go to http://www.parrydodgespin.com for the new location!

*sip* Mmm... Thistle Tea. Sounds tasty, doesn't it? I think it tastes like swamp, but regardless, nothing gets you moving like a good cup of Thistle Tea. *sip*

While the talents and gear to raise your maximum energy aren't available at lower levels, Thistle Tea is a drink that when consumed gives you an instant burst of energy. Thistle Tea can be consumed as early as level 5. While it might seem like a young age at which to begin experiencing the joys of mind-enhancing drugs, there is no Alliance or Horde Drug Enforcement Agency to police it. And even if you aren't able to craft it or can't collect the ingredients yourself, you can still use it.

As great as Thistle Tea is, it does have a 4-minute cooldown, meaning you'll have to do some planning ahead to make optimal use of it. Also note that, even at the earliest levels (its potency unfortunately diminishes as you gain levels), the maximum energy granted by Thistle Tea is 100, the same amount of energy recovered by a Rogue over 10 seconds.

Thistle Tea
Classes: Rogue
Requires Level 5
Use: Instantly restores [100 - 2 * max(0,PL - 40)] energy.

Continue reading 'Tea Anyone?'

Monday, October 1, 2007

Dirty Tricks to Tanking?

Parry! Dodge! Spin! has moved! This version of the blog is no longer being updated, but all posts and comments are over at the new location! Please go to http://www.parrydodgespin.com for the new location!

Tanks are hard to find. Sure we have tanks in our guild like Antipas, Beefshank, DevilCS, Semore, and even an excellent druid tank named Currant. However, sometimes you just can't find one — especially in the middle of an Alterac Valley weekend.



So, I've found myself tanking with surprisingly interesting results. So, I'm going to go into how to tank entire instances as ... a Rogue.

Continue reading 'Dirty Tricks to Tanking?'