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?

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*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?

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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?'