Night elf Female rogue stealth animation
Hello, So I submitted a ticket about this more of a appearance bug, but whenever I walk with my Night Elf female character in stealth, it seems the legs aren't moving as fast as a pace of character. It doesn't appear to be the issue with Male character model, but with female, walking in stealth feels more of a skating like experience, not "sneaking around". Any other races who are rogues have simillar issue?9
Let's be serious...
At the moment, in pve, rogue does feel a bit lackluster. We've got incredible burst potential if set up correctly, great sustain if rotation is unhindered ( sin and sub ). RNG gods must be kind for outlaw to perform in the top half, but if they get their 2+ buffs - they'll most likely be top tier dps. And no I'm not saying we're the worst or that we can't possible achieve top dps. I'm just bringing up the point that as a rogue we've always had to focus that much more on achieving the numbers we get. But all this being said I do think blizzard have done a good job with keeping our class balanced. The nerf to outlaw was semi needed. Now before you get angry and reply with a crappy comment - just see the fact that outlaw didn't have to do much to top meters. Bringing that down now can leave some room for future buffs ( RTB looking at you ). Another issue is that I see people leaving outlaw / sub / sin and dumping AP somewhere else. I feel that this is a grave mistake just because we aren't naturally the top dps. Tier gear has yet to come out and any form of dps approximate for the future can and will be off. We see this every single expansion. So the whole point of this thread is to calm the masses down, and myself, regarding where rogues stand now. Just because we're not N1. Doesn't mean anything this early into the expansion.4
Roll the bones weakaura is here
TotT focus macro
Hi guys, I usually do my macros myself but I don't know how the focus things work and it's hard to find concise, up to date information so I'm asking here instead. I used to have a macro for Tricks Of The Trade that I modified with the name of the dude I want to cast my TotT on at the start of a dungeon/raid and would be able to cast it without leaving my current target (visibly at least), they would just need to be in range. It would go like "attacking target>cast macro>focuses on target-cast_tott-focuses on pervious target>back to attacking target, it would all look like I never left focus on my current target. It would be nice if someone could make this macro for me, or at least sent me to a well documented and up to date place to learn these things. Thanks!4
Why Subtlety talents are poor, suggestions to improve.
Hello there! As many of you noticed, most of the Subtlety rogues are using the same talents. Link to the builds : Normal talents : http://www.wowhead.com/talent-calc/rogue/subtlety/c5Tz (Usually only 4 and 5 are different depending on player's preferences) PvP talents : http://www.wowhead.com/talent-pvp/rogue/subtlety/Jv0 (PvP talents are better overall as you have multiple good options on almost all tiers, the issue being Phantom Assassin, i'll explain why bellow) Before adressing the issue, i will remind you what sub design is about in it's current version. As Backstab does really poor damage, and suffers from to comparison with ShadowStrike (x2 damage, x2 combo with premeditation talent, extra mobility), you basically never want to use it, and cycle your finishers as much as possible to have as much ShadowDance uptime as possible. This design limits your talent options, as you cannot consider a build that would rely on BackStab, simply because it doesn't do damage. You are forced onto the extra shadowdance duration talents. (Subterfuge / Phantom Assassin) Your shadow dance is now 8sec duration, and you then need the energy to support such a long dance. Which make Vigor and Shadow Master must take talents. At this point the player just had about 0 options on how he wants to play his rogue, the spec design makes it so that there is one viable build and that's about it. I took some time to think about it, and i came with 2 good solutions to this talent diversity issue. First option : - Give players a build that would turn ShadowDance onto a utility spell rathen than being your only way to do numbers. To do so, Backstab damage should be increased Significantly, so that it does similar numbers to Shadowstrike, without generating as much combo points. That would also make Gloomblade a viable option vs high armor compositions. You then would use ShadowDance when you need a stun, sap, or mobility. Second option : - Remove shadowdance extended duration from talents, make it 8sec baseline - Then redesigned some of the talents to give players 2 ways to use shadowdance. A build focused around sustained damage and energy recovery, and another build focused around momentum and explosive damage. The energy focused build would be about the same as what sub is right now. Subterfuge would need to provide new utility, for exemple give damage taken reduction when under stealth effect, or provide sustained damage improvements. (Different ways to do it, for exemple make your shadowstrike apply a dot or a damage buff, to reward being under shadowdance for a long period of time). The momentum focused build would be designed differently, in this build you will run out of energy, but when you activate shadowdance you do explosive damage. To do so, i suggest to change NightStalker so that there is a trade off.: Actually REDUCES shadow dance duration, but increases your combo point generation while activated. This change would also improve Deeper Stratagem and the way you can "burst" when pressing shadow dance. With these changes, you could play either your rogue to cycle dance 24/7, or to be more explosive and get in / get out of fight with talents like Thief's bargain for exemple. This would at least offer different possibilities, which isn't the case at the moment. I would like to know if you also consider the current sub talents to lack diversity, how you would change that, and what do you think of my suggestions :)0
Assassination Mastery: strange/needs tweaking
So, i'm conscious this has been mentioned before but as far as I can tell it's not being given attention by blizzard: Assassination Mastery does not scale bleeds. Boohoo I hear you say? No, it's a problem particularly in light of the damage nerfs. Hear me out...Only a small portion of our damage is actually affected by our mastery; and changing spec (bleed to poisons) doesn't particularly change this (helps a bit, not much). We are one of the only classes where the largest part of our damage...doesn't scale with mastery. At all. Here's the delve of a recent arena skirmish we played (damage breakdown) to illustrate the point. My spec was bleed-centric talents (exang etc.): -Garrote - 31% -Rupture - 28.4% -Deadly Poison - 8% -Evenom - 9.1% -Hemo - 4.4% Remaining 15% is in tiny 1-4% chunks of other 'stuff' I haven't included (e.g. Kingsbane, Kingsbane DoT, Poisoned knife, auto's ) etc...I've also not bothered adding in mutilate as it's about the same (7.1% vs 7.2% in either build). Here's another breakdown of an arena I played as poison-centric talents, in the same order as above and the difference between this and the above alongside in italics: -Garrote - 24.1%% -Rupture - 24.5% -Deadly Poison - 11.7% -Evenom - 11.9% Edit: cleaned it up a bit As you can see, the bleed numbers drop by about the right amount to account for the loss of hemo etc., but the poison numbers don't become sufficiently higher to make up the difference. It can't be a gear bug or gear quality (correct stats) problem as there's a stat template in instanced PvP. My question is this; regardless of whether you think 'sin is balanced atm, surely it makes sense to allow mastery to scale what is (even under a poison-centric build) around half our damage output? My personal view is mastery should affect bleeds at a lower co-efficient than it does poisons, but still affect it. That way it retains balance but prevents us becoming a piece of crap later in the expac.1
Creeping Venom ('Sin honor talent)
Is it me, or is this ability utter garbage? Ticks for anywhere from 4-8k (for anyone not at 110 yet, health is in the 1.5-3 million range depending upon class / spec / setting / gear and buffs (in the case of world pvp) etc. Granted it almost never falls off, but the damage is utterly inconsequential (in a long 3m fight with someone, it did less than 0.5% of my damage according to Details!) I'd love to see this made into a 'real' thing to content with the other 'good' talent' in the row (system shock, far better atm). I'm having flashbacks to Warhammer online stealthers and how the dot opener from both stealth classes did huge damage if you moved, but none at all if you stayed still for 2 seconds after opening (i.e. play and counterplay). Given all the whine about sin damage, I do feel a bit cheaty having cheap shot at times though. In fact, i'd love to see cheap shot removed from sin and given a high damage dot such as creeping venom as baseline from the opener (or maybe baked into garotte? that'd be great). Stand still and don't panic or cleanse first? Ok, you live. Move right away and panic? Eat large dot that keeps running until you stand still for 3s. Thoughts? Also removes a lot of the 'OMFG rogue stuns' whine and takes us further away from the sub/outlaw playstyle of control.3
I have almost had it!
Rogues are meant to be a class that is close quarter combat. A class that deals immense damage in bursts. I am getting real sick of Blizzard Nerfing each role that we have one by one. I have invested over 20 AP into all weapons but Sub, and now Sub at the highest tier seems to be tops. First it was Outlaw, then everyone had to reroll to Sin and invest AP into that role. Now its a mix of Sin, moving to Sub. Blizzard you had MONTHS to balance out classes, months worth of Beta feedback and at the Nth hour you decide to keep pounding each and every spec into the ground. Tomorrow we could be looking at a different spec. Please tell me WHY the !@#$ we got a nerf to ANY role. Even as it stood rogues were not top in either AOE or ST. While you have Mages and Huntards topping DPS charter in both AOE and ST. I am watching stream after stream and there is normally just one rogue sitting in the last 80% of dps. How can you keep batting one class into the ground but yet give the tools to other classes which put them at the top tier in every aspect. The rogue I have been watching was hitting 350-450 in Outlaw pre nerfs. Just came from watching him doing the Eye in EN - Mythic (yes it is a moving fight) but he as changed to Sin and not even passed the second phase is almost last DPS sitting at 195-225k. You are going to get lost of people re-rolling if not unsubbing due to not wanting to go through the ball ache of grinding AP/Rep. I am almost burnt out trying to keep tabs on which spec is better day to day. Get your act together! You have had enough time over many month to sort this out, very poor and very sloppy Activision!12
Hi all! Now theres been a couple of days after the hotfix. And I, as many else, is pretty bummed over the changes. However, this is not another post to complain about the changes, we need to take it for what it is. Hence my question, what spec will you guys now be going PvE-wise from a HC/mythic raiding point of view? Thanks in advance, and i hope for some good answer where we actually look forward to whats the best choices as of now and the weeks to come instead of hating on whats become. -Nomehli.4
First binding of Thunderfury has dropped
Yep, you read right. The FIRST binding has dropped on EU. Just like the chinese figured out on PTR. Proof - http://imgur.com/a/twJU0 In order to drop it, the following are necessary (the drop rate is not 100%, probably a RNG fest just like the Sub one): - get exalted with HighMountain - get exalted with Valarjar - get exalted with Nightfallen - AK5 - farm Mythic Neltharion's Lair For the second it is speculated that it requires, at least, exalted with The Wardens. Probably a combination of the remaining reps and probably gated by AK 8/10 or 12. Happy grinding8
How to make Outlaw great again.
1. Make Saber Slash and Ghostly Strike 5 yard range just like Run Through. Not "Melee Range". Standing inside mobs/bosses isn't fun. (Alternative: Bigger hit boxes.) 2. Fix our energy. Seriously, standing still auto attacking for several seconds isn't fun and takes away alot of the flow. The nerf to Fatebringer was too much. 3. The nerf to Fate’s Thirst was also too much. 6/12% is too much. 4/8% would be OK. 4. Roll the bones. Seriously, it's awesome when you strike gold but that is rarer than getting a legendary. Make it so we atleast get a minimum of 2 buffs with 5/6 combo points. Or make it like 1 CP = 100% chance of one buff. 2 CP = 100% chance of one buff 20% chance on additional buffs. 3 CP = 100% chance of one buff and 30% chance of additional buffs and so on with 5/6 CP = 100% chance of 2 buffs with a 50/40/30/20 of additional buffs. Or something like that. (Maybe it's OP, math is not my strong side but you get the idea. If it's OP, make the chance less of additional buffs, but 5/6 CP should be minimum of 2 buffs.) 5. For me, the lack of flow is what's boring. Being energy starved sucks. Buff or energy regen or make moves cost less. Make Saber Slash do less damage if that's what it takes but waiting for energy is really really boring. 6. Rogues are a pure DPS class together with hunters, mages and warlocks. Those 4 classes should always be top 4. It's really stupid they aren't and all speccs should be somewhat viable with atleast one specc each being in the top 4.6