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New Blue Post on changes in the worksQuote from: Eyonix
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Carnajs
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PostPosted: Thu Feb 05, 2009 12:13 am    Post subject: New Blue Post on changes in the worksQuote from: Eyonix Reply with quote

Quote from: Eyonix
ROGUE

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.


Looks like combat is getting some improvements. Not really sure I understand the HfB change. I really thought they were going to go in a different direction with that one.
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Redemption
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PostPosted: Thu Feb 05, 2009 12:54 am    Post subject: Re: New Blue Post on changes in the worksQuote from: Eyonix Reply with quote

Carnajs wrote:
Quote from: Eyonix
ROGUE

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.


Looks like combat is getting some improvements. Not really sure I understand the HfB change. I really thought they were going to go in a different direction with that one.


Strikes me the idea is that you cut the end of your rupture with hfb, if these are even real.
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Belzebutinov
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PostPosted: Thu Feb 05, 2009 6:41 am    Post subject: Reply with quote

So.... lower AR CD, 20% extra damage on Killing Spree...

BF/AR/K.Spree is going to be so hot now. I don't know if it'll be enough, but one thing's for sure: combat is going to be the n°1 spec for farming Razz


P.S.: I wonder if going 3/3Lightning Reflexes and mace spec will make for enough Combat Potency mojo to turn it into a top PvE spec. I guess it depends on how much haste mace spec will grant.
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Heavendenies
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PostPosted: Thu Feb 05, 2009 8:55 am    Post subject: Re: New Blue Post on changes in the worksQuote from: Eyonix Reply with quote

Redemption wrote:
Strikes me the idea is that you cut the end of your rupture with hfb, if these are even real.

I believe these are real http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&sid=1.

I wonder does this mean Hfb will still last 30secs or will it last until there are no bleed effects on the target?
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Ashura
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PostPosted: Thu Feb 05, 2009 12:03 pm    Post subject: Re: New Blue Post on changes in the worksQuote from: Eyonix Reply with quote

Heavendenies wrote:
I wonder does this mean Hfb will still last 30secs or will it last until there are no bleed effects on the target?


God I most certainly hope for the latter >.<!
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Rocknrolla
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PostPosted: Thu Feb 05, 2009 1:05 pm    Post subject: Reply with quote

I can't remember where I read it, so I can't quote directly but Blizz/GC said that they are changing HfB because it is painful to have to click on it every 20+ish seconds.

So my guess it MUST be the latter.
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GhmanLLFM



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PostPosted: Thu Feb 05, 2009 1:38 pm    Post subject: Reply with quote

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

Does this reduce the usefulness of haste rating on all of our gear?
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Rilandune
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PostPosted: Thu Feb 05, 2009 3:14 pm    Post subject: Reply with quote

Article on Wow Insider about the upcoming changes

I'm confused as to how the HfB changes will pan out. I really enjoy HfB now, it is excellent for grinding, with this change, it's pure Raid viable only.

Time will tell I suppose.

~Ril
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Temptress
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PostPosted: Fri Feb 06, 2009 3:54 am    Post subject: Reply with quote

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

Does this reduce the usefulness of haste rating on all of our gear?


Haste is one of those things where some is good and more is better.

This is a very positive change.

Now if they'd just change Hailstorm to 1.4, Silent Crusader to 2.6 and exchange the ArP & Haste allocation on many weapons to... AP, Crit, Agi or Hit... things would get a lot better for everyone.
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Derath
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PostPosted: Fri Feb 06, 2009 7:39 am    Post subject: Reply with quote

Temptress wrote:
Haste is one of those things where some is good and more is better.
Anyway.... Just like seks! 10% haste is not to be uderestimated, more poisonprocs, SS spec procs etc... btw, is there a (hidden?) hastecap? Or some kind of diminishing returns?

Any news on what the new CD on AR is? 3 min seems reasonable. would make it 2 min with AR glyph and on the same CD as BF wich would be tasty.
Also, it pretty much needs to be 3 minutes or less to be used twice in bossencounters.
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Temptress
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PostPosted: Fri Feb 06, 2009 3:33 pm    Post subject: Reply with quote

No word on the CD change yet.

With a lot of top-DPS guilds killing bosses in less than 2 minutes now... it'll undoubtedly be of little consequence to them. For us mere mortals, in slightly less fortunate guild make-ups, we might actually get to blow 2 AR's. /cheer
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Redemption
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PostPosted: Fri Feb 06, 2009 11:15 pm    Post subject: Reply with quote

The ar change is likely to be a change to give combat some pvp utility. It won't make a massive impact on our pve dps.
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Thijones
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PostPosted: Sat Feb 07, 2009 8:41 am    Post subject: Reply with quote

Redemption wrote:
The ar change is likely to be a change to give combat some pvp utility. It won't make a massive impact on our pve dps.


For the current raiding content we're in, you are correct. Killing bosses in 2 min will not see the benefit of a lower AR CD. But when the next instance content is released, which will hand out the asses of most guilds back to them, with fights that last more then 5 min I disagree. If you can squeeze out another AR in anything, its a good thing.
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Rilandune
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PostPosted: Sat Feb 07, 2009 10:03 am    Post subject: Reply with quote

I agree with Thijones, the new to come content is going to be much longer fights, more CD consuming, and much more difficult.

At that point, the lowered CD will be a very nice boon for AR.

~Ril
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Belzebutinov
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PostPosted: Sat Feb 07, 2009 10:40 am    Post subject: Reply with quote

Let's assume the lower CD is 4 minutes. It won't make much of a difference on a boss fight, agreed; however, it'll be very nice on the trash, especially if you consider that a 4 min AR CD means we get to time it exactly with BF and trinkets like [Loatheb's Shadow] or whatnot, meaning a nice little boost on trash Smile


Edit: Looks like itemlinks are having a hard time >.<
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Rilandune
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PostPosted: Sat Feb 07, 2009 11:09 am    Post subject: Reply with quote

I was thinking that as I wrote my post above. Trash will be considerably easier with the AR buff for that specific reason, synergy with other CD's.
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PostPosted: Sat Feb 07, 2009 12:36 pm    Post subject: Reply with quote

I would imagine the AR cooldown is either 2 or 3 minutes.

It won't seriously affect our sustained damage.

Go into your spreadsheet - add and remove the glyph of adrenaline rush as a combat build. adjust the time of battle out so before you could get 1 adren now you can get two. The difference is pretty marginal. It's not the change that's needed to fix rogue's pve dps.

It might offer, at total best case scenario - a hundred dps? We need a boost in the range of the thousands.
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SAP_Pete
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PostPosted: Sat Feb 07, 2009 4:18 pm    Post subject: Reply with quote

I sure hope they add a decent MH sword while they're at it ...
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PostPosted: Sat Feb 07, 2009 5:46 pm    Post subject: Reply with quote

SAP_Pete wrote:
I sure hope they add a decent MH sword while they're at it ...


Well, the issue with weapons basically boils down to the fact that Kel'thuzad drops weapons, and since KT's loot table is all iLvL 226, anything he drops is going to be, by default, better than anything you can get from anywhere else. If you compare a sword like Silent Crusader to a fist like, say, Kel'Thuzad's Reach (both ilvl 213), Silent Crusader looks pretty good - maybe even better (I haven't run the spreadsheet numbers closely enough to say). Thing is, Calamity's Grasp is 226. And Kel'thuzad doesn't drop any Swords or Maces, so by default, it's the best combat mainhand in the game, because Malygos and Sarth2+ don't drop any weapons (on 25 man anyways), and are the only other sources of ilvl 226 loot.

On that note, there's this post by Kalgan:

Quote:

Q: How good will the furious weapons be? Why would I want one if the PvE weapons are better?

A: In the case of the current deadly gladiator weapons, we simply botched the ilvls since at the time of their design we didn't account properly for the fact that Kel'Thuzad weapons would be as accessible as they are. Had we anticipated this better, the KT weapons wouldn't have been a full tier ahead of pre-KT weapons, and the deadly weapons would have been equivalent in ilvl. We expect that the best season 6 pvp weapons obtainable will be equal in level/quality to the best Ulduar weapons, even if that means we need more than one tier of pvp weapon to do it (ie: a 1750 weapon and a 2200 weapon). Note: the whole trick here is reasonably balancing what percentage of players get raid weapons of X quality versus what percentage of arena players also get a weapon of X quality.


In other words, Either all Ulduar weapons will be of equal quality, or, if there is a higher quality of weapon available off the endboss, all weapon types will be availiable at that ilvl in a pvp variant (if you're willing to bust ass to 2200 to get it - incidentally, if that's the case, it virtually guarantees that the best offhand in the game will be a pvp weapon, NOT HAPPY about that...)

The other thing to note is that Swords aren't really inherently 'better' in WOTLK the way they were in TBC (unless you're a human, in which case, they clearly share a special place along with Maces) - the synergy between Sword Spec and Windfury is long gone (though it has been somewhat been replaced by a nice synergy with poisons), and in it's place, we have a VERY strong synergy between CQC, Prey on the Weak, the Sinister Strike Glyph, and Lethality - Crit is a DAMN good stat these days, and with comparable itemization, fists may very well be ahead for some gear sets, even with good sword options.

And of course, there's the promised but as yet unquantified mace buff to consider.

I wouldn't worry too much about what kind of weapons are availiable in Ulduar at the end of the day, so long as there are Good Weapons availiable in Ulduar, with appropriate itemization (in terms of speed, stats, and DPS), and at least one option for the Sinister Strike types, and at least one option for the stabby stabby dagger types.
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Belzebutinov
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PostPosted: Sun Feb 08, 2009 8:07 am    Post subject: Reply with quote

New 3.1 notes on worldofraids. Nothing extra about rogues, but I did see one thing that made me very happy, and one that is very interessing but about which I don't have more info at this time.

Made me happy:
Quote:
Mounts have been modified so that you are no longer dismounted when traversing water.



Intrigued me:
Quote:
A new Dual Specialization system has been added to the game, allowing players to maintain more than one talent spec, glyph set, and action bar layout at a time.


So, we have a blue source explaining that a bit more in detail here
Wryxian wrote:
Well we agree that swapping talent specs isn't quite enough. No use having a whole load of glyphs for your tanking spec that are almost useless when you're dealing damage, for example. We'd also like to swap over action bars too -- it'd be a pain if you're trying to Mind Flay and you end up trying to Flash Heal!

So yes we have taken these kind of considerations into account and we'd like the feature to do more than "just" swap talent specs.

Because it is a bit more featured than originally mentioned, we'll be needing to do a bit more work on it before we can share it with you. So we're hoping to bring this feature to you in our next major content patch, but only if we're happy enough with it to make it live.



Well, aren't we impatient now?
Cool
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