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Thelastrace
11-30-2007, 02:53 PM
Two changes I saw on the latest PTR Patch.


* Hemorrhage weapon damage reduced from 125% to 110%, but the damage debuff has been increased.
* Shadowstep now awards 1 combo point.

Xyebane
11-30-2007, 03:13 PM
Ambush is also getting a 10% damage increase FYI

Thelastrace
11-30-2007, 04:39 PM
Ambush is also getting a 10% damage increase FYI

Yeah I saw that which isn't that bad. Just saw this latest patch change for it so it only listed the two changes.

Punkrocker
12-03-2007, 10:29 AM
Once again Blizzard takes a good change and reverses it. The hemo change will no longer make it viable for pve and will reduce it's effectiveness for pvp. I can't believe it was THAT op for either one that it warrants this reversal.

Punkrocker
12-03-2007, 10:32 AM
Ambush? Gtfo...until they up the damage on backstab or lower the energy cost only idiots will spec daggers for pve, and with resilience cutting into crits you'll see less and less of them in pvp. The only people who are going to like this change are those who have weapon macros set up and drop ambushes on clothies. That's a questionable strat anyway on mages, garrote is a much better opener imo.

Xyebane
12-03-2007, 11:34 AM
ambush is fun when theres a mage eating/drinking after a fight and you one shot him :D

Draugr
12-03-2007, 12:58 PM
they nerfing hemo because they think it'll make specs other than ar/prep be viable for pvp, which they still aren't comparatively

Punkrocker
12-03-2007, 04:01 PM
they nerfing hemo because they think it'll make specs other than ar/prep be viable for pvp, which they still aren't comparatively

The only problem with that is because rogues ONLY bring dps to the equation, we are pretty much forced to spec for burst dps. As it is right now everyone is on the AR/Prep bandwagon because it's fairly simple and has a lot of room for error, not to mention the survivability you get with two vanishes/sprints and the control of two blinds in the space of a gcd.

I find it difficult to believe they are nerfing hemo because of AR/prep. You can still use it with a combat build with SS and be on par with the hemo damage, the only difference being 5 more energy cost per swing. Nerfing hemo won't solve the problem, removing AR from prep will. I'm not advocating that by any means, I think it's a setup that many rogues will need to be viable in the larger arena teams.

Without getting into a diatribe about pvp/pve and daggers...resilience and positional requirements (and poison req on mutilate) is what's channeling people into a single spec (or two) in arenas. Daggers are a lot harder to utilize effectively and get the burst you need to take someone down who is running 400+ resilience AND in plate. Daggers rely on crit more than any other weapon so by virtue of how resilience works they will reduce dagger damage even more. Add the higher energy cost and the positional requirements and you have a build that is MUCH more difficult to be successful with in PvP. Having said that, there are people who will be successful and 2k+ with dagger builds (most of them will be mutilate) but they will spend a lot more time and effort getting there than the rest will using a standard mace/sword build. Most of those mace and swords builds will be AR/prep of some sort (hemo or not) because it is, and will continue to be, the strongest rogue pvp combo unless they remove AR from the Prep reset.

Keep in mind that I pvp'd as daggers all the way up to just shy of rank 11 last year, so I do have a very good understanding of what it takes to pvp as a dagger rogue.