View Full Version : 3.2.2 - Rogues got fucked :(
Grayson Carlyle
08-14-2009, 05:35 AM
* Fan of Knives: The damage done by this ability has been reduced by 30%.
Combat
* Throwing Specialization: This talent no longer causes Fan of Knives to interrupt spellcasting.
Subtlety
* Honor Among Thieves: A 1-second cooldown is now enforced on how often a rogue can gain combo points from his party via this talent.
Okay, so FoK damage needed to be toned down, either through # of targets or flat out damage (I would've gone with a target cap). Throwing Spec though... jesus. That's gonna make for a real mess on Yogg.
Arkadu
08-14-2009, 10:17 AM
If you didn't see this coming, due to it's horrible and gross imbalance in PvP, then you were delusional.
I don't think they needed to nerf the damage of it though. Just the AE interrupt, and maybe reigning in the sheer volume of potential poison applications. Maybe prevent it from interacting with Deadly Brew? idk
Almehym
08-14-2009, 03:46 PM
The deadly brew FoK spec was awful and boring to play, it's as bad as AR/Prep, but less interesting since you don't actually have to pay attention to CPs or anything.
Deep combat will still have potential to be solid in PvP, there just won't be faceroll LUL FOKxFOREVER going on. I admit I've done it (with the Kspree spec) but I'm fine working with mut/sub/regular combat. Ar on one target with all SS talents (and BF for cleaves/pets) can still be very strong.
I think the damage reduction is a bit too far. I think 20% would have been alright, the glyph bringing it up to pre-nerf levels. I heartily enjoy how it speeds up the clearing of Hodir/Freya/Vezax trash.
On Yogg0, the only change this will require is that the rogues will need to watch which Immortals get beaconed (for us, a simple /target Marked macro will probably suffice) to see if they are one of the ones casting when beacons go out. The drain itself isn't really a huge heal, and easily outdamaged, but if they're sitting in the middle of the pack draining instead of being dragged out, that could get heals on Yogg. I know I would save energy to FoK just as beacons were marked and getting pulled out.
All in all, I saw this coming; I just wish the damage hadn't been toned down quite so much.
Punkrocker
08-14-2009, 04:30 PM
We pretty much knew this was bound to happen at some point. It's funny, because in what little spare time I've had this week I've been doing some sims with HAT vs. Mutilate vs. Combat for 3.2 going forward. Right now with my current gear mutilate specs out at around 6900 dps. Changing only my mainhand weapon and speccing HAT pushed me up over 8100 dps.
While part of me is happy that HAT is being nerfed because I hate the playstyle of spamming eviscerate (ok, weaving snd and rupture in too, but it's still mostly spamming evisc.), I really wish that mutilate was parsing out a bit closer to combat in end game 3.2 gear. Regardless, I'll likely remain mutilate and accept coming out 200 or more dps behind combat to keep down contention for certain items.
Future Yogg0 attempts will probably be done with me as either mutilate or straight combat, since I don't think that a 1 second cooldown on combo point generation will push HAT high enough to out dps the other two specs.
You can insert my normal complaint here about how pvp changes seem to always have a negative effect on pve and vice versa. Their methodology for handling this has been crappy from the get-go and it's past time for them to bite the bullet and make the changes to completely divide the two (i.e. separate rulesets for pve and pvp).
Personally, I'm just going to go ahead and blame Jarlyn for the FoK change. ;)
alakona
08-23-2009, 10:35 PM
We already have over 9000 blood elves, we can just have a few of us arcane torrent each beacon to get all the mobs. Same effect as FoK just have to be a bit more organized.
Urzos
08-30-2009, 11:38 PM
Personally, I'm just going to go ahead and blame Jarlyn for the FoK change. ;)
i agree he also has the coolest mount in the game :)
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