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3.2 Patch Notes, Huge Resilience Change, Rogue Impressions

posted by Akrios on June 22nd, 2009

The full patch notes can be found here.

The Resilience Changes

Resilience: No longer reduces the amount of damage done by damage over time spells, but instead reduces the amount of all damage done by players by the same proportion. The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.

Well this is easily the biggest PvP change in this expansion thus far. I see what Blizzard is trying to do here. Their idea is that players do not have enough survivability in arena, people get bursted too easily. Unfortunately, I feel their solution is mediocre at  best, and will be greatly detrimental to rogues in their current state. Here’s why.

The problem with WOTLK isn’t just damage, its also healing burst. One insanely fast heal (that you have to guess to interrupt) already heals way too hard. On good healers, you have to guess if the healer is faking or not at this stage of wow to try to get an interrupt on the vast majority of heals, and penance is a complete guess because even if they fake it they can use two huge ticks for a full health bar. One heal should not bring a target to full every single time it goes off, especially when they have become so easy to get off. Nerfing damage without nerfing this will have a huge effect on the game’s structure and balance.

This resilience change is great in that it solves the problem of damage in PvP. Yes, it was too high, and this will probably put damage on a full resil target right about where it should be. But why not instead adjust stamina levels by 10-15 percent rather than resilience? Buffing resilience buffs healers and classes that can last an extremely long time (warriors, warlocks) and don’t rely on a quick slurry of burst and cooldowns. This change is going to see healing dominate this game , there will be no more double dps success (and I know this is already a non-factor but triple dps will be completely gone as well). Strong healing and survivability goes best with classes that last like warriors and support dps that never goes oom like warlocks or dks. Rogues are the MS class that will struggle the most with these changes because at the moment we have the least longevity as fights go longer when compared against the other ms classes.

We considered the idea that resilience acts like a debuff for heals, but we’re not happy with what that might do to the game. You’d be in a situaiton where sometimes you might not want extra resilience since it lowers your healing. Resilience is already something of a trade-off since it often comes at the expense of other stats (though hopfully less after these changes).

There is a possibility that if fights go on for too long that dps casters may run OOM more than they should. That is something we may have to adjust, but we don’t think it’s simple to math out what kind of buff casters should be given at the moment. Note that the intent is not to turn every Arena match into a 20 minute slog. The intent is to have fewer 30 second matches.

I do see some people saying that healers were already in god mode and this will only buff them. Just realize that player perceptions or intentions are different. For one person, a healer in a 2 vs. 2 shouldn’t be able to keep their partner up alone. For another, having a 1 healer, 4 dps team in a 5 should be perfectly viable.

So what I take from that response is that they are aware that healers are already incredibly strong and are only going to get stronger. I don’t know how to respond to this specifically but it is bad news for rogues as they stand at the moment. Adjusting stamina would have been a much, MUCH more balanced and obvious statistic to buff to balance the game rather than resilience. At least we can say blizz is aware of the problems and has the right goal in mind, but where are these 30 second games they’re talking about? In 3s, yes things are slightly too bursty but games aren’t that fast. I really hope that their vision for arena is some kind of balance where people will die without ooming the opposition.

Shadowdance Change

Shadow Dance: Cooldown reduced to 1 minute. Now lasts 6 seconds, down from 10 seconds.

This change follows the sentiment of trying to make the games longer. Shadowdance, as it stands, is only good for its burst, but with this change the ability to burst every minute will improve the spec’s viability in longer matches.

Unfortunately, dance still needs brew, so until it gets it don’t expect the spec to really soar.

The Glyph has also been changed for obvious reasons.

Glyph of Shadow Dance: Now increases the duration of Shadow Dance by 2 seconds, down from 4 seconds.

Lemme Axe you a Question

After much quiet contemplation, rogues now possess the ability to learn how to use one-handed axes.

Cool addition, doesn’t change anything really, but it does let us explore greater itemization, which is always nice.

ToT Glyph Change

Glyph of Tricks of the Trade: Now increases the duration of the damage bonus effect instead of increasing the damage bonus.

We’ll have to wait and see what the duration change is, I still don’t see this becoming popular in PvE or PvP because tricks is a bit situational. This can be viewed from an ideaological perspective as another move to promote longevity over burst though.

Phasing out 2v2

I realize Blizz doesn’t want to focus on 2v2 (the cleanest, most played, most accessible, and for a lot of people most enjoyable bracket) and they make that clear with this change:

The newest season of Arena gear can only be purchased if you meet the requirements with your 3 or 5 player team rating. Rating requirements from 2 player teams can still be used to purchase the previous season of gear.

I find this decision kind of bizarre. 5s is a fairly worthless bracket except for points. Its hard to organize, and even when you do it’s unlikely you’ll fight another team worth any points. I loved 5v5 in BC, especially early on, but at this point due to the huge amount of added abilities 5s is by far the least skill driven and least accessible bracket, it’s just way too messy (the odds of a vanish working successfully in a 5v5 is 50/50 at best, and the same goes for a lot control or timed abilities).

Blizzard really should have considered dropping any 5s focus and balancing the game strictly around 3s if they were going to do this. This is also bad news because 5s is probably the weakest bracket for rogues.

The reason that Blizzard has laid out for not wanting to pursue further focus on 2v2 is that the bracket is too hard to balance, too much “rock paper scissors”. This is understandable, but shifting focus rather than fixing the problem of balance itself is less than ideal. Just because something is difficult doesn’t mean it’s not the right path to take.

Shaman the biggest 3.2 winners

Shaman

  • A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
  • All Shocks now have a default range of 25 yards, up from 20 yards.
  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.
  • Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
  • Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
  • Talents
    • Enhancement
      • Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
    • Restoration
      • Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
      • Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
      • Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
      • Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
      • Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
      • Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30 second internal cooldown, and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
      • Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
      • Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
  • Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.

  • Shaman have received some big changes to bring them in line with all of the other healers. The ghost wolf change is ridiculous and I don’t expect it to last in it’s current state, without some kind of snare on a target as a melee pursuing them, due to lag, it is very difficult to do your job. This is a comparable level of mobility that made druids such exceptional arena healers at level 70.

    Earth shield having to be dispelled one charge at a time will make killing targets with it on much harder if your team relies on dispels (see any priest team). Having the new totem bar will not be as big a change as you might think but it will make things relatively easier in that regard. Chain heal will become a far more effective raid tool. Shaman are easily the biggest winners of this patch.

    I’ll probably talk more about how these changes affect rogues and how other classes were changed as things become more solid and we move closer to 3.2, which is still likely a long way away. None of these notes are final.

    Related posts:

    1. Looking back at S7 and forward to S8, Coming Resilience Change, Duel Vid Next Week, Unmercey 8 on it’s Way
    2. 3.1.0 Patch Notes – Rogue Review
    3. 2.4.3 Notes Out, Cheat Death Nerfed
    4. 3.32 Patch Notes
    5. Patch 2.4.3 is LIVE, Cheat Death Nerf Breakdown

    50 Comments »

    1. Hear hear … totally agree

      Comment by M — June 22, 2009 @ 1:43 pm

    2. Cool man I was dieing to know ur opinion about the 2v2 change
      RIP 2v2. Now I think ima go level that elemental shammy for 3v3 :D

      Comment by mad1394 — June 22, 2009 @ 1:44 pm

    3. Thanks for posting on this Akrios.

      I am just deeply saddened to see 2v2 destroyed…that was really the only bracket I ever played and I never played a very “common” comp (Feral/Rogue)

      Hopefully 2v2 will be brought back some day, until then I have little hope for this game imo. As you said, Blizz should’ve just fixed the balance problem rather than divert their minds to something else; leaving this bracket heavily damaged.

      Keep up the good work!

      Comment by Evolas — June 22, 2009 @ 1:47 pm

    4. I completely agree with what you have said. The second I saw that resil change, I was like, wow, no one is ever going to kill a healer without an ms. Unless you want to try to run them oom, lol.

      IMO the best melee dps coming out of this patch as it stands now is warrs. They have the ms (which is undispellable), the dmg, plus they have great passive surv through plate, blood craze, and second wind, and even have nice defensive cds.

      They said they lowered healing, but they only made like 3 changes max per healer, plus shammies getting buffed. It doesn’t seem like the healing was brought down enough.

      Also, even though dk’s are good at longevity, they did recieve offensive and defensive nerfs, so I’m not sure if they will fair too well.

      All in all, it’s kind of a mixed bag in the patch.

      Comment by omegatrigun — June 22, 2009 @ 1:54 pm

    5. no more 2v2 destro/rogue

      warrior/shaman = new warrior/druid maybe

      Comment by boyardee — June 22, 2009 @ 1:57 pm

    6. Ya I agree about warriors, you’re probably right about dk’s, I think the nerfs were fair but coupled with this resilience change they will still have their place in 3s.

      Mixed bag is a good way to put it because other than the resilience change and the news about 2v2 the patch looks great. New bg, improving dalaran arena which I’ll probably talk about later, fair class changes all around. We’ll see how things progress though it’s a little early to jump the gun before things are tested and set in stone.

      Comment by Akrios — June 22, 2009 @ 2:03 pm

    7. That’s scary to think about

      Comment by Akrios — June 22, 2009 @ 2:03 pm

    8. I could’ve read the patch notes wrong, but from what I gather that x2 increased resilience crit dmg reduction is the worse, especially for the popular Mut spec. It seems to me once you’ve blown ur prep things can only go downhill from there (not like it didnt already, but you can forget killing that target). Ofc plate wins as you all have mentioned already.

      I wear 600 resi in arenas, thats 16% – crit dmg in patch it will be double that at 32% from what I understand and that just seems to be the worse thing for a class that was designed to be burst. I dont even want to think about a priest with 1k + resilience.

      Im not excited about going back to 15-30 min games :(

      Comment by Kojee — June 22, 2009 @ 3:51 pm

    9. I don´t like the 2vs2 changes at all.. 2s is the funniest and most excieting matches, from my opinon, so rest in peace 2vs2 and Good luck all Rogues out there to get a damm good rating in 5vs5 d-.-b
      Thx man for the article and for your opinions! “Keep up the good work” <3

      Comment by Tracho — June 22, 2009 @ 4:04 pm

    10. I really don’t think the resilience change is healthy right now. I disagree about the stamina change you were talking is right either, imagine this.

      You bring a Priest down to 20% health and you get feared. Your mage is blinded so he cannot help. The priest finally gets a chance to heal up, since your trinket and WotF is gone. He heals back up to full, which is around 30,000 health, when you jump back on him, you’ll have a really tough time bringing him down now.

      The resilience change could work out, if healing was toned down. A penance with Wound Poison being active could still bring you up to 80% health. Penance should have a longer cooldown so it’s a bit more situational instead of the bubble and wait for Penance to come up again. It’s basically Penance that causes Priests to be impossible to take down.

      The bigger problem right now, is Druid healers. It’s hard to tell from a noob druid to a pro druid. They both put up HoTs and jump around in Tree Form with the 200% armor increase. With Swiftmend being on a 15 second cooldown and Lifebloom ticking after Rejuvination was consumed, you can’t kill them unless you’ve managed to take down his partner.

      Paladin healers are probably the closest to balanced right now. Even though the only way of healing they have is burst healing. They are pretty easy to CC after their bubble is gone.

      I would love to see more shaman healers in arena. They really are a fun healer class to play and all of their talent trees really, aren’t viable for serious PvP.

      Comment by JizzTheThug — June 22, 2009 @ 4:43 pm

    11. back to playing halo3 it seems

      Comment by Insolus — June 22, 2009 @ 4:49 pm

    12. about tricks of the trade…isn’t that what the glyph already does…unless I’m reading wrong.

      Comment by tipme — June 22, 2009 @ 4:49 pm

    13. I think you did read it wrong Kojee.

      Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. *****The other effects of resilience (reducing critical chance, critical damage and mana drain effects) have not changed.*****

      All they have done is just change resilience from mitigating DOT damage to mitigating ALL damage. Crit % and Crit damage % has not been changed.

      Comment by Luchin — June 22, 2009 @ 4:54 pm

    14. I think we all need to read the patch notes again:

      # Talents

      * Discipline
      o Penance: Cooldown increased to 12 seconds, up from 10 seconds.

      Comment by Luchin — June 22, 2009 @ 4:55 pm

    15. Currently, the glyph increases the damage that ToTT grants the target of said TOTT. By 10% if I’m not mistaken.

      This change is pretty sexual for PVE, but not so much for PVP. Well, not in the bursty sense of the PVP world that we currently live in.

      Comment by Luchin — June 22, 2009 @ 4:57 pm

    16. The changes to 2s, while warranted, I think are a little steep. Something to the tune of: 2150 2v2 and 2050 3v3/5v5 for S7 shoulders would be a better idea. If they are going to remove any incentive to use the bracket, they might as well do away with the whole thing completely.

      Comment by Luchin — June 22, 2009 @ 5:05 pm

    17. Ahh thx Luchin, guess its not as black as it was in my mind a day ago.

      Comment by Kojee — June 22, 2009 @ 5:16 pm

    18. Can’t get rewards through 2v2? This basically killed any and all interest I had in returning to the game.

      Noice.

      Comment by Yeah — June 22, 2009 @ 5:32 pm

    19. The ability to use axes is a cool change but i mean come on. It seems like blizzard is using this to step around the real issues with rogues.Since COS is what i rely on to get a vanish to actually put me in stealth, I think they should have made it 100%.
      Anyway, thanks for the article Akrioss. Can’t wait for the next!

      Comment by Jomanji — June 22, 2009 @ 6:04 pm

    20. The 2v2 thing really sucks :(
      It’s the only bracket I really bother with, as it’s easy to organise and I don’t have to worry too much as it’s me and one other person, so relying on each other is simple, and we can set times/days easily.
      Trying to do 3’s or even worse, 5’s, can be a nightmare to organise -_-

      I like the resi change though.

      People have started questioning if shs/hemo will be more viable after resi change, due to cheat death from high resi + mobility/defensive talents.
      tbh, if Rogues are going to drop out of arena viability from these changes, then maybe they’ll buff hemo to bring us back up to par.

      I honestly have no idea what to think at the moment, its confusing & kinda early to tell.
      We need numbers! NUMMMBEERRSS!

      Comment by toragami — June 22, 2009 @ 6:14 pm

    21. the shadowdance nerf is some bullshit. and you dont need deadly brew for it to be good…you are just afraid to try it. i also think you should put on a resilience set, then you can /chuckle at paladins that only crit on you for 1.5k.

      Comment by chuge — June 23, 2009 @ 12:17 am

    22. Some big changes incoming, some good some (very) bad.

      I wouldn’t be surprised if they revert the resilience-change. Some classes will suffer a lot from this, whereas it buffs other classes that are already ridiculously strong in PvP.

      Shaman changes are lovely for PvE. Ghost Wolf won’t last in its current state. Shamans have quite a lot of snare abilities (Earthbind, Frost Shock) and with the help of team members they’ll be untouchable.

      Shadowdance change has both pros and cons. Lower cooldown allows for more burst in an arena match, but a single crowdcontrol can complete nullify its use.

      My 2 cents

      Comment by Coltraine — June 23, 2009 @ 12:30 am

    23. When they increase health by 10-15% like you say, then they also need to buff intellect.

      Comment by H. — June 23, 2009 @ 12:56 am

    24. Destro/Rogue setup in 2s sucks allready, because off allmost no cc.

      Comment by H. — June 23, 2009 @ 12:57 am

    25. Awesome Akrios, enjoyed reading this. Agree with you, this patch will probably make rogues kinda stuck to RMP. But the worst thing i kinda predict is that Druid + DK + Warrior will be eaven more powerful 3.2 AND the most common setup now when the resilience is buffed. But i hope blizz sees the mistake of blocking the 2v2, cause like you said; It is alot of ppls favorite bracket and probably rogues best one( RM / RP / RD etc. )

      And Toragamis point about the Cheat death + resilience buff could make rogues more flexible at 3v3 / 5v5 brackets ( but the only thing it does is that the enemy players will avoid nuking the rogue ) But stil, we need CD’s, will our CD’s help ous through a 3v3 game that goes on for 20 mins? Cause i think that rogues will have to swap the PvE gear now for PvP gear, we will be alot weaker in the terms of burst, i hope we rogues will find a way in 3.2 that makes us challenging. Cause atm, i think rogues and mages are the ones that will be the most “nerfed” Classes in patch 3.2

      Comment by Ewalin — June 23, 2009 @ 2:33 am

    26. ive quit now, had enough of the game going from classic to an EA standard shelf special for the casual friday night’s with the lads round game

      Comment by Magoth — June 23, 2009 @ 3:12 am

    27. just watch akrios vs neilyo, them days are more then over now

      shame they ruined a once legend of a game.

      arena is nice and skill based but for me at least it does get old very quickly and ends up offering more nerdrage then doing PVE

      give us a new Isle like in tbc, give us way more world pvp and remove arena, its not needed.

      world pvp is where it’s at, evicerate 8 akrios on isle 1v3 intro *golden stuff*

      Comment by Magoth — June 23, 2009 @ 3:15 am

    28. This is what I thought aswell. My current TotT glyph tooltip (so does the one on wowhead) read:

      “The bonus damage granted by your Tricks of the Trade ability lasts an additional 4 sec.”

      Comment by Sneakysteve — June 23, 2009 @ 3:23 am

    29. exactly my thoughts. im still playing but i am seriosly considering to quit, 2v2 was all that was fun in pvp for me…

      Comment by Délilah — June 23, 2009 @ 3:34 am

    30. Hah guess I’m focusing on my shaman, what a waste of those points for my rogue

      Comment by Loot — June 23, 2009 @ 6:35 am

    31. Well, it’s official. After reading these patch notes, I’m qutting the game. No more frustration over class balance for me. I’d rather go play a mind numbing game of Sim City 3000.

      Comment by Feight — June 23, 2009 @ 8:06 am

    32. its bad but its not that bad, i hit 2500 with it earlier this season- post dr nerf, you can still make it work right now

      akrios you didnt respond in your other thread to my question – do you predict HOJ and vanish it or do you react to the almost instant animation

      Comment by boyardee — June 23, 2009 @ 11:11 am

    33. Wow I really think I’m going to quit wow or maybe go back to the 2.4.3 tourny realm, 2v2 was all I did in wow. I agree with magoth if they don’t give us a world pvp area, I’m done with this game, it is sad that I find TBC pvp videos more entertaining then watching a video of a ret/priest or ret/dk. RIP vilden series and your tbc vids, akrios.

      Comment by Aexous — June 23, 2009 @ 11:51 am

    34. Think it’s going to be bad for rogues? Think about mages. Basically all the problems rogues are going to have but throw in a mana bar….

      Comment by Aef — June 23, 2009 @ 5:09 pm

    35. Could resilience reduce healing recieved by the same amount of damage I suppose that would work, then you would have to find a balance point.

      Comment by Boat — June 23, 2009 @ 5:26 pm

    36. the resilience change will hurt warriors’ rage generation, which was already problematic against certain targets, so I doubt they’ll be on top

      Comment by Keliann — June 23, 2009 @ 8:00 pm

    37. you all need to stop whining… 2s was a shitty bracket and always will be.

      Comment by Juxx — June 24, 2009 @ 1:02 am

    38. yah

      2s were never balanced

      stick on 3s its the only bracket which has it chance to be balanced

      Comment by xom — June 24, 2009 @ 3:44 am

    39. New World PvP Area? Havn’t you read the patch notes?!
      Unless I’m wrong, but as far as I can tell, above the Argent Grounds is a new Island with Daily Quests, and I doubt it will be PvP Neutral like the Grounds are.

      Its’ the new Isle of Quel’danas (:

      Comment by toragami — June 24, 2009 @ 8:57 am

    40. Its cool we are getting axes, but is it going to fall under close combat or sword specialization in talent tree or are they going to add something for it. Seems like a lot to give up to use axes.

      Comment by Cozmow — June 24, 2009 @ 10:57 am

    41. Well, at least I will have some reason to practise 3v3. Were gonna run mage, rogue, priest. Bud I still hope that some of these changes wont be final. Only reason why I think axes change is good is because when gearing new rogue u can get faster some good MH, instead of running with bad weapon waiting for some dagger etc. One more option for weapon is not bad. I dont think it changes a lot for geared rogues

      Comment by Hitmaster — June 24, 2009 @ 11:51 am

    42. Damn, resilience was what I hated and thats what they want to buff. Fuck blizzard im done, shouldv quit the day resil came out.

      Comment by Semi — June 24, 2009 @ 12:45 pm

    43. Blizz: “Note that the intent is not to turn every Arena match into a 20 minute slog. The intent is to have fewer 30 second matches.”

      -This has to be the worst way to try and cover for and obvious mistake. If you intend to have fewer 30 second matches then the way we are going to fix this is by having 20 minute slogs..because this is what will happen. There is virtually NO way a match lasts only 30 secs (all things considered). And now because double DPS teams (which is not really that dominate in world rankings) are going to be virtually done with because of the fact that 80% if not more, of double DPS teams can’t last for more than 5 minutes.

      -GO GO! cc the healer get the lock/dk/hunter/sapped rogue/ warrior! “omfg, the 25k warrior with a shield is not going down guys… 3 secs left on blind… fuck healer flashed of light crit him for 13k.. Good game.

      Comment by hey — June 24, 2009 @ 8:20 pm

    44. [This resilience change is great in that it solves the problem of damage in PvP. Yes, it was too high, and this will probably put damage on a full resil target right about where it should be. But why not instead adjust stamina levels by 10-15 percent rather than resilience?]

      no…remember blizzard has to keep a balance between pvp and raiding…a stam buff would fuck up raiding…sorry op rogues are going to lose their double dps comps…sorry your class isnt going to be as overpowered as it is right now

      Comment by cotton — June 25, 2009 @ 5:34 am

    45. well on one hand my 2’s partner gets crazy buffs :) (shammy)
      and on the other hand 2’s become worthless :(

      Comment by nox — June 25, 2009 @ 7:18 pm

    46. mate what game are you playing?

      Comment by Lutz — June 26, 2009 @ 1:51 pm

    47. Sorry, double DPS for ALL classes is dead, not just rogues. I’m also sorry to inform you that, despite all your emo nerd rages after loosing to rogues, fact is, Rogues are not overpowered. They’re in a relatively good spot right now. That will change come 3.2 I imagine though.

      Raiding? Super majority of content is puggable. In all honesty, raiding is just stupid at this point, there’s little, if any skill involved. In addition, the majority of “Improve health” suggestions, are referring to increasing the stamina on PVP armor.

      So, not only is your argument a moot point, but you’re also ignorant on part of the issue. Sorry, Clown.

      Comment by Cainul — June 26, 2009 @ 5:47 pm

    48. Terrible change to make 2v2 unattractive; a bracket I have really enjoyed and it should remain viable.

      Curiously I think the resilience change will see rogues moving to more PvE orientated specs to increase sustained damage – i’m already considering HfB Mutilate with some slight variations from the usual PvE 51/13/7 to 51/5/15 for example or perhaps combat 5/51/15………and isn’t this the very kind of thing that Bliz has wanted to discourage?

      Sub isn’t viable now (other than maybe 27/0/44) but it is going to be completely screwed with the resilience change…..ShD is bad now and about to become terrible. Given how terrible Sub is it should in fact have the ability at the top of the tree to IGNORE all resilience on a target – only then would it be viable for the only thing it is good for (burst).

      I’ll still be playing my rogue but I feel some serious pain coming….

      Comment by Druss — July 2, 2009 @ 4:28 am

    49. LOL, such things a rogue would say. I’m sorry but i do slightly agree with you in some ways but atm in 3.2 Rogues are the most overpowered class 1v1, 2’s and in bg’s. 3\s and 5’s you equal out.
      For any class at all to be able to take minimal skill and stunlock the way a rogue can atm combined with the new FON and fast poisens theres no reason for a rogue not to overpower a heal, nly healer that becomes a problem is a disc priest and big deal if you actualy have to duel other than blow cds and beat someone like a target dummy. In bgs rogues dominate. your cd’s are amazing for survival with high damage and mortal strike poisens which are such fast applies totally screws healers.

      One thing i think is so biased for you to argue about is shamans ghost wolf buff in 3.2. I mean boo hoo you cant stunlock them to shit anymore. shamans have been the hardest hit class in wotlk. our stamina buff was on base hp which for most races was only about a few hundred hp. the ghost wolf is our only anti cc other than roots which most classes can break. its normal running speed learn to counter our thinking like other classes and stop wining. Other than protholy which imo is a smart find but never the less an exploit, rogues are the #1 most overpowered class

      Comment by Scrumz — September 15, 2009 @ 12:11 am

    50. I’ve just read some comments…no mather how much rogues are nerfed they are considered overpowered ..they are own in dmg by every class…and they can stay alive until all they’re cd are finished…after that we are good as dead…rogues needs to use like 9 buttons and 4 macros(depends on spec) in order to survive…and other classes needs to spam 4 buttons (retry paladin,druid resto..classes that takes zero skill to play)in rogue vs plate…if one mistake is made the rogue is dead…plus there is a high chance that they lose even so…vs cloth -skilled priests..mages or even warlocks have good chance of killing a rogue(depends on open and if rogues has cd at COS)..as for shamys..even if they can’t beat a rogue because of the cc..that dosen’t make us OP..we use cds on them that are essential for rogues…a paladin ca beat the*** out of you and still moves to the next target with no effort(full mana every time..big burst)…most people cry that rogues have to many stuns(people that are affected from 1.0)chill out..we have 2 stuns 2 incapacitate and one dizorient..druids have 3 stuns 1 imobilize+cyclone and heal…paladins have 1 stun 1 incapacitate(+plate+incredible dmg+incredible heals)and most classes cand get out of 2 stuns..paladins can get out with freedom trinket and bubble(3 stuns) ..warlock trinket and portal…mages trinket blink ,ice block(3 stuns)..frost dks 20 sec immunity to stun effects and there are classes that have abilities that reduce dmg and can be active while stunned..like druid 30% talent +barskin ..priest -pain surpression..warlocks with void sacrifice( and now fell domination has only 4 min cd..that gives a good sucubus-void combo and its a high advantage now vs rogues and other classes)
      -from 1.8 until now rogues where nerfed every patch…there are 3 nerfed classes now..mages..hunters..and rogues
      -sorry for my long comment
      -sorry for my bad english
      -sorry for wasting your time and precious kbs

      Comment by max — January 9, 2010 @ 12:51 pm

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