Tuesday, July 29, 2008

How Long Is The Snow Good In Aspen

Thank you!

Combat
  • Kick: This ability is no longer affected by the global cooldown.

Thursday, July 24, 2008

Electric Tandoor Oven Versus Regular Tandoor

PvE and PvP Stats Stats

Some time ago I've already expressed my opinion that PvE Gear PvP balance has massively damaged. In the case of rogue imho it is one of the reasons why we got not only a nerf, but will continue to scream like crazy after nerfs.

I would like to devote myself to the problem in more detail, when I first time the principle of Blizzard itemization briefly explain.

In principle, an item has a value that is determined by the quality of the item (Epic, Rare, etc.) and the Item level. The S4 has set about Item Level 159, the S1 Set Sell Price 123rd Next is a so-called "slot modifier into the game. The case is a helmet, chest and pants, 0.75 for example, shoulders and gloves, 0.56 eg bracers etc.

The resulting value is the "points" with which an item can be filled with stats. Str, Agi, Int costs such as a point Stamina 0.67 (2 / 3) Points, Attack Power costs 0.5 points, etc, etc. can

Thus, an item that is with Stats "fill" that is added in the end always fixed value result. There are exceptions for small arms (where the DPS of the weapon in the calculation) flows or for the armor value of the items, but we need at this point not to be interested.

The 2 main Defensivstats, which can be found on the PvP items are resilience and stamina. You may contact me correct if I'm wrong, but afaik costs a Itempunkt Resilience, Stamina, as mentioned above 2 / 3.

The problem is the question of how useful this Defensivstats are actually in PvP? Well ... All seem to agree that it is without sufficient stamina or resilience in PvP fix very dead. And there certainly is some truth.

In certain situations, however, both Values useless: Above all, if the player takes no damage. When I walk around as a rogue with about 400 Resi and ungebufft with more than 11,000 HP is using me in a fight where both focused as a hunter my 2on2 partner, a priest, nothing. On the contrary: They are "dead" stat points that are missing me on the offensive to put pressure on my focus target.

but even if I'm in the focus I need to ask how to help my stamina and resilience.

First Stamina: If I get damage and healing, my HP value determined in the first place, when my healer must heal and how much "air" he has when he gets in Crowd Control, not cure otherwise be prevented or at go drink.

are true things not to be underestimated factors, but if we take a long, manalastige fights (in 2on2 about is that in many setups with healer / DD against healer / DD case) reduces the usefulness of stamina to zero: It keeps I always alive, the enemy holds his mate or himself alive and end the arena when one of the healer is oom, since no one has the burst Damage to the CC in a different phase to cut down fixed.

With Resilience is different: The Stat gebalanced is indeed the case that one can say simply: Resilience is what it costs in the itemization, IF you are in focus LIGHT useful than Agi.

Let Key stat in PvP next to the gear and the most important initiatives: Crit Rating - and now it gets interesting. I compare "plump" Crit rating with agility - both cost the same number of points. However, 20 Agi increase my damage by about 1%, Crit rating only 0.71% - and this adds still not even that resilience of the enemy, the usefulness of this value further downward pressure.

would also give me 1% Dodge 20 Agi. That sounds as if 20% would avoid Agi 1% Melee damage, but there is more. At 30 & 5% Dodge and Parry (about my values) 65% of all melee attacks land on me. With a 64% percent more Dodge ice with me. What about 1.5% eingespartem damage equivalent. And the higher my Dodge value, the stronger is this advantage.

To make this clear:

20 Agi = 1% make more damage, 1.5% have fewer
20 Crit Rating: <0,71% mehr Schaden machen, vollen Schaden bekommen

Even if I leave outside, that Agi minimal increases the Armor and I occasionally from behind will hit where it can not escape I would Agility as a PvP stat against melee almost three times as much value as Crit rating. By the way, is even more + hit rating as a pure "DPS Stat" as Crit rating - and there is hardly hit rating on PvP gear.

So if I wear PvE gear, I notice that even in the worst of all cases (that I'm focused) the ratio of damage suffered to rise massively in favor ausgeteiltem to think that if I put items with little crit rating and stamina. I'm not expanded in focus to the list on Stamina, Crit Rating and Resilience stats than sweeping aside in favor of (in order of their usefulness in PvP Spec): Amor penetration, Agility, AP, Hit, Haste and Crit. That's right: Crit rating is in last place.

If I now realize that, all these massive natural ease my PvE stats to kill a target as soon as I'm the healer in the blank, it becomes clear why PvE Gear (even now) sometimes so incredibly strong in the arena.

addition, that even after all the least useless PvP value - Resilience - since S1 is not increased. Only Stamina, and otherwise the Offensivstats. Also, the course has the advantage shifts towards DD classes with CC options.

The solution? NERF ROGUE? - Well, perhaps you will have understood why I think it's neither a solution on the basis of this long text, still think it goes to the heart of the problem.

No. The solution is a change in itemization.

1) crit rating to be revised. Zzt give 22.08 Crit Rating 1% Crit. When it is 15.76 hit rating.
2) More agility on rogue items. Agility is currently the MOST IMPORTANT PvP Stat for Rogues (+ Hit it atm besides Armor Penetration for PvE) skillbar
3) A new stat, the Glancing Blow damage reduced to 0 (similar expertise rating did it before) for PvE items
4) No expertise more, also Parry and dodge even with mobs behind which you stand - but more expertise rating on PvE items.
5) Strong increase in the efficiency of resilience - for example by increasing the treatment suffered by critical hits (so that there is no big bonus effect in PvE). In addition, I would find it even be worth that Resilience reduces to the same extent that it reduces the crit damage, CC, and Silence effects.

Mag drastically all sound, but imho this is the only way to PvP and PvE gear to feed their game by promoting more than ever, without a blunt "one should PvP items may wear only in PvP and PvE items only in PvE" establish the need, which imho the "crowbar variant "would be.

Friday, July 18, 2008

Wagon Birthday Invitation

WotLK Rogue patch notes and my views on

Here you can find the patch notes, the rogue relating to WotLK. See my comments - as most likely from PvP'ler view.

# Blade Twisting (Combat) now cause all damaging melee attacks to have a 10% chance to daze for 4 / 8 seconds.

Am not quite sure what to make of it. Blade Twisting is imho too far into the Combat Tree, as that talent for PvP especially interesting would, however, it now gets at least a strength that is to some extent be compared with Crippling Poison. Thus one could possibly use it as another Crippling Poison on the OH, or at least pack a spare for emergencies with Crippling Poison Offhand the inventory to move at Shiv.

Daze effects have of course the advantage that they can not be dispelled. There are also slight enhanced synergies with hunters, as the Steady Shot if I remember correctly increased damage to targets increases, the GE "dazed".

# deadened Nerves (Assassination) now Reduces all damage taken by 1/2/3/4/5%.

What Mutilate more attractive PvP does. Together with one other point that I want to get the same. You have to look way, already know where the change really is: so far concerned only the talent of physical damage, it now affects all damage. Given the weakening of Cheat Death gets the Mutilate Spec now 20% more healing and 5% less damage when DN is geskillt.

# Fleet Footed (Assassination) now Reduces duration of movement impairing effects by 25/50% rather than increasing resist chance.

principle, a very good idea. The point is simply that often resists Full decide battles complete without an opponent of his chances, according to to respond. If I resists a frost nova, it takes just 24 seconds can come to the next - what could be the death of a magician. I do not resists the key, I had bad luck. Thus, the CC'Anfälligkeit "predictable" with less variance for both parties. From me for two thumbs up.

# Gouge is now only 1 rank and causes damage based on attack power.

not know what to do this.

# Kick is now only 1 rank and no longer causes damage.

that it makes no damage is completely irrelevant. Would have been nice if it was not a GCD of the remaining attacks affected. Especially with the kick is such a thing, where good luck / bad luck and lag me again and again to the brink of insanity. No amount of "skill" nothing good is when a healer a <1,5 style="font-weight: bold;">

# Nerves of Steel (Combat) now Reduces the duration of all Stun and Fear effects by 15/30%.

In principle the same as with Fleet Footed, except that I still find it crass. Generally, as I have noticed it, changed many resists all classes from the full resist, to a shortened life and I think it's great.

angry orc warriors, so that they resist "never" and I am furious when another arena battle will be lost in that 3 hours in a row are resistet what cost me the match.

Pick Lock and Disarm # Trap no longer require Thieve's Tools.

fine.

# premeditation (Subtlety) duration Increased to 20 seconds.

be honest, I do not understand why premeditation does not work anyway as the magician or Combustion Nature's Swiftness when Druids: Talk - when turned on will remain until it is used or disappears when I deactivate it by hand. The only thing that prevents me currently working on Premed is to be used for an opener mad Lag

# Riposte (Combat) now slows the target's melee attacks by 20% instead of disarming them.

As for all the villains from Level 75 is a talent that is similar to the warrior disarm Disarm - a good change - and a nice gain for Combat PvP Specs.

# Setup (Subtlety) chance to gain a combo point Increased to 33/66/100%.

Himmeldieberge FINALLY. And I say this not because it means something more simple in CP are but because of this "have times 2 times 3 CP" accidental always was stupid. I would have at any time a fourth point for the 100% chance of output, but it was never skillbar.

Another step to take the randomness out of the game - as it improved with early Sap was as if the had just 3 points with only 90% chance that we stayed in stealth. And this 10% remaining chance I already brought to the crude cursing.

# Vanish no longer requires the reagent Flash Powder.

What keeps the inventory-free is always good. Flash Powder never tasted significant gold - in contrast to the powder blend before. Therefore, it was just the nerve factor, to have always keep it.

# Vile Poisons (Assassination) reduced to 3 ranks, now Increases damage of poisons and Eviscerate by 7/14/20% and Increases dispel resistance by 10/20/30%.

I wonder now, whether to remain Improved Poisons be, because yesterday I only about thinking that it is completely absurd imho, that there are 12 talent points for poisons, rather than combine the talents of some toxic waste or at least less points in it have to. Especially for Mutilate Rogues the problem arises that you could actually without batting an eyelid prefer to pack 50 or more points in the Assassination tree and would have, but then massive points for either Combat or Subtlety missing.

The implied improvement of Eviscerate was also urgently needed. In the past, especially in PvP one of the main finisher (after Kidney Shot) it ekes currently more like an outsider existence, since a lack of properly in every spec the points mitzuskillen it. However, you should consider that Vile Poisons while offering more damage than the old one - but only one at 30 instead of 40% Dispelschutz comes.

In my eyes, very positive changes.

Wednesday, July 16, 2008

Pokemon Desmume Rom Mac

nerfed again ...

It was already predicted, it was announced and now isser there, the rogue nerf. Cheat Death is affected and the Hemo damage. An interesting when you consider that Hemo was gradually reduced more and more in damage. Initially normal, then taken to the compensation to 125% damage (which corresponded only with good gear a nerf), then decreased to 120% if you have mitgespect Sinister Calling (which is not only all the HARP builds destroyed and a positive step but in Shadow chased even my beloved spec with Coold Blood and quick recovery of the Jordan. Sinister Calling now and get the bonus once a 50% nerf.

I can not remember when I (current Gear is in the Armory to see) The more extreme damage with a Shadowstep spec was made. there's really only for extreme damage PvE Rogues equipt and which is even now the same shot with 2 screws. Both at the damage, and on the Cheat Death, now with a lot of PvE Gear weak to useless.

I think here is a little hit the sack, but meant the ass. I have long wondered whether I throw at this point in time Racials the arena in the room. Finally, are by no means unimportant, but were to (Fear Ward is me spontaneously) to minimal exceptions never comes to balancing under the microscope. But I'll do another time, I think.

Thursday, July 10, 2008

High Waist Skirt Pattern

PvE'ler against PvP'ler

In discussions of "PvE'lern against PvP'ler" is always the argument that PvP gear was "so easy to get" or to get as fast, PvE gear is not. More than that: PvP Gear for PvE is easier to get PvE gear as appropriate.

this discussion, I was suffering and had therefore, by the subjective perceptions following facts. The assumption: we have average players in front of us - not the RAID Driver PvE professional, who can be drawn by BT and Monstergear dusts, or PvP Gladiator, the S4 has in no time. The Gear, I can see in PvE exclusively through Karazhan / ZA and get TDM Heroic runs for badges. Opposite is the PvP Gear, requirements for which one needs no rating.

Our PvE'ler makes 5 times a week TDM HC and twice a week Karazhan / ZA. The PvP'ler has a 5-team with which he is playing 1500 rating and no more than the minimum of 10 matches.

Karazhan runs / ZA take 3-4 hours, one TDM. 10 Arena matches last for 1 hour in the BGs gets the PvP'ler 1000 honor / hour.

Before the shouting now go: Kara Runs PvP would take longer or faster or slower: From my experience these are good averages. The 1000 honor per hour (according to Titan Honor Grind) even more highly used as a low, depending on the battlegroup. The 1 hour 10 Arena 5on5 is rather very short. In my experience, it takes a little longer, but eventually we need a guideline.

We compare the following Gear:
A few remarks: There is only 1 ring in the equipment and no trinkets. This is simply so because there is no second through PvP ring, can be purchased through honor, without that he would have a rating requirement. PvE to get PvP Trinkets through is also not possible - and to use the Battlemaster trinkets as PvE Trinkets, would the image to the disadvantage of the solid PvP'lers - and thus in favor of my argument - distort. So I let them out. see

On the other side of her shoulders in PvE as well as the throwing weapons but no badges loot drops and simple for a reason: If the calculated time spent by our test players in TDM, TDM, he makes runs. So he will almost certainly get with this item.

To offset this, I have a necklace, cape, boots Belt, etc. Items listed cost Bages, although it most likely is that a PvE'ler over time on these slots with comparable drops (eg, the reputation of the Necklace Shattered Sun Offensive, or Karazhan one of the necklaces, the Cloak of Shade of Aran, The boots of Moroes, The Chess Event belt, the entire ZA loot, etc.)

In short: This setup is almost the worst case of PvE'lers: He gets no Drops must be really practical and buy everything from badges.

What do the numbers:

weeks are the weeks that someone needs in the given weeks at least to complete his Gear. In PvE limited by the instance timer. In PvP, the weekly points in the arena.

PvE 12 weeks - 20 weeks in PvP.
hours, the pure net hourly 133, to 141 - almost identical.
is interesting to MAEP value - is from Shadowpanther.net . It specifies the quality of PvE equipment.

The PvE gear is stronger with 2355 to 2121 about 10%.

Conclusion: For our average players the PvP gear is not in a few weeks, to achieve even in less net hours, it is still better than the PvE gear - from PvE aspects.

Only if we screw the quality of the players PvP'lers up, the number of net-week low is: From about 1700 in 5on5. But, the average players do not.

Wednesday, July 9, 2008

Highschoolmusical Birthday Cake

(Why) is currently the villain as strong in PvP

First of all: Yes, he is strong - and yes, he is sometimes too strong in the arena. When asked why this is so, will now come to different answers - Most of them have to do with Cheat Death (which is in use nerfed again), but imho is not the main reason.

First of all they are and have always been quite strong in 1on1. 1on1 I personally balance-technically but for completely irrelevant if it not as a player as "his right" look, kindly everyone, in every spec can somehow get down. 70 As I've already played actively in the PvP Druid, Mage, Paladin, Rogue, hunters and warriors. Each with its strengths and weaknesses.

we clarify the question of why I think the overwhelming Cheat Death for not so strong as it is done. This season I sure had 100 matches in the 2on2 or 3on3. CD for me twice won a match that we would (probably) be lost. Otherwise it is - if it procs - usually too late anyway. Certainly not a "scrap" talent, but by far not a reason for the dominance of villains in 2on2 and 3on3.

A point that makes the rogue incredibly strong, PvE Gear. Although some are now saying "they can wear just because they have CD", imho, Rogues can wear it but mainly because they are facing in the most popular 2on2 and 3on3 Lineups only 1 or maximum 2 DDs. One is because the most frequently played 3on3 Priest Rogue Mage (that RMP or PMR) in a DD almost always Crowd Control of the magician is.

mmn is much more important that the PvP gear just in rogues PvE Gear is inferior even without the CD - if they simply do not have the bad luck the other way "burstet" to be. And it adds another important factor: the Arena S1 Gear has been hard won in defensive resilience is the same, the HP rose slightly.

I've even taken the trouble to compare the S1 gear with T6 High End Gear. Comes out (in my spec) a DPS increase of about 60-70% loss of about 10-15% defensive. (If anything, because Dodge has a lot more PvE Gear).

always provided, you will not umgeburstet - meaning in longer fights, So I extreme than my opponent Rogue in PvE gear Outdamage. But even against so-called burst combos are my chances as a villain not grottig. First, I have often hit first, second, I have to avoid using Vanish, Sprint, Evasion and Clos good opportunities spike damage and third, I have a very strong still with blind CC for absolute emergencies.

play course, not all Rogues in the arena in PVE gear - but even the PvP gear has in terms of offensive since S1 risen massively - defensively but hardly (I say ignore only Armor) - some parts of the S4 sets are even for PvE content already almost the same level as trademarks and / or equipment not far away from T6. And the Rogue comes as a purely offensive designed class of course very welcome.

when I go Human or Undead am, I have 2 of the strongest Racials, you can have as Rogue in the arena, either an extreme increased chance to make himself an enemy first, or just Schleicher WOTF - say, against WL / Drui, Rogue / Priest combo a monster ace in hand. And you how many setups, there are 2on2 or 3on3 where no Druid, Priest, Rogue or Warlock is? Not many.

I can only speak from my personal experience: In S1 Pala / Rogue 1950 rating S2 towards the end with Disc Priest and completely scruffy Gear also had to around 1950, I with my non PvE gear in S3 and S4 significantly more problems although supposedly my class is "increasingly" become.

Well, the next Cheat Death nerf is already in the patch notes. We'll see if something changes ... ;)