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.

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