For general questing, outlaw can be fun... but when you want to do solid DPS I honestly don't like the randomness of RtB... you either hit like a truck, or a wet noodle. As such I'm going to main Assassination or Subtlety come Legion.
For general questing, outlaw can be fun... but when you want to do solid DPS I honestly don't like the randomness of RtB... you either hit like a truck, or a wet noodle. As such I'm going to main Assassination or Subtlety come Legion.
Rogue theorycrafter said that 35% of the time taking SnD would have been a dps increase over RtB. I believe it was Fierydemise (via twitter) You would never take a talent for it to have a -chance- to deal more damage; I was just saying there are instances where it would be a dps increase to do so.
With RtB, whether your group succeeds is not in your hands, but in the hands of fate. While I agree that reaction to your rolled buffs is important, it's very limited. You just don't have enough control over your damage output. Especially in mythic+ dungeons, where the fights are shorter than on boss encounters, what you roll might be detrimental to the run itself. If there's a difficult pull and you get only one buff and you don't have AR to reroll quickly, you are effectively useless to the group.
I would like skill to separate the good from the better, not lottery.
Despite all the reasonable complaints about the insight system, saving deep insight took more skill than praying to God for 3/6 buffs.
Now, if there was a dps cooldown which would influence your rolls, then it would be much better.
he's correct. in sims, 35% of the time, when using RTB, snd may have performed better. In real life those situations are mitigated by rerolling for 2+. Completely mitigated. And depending on how long ago he mentioned that, it's very likely out of date.
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you're severely severely underestimating how much control you have over rtb.
ALL of the buffs are now almost equal, SiW is ahead of the others, but not by much. Bad rolls are situationally bad.
And there is a dps cooldown which influences your rolls, it's called MfD.
Bandists guile made us useless outside of deep insight, be glad it's gone
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wasnt there some bluepost about hotfixing it so its a mere 5 %ish difference between the rolls? top rolls get like 10 % more than snd and flop gets like 5 %ish below`?
In some interview some dev made it clear that it is intended to be a classic choice between potential and reliability, and of course good use of potential will benefit a small margin, but if one option turns out to be consistently ahead they will tune it.
Gotta love rolling one buff 5+ times in a row though. I dislike the RNG aspect of it too, but it's not like SnD is a shining beacon of gameplay. In a perfectly balanced world, I'd rather take SnD or DFA. However, I'm pleased with the changes they've made to RtB. Different strokes for different folks.
I don't know, blade flurry reduces 20% energy regen, and as we know, less energy = less abilities. White damage becomes more valuable because of this, therefore making the attack speed from SnD more valuable than fishing for buried treasure for the energy regen.it is never a dps increase, in any situation whatsoever.
If you're energy starved at any point, then you should reroll for a buff(or two) that increases the pace of your ration. Those buffs are jolly roger, broadsides, and buried treasure.
Of course, pure speculation.
A level 100 talent should never be a damage loss, end off.
It's just silly and makes it a waste of space, move it to level 15 or something, or remove it from the game altogether.
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level 100 talent row is trash. Death from above should be a aoe finisher for sub. Marked for death is good, but feels out of place. And well slice n dice is basically felblades rogue style.
The 100 talents are too repetative, we have only 1 talent per spec that is different and we both have the MfD and DfA which are kinda okay points but not at level 100, they lack any swagger and don't feel too special. Don't fix too much either.