Redesign of FoK is almost inevitable. With throwing weapons being removed from the game and one of our other weapons being used for FoK, how're we going to be able to use Crippling, Wound, or Deadly Poisons for our FoK?
Redesign of FoK is almost inevitable. With throwing weapons being removed from the game and one of our other weapons being used for FoK, how're we going to be able to use Crippling, Wound, or Deadly Poisons for our FoK?
I disagree on the stealth part. For me it is bad design if you need a large defensive cooldown to increase your offensive qualities. Vanish should be used situational, instead of on cooldown.
(this is my opinion however)
What I would like to see is assassination and combat being on par with each other. Right now I am in a 10-men group, which often lacks the 8% spell damage buff, and I feel severely gimped by having to respec to assassination for the group’s sake. (yes the total damage of the group is bigger than what I lose personally, but you get the point I hope)
Assasination needs blade flurry in my opinion, but that won’t happen for now I am afraid.
I’d like to see Rupture buffed, but that would also mean that we get yet another, mainly passive damage source. Combat could use one, but assassination already has too many passive sources.
If you act like a selfish jerk… expect to be treated like a selfish jerk.
Be nice, and people will return the favour. Except if they are that selfish jerk of course.
All I would like to see is the cooldown for redirect removed altogether; in a fast moving multi-target environment it's retarded to get your flow gimped.
Bandit's Guile on the rogue. Sick of it dropping.
Oh yeah - and ffs, give us some current tier agility swords so I can t-mog something pretty.
Combo points on the Rogue (like Holy Power), doing dungeons with stuff dying before you can use your CP is lame. Specifically at lower levels.
Displacer Beast equivalent - Cloak doesn't get rid of Bleeds.
Last edited by Treelife; 2012-02-13 at 09:15 PM.
Hater tears, they taste sweet.Activision Blizzard's press release states that World of Warcraft is still at 10.2 million subscribers as of 3/31/12. This is the same amount of subscribers from Q4 2011.
I'm 12, I play a rogue and what is this?
* real offhand weapons, like axes and swords.
* Killing spree that kills enemies instead of yourself (remember 100% arp in icc lol?)
* While we're at it, why can't we use FoK during KS any more? what was the point of that? even more energy cap
* A way for combat to deal with excess energy
* Veil of shadow (shares CD with cloak) Use: Veils nearby party members from incoming damage, reducing damage taken by 50% for 10 sec, and gives 10 second recouperate HoT aswell.
* Burning adrenaline: (replaces Adrenaline rush) The rogue enters a state of uncontrollable fury for 20 seconds, increasing attackspeed by 20%, energy regen by 100% (same as before), and the cost & damage of combo-moves and finishing-moves is increased by 50%. Each X point of energy that hits the energy cap increases damage by an additional X(0.5) for X(0.4) seconds, stacks up to 30X.
---------- Post added 2012-02-13 at 10:31 PM ----------
You mean 7 years right
A specc that's hard to play but is viable on fights with alot of target switches and AoE.
"Science flies you to the moon. Religion flies you into buildings." - Victor Stenger
soulstone for warlocks actually makes perfect sense...
I want to see more interesting pve rotations. Seriously combat and assassination are the two most boring specs in the game.
Id like to see Subtlety and Assassination given better cleave or AoE abilities. Having to spec combat just for Blade Flurry is about as lame as it gets.
1. Impossible to energy cap
2. Feint off GCD
3. Finishing move that increases movement speed for a short duration when not in combat
That is all.
My ideas? None of the OP's, I prefer gaining some PvE utility than more PvP specific abilities.
How about these:
Hit and Run Tactics: 80 Energy, 10 minute CD, No GCD
You and all party and raid members within 30 feet temporarily gain the effects of vanish for 10 seconds, increasing your and your group's movement speed while removing them from combat and displacing their threat until they engage into combat again (or until after the effect duration ends).
Glyph: While Hit and Run Tactics is active all damage dealt by bleeds, curses, diseases, magical effects, and poisons to those affected is entirely negated unless a single tick would kill the character.
Reasoning: This could act as a reset utility other than wiping... considering everyone close enough to the rogue, or it can move melee around the battlefield easier in a fight. In PVP it would allow a group that is ambushed to relocate themselve while in the fight to help get an advantage or flee.
Signature Poison: Finishing Move, 40 Energy, 5 minute CD, Requires: Poisoned Melee Weapon, Bleeding Enemy
You course your weapon with a poison so vile that it requires the use of your victim's own fresh blood to create. One hit from your weapon expels the potency of the poison, unleashing it into your enemy's body ravaging them from within. For each combo point on the target the target takes X Damage from the poison per tick of any Bleeding effect you incur onto the target for the duration of the poison. Also, your other poison's initial damage to the target are quadrupled for the duration of the effect and your poisons cannot be removed from the target through healing magics.
1 point: 6 seconds, minimal damage per bleed tick
2 points: 9 seconds, moderate damage per bleed tick
3 points: 12 seconds, decent damage per bleed tick
4 points: 15 seconds, good damage per bleed tick
5 points: 18 seconds, heavy damage per bleed tick
Glyph: Your Signature Poison costs no energy and has its CD reduced by 2 minutes, but you cannot use Shiv while you have an instance of Signature Poison on your current target.
Reasoning: Poisons have always been a core element to rogues in all facets of gaming, this is the "epic" poison rogues can use. It is target specific and very devastating. It also aids in the aspect of using Rupture, Garrote, and Shiv into most rotations that would normally not be so.
Plan B: All Energy, 2 min CD, 30ft Range, Channeled (3 seconds), Interruptible, Requires: Enemy Target, Full Energy
Your resources and connections reach around the world as you employ help from friends in all places to aid you in combat. The ability ultimately deals heavy damage to your target, but in an area.
(This is more of a fun combat ability. What happens is when you use it, you channel for 3 seconds to launch a flare into the sky. Then through a random generator that takes note of your location and who you're fighting. Something will happen damaging your enemy in some way. The damage is always the same, but the effect has a random generator. Something like: if your in STV your enemy is barraged by cannon-fire, if you're in Dragon Soul a couple of drake fly by and pelt the enemy with breath attacks then fly off, etc. There are of course random "anywhere" ones like horde wyvern bombers or gryphon riders show up take some shots and fly off, or a bomb just falls randomly from the sky and explodes on impact. It can get really creative if done right.)
Glyph: Your Plan B is more like a Plan A and has it's CD reduced by 30 seconds up the damage is reduced by 20%.
Reasoning: A comical, yet honest way to state how a rogue has odd, yet useful connections within the world. This also works as a psudo-AoE when FoK is not available.
Last edited by Leonidas; 2012-02-13 at 10:49 PM. Reason: Grammar
"Because the latter they put on for their own protection, but the shield for the common good of the whole line." King Demaratos, explaining why losing a shield was dishonorable while losing other equipment was not so.