Snare usage is few and far between in PVE. I'm not saying it's never used, but it's so rare that i wouldn't worry about it too much.
Snare usage is few and far between in PVE. I'm not saying it's never used, but it's so rare that i wouldn't worry about it too much.
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I like that we can still shiv on the 70% snare, and we would probably lose that under your idea. However, a straight up baseline deadly brew wouldn't really be overpowered, given the other restrictions rogues face for their snare (point blank, proc chance, energy limited to apply)
All damage buffs would result in the class being balanced around that. Max energy by 20 could happen.Make the 4Piece do something else perhaps our Recuperate gives 12 Energy Overtime or Reduces Energy cost on abilities or Increase Maximum Energy by 20
I understand why they did it, but I'm a bit sad about it. Even though I almost solely pve on my rogue, it was a really useful talent for solo and five mans and I'll miss it.
I don't really like the other talent options in that tier, either. They're not bad but none of them sound really fun. Of them, Paralytic sounds the most interesting, but between the other healing-poison talent and possibly covering debuffs for the raid, I doubt how much use I'd get out of it.
I wish there was some reasonable compromise.
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Deadly brew mandatory = not a talent. Any mandatory talent shouldn't be there. I approve of this choice, even if they left us with a meaningless choice, especially for PvE.
The talents aren't PvP oriented - the talents are built around mechanics which simply don't work or aren't used in PvE, while in PvP mantain their utility.
The talent tree isn't bad for the talents; it's bas for how they have designed it. Example: what if a tier was Seal Fate OR RvS OR HaT. Apart the obvious "this spec would be OP with that", which can be easily fixed with balancing, the point is that these three talent would have in common the CP generation. They all have an impact on the same mechanic.
For the same reason the tier1 is the best tier we have, along with tier3. Tier1 revolves around stealth, giving extra damage mobility in three different ways; tier 3 is about survivability, one being passive, one being on-demand and the third being a second life. These are good tiers because they actually have an impact on how we can play and how we can use the abilities. Aberrations like tier6 are not good - we don't have a choice, while the single talent are really really strong.