1)- You shouldn't have brought a goddamned rogue in the first place. Hell, most melee are probably poor here.
2)- The globals will murder you.
3)- It's frustrating to not see how many CPs you have when you change targets anyway.
Versatility, Anticipation, and Bandit's Guile are the things I point to when anyone tries to state that rogues get equal dev time to, say, druids. They simply do not. Several druid talents have a custom effect per spec, each tweaked carefully for its role. Several specs in the game have a special spec-specific UI- for instance, balance druids get the eclipse bar.
>Bandit's Guile needs a damned UI. The UI should display your insight level and your progression through it (green 2, yellow 1, that sort of thing), and it shouldn't just be handled with the dumb buff system.
>Anticpation needs to be represented as a second row of combo points. BLUE ONES PLX though I'll just use comergy to make them rainbow colored as well as the current ones. Again, stop doing resources as low duration buffs that get lost amidst all the garble. That's lazy and shows disdain for the class. Make it work with slice and recup as well.
>Versatility should say "Combo points are now on the rogue", and should do EXACTLY that. There's not much else to say. It does this, or it is shit. That means that rogues need a technical change such that the CPs can be on the rogue, or on the target. Super, do it.
It is generally better than the rest of the tier. I want deadly throw baseline, and if this is supposed to be a defensive / peel tier, then put a third thing in there that does that. Counting deadly throw because you can sometimes DT a poly (and likely interrupt the frostbolt that comes next lololool) is a huge stretch and it hurts our gameplay and kit. But as it is, nerve strike is very powerful, and it also benefits sub a lot more than the other specs. My prediction is that it will only work on kidney shot in the future.Shadow focus I could see maybe but why would nerve strike get nerfed?
Untrue. You have slice and dice, and you need to stay in melee range. Shadow Blades is also a lot of control you have over that- you get to pick when they go from physical to magical while gaining +19% hit chance. Given how good we are at our melee strikes, it's important to have a cooldown that buffs them so people can stop calling them "passive" damage when half the class is about actively managing them.Auto attacking is the definition of not in your control.
Good grief no, that sucked compared to now. Our flurry is actually good and makes us powerful utility/damage on certain fights. The 20% haste got pushed over to adrenaline rush, which is still a cooldown, and now we have an awesome mode where we fork damage like crazy. Never touch blade flurry again, it's perfect! Except to give us a UI method of seeing if it is working, or maybe a targeting cone. Or just leave it alone, it rocks.change blade flurry back to wotlk model, i just loved it as a cooldown