only if this stuff replaces old stuff, not old + new, then we're like Monks or Enh Shamans with 101 binds each dealing tickling damage.
only if this stuff replaces old stuff, not old + new, then we're like Monks or Enh Shamans with 101 binds each dealing tickling damage.
If Sub is going to be a ninja then the most ninja-like ability I can think of is Killing Spree. Appear and disappear all around your target in puffs of smoke. That doesn't quite fit a Pirate, anyway.
Ninjas also use their sword last. They've got blow darts and shurikens and shit. That wouldn't really fit in with an exclusively melee class though.
ideas for legion:
slightly bring down energy costs for combo generators. so it feels closer to 5x abilties then wait for energy to regen for all three specs.
mutilate would be 40 to 44 energy cost
combat would have a 35 energy cost for sinister strike and revealing strike with a little more damage added to eviscerate (subtlety eviscerate makes combat silly)
hemo 22 energy backstab 28 energy.
for god sakes increase the initial time sap takes so that a rogue can sap and capture a flag point for pvp.
thats about all i can think of hope that helps.
“Choose a job you love and you'll never have to work a day in your life” “Logic will get you from A to Z; Imagination will get you everywhere.”
I've probably said this too many times. I'd scrap mastery as a stat across the game. It's boring and doesn't add complexity.
All:
Equipping 1 dagger give +10 energy cap. Equipping two gives +20 energy, for all specs.
Assassinations:
Remove slice and dice, bake it in to assassins resolve at level 10.
Only give assassinations access to lethal poisons. Non-Lethal available to all.
Mutilate without daggers
Let them generate energy from poisoning enemies.
Add a targetable throwable poison vial with charges and no energy cost.
Combat
More situation blade flurry style auras to account for their loss of poisons, targeted more at single target sustained or burst. Some auras have a cooldown.
Auras would be inspired by original tbc/wotlk "sword/mace/dagger" ect specialisations but with the weapon requirements removed.
Subulety
Shorten the cooldown on shadowdance to 20/30 seconds and have it replace kidney shot.
Make shadowdance work like the old subterfudge, weak stealth for the duration.
Rework master of subtlety: Chance for attacks to deal shadow damage instead of physical damage, instead of relying on expose weakness.
- remove slice and dice for all specs, or at least reduce it heavily, and compensate with active damage.
- make finishers worth a thing, let them hit hard
- change Vendetta to a self buff or replace it with something fitting the theme (shadow blades back for example)
- less dependency on Haste.
- give assassination a good and non-clunky AoE.
- give one spec something else than the energy-combo point system
- or give some specs finishers that consume 2 or 3 CP and not all.