1. #1

    possible solution to mutilate rotation?

    How about making cold blood so that it has no cooldown, but has a high energy cost, say somewhere between 30 and 40, glyphs or talents could maybe be added to reduce this.

    This would make the rotation a little more intresting in my opinion.

    Anyway, just thought id see what u guys thought, so discuss

  2. #2
    I don't see what problem this solves.

    Only issue with mutilate rogues is their heavy passive damage (auto attack/poisons)
    To fix this they should add new moves, but not moves which will just be macro'ed onto old moves.

    e.g. making shiv viable and only able to achieve 1 combo point - resulting in a 5+ rotation

  3. #3
    thats actually not a bad idea considering thats what blizzard are aiming to do with rogues, but it still feel we're doing fine at the moment if not a little weak in top tier pvp

  4. #4
    Quote Originally Posted by rikitikitako View Post
    How about making cold blood so that it has no cooldown, but has a high energy cost, say somewhere between 30 and 40, glyphs or talents could maybe be added to reduce this.

    This would make the rotation a little more intresting in my opinion.

    Anyway, just thought id see what u guys thought, so discuss
    For cataclysm they are already making a talent that has a chance to increase nature damage done when rupture ticks, this will probably put rupture back in the rotation, plus the fact you basically have to take blood spatter and don't have to sacrifice anything else.

    Honestly the problem is that there is no "fix" during Naxxramas people bitched about having to deal with a 3-stack HfB that lasted half as long and cost more energy,however,the rotation was much more frantic and you had to actually pay attention to rupture uptime and something you basically completely ignore now which is slice and dice being up. In ulduar it was much easier to do the rotation but still felt like you had to actually do something.

    In TOGC though with the addition of the master poisoner change the idea of weapon swapping came about that made playing the class much more difficult even with the macro or mod that came out. Haste become something that could make or break a rotation and you had to pay attention to envenom up-time because of the necessity of the window of opportunity to refresh deadly poison quickly. After blizz twiddled its thumbs and said this wasn't an issue it finally decided it was so they decided to bastardize the mut rogue rotation by requiring you to just spam envenom, and HfB once in awhile. Fights like H-LK and putricide hm still require you to make decisions to increase your dps though, however many mut rogues fail on these fights because they somehow can't comprehend movement and optimum ways to increase their dps on these fights,these fights are the real test of how good your dps is.
    Last edited by sabrelime; 2010-06-15 at 03:25 PM.

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