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View Full Version : Meta Gems/Boot Enchants for Combat Rogues in S3?


Jaz
10-07-2007, 10:49 PM
I'm going to be picking up the S3 helm the first day of the season, and the new honor gear (boots/belt/cape/anything else that comes out, i'm at honor cap). I was wondering what rogues without fleet footed (a.k.a. combat rogues) plan to do as far as meta gems/boot enchants. Let's assume any combat rogue has 10% stun resist from talents, so the question is then:

AP + Speed increase meta and Surefooted?

OR

Stam + Stun resist meta and Boar's Speed?

Basically, is 5% snare resist worth losing 5% stun resist if you don't have any other forms of snare resist, and you have 10% stun resist? What are you all planning on doing?

I'm leaning towards AP and Surefooted because 1) Snare resist is something I've never had before and I could see it being annoying to other people (rogues wasting shivs, slightly decreasing utility of spamstring and wing clip spamming hunters), and +10 hit rating from surefooted would make itemizing easier for me (less need to swap in PvE pieces to stay at or above 79 hit rating).

Xasha
10-08-2007, 02:03 AM
I look at it this way: Stack whatever you already have to increase the chances for back-to-back resists to really screw someone over. If you spread your resists around, there's a low chance for any of them to happen to getting a string of a type of resist is almost impossible.

For stun resist, resisting CS and KS back to back is awesome, or Intercept and Mace STun, etc.. for snare resist, being able to resist two Hamstrings in a row and getting out of range is awesome.

buena
10-08-2007, 03:37 AM
There's also a 12 crit / 5% snare resist meta.

I was thinking that snare and root resist is more valuable than stun resist because our main targets (casters) don't stun us but they do try to kite us very frequently.

However, lots of snares are constantly reapplied so resisting one isn't a big deal. Stuns however tend to be on cooldowns and resisting one is a big deal.

Still I am going to go runspeed meta + surefooted because I don't raid on my rogue so I have no option of using raid items for more offensive stats. I am compensating by using all PvP items but gemmed and enchanted for damage.

shinosai
10-09-2007, 11:37 PM
I am running with +12 agi, 3% increased crit damage and speed/stam on boots. It works out pretty well, but if I were mutilate I'd probably be running snare resist on helm and surefooted on boots.

Xasha
10-10-2007, 06:49 AM
RED is worthless for arena. Everything you're hitting is going to have 400+ Resilience, severely limiting the damage you do on a crit, not to mention the frequency of crits. Read Buddhist' math on Lethality on the Rogue forums.

shinosai
10-10-2007, 11:41 AM
RED is worthless for arena. Everything you're hitting is going to have 400+ Resilience, severely limiting the damage you do on a crit, not to mention the frequency of crits. Read Buddhist' math on Lethality on the Rogue forums.

I disagree. Anything that takes away a percentage of the damage reduction from their resilience is quite nice.

JarL
10-10-2007, 12:34 PM
However, lots of snares are constantly reapplied so resisting one isn't a big deal. Stuns however tend to be on cooldowns and resisting one is a big deal.

Remember that snare/root also includes frost nova, frost bite procs, root, and other similar spells. Resisting any of those is just as big, if not bigger, a deal than a stun. Resisting a frost nova may very well force an earlier ice block or a resisted root can REALLY put a druid in a terrible position. Also allowing you to save your own escape cooldowns a little longer.

Xasha
10-11-2007, 12:18 AM
I disagree. Anything that takes away a percentage of the damage reduction from their resilience is quite nice.

Wrong. It's almost exactly like Lethality, and the relative value of that talent goes to nearly nil at the point of 400 Resilience. Such a small percentage of your overall DPS in arena is from crits that abilities that boost crit damage are pretty pointless.

Phiers
10-11-2007, 12:30 AM
I disagree. Anything that takes away a percentage of the damage reduction from their resilience is quite nice.

Why pour a cup of water on a burning house (lolbadanalogy)? The way to combat resilience isn't by stacking more crit (which is going to deal less damage), or by trying to increase the damage your crits do (when you're critting less often), it's by gaining utility somewhere else.