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3.1.2 & Warriors 'but not' rogues ?


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#1 Ikshnaydubz

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Posted 07 May 2009 - 12:57 PM

Paladin (3.1 Skills List / 3.1 Talent + Glyph Calc.)

Retribution burst damage
I have answered this recently. We want to make Retribution less about unloading multiple cooldown-restricted abilities all at once. We aren't ready to discuss our specific plan yet or we would have already done so. (Source)


Warrior (3.1 Skills List / 3.1 Talent + Glyph Calc.)
Juggernaut too powerful?
Juggernaut is something we're keeping an eye on. We introduced it specifically to give warriors some much-needed PvP potency and don't want to immediately nerf it back to being a non-entity.


Source: www.mmo-champion.com

Wow... and they dont say anything about rogues what so ever. I guess having a 70% snare and 50% healing reduction that goes off automatically as soon as you touch somebody, a snare that doesnt even require energy/let alone a GCD and might as well be uncleansable as fast as it comes back onto somebody. The ability to completely control somebody whilst dipping behind pillars between stuns/gouges/disarms/snares and pillar humping untill bleds wareoff then restealthing.

This game is getting more and more retarded by the minute. I remember a day when warriors were actually rogue counters then there came the day that rogues dont even have to shiv to put a reliable snare onto somebody...


Could you imagine, outside of imp hamstring, if we got a base hamstring on somebody just from attacking them rather than actually having to keep wasting a global cooldown let alone rage every few seconds to reapply piercing howl/hamstring? I dont know about you but in a pvp scenario, that's alot of extra gcds to focus solely on damage and use all those taste for blood procs, execute, mortal strikes in a more orderly fashion.

Even DKs have to use their GCD to apply their snares and use a rune for chains of ice ( most the time ).

It's bad enough that the snare is 70% instead of 50% making our snare completely negated anytime we try to switch targets with the rogue poison on us. Gettin kited by a rogue who keeps dipping out 5 feet from you anytime he wants whilst your snared 20% slower than he is, gets pretty annoying after a w hile, but making it freaking 'automatic' everytime they touch us is just retarded...

I love how the DK powerhouse goes out and they turn around and think 'oh well nothing changed with rogues this season so it must be priest' and start nerfing priest when the problems was rogues all along. Ya ret paladins and rogues were OP'd in S5 too but since DKs were on another planet as far as OP'dness that means rogues were fine, gtfo.

Yes this is a QQ but a legitiment one ^.~

[edit] And before somebody tries to pull the survivability card, ya rogues have the ability to be blicked but so does everybody else with all the wild damage flying around. Leather armor to plate isnt even a factor when you're talking about DKs who completely negate armor. They have 5k less HP than me ? Wow that's a fart in world of warcraft 2009.

Rogues have some of the best survivability cooldowns in the game, and they have 'absolutely the best when it comes to survivability cooldowns they can use that 'dont even hinder their damage while they're using them what so ever' only rivaled next by dks and ret paladins


Rogues are gods.

And I dont even wanna talk about the Double rogue 2v2 teams that are in the top 5 world...


Even S5 DKs never got that status... shit makes me wanna puke.
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#2 Grombringal

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Posted 07 May 2009 - 12:58 PM

70% cripple is going to have to go very soon :~)
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#3 Iddqd

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Posted 07 May 2009 - 01:00 PM

70% cripple is going to have to go very soon :~)


Make it 50 and undispellable and I wouldn't have any objections.
It kinda needs to be 70 though because otherwise rogues have no way to get away from a warrior that's shitting all over them except vanish.
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#4 Grombringal

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Posted 07 May 2009 - 01:05 PM

God forbid some classes can't dispel poison ;/
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#5 Taras

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Posted 07 May 2009 - 01:25 PM

Make it 50 and undispellable and I wouldn't have any objections.
It kinda needs to be 70 though because otherwise rogues have no way to get away from a warrior that's shitting all over them except vanish.


So being able to get away from the warrior anytime you want to get healed up is the way it's suppose to be in your opinion?
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#6 Iddqd

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Posted 07 May 2009 - 01:34 PM

More like getting away from the warrior more than twice per game.
If you're lucky and vanish decides to work.

Also, warriors play with druids/paladins, and have more baseline mobility than rogues could ever dream of. 15s in-combat charge + 30s intercept is more than enough to keep you from getting peeled.
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#7 Magus

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Posted 07 May 2009 - 01:37 PM

nerf rogues
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#8 Powerslave

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Posted 07 May 2009 - 01:39 PM

i dont think rogues are that good however here is a short(lol) list on what needs to be looked at also!

Since we seem to reach the point of warrior nerfs I'm going to make a list of other things that need to get looked at

Rogue:
-70% crippling poison
-kidney cheapshot and dismantle offering too many lockdowns for 1 class
-sap being gamebreaking in some cases
-rogue damage on opener is too high
-feint completely counters bladestorm without having an actual cost

Warlock:
-if they crit as destro,stuff get one shotted

Death knight:
-Frost strike needs to be fucking decimated with the nerfbat
-hungering cold cooldown is too low
-scourge strike deals way too much damage
-frost presence gives ridiculous survivability to dks at low opportunity cost
-deathgrip vs bladestorm
-Unbreakable armor should be unusuable vs players,as it's a total damage immunity vs half of the classes

Paladins:
-everything retribution paladins do
-15% extra speed+ freedom=lolk

Druids:
-as resto,too high survivability and no need to cast anything,barkskin on too low cd
-as feral,bear form adds too much survivability making killing a feral impossible
-as feral,the damage they put out is too high(dot crits for 3.xxx etc)

Mages:
-too much damage
-too many novas(passive ones while youre at it)
-too much survivability vs casters

Shaman:
-enhance teams makes cleaves unkitable
-elemental damage=lol

Priest:
-Too many instant casts
-prayer of mending makes swapping targets too hard for classes that have dots
-too high survivability vs casters

Hunters:
-ban levidian
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Timeless guide to warrior : http://www.youtube.c...feature=related

#9 Craton

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Posted 07 May 2009 - 01:39 PM

We (collective arena players) already knew this was coming. It's pretty clear to most that it's overpowered.

Rogue:
-70% crippling poison
-kidney cheapshot and dismantle offering too many lockdowns for 1 class
-sap being gamebreaking in some cases
-rogue damage on opener is too high


Agree in pretty much all points. CS/KS should have shorter durations (or damage thresholds), sap should be 6 seconds, and the opener bonuses (e.g. overkill) should be removed. Crippling needs to be brought in line with all other spammable snares and made 50%. Poison proc rate needs to be also be addressed (even abolish poison/cleanse spam can't keep up), as well as wound being the premiere damaging poison, yet also giving a healing debuff. But, the first few are the main issues.
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#10 Iddqd

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Posted 07 May 2009 - 01:39 PM

nerf rogues

.
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#11 Powerslave

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Posted 07 May 2009 - 01:40 PM

We (collective arena players) already knew this was coming. It's pretty clear to most that it's overpowered.


i made a list of other things that we already know that are overpowered

lets see how long before they get nerfed
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Timeless guide to warrior : http://www.youtube.c...feature=related

#12 Iddqd

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Posted 07 May 2009 - 01:41 PM

We (collective arena players) already knew this was coming. It's pretty clear to most that it's overpowered.

It should just increase the cooldown of charge and/or not have the stupid fucking coldblood every 15 seconds.
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#13 Barburas

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Posted 07 May 2009 - 01:41 PM

Remove rapid charge glyph really.
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#14 Powerslave

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Posted 07 May 2009 - 01:42 PM

It should just increase the cooldown of charge and/or not have the stupid fucking coldblood every 15 seconds.


rogues should not have automatically applied snare that is stronger than hamstring

because i say so
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Timeless guide to warrior : http://www.youtube.c...feature=related

#15 Grombringal

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Posted 07 May 2009 - 01:43 PM

Clueless people inc
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#16 Depressedlol

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Posted 07 May 2009 - 01:43 PM

Wow love these warriors that come in here and complain about rogue's. First off unless you are running with a priest your healer should be smart enough to easily remove crip if we try to restealth, and God forbid if you run with a druid that can just throw abolish up and keep our poisons off you. You make it sound as if we dont use shiv to keep a crip on you which does cost energy or as if these poisons proc every swing which they dont. But yet Hamstring is only removable if we vanish or if we run with a pally that can freedom. Go qq else where you expect rogues to go in arenas and Tank warriors I mean come on your able to kill us from 100-0 in a intercept with some lucky crits and a full rage bar. If anything rogues are balanced yeah we can produce pressure but outside of our stuns we can easily be nuked. L2P
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#17 Grombringal

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Posted 07 May 2009 - 01:43 PM

Nvm they're already in the place rofl
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#18 Iddqd

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Posted 07 May 2009 - 01:43 PM

rogues should not have automatically applied snare that is stronger than hamstring

because i say so

Crippling is too powerful vs priests and warlocks. Try telling your terrible paladin to keybind freedom.
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#19 Powerslave

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Posted 07 May 2009 - 01:44 PM

Crippling is too powerful vs priests and warlocks. Try telling your terrible paladin to keybind freedom.


tell your terrible priest to dispel it

why am i even arguing with you?
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#20 Magus

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Posted 07 May 2009 - 01:47 PM

trainable shadowstep for 50% easily cleansable snare is what i wanna see ye?
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