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Zombiefreud

Member Since 03 Sep 2012
Offline Last Active Jun 16 2013 01:19 PM
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#3891527 Soul Reaper Cannot Be Cloaked off

Posted djmethodx on 25 May 2013 - 04:11 AM

I think u cant cloak the aplication of Soul Reaper (as the tooltip says, its physical and it can be dodged or parried even if it can be dispelled)
Try to cloak when the effect is about to trigger


#3891519 Soul Reaper Cannot Be Cloaked off

Posted Braindance on 25 May 2013 - 04:01 AM

View PostAthená, on 25 May 2013 - 03:55 AM, said:

Intended as dks are under powered compared to our rogue overlords.

Seriously though, check the some kind of database before you bother people with questions to which you already have the answer.
http://www.wowhead.com/spell=130736
"Physical"
Deals heavy Shadow damage if the target is below 35% health upon expiration.
If the target dies while this effect is present, the Death Knight gains 50 (+ 100% of Attack Power)% haste for 5 sec

Deals heavy Shadow damage if the target is below 35% health upon expiration.

Deals heavy Shadow damage

Shadow damage


#3894239 How to play Mutilate.

Posted clusky on 02 June 2013 - 05:45 PM

Been playing around with a few things...

Since rupture only procs venomous wounds when your target is poisoned and deadly poison only last 12 seconds, when multi rupturing I've just been swapping between people with Mutilate (2 combo points) > Rupture, The rupture lasts 12 seconds as does the poison so you don't get any "wasted" rupture ticks.  However on my current target I always aim for a 4+ CP rupture.

I swapped out CnD/Anticipation and took step and shuriken instead, I really missed being able to step rupture/Kidney people as well as its defensive uses (step your healer to eat traps being huge right now with hunters everywhere).

After running recount for many games deadly poison always comes out as my top damaging ability, So I took shuriken to spread it quicker and easier.  Always maintain deadly poison on as many targets as you can, shuriken has a 30 yard range and it only usually takes 1 shuriken to get the poison on (Plus it does fairly decent damage as well), In a 3s match you should be able to have all 3 opponents Dotted with deadly at any given time and 2 if not 3 with rupture.  

With full mastery gemming and full tyranical gear I'm able to get 16k deadly ticks and usually 25k crits from deadly alone, so having this spread over a full team is some pretty crazy pressure and easy to do with ST, Fan of knives is also really good if you get 2 or 3 people grouped up together.

On a side note has anyone tried using the Bad juju trinket? whats its proc rate like in pvp?


#3892618 How to play Mutilate.

Posted AcerMVP on 28 May 2013 - 08:45 PM

How to play Mutilate rogue in 5.3

There are a few of you asking me questions in my inbox, in-game and here on AJ. These questions include: "What rotations do you do?, What poisons do you use? Why this over this?" And so on. Here is a general guide on how I, Mvp the rogue plays mutilate. You may change any of the suggestions I have made to better fit your play style or hear your responses in regards to my guide. I understand a lot of you think that Sub is the best for PVP because of all the control you have. While this is some what true, Mut also has it's amazing advantages.

A lot of players haven't played mutilate in arenas because they have not figured out on how to play it. Here are the main points I will be making in this guide:

1) Talent Specialization
2) Glyphs
3) Poisons
4) Gems/Reforging/Enchanting
5) Rotations



1) Talent Specialization:
Talent Specialization is something that anybody can make up to their own style/spec. It gives you the freedom of changing what is needed before the arena starts due to certain comps. Here is a quick talent tree of what I am using: http://www.wowhead.c...talent#r!md|Isu

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The first tier for rogues gives you special abilities in your stealth. As assassination, I used to go with Shadow Focus due to the energy regen for assassination is terrible, but I realized how to fix this. Most sub players use this and I would like for more assassination rogues to as well. The reason why I went with Subterfuge is because it allows you to be able to use more stealth abilities after your initial opener (We all already know this, since most of us already play with it).

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The second tier is more or less to take in less damage/stopping damage. I chose Combat Readiness because of it's utilities against melee/dps teams creating a "Wall" for us rogues. If you were facing caster teams, of course you would use Deadly Throw.

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Almost the same as the second tier. Takes in less damage/gives health. I prefer elusiveness because who wouldn't want 30% less damage all around.

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Now comes the real fun, this talent with Subterfuge is one of the most used talent tiers in the game as a rogue at the moment. If you already know how to play this as a Sub rogue, then assassination openers will be a breeze for you. This is probably the best thing that has happened for assassination. Cloak and Dagger allows you to be able to use your abilities 25 yards away. Which makes Shadowstep useless and burst of speed. Especially with how assassination works. Assassination is all about bleeds/poisons. I will get into the rotations a bit later, but the reason why you pick this over ShS or Burst of Speed is because of the freedom you have to CC/Bleed up your opponents. This ability alone will bring back the necessary CC that you need from Sub into Assassination.

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This tier really depends on what you're playing. For 2's/duels, I prefer playing with Dirty Tricks over Prey because of the ability of being able to blind over your DoTs. Also, gouge is now 0 energy, which allows you to spam one mutilate the very most, but for threes, I still prefer of Prey on the Weak combined with Tricks, it does a large amount of damage boost to your partners.

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This last tier is all based on the kind of opponents you are facing. I see a lot of rogues using Marked for Death, while it is a good talent, it's terrible for Assassination. Reasons? Marked for death may give you an instant 5 combo points, but assassination generates combo points fairly easy. You may want to save these combo points for your Recup/Ruptures. Which is why Anticipation is amazing. Allows the use of your combo points where it's needed. I mostly use anticipation for melee/dps teams. I usually choose ST for caster teams because it's a troll move and it hits harder than icelances which mages usually cry about.

2) Glyphs:
I use a rotation of these five:

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Glyph of CoS: dmg reduction vs Melee Cleaves

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Glyph of Stealth: For quicker stealth's to be able to restart my openers/cc's), people ask why Stealth? In arena's it does help a lot because as soon as you use your first ability, stealth goes on CD meaning you have 3 seconds to try and get behind a wall and with this glyph, it allows you to be able to get that re-stealth quicker. So you can Vanish, open, hide and gain the stealth quicker rather than being Faerie Fired through the fucking walls while waiting for stealth to come off cooldown.

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Glyph Of Garrote: That extra silence helps, especially since you will be mass spamming garrote anyways.

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Glype of Shadow Walk: Against other rogues. Assassination will destroy a sub rogue if he gets the opener.

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Glyph Of Feint: Against caster teams. Most caster teams will try and kite you, so having this will help with damage reduction.

3) Poisons:
Deadly and Mind Numbing: Why? Deadly causes a lot of damage with Mastery, you'll learn why in the next section. Mind Numbing? You as a rogue should already know. No reason to explain this one.


4) Gems/Reforging/Enchanting:

Wraithaur did some math on where we should stop chasing after mastery. 79.5% seems to be the cutoff.

View Postwraithaur, on 06 June 2013 - 03:34 AM, said:

Did some more calcs with a certain level of assumption considering i don't have damage sources % so i did it just based on poison damage only. Worked out the sweet spot for Mastery being 79.5% before you start loosing too much AP and Crit from your agility gems\enchants.

Gems:

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Wondering what you should gem as an assassination rogue? There are three main gems for an assassination rogue. I've been messing around with how it works and I've come to realize that Agility/Mastery are the main gems needed. I am also gemming for socket bonuses.

Red slots: 80 Agility + 160 Mastery
Blue slots: 80 PvP Power + 160 Mastery
Yellow Slots: +320 Mastery


Why so much mastery you may be asking? Well, mastery affects your poison damage as assassination. At the moment, I am running with 71% mastery:

Posted Image

That is 71% more damage that I am doing with my poisons on other players. I am usually seeing between 20k - 50k deadly poison ticks. Now add this damage to mutilate, dispatch, envenom and your garrote/rupture ticks. It's a lot of damage.

Reforging:

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I normally reforge anything that is not needed. These three, are the main ones and I'm still over capped with them being reforged. If your gear already has mastery on it, reforge to crit; if it doesn't have mastery, reforge to mastery. Remember to always stay at the hit cap and expertise cap for PVP. Haste doesn't have much affect unless you have SnD up.

Enchanting:

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Helm - Trololo, Blizzard removed helm enchants.

Neck - ^

Back - Superior Critical Strike

Chest - Super Stats or Resil (I prefer resil, at high rating arenas, that extra bit of resil will help)

Shirt - Nude

Tabard - It has to be pink for assassination to work.

Armwraps (Bracers) - You can either do 140 Agil or 170 Mastery. You really don't notice much of a difference in damage wise, but I see Mastery affect my poisons more of course. I usually choose mastery for my multi dotting.

Hands - Superior Mastery

Legs - Shadowleather Leg Armor

Boots - You can go either Blurred Speed (180 Agil + Speed) or Pandaren Step (170 Mastery + Speed); I choose Agil to help the damage output from Mutilate and Dispatch.

5) Rotations:

I won't be giving away all my secrets, but I will teach a few for the newer rogues that just recently changed to mutilate. I have two main keybinds/macros in my stealth bar. These two are what will  make the game a bit life changing and will make or break you playing assassination rogue.

Macros:

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#showtooltip
/cast [@Arena1] Garrote

#showtooltip
/cast [@Arena2] Garrote

#showtooltip
/cast [@Arena3] Garrote


3's

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Normally in three's it's a bit different, sap one, and garrote the other two. Why? Because garrote automatically applies Venomous Wounds and Deadly Poison. This gives you +10 energy every Nature damage tick(Deadly Poison tick). So now you have two targets that have Dots, you're now gaining +20 energy every tick (This does not work if the person with bleeds have an asorb on them), but you're also causing huge damage by DoTs because of your mastery being so high. So you're now basically a Shadow Priest, Afflicition Warlock and all other DoT classes. Only difference is, you have three DoTs( Rupture and/or Garotte, Deadly Poison and any extra damage that comes out of Venemous Wounds).  Now you have damage all over the map.

You only need to put 1 combo point into Slice and Dice because after you envenom for the first time, your Slice and Dice automatically gets renewed.

Your opener is important because assassination openers have really nice pressure output. You can literally bring any class from 100% - 20% within the opener (No Burst). So you have to be mindful of how you play assassination and pay attention to your energy because you will run out fast with Mutilate being 55 energy. Normally openers in 3's look like this:

Sap > Arena1, Garrote > Arena2/3, CS > Kill target, SnD, Mutilate > Mutilate > Rupture. After this opening rotation, you can do anything you like, either refresh your Dots across the map or CC through out the map. Vanish > Garrote all the map or CS all the map. Depending how the game is going. Now you have the necessary CC from Sub in Mutilate because of Subterfuge/CnD.

I normally just redirect > rupture to refresh DoTs because it's just much simpler and use my vanish for their opening burst which allows me to open all over again and apply dots all over again. Assassination also has a lot of pressure output. Now with having damage scattered across the map, you can focus on your kill target.

Kill target/Burst: Vendetta/Trinket First > Shadow Blades after. Burst should only be used when you're about to do a kill. Why? Because Assassination does a lot of damage outside of it's burst anyways. On top of it, Vendetta is 2min's long and Shadow Blades is 3mins. You can trinket every minute if you want. I have these three cooldowns in a cast sequence/reset of 40 macro. Trinket being the first cast in the cast sequence.

The use of Dispatch, when dispatch does that bright thingy, use it after you use a Combo Point Quencher, it will give you a free combo point/no energy used/dmg. Spam dispatch after the person is 30% less health. Very low in energy (20) and it hits like an ambush. It will also generate quick combo points for those nice 5point envenoms that hit like a truck.


2's

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Remember when I said I use different tiers for different brackets? This is why garrote the entire map and start on the kill target, blind the other, blind won't break because of "Dirty Tricks" Which in the end of the blind, your bleeds may have already done about 15% damage extra to the "blinded" target, which already backs him up from healing his partner/himself, but you get the picture.

Kill target/Burst: Vendetta/Trinket First > Shadow Blades after. Burst should only be used when you're about to do a kill. Why? Because Assassination does a lot of damage outside of it's burst anyways. On top of it, Vendetta is 2min's long and Shadow Blades is 3mins. You can trinket every minute if you want. I have these three cooldowns in a cast sequence/reset of 40 macro. Trinket being the first cast in the cast sequence.

The use of Dispatch, when dispatch does that bright thingy, use it after you use a Combo Point Quencher, it will give you a free combo point/no energy used/dmg. Spam dispatch after the person is 30% less health. Very low in energy (20) and it hits like an ambush. It will also generate quick combo points for those nice 5point envenoms that hit like a truck.

Well, it was a quick and short guide on how to play assassination in my eyes, but so far it's been the best playstyle(2300 in 3's, but I barely play the team and I'm trying to find a new comp to play for shits and giggles). You can take this guide and change anything you like to your playstyle, but this is mostly for more beginner mutilate players. I've played Sub and Mutilate during most of my seasons, but I prefer to just stick to Mut these next few seasons. Kind of tired of playing Sub, but if you have any questions, please feel free to ask. I hope I make sense, I normally visit AJ during work, so this guide was written during my work hours ^^;


#3758088 5.4 PVP Power and Resilience Guide

Posted Eldacar on 03 September 2012 - 01:00 AM

***With the release of Patch 6.0 leading up to Warlords, this guide is fully out-of-date, a full re-write is in progress***



Eldacar's Guide to PVP Power & Resilience


Hello PVP'ers! For those of you that don't know me I go by Eldacar and I am a long time PVP'er and PVP Theorycrafter, as well as a member of Blizzard's forum MVP program. I write PVP focused guides and do everything I can to help the PVP community grow and prosper, which is why I wrote this PVP Stats Guide. You can find me on twitter as @EldacarJS and on the US Official Forums as Eldacar@Boulderfist. This guide goes into a lot of detail and gets into some complex stuff in a few places, if you have questions leave them in the comments and I will answer them as best I can.

** PATCH 5.4 CHANGES**
- The base damage reduction of Resilience was increased to 72%.
- The Resilience rating to damage reduction conversion formula was altered.

Summary & Key Points:
-Resilience has linear returns, +100 Resilience rating increases your effective health by 1.235% relative to displayed health.
-PVP Power has linear returns, +400 PVP Power gives you +1% damage or healing in PVP (before spec modifiers).
-The latest season's PVP gear is generally the best gear for instanced PVP, however in world PVP players with heroic raiding gear will have an advantage.
-PVP Power does not cancel out a target's Resilience but it will still help you hit them or heal them harder.
-It is generally ineffective to gem for PVP Power, gemming for primary stats is more effective in most cases.
-The PVP trinket set bonus offers roughly 8.25% effective damage reduction and will always increase your effective health by 32.11% of your displayed health.

Table of Contents:

Section 1 - Resilience
1A - The Exponential Returns of Damage Reduction
1B - The Diminishing Returns of Resilience Rating
1C - Baseline Damage Reduction
1D - Effective Health
1E - The Full Scale of Resilience
1F – Resilience on Items

Section 2 - PVP Power
2A - The Absolute vs Relative Returns of PVP Power
2B - PVP Power's Interaction with Resilience

Section 3 - Gemming for PVP

Section 4 - Closing Thoughts and Remarks

Section 5 - Appendix
Appendix A - Valuation and Frame of Reference
Appendix B - Formulas


Section 1 - Resilience



Everyone reading this likely already has at least a general understanding of how Resilience works; its fundamental purpose is to provide percentage based damage reduction against all damage done by players, the more Resilience you have the less damage you take. That is fairly straightforward and easy to understand; however understanding how the stat scales and all the factors at work is more complicated. There are three main factors that go into how Resilience scales, first is the exponential returns of percentage based damage reduction, second is the diminishing returns of Resilience rating, and third is the baseline 72% reduction that all players have in PVP.

Section 1A - The Exponential Returns of Damage Reduction



The effects of percentage based damage reduction scale exponentially, the more you have the more valuable additional damage reduction becomes. For example, let's say someone is hitting you for 100 damage, if you have 0% damage reduction and you add 1% that 100 damage is reduced to 99 damage, a 1% effective reduction. However if you already have 90% damage reduction and you add another 1% that 100 base damage which was already reduced to 10 is now further reduced to 9. That change in incoming damage from 10 to 9 is a 10% reduction in actual damage taken by adding just 1% of damage reduction.

Here is a graph that shows how the value of damage reduction increases as you gain more:

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As you can see at 50% damage reduction additional reduction is worth twice as much as normal, at 90% its worth ten times as much as normal. This kind of scaling isn't unique to Resilience, armor and any other percentage based damage reduction (even in other games) function the same way. Games control the overall scaling of these mechanics by manipulating how fast you are awarded the damage reduction.

One additional note on this, in World of Warcraft different damage reduction mechanics have multiplicative relationships NOT additive, what that means is that the value scaling for any one of these mechanics is only accurate within that one mechanic. At 50% damage reduction from Resilience an extra 1% from Resilience is effectively worth 2%, however none of this has any bearing on the value of additional damage reduction from say armor, that scales totally independently but in a similar fashion. Because these defensive stats scale independently from each other and have a multiplicative relationship they can each be examined and valued independently.

Section 1B - The Diminishing Returns of Resilience Rating



For Resilience the main factor that counters the exponential scaling of percentage based damage reduction is the diminishing returns on Resilience rating. The more Resilience rating you have the less damage reduction is awarded by each additional point of rating, as shown in the graph below. This is how Blizzard controls the overall scaling of Resilience as a whole, and it is what they change when they want to alter the way Resilience scales.

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As you can see in the graph, the amount of additional damage reduction provided by additional Resilience gradually declines as Resilience rating increases.

Section 1C - Baseline PVP Damage Reduction



Mists of Pandaria added a new factor to the way Resilience scales, the baseline PVP damage reduction that all players have which was increased from 65% to 72% in patch 5.4. What this has effectively done is significantly shrink the damage reduction gap between under geared players and fully geared players. This combined with the limited availability of Resilience on gear and through gems has significantly lessened the impact of resilience as a stat at level 90. The difference in damage reduction between a fresh level 90 and someone in the best possible pvp gear is now relatively small.

Section 1D - Effective Health



Effective Health (or EH) is perhaps the most critical metric for measuring survivability. Effective health is essentially how much pre-mitigated damage it takes to kill you. If you have 100k health and 0% damage reduction your effective health is just that same 100k. However if you have 100k health and 50% damage reduction your effective health is 200k, because someone would need to do the equivalent of 200k pre-mitigaged damage to kill you.

It is also important to note that more than just increasing the size of your effective health pool, damage reduction also increases the relative effectiveness of heals on you. With 50% damage reduction a 1k heal actually restores 2k of effective health. This is one of the reasons why increasing your effective health through damage reduction is better than increasing your effective health an equivalent amount through raw stamina.

Effective health is really the stat that best indicates the value you are getting from Resilience and it is the stat you need to be paying attention to when evaluating the survivability of your character. Effective health is displayed on the graphs below as a percentage relative to displayed health, an effective health (EH) value of 150% for a player with a 100k displayed health pool would mean that player has an effective health from just Resilience of 150k. When you factor in other effects like armor and damage reduction from talents your EH is higher but we are just looking at Resilience by itself here.

Looking at effective health over the full scale of resilience as shown below illustrates how the exponential returns of damage reduction and the diminishing returns of Resilience rating combine to cancel each other out and generate perfectly linear returns.

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As you can see the effective health returns of resilience are perfectly linear, adding 100 Resilience rating will always increase your effective health by 1.235% relative to your displayed health.

Section 1E - The Full Scale of Resilience



This next graph brings it all together displaying both the scaling of damage reduction and effective health based on Resilience rating at level 90 in patch 5.4.

Posted Image


This graph should drive home once again that although the damage reduction you get from additional Resilience diminishes the more you get your effective health continues in a linear fashion anyway thanks to the increasing relative value of that damage reduction.

Section 1F - Resilience on Items



At this point you may be thinking "I want to get as much resilience as possible and become totally unkillable!" which sounds great, but unfortunately it is a bit impractical. Although there is no Resilience cap you are extremely limited in the amount of resilience you can get in game on current season items. Most fully geared players will have around 3375, which is what you get from the PVP trinket set bonus and the PVP meta gem. The lack of resilience on gear is not a big issue because currently a player with nothing but the baseline 72% reduction already has 357% effective health, which is more than most fully geared players had at the end of Cataclysm.

For those of you contemplating using a PVE trinket or two here are some facts to help you make your decision. The 2600 Resilience offered by the PVP trinket set bonus provides roughly 2.31% additional damage reduction from baseline, which is about 8.25% effective damage reduction after factoring in the value scaling. Furthermore the set bonus will always increase your effective health by 32.11% relative to displayed health, so if you are currently at baseline you would go from 357% EH to 389% EH.

Section 2 - PVP Power



PVP Power is a relatively new stat introduced to the game in Mists of Pandaria which acts as the offensive compliment to Resilience. The idea behind this new stat is to encourage players to use PVP gear in PVP by putting major PVP-only offensive gains onto PVP gear (or in the case of healers, healing gains). PVP Power increases all damage done to players (under all circumstances), and healing done (while outside PVE-instances), by a percentage that increases based on how much PVP Power rating you have. The amount of each bonus you get is also dependent on your class and spec.

-Healing specs receive 100% of the healing bonus but 0% of the damage bonus
-All other specs receive 100% of the damage bonus and a partial healing bonus depending on class.
-Damage specs for Druids, Monks, Paladins, Priests, and Shamans receive a 70% healing bonus.
-All other specializations and classes (including tanking) receive a 40% bonus to healing from PvP Power.

PVP Power is currently the primary differentiator between PVP gear and PVE gear. It is a "free" stat on PVP gear, meaning it is not factored into the item's stat budget. As a result when comparing PVP items to PVE items of the same item level all the general-purpose stats should be equivalent but the PVP gear will have PVP Power on it as well making it a better choice for PVP. This fact is particularly important due to the presence of item level limits in all instanced PVP. The item level limits change with each season, but their purpose is to limit the item level of PVE gear to be equal to or lower than the item level of the current season's PVP gear. These two factors together generally ensure that the current season's PVP gear is always the best gear for instanced PVP. However the item level limits do not function in the open world, so in world PVP a player in the latest heroic raiding gear will likely (and unfortunately) have a large gear advantage.

Section 2A - The Absolute vs Relative Returns of PVP Power



PVP Power's scaling is very straight forward; it has linear returns when looking at it in an absolute sense, adding 400 PVP Power will always give you another +1% damage or healing in PVP depending on your spec. So every additional point of PVP Power will increase your damage/healing by the same amount. However I have seen some players around the forums describing PVP Power as having diminishing returns, and they are correct to an extent.

If you evaluate the returns of PVP Power in a relative sense it does have diminishing returns, going from 0%-1% will give you the same absolute damage increase as going from 30-31%, but in the latter case that damage increase is smaller relative to the damage you are already doing. Virtually everything in the game operates the same way. Think about primary stats for example; +3000 strength would give a warrior a pretty nice bump in damage right now. However if Blizzard said "Hey we like you random warrior!" and bumped their strength up to 100,000 then that +3000 strength would suddenly be worth a lot less to them even though it would still increase their damage by the same amount. The reality is that in order for a stat to offer you consistent relative gains as you gear up the stat would need to have increasing absolute returns, in other words it would need to give you more and more damage or healing the more of it you got. (For more info on absolute vs relative valuation see Appendix A)

Now it is time to look at the actual scaling of PVP power, which is shown in the graph below.

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As shown in this graph PVP Power's returns are perfectly linear. You gain either +1% damage or healing for every 400 PVP Power you have, this is also the “baseline” upon which the reduced healing bonuses for non-healing spec are based. The red line shows the healing bonus for hybrids (70% of baseline), and the yellow line shows the healing bonus for everyone else (40% of baseline).

Section 2B - PVP Power's Interaction with Resilience



The most common misconception that most players seem to have about PVP Power is that it acts as a kind of "Resilience Penetration" which counteracts the target's damage reduction 1 for 1, that is simply not true. PVP Power increases your damage by the percentage shown in your stat panel, it always increases it by that same amount regardless of how much damage reduction the target has. Your outgoing damage is calculated first, then the target's damage reduction mitigates that damage according to their stats.

Take for example a warrior who's swing always does 100 damage in PVE. This warrior gets a +50% damage increase from PVP Power in PVP, so that 100 damage get's increased to 150 damage in PVP. This warrior has now decided to attack a paladin that looked at him the wrong way. Lets say the paladin has +50% damage reduction; so when the warrior's 150 damage hits him it is reduced to down to 75. That is how PVP Power and Resilience interact, the outgoing damage is boosted up by PVP Power, then the total incoming damage is mitigated down by Resilience.

Section 3 - Gemming for PVP



One of the most popular questions I get is "What should I gem for?" Unfortunately I cannot provide a clear cut answer to that question. The answer is dependent on your gear level, class, spec, play style and more. My recommendation is to check how the pros of your class/spec are gemming, and then experiment to see what works best for your personal play style. However I will say that it is typically ineffective to gem PVP Power at level 90, gemming primary stats is generally more effective for damage or healing.

Choosing the best gem for survivability is significantly more complicated. Stamina gems will almost always provide you with more effective health, but Resilience gems don't lag too far behind in the effective health they add. Additionally Resilience gems scale up in value proportional to the amount of healing you receive because they increase the amount of effective health restored by that healing. For now I recommend gemming for resilience if you are looking to increase your survivability, but I will look at this topic in more depth in a future guide.

Section 4 - Closing Thoughts and Remarks



I hope that this guide has been illuminating for everyone that has taken the time to read it, I have tried to provide as much accurate and detailed information as possible about the way these stats work. If you have questions about these stats or about anything written here feel free to ask and I will do my best to get you an answer.

I error checked this guide many times however I am still human, so if you believe you see an error please let know and I will look into it. I also want to make it clear that although I am a member of Blizzard's Forum MVP program I am NOT a Blizzard employee and nothing in this guide is based on any kind of inside information. All the data in this guide was all generated based on direct in-game observation and calculations based on that observed data.

General Notes
-This guide is written for level 90 players, the numbers are different at lower levels
-This guide just underwent a major update and revision, if you notice a typo please let me know!
-Some of the graph types from previous versions of the guide have been removed to reduce the complexity of the guide, but may return in the future.


Section 5 - Appendices



This is some additional information about some of the ideas, concepts, and data discussed in this guide. Additional appendices may be added over time as needed.

Appendix A - Valuation and Frame of Reference



Absolute valuation compares numbers based on addition and subtraction, IE going from 30% damage reduction to 60% damage reduction is an absolute gain of 30%. Relative valuation compares numbers using ratios, IE going from 30% damage reduction to 60% damage reduction is a relative gain of 100%. Why is this important? Because taking the example a step further, going from 60% to 90% is an absolute gain of 30%, exactly the same as before, but it is a relative gain of 50%, half as much as before. So if this trend were to continue, it would signify linear absolute returns but diminishing relative returns. This guide primarily uses absolute valuation because it is much easier to understand and work with when comparing a large number of data points to a common baseline.

Frame of reference is another critical concept for evaluating data, particularly when most of the data is in percentages. There are two basic methods that can be used to evaluate a string of data points; constant frame of reference, or progressive frame of reference. Constant frame of reference uses one common baseline value as a reference point, every data point is compared to that baseline. In contrast a progressive frame of reference compares each data point to the data point before it. Take for example this set of data points: 1, 2, 3, 4, 5. On a graph using a constant frame of reference they would be displayed as 1, 2, 3, 4, 5 (all data points were compared to a baseline of 0). However on a graph using a progressive frame of reference they would be displayed as 1, 1, 1, 1, 1 (each data point was 1 larger than the number before it).

Using a constant frame of reference makes it much easier to evaluate the actual changes in the progression of a data set, where as using a relative frame of reference allows you to better evaluate changes in the rate of change over the progression of a data set. Since we are more interested in the actual changes than the rate of change when viewing the scaling of stats I chose to use a constant frame of reference for the graphs in this guide.

Appendix B - Formulas



The formula I use to calculate damage reduction from resilience in patch 5.4 is:
Reduction %  = ((28900*0.72)+x)/(28900+x)
x represents resilience rating.

The formula I use to calculate damage increase from PVP is:
Damage increase %  =  x/400
x represents PVP Power rating


#3859433 Subterfuge + Shadow Dance bug

Posted Unseenz on 09 March 2013 - 04:30 PM

View PostWildeHilde, on 09 March 2013 - 04:22 PM, said:

Not a good idea. The stealth from Subterfuge is gona and you have 3 seconds less of Master of Subtlety, essentially making Subterfuge a bad choice.

lol no, you put the cancelaura line in your dance macro, that way if you make the mistake of dancing during subterfuge it doesnt bug it. the solution is dont dance during subterfuge obviously... why would you want to in the first place


#3859272 Subterfuge + Shadow Dance bug

Posted WildeHilde on 09 March 2013 - 07:22 AM

Subterfuge is not triggered if Shadow Dance is started too early after the initial opener. Initially I thought this is always the case, but that's not the case. The Subterfuge buff only shows up about 0.4 - 0.5 seconds after the opener.

Means triggering Shadow Dance within the first 0.5 seconds after the opener will bug out Subterfuge.

Posted Image

Blizzard is already on it. Got to say the new PvP dev is fast. He responded six minutes after my tweet.

Posted Image





#3858691 5.2 ROGUES NEEDS TO BE FIXED

Posted Oliaxz on 07 March 2013 - 10:26 PM

I will agree that Shadow blades is stupid, but so are all the other 1 shot abilities (incarnation, avatar, ascendance, zoo, etc). Outside of SB i think our damage is just fine and we are far from being the most bursty class out there for obvious reasons (wound poison and longest stun lockdown with para psn). I dont understand the damage buff on shuriken toss though.

I will also say that i think rogue pre 5.2 needed a mobility buff more than anything else, to be much more like warrior in that departement, and no, cloak on 1 min and an extra vanish would not have been enough to provide that. But i feel like cloak and dagger overdid it a bit, it sure if fun as hell though. Its hard to tell how to fix that issue though. Being able to triple port with subterfuge every restealth is pretty dumb, but if they remove subterfuge then CnD becomes quite useless outside of dance and id say worst than shadowstep overall because we dont need a gap closer on our 1st opener, we need it after the opener once the guy trinket, blink, etc. And youll be forced more often than not to use dance as a gap closer instead of using it for swifty time to actually kill people, which is how you win games. At the end of the day it doesnt matter how many time u get someone to 1% hp if u cant ever finish him off and a lot of classes are better than rogue at doing just that.

So removing subterfuge is not the way to go. I think they should put shadowstep baseline for subtlety and cloak and dagger should only work when you dance. And I think most people would agree that dealing with shadow step + CnD on dance would be a lot less annoying than having your whole momemtum fucked up by a single restealth because your whole team gets cheap shot in about 3s with the rogue raping 1 of you while none of you cant do shit about it.

Anyway rogue still arent as OP as they were in cata, and outside of BG9 you really shouldnt see many of them at the top of the ladder even with all the rerolls because rogue is just simply not an easy class to pick up and get good at fast. It also doesnt give much room for mistakes and you cant just train something for 30s going retard mode thinking about if you should switch target or not. We aint no warrior, we have to make more action per sec because of our 1s gcd, be pro active all the time(can't just wait for people to make mistakes and for the stars to align with random crits) and be as unpredictable as possible so that people react by making the wrong decision because they didnt already think about what they should do next if X scenario were to happen right now at this very second. So yeah i doubt many "new" rogue will stick it out even if its a top tier class in 5.2. Geez i always get carried away whenever i write something on AJ... sry!


#3856063 Your new spec for 5.2?

Posted Lieto on 03 March 2013 - 08:42 PM

for anyone who is lacking utility with mutilate i suggest trying shiving paralitic poison left and right. feels good.

and btw i think people were mocking cloak and dagger with stealth glyph idea. I doubt anyone in right mind considered mutilate awful.


#3855255 Your new spec for 5.2?

Posted Unseenz on 01 March 2013 - 12:58 PM

View PostOhhiimMvp, on 28 February 2013 - 05:28 PM, said:

Unseenz was the only person in this thread to really get what I'm trying to do. Assassination isn't what it used to be in BC, because now it has become a dot class which makes rogues fun again cause I can switch on and off with out having to worry about my damage.

Posted Image

bumping with assassination damage, its a lot of constant pressure and i can see it being strong in arena especially when paired with any class that can keep an entire team low, such as a boomkin, because dispatch is a really good finisher. don't have to rely on dance to be up to keep pressure, and people haven't played against assassination rogues much so i notice when i have my vendetta up i dont get locked down as much as when i dance.


#3851647 Your new spec for 5.2?

Posted Unseenz on 20 February 2013 - 03:28 PM

Assassination has a lot of constant pressure, you might not see the huge swifty level burst of a shadow dance, but when you have rupture up on multiple targets with back to back free energy ticks, vendetta up on a target with blades etc, and then the pressure of a shadow priest behind it, its practically unhealable. just for a frame of reference, pre-5.2, before rogues become gods, before dispatch and envenom buffs, rogues that play assassination have been able to top damage in rbgs. the fact that this is possible as a single target class shows in itself how much pressure you can put out.


#3842770 Rogue changes 5.2

Posted Kifasa on 31 January 2013 - 05:54 AM

Posted Image Rogue (Forums / Skills / Talent Calculator)
Wow... Blizz is actually listening to us. :D


#3842520 5.2 Changes

Posted Neeeks on 30 January 2013 - 07:04 PM

Talents
  • Asphyxiate no longer costs a Blood Rune. Now has a 30 sec cooldown, down from 60 sec.

Seems pretty good. Thoughts?


#3839163 5.2 Changes

Posted Another on 22 January 2013 - 02:32 PM

View PostMorpht, on 22 January 2013 - 12:22 PM, said:

With Strangle cd 1 min, asfixiate is useless, would be good snare effect passive for unholy spec, as could be the old desecration 4.3 cata :D when you use SS, NS or PS slow target or zone 5yr/10/yr 50%. Death's advance is good but is insufficient and I personally prefer desecration.

It is also ideal to remove gcd and rune cost for strangulate.

Class fixed

Warrior change stance: they dont have  gcd and no rage cost
Dk change stance: we have  gcd and runic cost(with mayor glyph) jk
Good job bliz

You can snare with plague strike if you get chilblains in 5.2. Imo Roiling Blood + Chilblains is the way to go in 5.2 because 2x icy touch + 2x blood boil > festering strike , but I don't know what glyph to drop for pestilence yet.


#3841863 A much easier fix to rogues.

Posted Z4muZ on 29 January 2013 - 03:11 PM

View PostSaikx, on 29 January 2013 - 02:53 PM, said:

^ give that guy a medal for the double epic fail, hahaha


edit: nooo he got it working :(

LOL EPIC FAIL YOLO POKEMON 9GAG XD




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