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Member Since 24 Feb 2009
Offline Last Active Dec 21 2013 03:08 PM

#4005007 What you would like see in next expansion?

Posted by clusky on 04 December 2013 - 03:40 AM

More frequent, smaller balance hotfixes and patches rather than one big one every couple of months.
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#3894239 How to play Mutilate.

Posted by 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?
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#3855450 Your new spec for 5.2?

Posted by clusky on 01 March 2013 - 09:54 PM

Just did a few 3s as assassination, playing rogue/boomkin/disc

the sustained pressure from multi dotting is insane, coupled with the boomkins dots most healers we played against went oom very fast, swaps were fairly easy as everything was dipping low all the time. I did miss the utility that dance brings to the table at times but overall the spec felt very viable.

with the buffs next patch I can see it being very viable in certain comps.

and for anyone trashing it, go give it a try! it's surprisingly good
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#3836555 Rogue changes 5.2

Posted by clusky on 17 January 2013 - 04:21 PM

ST change isn't really that big, slight damage nerf but it still applies poisons.

Liking the new smoke bomb, kinda promotes picking ShS over cloak and dagger in case you need to defensive bomb on a team mate, opens up some more playstyle options which is always good.

I'm happy nerve strike got nerfed rogues didn't really need that. The talent was just promoting healer zergs, was also going to be pretty stupid with ShD and cloak and dagger, pop dance port over to the healer, cheapshot them for 5 seconds then another 6 with the healing debuff whilst your bursting down their team mate.

Looking forward to this patch, gonna be fun :)
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#3823724 Orc Engineer better than human racial

Posted by clusky on 18 December 2012 - 10:30 PM

Think I missed something, how does trinket change worsen engineering?

since on use trinkets are now 1 min cd and share a cd with engi gloves which are also a 1 min cd, before you could have on use for one frozen orb and engi gloves for the next. Now you have on use for all frozen orbs.

The main idea atm is that is it better to use the proc trinket and try to time your engi gloves with it every min.

for example stacking proc, with engi gloves and bloodfury as an orc engineer
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#3821339 So how many of you are planning on using...

Posted by clusky on 14 December 2012 - 10:22 PM

Looks like I had wrong calculations. Can You give us a link to any full resi Rogue?

Its not a strict % damage reduction, by increasing your resil you are also increasing your effective health.
for example, you have 60.3% resil your effective health is 251.9%, by increasing your resil to 62.8% (2.5%) your effective health shoots up to 269.1%, a gain of 17.2%.

How resil interacts with effective health and pvp power is all explained in Eldacars guide here

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#3789757 Show me your transmogs my fellow Rogues!

Posted by clusky on 12 October 2012 - 02:11 PM

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Darkmantle replica set with fang of oblivion :)
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#3761404 New Undead Racial

Posted by clusky on 06 September 2012 - 03:21 PM

Touch of the Grave scales with gear so it becomes better every tier.

Got a source for this? everything I can find says it scales with level not gear.

I'm not arguing that other racials aren't good, with the amount of warlocks and priests around last season Wotf was amazing and it will continue to be in MoP.

All I'm saying is In terms of pure damage/healing output humans will do more than every other race, it's down to the player to decide if they want the extra utility brought by wotf/escape artist/shadowmeld or the extra damage brought by human.

hi trance! :wub:
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#3760664 New Undead Racial

Posted by clusky on 05 September 2012 - 08:56 PM

why will human have more PvP Power?? both insignia and medallion gives the same PVP POWER

1021 mastery (1.7%)
322 pvp power (1.22%)

1342 PvP power (5.06%)

1342 PvP power (5.06%)

So an undead rogue using the medallion of tenacity (PvP trinket) and badge of conquest (On use) would have 1664 PvP power (6.28%) and 1021 mastery (1.7%).

A Human rogue using the badge of conquest (On use) and insignia of conquest (Proc) would have 2684 PvP power (10.12%) and the additional 20 seconds 2989 agi/str/sp proc.

So the human rogue would have 3.84% more damage/healing against players along with the proc whilst the undead rogue would have 1.7% more mastery.

In terms of pure damage/healing output humans still look the best, one thing to note about touch of the grave is that with each new tier of gear the racial gets worse due to it being a static amount and not based on a percentage.
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#3760333 New Undead Racial

Posted by clusky on 05 September 2012 - 03:59 PM

You aren't factoring in how much damage/healing the UD racial is going to do due to no GCD, and the ability to have greater uptime etc due to a fear break. Comparing the two isn't exactly as black and white as you're making out.

No GCD just means it doesn't trigger the global cooldown, From everything I could find on the racial most people are saying it has an internal cooldown of around 12-15 seconds.

Fully geared players at level 90 will have just under 60% damage reduction from resil, meaning the racial is going to hit for approx 5-6k every 12-15 seconds, considering that players will have between 360-400k HP its gonna be doing 1-2% of the total health pool.

Free damage is always good especially when it can proc of pretty much every attack (including DoTs), however I don't think its going to be massively game breaking.

Human is still going to be really good, 3.8% more damage/healing than any other race alongside a 20 second 2989 agi/str/sp proc.
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#3760279 New Undead Racial

Posted by clusky on 05 September 2012 - 02:47 PM

No real point to be human anymore since PvP gear is superior, so free damage/healing plus fear break, yes please.

As a human with on use/proc trinket combo you do 3.8% more damage and healing to players due to the extra pvp power than non humans using insignia.

You also gain a 20 second 2989 agi/str/sp proc rather than the 1.7% crit/mastery or spirit Non humans would gain from insignia.

So yeah human is still really good for MoP
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#3755028 Rogue Nerfs

Posted by clusky on 30 August 2012 - 12:03 AM

did a few bgs and duels to try stuff out,

Mutilate feels very slow and the damage seems not that great, sub seems better and I've not had a chance to test combat yet
  • combat readiness and cloak of shadows do not share a cd anymore
  • feint with elusiveness is pretty dumb (no cd on feint and it only costs 20 energy)
  • burst of speed is very good and it's a tough choice between that or step (comp dependent)
  • without the deadly brew pvp set bonus leeching and paralytic poison are pretty poor atm
I tried a mastery reforge as sub and was surprised, I dueled a ret paladin with 66.77% pvp resil and during dance I was hitting in the area of 25k-30k ambush crits (my stats 17978 ap, 24.23% power, 54.63% mastery) but the main burst was from evi crits,

Posted Image

this was during find weakness (dance), There were more crits that I didn't screenshot but most were either just below 40k or just above (On a side note my rupture was ticking for 1.9k and critting for around 4k). Outside of dance my damage seemed ok, mainly due to passive white/poison damage (helped my the 50% haste from SnD) my attack speed was 0.9 for both weapons. hemo and backstab don't seem to hit for very much, usually in the area of 6-9k non crits.

Overall damage feels lower, The main damage source seems to of shifted from backstabs and ambush and more towards evi crits.

I'll do some more testing tomorrow but if you haven't already I would recommend trying a mastery reforge for sub
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#3643087 Show me your transmogs my fellow Rogues!

Posted by clusky on 16 February 2012 - 04:29 PM

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#3480874 Shadowstep on friendly targets

Posted by clusky on 11 September 2011 - 05:28 PM

definitely not as baseline, only way I could see them adding this would be via a glyph like "your shadowstep can now target friendly targets but its cooldown is increased by 10 seconds"
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#3396273 BiS s10 gear

Posted by clusky on 26 July 2011 - 02:33 PM

I'm too lazy to do it, who wants to make me a profile?

21/21 exp,
5.00% hit (or as VERY close as you can get)
crit reforged

UHW+heroic Rag trinket

while maintaining 3500 + resil
probably won't be able to use tier legs if using 2x PvE trinkets to stay above 3500 resil


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