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brosearch

Member Since 26 Feb 2009
Offline Last Active Today, 06:09 AM
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Posts I've Made

In Topic: [Affliction] How do you deal with interrupts in PvP?

Yesterday, 05:22 PM

Who else just wants to be able to kill a totem?

I have a pet attack @ mouseover, but our stupid pets move as fast as most fat people I see in the grocery store.

In Topic: -Class Balance Hotfixes-

25 November 2014 - 08:56 PM

remove disc silence now!

nice changes tho

In Topic: THIS IS GOLDEN AGE OF ARENA

23 November 2014 - 08:24 PM

God how i wish affliction was like this now. so sad how afflic was changed after wotlk.

In Topic: 25% resil still in the game.

19 November 2014 - 02:31 AM

its definitely gone on US too cuz i can hurt people as afflic now.

In Topic: Rogues at 100

18 November 2014 - 04:13 PM

View PostRedefined, on 18 November 2014 - 02:59 PM, said:

My opinions on doing BG's, and 2's & 3's skirms:
DISCLAIMER: Haven't played since mid-Cata

Damage:
-Not too high, not too low
-Dance burst is obviously pretty strong when set up properly
-Requires a lot of setup, which is constantly needed (Rupture, SnD, Recup, Feint spam are a little much to keep up for a majority of the time)

Control:
-Rather strong, as usual
-High lock down potential, especially against casters

Mobility:
-High/average through Shadowstep (or BoS, but I don't use it)
-Lack of a range closer/slow/snare when at range (no throw weapon poison or Deadly Throw because it's difficult to spec into)
-Heavily reliant on Shadowstep (when on CD, you're not doing much)

Survivability:
-Average
-Heavily reliant on cooldowns, not much passive defense
-Feint spam requires energy, globals, and a glyph
-Difficult to keep Recup up (which doesn't heal for much non-glyphed) while attempting to keep up SnD, Rupture, and Feint

Conclusion:
Rogues are in a good spot. We're not super over powered, but we're not underwhelming. We will probably have a place in the usual comps that Rogues normally play, burst, control, or some melee cleave variants. My biggest gripe right now is having to constantly refresh too many abilities (SnD, Rupture, Feint, Recup) while maintaining CP's and pooling energy for bursts with Kidney. My suggestion would to be having a refresh system in place for Rupture, similar to what Deadly Momentum does. I think Rupture should be re-applied to the duration previously used every time an Eviscerate (or even Recup or Slice 'N Dice) is used. This way, we'd still be required to put up a Rupture on every target we're on for optimal damage, but don't need to constantly worry about maintaining it among so many other potential combo point finishers. Sort of reminds me of the quality of life change that took place eventually for Arms Warriors during Cata, I believe, where Rend would be refreshed upon the application/use of another ability.

EDIT: I would think another possible solution would be to use Hemo glyph, but the problem is that glyphs are already a tough decision and I don't think it could be sparred. Maybe tying the glyph back into the baseline would be a potential solution if the refreshing Rupture idea isn't well received.

Let me know what you think.

sup bro how u been? long time no see

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