Posts Tagged ‘Main Gauche’

Oh, hey everybody. I’ve been away for quite a while (real life can be so rudely demanding some summers), so I’ve missed a whole mess of important Warlords-related class updates. Since I had prided myself on this blog serving as a kind of catalog/archive of these changes, and since I’ve got more than a tiny bit of obsessive-compulsiveness in me, it will bother me forever that there’s a gap in the timeline.

But the show, as they say, must blah blah blah donut.

(Note: I’m cross-posting this entry on Ravenholdt — which, if you don’t know about yet, you should bookmark, assuming people even still bookmark things anymore.)

Tonight’s new Warlords of Draenor datamining (build 18927) includes five apparent rogue spell changes. All are significant adjustments to the amount of damage caused by some of Combat and Subtlety’s core key abilities:

  • Revealing Strike (Combat) now appears to deal 120% weapon damage, way up from the previous 75%.
  • Sinister Strike (Combat, mostly) now appears to deal 160% weapon damage, up from 100%.
  • Combat’s mastery, Main Gauche, now appears to deal 140% of off-hand weapon damage, way down from 225%.
  • Backstab (Subtlety) now appears to deal 175% weapon damage, up from 156%.
  • Hemorrhage (Subtlety) now appears to deal 40% weapon damage, way down from 78%. (Its damage-over-time component appears unchanged.)

I won’t get too deep into analysis here, mostly because I’m not intellectually equipped to do so, but the Combat changes appear largely intended to address 1) oft-expressed concerns that the spec’s passive damage has been way out of proportion to its active damage and 2) more recently expressed concerns that Main Gauche was so disproportionately powerful that Combat could potentially start preferring a fast main-hand/slow off-hand weapon combo, which would of course be the most insane form of insanity known to insaneness. By tossing a blanket on Main Gauche and turning the knob up on our combo point generators, the designers are likely looking to resolve both of these issues.

The Subtlety changes… I’m a little too out of touch with the conversation in the beta forums to infer a possible cause for this change. I could blindly guess that they’re to help ensure that Backstab is heavily preferred over Hemorrhage, but unless this reflects only part of the story with rogue tuning changes, there’s an unsettling side effect:

[UPDATE: Haileaus tweeted the following possible explanation for the Subtlety adjustments.]

Meanwhile, this beta build also appears to bring the first major tuning pass on the rogue Tier 17 set bonuses — them’s the bonuses we’ll see on gear we get in the opening raid tier of Warlords. Five of the six bonuses got adjusted; here are what all six now look like, according to datamining:

  • Assassination 2-piece: Mutilate and Dispatch critical strikes restore 7 energy. (Down from 10 energy.)
  • Assassination 4-piece: Envenom refunds 1 Combo Point. (This is unchanged.)
  •  Combat 2-piece: Increases the chance for Revealing Strike to generate an extra Combo Point by 20%. (Chance is up from 10%.)
  • Combat 4-piece: Your finishing moves have a 20% chance to generate 5 combo points and cause your next Eviscerate to consume no Energy. (Chance is down from 25%.)
  • Subtlety 2-piece: When you activate Shadow Dance, you gain 60 Energy. (Previously, all abilities used during Shadow Dance cost no energy, so this may alter how we time the cooldown.)
  • Subtlety 4-piece: When Shadow Dance expires, your next finishing move refunds 5 combo points. (Previously, the CP refund extended five seconds beyond the end of Dance.)

Hope y’all will join us over in the nascent Ravenholdt forums for discussion of these changes. :)

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Just when your spellbook thought it was safe to come out of your virtual desk drawer…

WHAM. Edward Scissorhands strikes again.

Yep, those gasps you heard late in the evening on June 13 were the dying breaths of seven more rogue spells (along with dozens of other additional spells that were removed across all classes), which became official with the latest update to the official Warlords of Draenor Alpha patch notes.

Odds are you won’t miss most of these spells very much, though: many of them were passive, and in most cases their effects will be folded into (or compensated by) other abilities.

The new edition of the Alpha notes also includes several other spell adjustments, none of which appear groundbreaking. Here’s a rundown and some half-assed analysis of the changes:

Newly Snipped — For Reals

  • Expose Armor. This much-maligned ability was made easier to use for the current Mists expansion, but still not as easy as identical armor-reduction debuffs that other classes were able to apply (e.g., warriors’ Sunder Armor; druids’ Faerie Fire). In Warlords, it will be escorted to its final resting place as part of a redesign of raid debuffs that affects all classes.The official patch notes are confusing here: They say only that Expose Armor “no longer applies Weakened Armor.” But seeing as that was literally all that Expose Armor did, the removal of EA’s ability to apply Weakened Armor basically means it doesn’t exist. (And in fact, when I log into the Alpha on my rogue, EA doesn’t currently appear in my spellbook.)
  • Master Poisoner. A passive ability that all rogues currently get at Level 64, this causes any target we’ve poisoned to take 5% additional spell damage. It’s being removed as part of the across-the-board debuff changes I mentioned above. (Lest you fear this will reduce our value in raids, read at the end of this post about how Swiftblade’s Cunning is being buffed.)
  • Shadow Walk. Unless you’re big on PvP, your most likely reaction to this will be:https://twitter.com/wavefunctionp/status/477568657787469824In the current (live) game, it’s a cooldown we get at Level 72 that we can use, once every minute, to increase the effectiveness of our stealth for 6 seconds. A number of PvP rogues (particularly those who play Subtlety) saw value in it, and it had situational use when soloing PvE content, but many were surprised it survived the first round of spellbook pruning months ago, particularly in the context of Blizzard’s desire to ratchet down the PvP “arms race” regarding crowd control and tools we could use to overcome/avoid it.

Newly Snipped — But Only Sort Of

These spell removals appear to mostly be about removing spell-name clutter, and taking advantage of what looks like the ability of WoW’s programmers to design more “if” scenarios directly into spells, instead of designing new spells that modify those spells. It’s kind of like if, instead of us having to put on roller blades in order to use them, they just sprouted naturally out of our existing shoes.

  • Blindside — kind of. Assassination rogues will still have a chance to proc a free Dispatch whenever they Mutilate. The proc just isn’t called “Blindside” anymore; it’s simply a free Dispatch. No indication about whether any other aspects of free Dispatch will change (like the amount of time you have to use it before it fades away).
  • Cut to the Chase — sorta. This is the Assassination-only, Level 60 passive ability that causes our Envenom to refresh Slice and Dice. The spell itself is going away, but the ability of Envenom to refresh SnD is staying. No word on whether it will also begin to work for rogues *below* Level 60, though that would be a nice little quality-of-life improvement for those leveling as Mut.
  • Master of Subtlety — ish. This Subtlety-only, Level 10 passive ability gives Sub rogues a 10% damage buff on abilities they use while stealthed and for 6 seconds afterward. They won’t lose that buff — it just no longer is called “Master of Subtlety.” Instead it’s baked directly into stealth for Sub rogues.
  • Safe Fall — but not really. Our glorious ability to take less fall damage than the average bear will live on — as part of Fleet Footed, the passive spell all rogues get at Level 62, which increases our movement speed by 15%.

Spell Damage Calculations Adjusted

One of the priorities for WoW’s spell designers as they work on Warlords has been trimming away some unneeded complexity in the way that spells work “under the hood.” For much of the past expansion (and then some), players have often complained of horrible lag spikes in raid situations, even when their Internet connections are stable and their ping times are low. Designers traced much of this problem to the way that a number of spells were programmed, and have since set about trying to simplify those spells where it made sense to do so.

I’m not certain about this, but we may be seeing the results of those efforts in these two June 13 changes to the official Warlords alpha notes (it’s also possible the designers simply want to tweak the way these abilities are balanced):

  • Killing Spree (Combat). At the moment, in addition to its stab-every-half-second-for-3.5-seconds schtick, KS buffs your damage by 50% while it’s active. That buff is being removed — but the ability’s damage will be rebalanced to take that into account, so the net result should basically be the same.
  • Main Gauche (Combat). Francophones rejoice — this ability will once again do exactly what its name implies! Main Gauche — which literally translates to “left hand” in French — is Combat’s Level-80 mastery. It’s a passive spell that gives main-hand attacks a chance proc an additional, free autoattack equal to 120% of a main-hand autoattack. In Warlords, this’ll be changed to deal off-hand weapon damage — in other words, for the 90% of the planet that is right-handed, “left-hand” weapon damage. (Lest you worry the switch from main-hand to off-hand damage is a nerf, the patch notes state that the damage will be buffed to compensate.)This change is potentially interesting, because depending on how it’s balanced, it could tilt the very delicate balance between daggers and non-daggers as off-hand weapons for Combat rogues. Right now, the two weapon types are virtually identical in terms of their DPS potential (though slow weapons come out on top at very high gear levels). The way this change looks at the moment, it might make slow weapons feel required for Combat, due to the greater damage they’d cause when Main Gauche procs. Worth keeping an eye on as the Alpha progresses to see what the designers choose to do here.

And Then There’s Maude

Rounding out the rogue-specific adjustments in the June 13 update to the official WoD Alpha patch notes are these two bits:

  • Venomous Wounds no longer triggers from Garrote. This will finally put to rest the mostly irrelevant debate over whether a raiding Assassination rogue should open on the boss with Garrote or Ambush. (The answer, by the way, is neither: Mutilate’s better than Ambush, but only by a teeny bit.) The passive, Level-50 ability, which is what makes Assassination’s bleeds actually worth using (by randomly dealing additional damage and refunding energy when it procs), will only work with Rupture in WoD.
  • Swiftblade’s Cunning now also grants 5% Multistrike. This enhancement to our raid buff — in Warlords, Swiftblade will increase our new multistrike stat by 5% for us and our fellow party/raid members — appears intended to offset the loss of the Master Poisoner spell I mentioned way up near the top of this bloggy post. (Note that in the current live game, Swiftblade increases melee/ranged attack speed by 10% for our fellow party/raid members. That’s being changed in Warlords to buff haste instead — which, incidentally, means a buff to our energy regeneration rate in parties/raids as well.)

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Inscrutable headlines ftw!

This is what happens when I put off updates for too long: THINGS. SO MANY OF THE THINGS.

A gaggle of notable rogue players are now running around willy-nilly in the Warlords of Draenor Alpha and learning all sorts of odds and ends about how our class appears to be playing so far. A couple of them — Rzn and Haileaus — are even streaming their Alpha bits all over the Twitchesphere. But for the purposes of this post, I will now pretend that this momentous occasion has not yet occurred, so that we can focus here on the same stuff we focused on in my earlier updates: “official” statements, clarifications on Twitter and datamining.

I realize this is all getting awfully unwieldy: Five separate update posts in addition to my initial rundown of class changes does not make for a neat, pretty picture. At the moment, the best all-in-one recap by far is over at Wowhead, where Perculia and Olivia Grace have teamed up to take most of the bits and pieces we’ve learned about Warlords rogues and tie them up into a neat package.

If you just want a look at what we’ve learned in the past two weeks (not including player observations from within the Alpha), here’s what went down specifically in relation to rogues in Warlords:

Datamining Teases Possible Raid Set Bonuses

Although we’ve been warned by WoW’s designers not to take these remotely seriously, the first datamined glimpse of possible set bonuses for Tier 17 raid gear and PvP gear — spotted by Wowhead and MMO-Champion on June 10 — range from dull (Combat/Subtlety two-piece) to interesting (Subtlety four-piece) and perplexing-because-it’s-likely-a-typo (Assassination’s two-piece appears to buff a hunter ability, which is about as insulting as you can get.)

Quoting Wowhead — and again, remember, this is datamining that WoW’s designers have warned us are almost entirely just placeholders right now:

No Assassination PvE four-piece bonus appears to have been datamined.

Spec “Attunements” Datamined

Another noteworthy rogue-specific tidbit from the June 10 datamining (the rest of which appear to mostly be tooltip corrections, typos and in-progress adjustments that aren’t worth trying to analyze) is this set of “Attunements” that passively boost the value of one of our secondary stats when we hit Level 90.

Again quoting Wowhead, our Attunements currently appear to be:

  • Mastery Attunement [Assassination]: You gain 5% more of the Mastery stat from all sources.
  • Haste Attunement [Combat]: You gain 5% more of the Haste stat from all sources.
  • Multistrike Attunement [Subtlety]: You gain 5% more of the Multistrike stat from all sources.

Don’t be surprised to see these change significantly as the WoD Alpha (and Beta) progresses. Something feels odd about a passive buff being granted to a single secondary stat, which feels like it would inherently increase that stat’s value relative to the others — something that goes directly against designers’ repeatedly stated goal for Warlords that they wished to keep secondary stats close to one another in value.

There has also been no official comment regarding whether we need to have first obtained a Shadowforge Key in order to unlock these attunements. (HYUK!)

On Combat Swapping Autoattack Buffs

In the last update, I noted that the Ambidexterity passive was being removed from Combat, which — as stated within the official patch notes — “was done to reduce the amount of damage coming from auto attacks.” Which is a lovely sentiment, but one that gets muddied a bit given that Combat is also getting a perk called Improved Dual Wield, which removes the 19% reduced hit chance we suffer by default for using a pair of one-handed weapons — and thus increases our autoattack damage. Rogue theorycrafter Fierydemise took to Twitter to call attention to this; technical game designer Chadd “Celtictron” Nervig parried the debate.

Sap Stays Sappy

PvP honcho Brian “Holinka” Holinka affirms that, despite upcoming adjustments to other forms of crowd control, Sap’s duration is not likely to change.

Band-Aids vs. Knives

Holinka also rebuffed a request to combine Slice and Dice with Recuperate, saying it’s a good choice to force players to choose between offense and defense. (Nevermind Leeching Poison. Speaking of which…)

Versatility Won’t Uber-Boost Leeching Poison

Lead game designer Ion “Watcher” Hazzikostas noted that Versatility, the newly announced secondary stat that will enhance our healing and damage absorption in addition to our damage output, won’t allow Leeching Poison to “double dip.” (Because Leeching is a self-heal that is based off of the amount of damage we deal, it could theoretically benefit from Versatility twice unless the designers do something to stop it — which they apparently plan to do.)

Main Gauche Still Combat’s Main Man

Even though the Multistrike stat will give our attacks a chance to proc for additional damage, Nervig says the designers have no plans to change Combat’s mastery, Main Gauche — which also gives some of our attacks a chance to proc for additional damage. He notes that they’re open to revisiting the issue, however.

Pre-Potting Won’t Break Stealth

Nervig gave a straightforward answer to a request that drinking a potion would no longer break a rogue’s stealth: “Yes.”

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