Posts Tagged ‘PvE set bonus’

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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A new Patch 5.4 build has hit the Public Test Realms, which means a bucket of fresh datamining from Wowhead and MMO-Champion. Remember, datamining = not official (and not complete) unless otherwise confirmed by the Blizzertons.


Tier 16 Visual Preview

On the ooh-look-at-that front, we got our first glimpse of what the rogue Tier 16 raid gear will look like. Clicky on the images below to jump to Wowhead, where you can use a 3D modeler for a range of fun gear-glimpsing options.

Interesting that we only see three color options here, even though we’ll have four raid difficulties in 5.4 with the addition of Flex.


Tier 16 Set Bonus Changes

Meanwhile, on the set-bonus front, it looks like they may be starting to do some tuning on the rogue Tier 16 set:

  • The energy “discounts” on the two-piece bonus have been reduced. The datamining is a little wonky on this, because it’s not capable of seeing every spec, and the energy discount changes from spec to spec. From what I can see on the PTR itself, the energy saving per stack of the “Silent Blades” buff is now 6 (instead of 10) for Assassination, 15 (instead of 20) for Combat and 2 (instead of 3) for Subtlety. The abilities that can trigger a stack of the buff are still Ambush, Backstab, Dispatch, Mutilate and Sinister Strike.
  • The four-piece bonus has been altered for Subtlety. Instead of every fifth Backstab being “transformed” into an Ambush, each Backstab you use has a 4% of making the *next* Backstab you use into an Ambush instead.

Taken together, these changes should really bring the strength of the set bonuses down to earth for Subtlety.


Four New Glyphs — Maybe

And now, for the stuff that’ll get some of you pretty pumped: Wowhead also picked up a whole bunch of possible glyph additions/changes, some of which look awfully alluring. But there’s really no way to know yet whether the developers have any plans to implement them, so don’t get your hopes up too much just yet:

  • Glyph of Hemorrhaging Veins: “Your Saunguinary Veins ability now also increases damage done to targets affected by your Hemorrhage.”
  • Glyph of Recovery: “While Recuperate is active, you receive 20% increased healing from other sources.”
  • Glyph of Sharpened Knives: “Your Fan of Kinves [sic] also damages the armor of its victims, applying 1 application of the Weakened Armor effect to each target.”


Remember, for a full rundown of Patch 5.4 rogue changes, lookie what I’ve got.

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What happens when passionate rogue players find themselves in a lull between patches with nothing much to talk about? Overanalysis. :)

As often as WoW developers warn that we shouldn’t put too much stock in numbers when it’s very early in a PTR, people are inevitably gonna do exactly that — especially when no additional information has been provided and there isn’t a whole lot else for us to obsess over. We’ve seen extensive number-crunching on our Tier 16 raid set bonuses, for instance, even though we’ve been told they’re “very place holder” at the moment.

And why not? Conjecture and theorycrafting can be fun and even downright helpful.

Until it gets stressful and stops being helpful. Which is what’s begun to happen with Killing Spree on the Patch 5.4 PTR.

In PvP, there’s some hubbub at the moment over how strong Killing Spree appears to be against a single target on the PTR. Yep, you heard me: Killing Spree, one of the signature DPS cooldowns used by Combat rogues. Combat rogues. In PvP. I’ll let that sink in for a moment.

This video from Conclusion (one of a few that folks have posted) illustrates the issue:


The cries of alarm have been numerous enough that Blizzfolk have taken both to Twitter and to the official forums to encourage people not to freak out. This is from PvP chief Brian Holinka a couple of weeks ago:


And this is from newly minted Blizz Community Manager Lore earlier today:

Looks balanced to me.

I kid. We generally wait until later in the PTR cycle (once we’ve gotten all the underlying mechanics where we want them) to start tuning numbers. I wouldn’t be too concerned at this stage.

I understand the consternation here. There’s concern that this won’t be noticed; that “place holder” numbers will be allowed to stay in place and that we’ll accidentally launch with something that’s clearly imbalanced. I believe it’s solidly a good thing that players are testing this stuff out now and are raising red flags where they see issues.

But it’s now abundantly clear that WoW’s developers are aware of these issues. Players have already ensured that. There’s no need to continually beat the panic drum; Blizzard can’t get any more aware of the complaints, and the devs are literally not going to do anything about it until they begin actual balance/damage adjustments later on in the PTR.

Once we see those tuning adjustments begin — if they go on for a week or so and we don’t see any modifications in places that we feel clearly need attention — sure, go ahead and raise the issue again, along with cogent explanations for why tuning adjustments feel necessary.

In the meantime? Take a breath. Take two, even. It’s OK. Move on to another topic for a while. Perhaps consider joining me in a little game of fake rogue patch notes?

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[UPDATE 5/29: Ghostcrawler responded with a clarification of the Icy Veins interview response; I’ve added his tweets to the bottom of this post.]

Welcome to today’s edition of WoW’s Developers Used Confusing Wording When Responding to an Interview Question, So Let’s See How Badly We Can Misinterpret It. Our topic for this particular WDUCWWRIQSLSHBWCMI is: the success/failure of the rogue Tier 15 four-piece bonus.

Tier 15 is the raid gear that was introduced in Patch 5.2 with the Throne of Thunder. In the first incarnation we saw on the PTR, the rogue four-piece bonus only reduced by 40% the energy cost of abilities we used during Shadow Blades. The designers listened to player feedback and decided to break one of the game’s basic commandments: “Thy global cooldown shalt not fall below one second, howsoever thee may cryeth about it.”

Yielding to concerns about Combat rogues energy capping if they tried to use Adrenaline Rush with Shadow Blades while the four-piece bonus was active, the designers chose to add to the set bonus a .3-second reduction to our global cooldown. That effectively gave Combat rogues a half-second GCD during Adrenaline Rush + Shadow Blades, thanks to the AdRush glyph that is considered all but required for raiding Combat rogues.

Last week, Icy Veins asked the WoW design team how they felt the experiment turned out. The WoWdevs responded: (more…)

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Who knew that Ghostcrawler held such a deep affection for the world’s wrist-brace manufacturers? As a Valentine’s Day gift to them, he announced last night that Combat rogues in Patch 5.2 would have a chance to spam their buttons like they’ve never spammed them before:

We are going to do something unusual and allow the [new PvE Tier 15 four-piece] set bonus to also reduce the global cooldown on rogue abilities to 0.7 sec during Shadow Blades.

This means that, if you have the four-piece, and you pop glyphed Adrenaline Rush and Shadow Blades at the same time, your global cooldown for most abilities will actually be HALF A FREAKING SECOND. I KNOW.

(GC did not say whether this change *only* impacted the Combat spec; his words were general enough that I think it’s likely it affects all three specs. Only Combat will see a massive benefit from it, though.)


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