Posts Tagged ‘Revealing Strike’

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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WoW Community Manager Rygarius is back from his vacation, and that means an update to the official Patch 5.3 PTR notes. On the rogue front, the update certifies three changes we already caught wind of last week, either via developer tweet or datamining:

For a full rundown of rogue changes coming up in Patch 5.3, you know where to look!

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MMO-Champion and Wowhead have picked up a new Patch 5.3 PTR build, which includes two rogue changes:

  • The Subtlety-only Find Weakness PvP nerf/PvE buff that Brian Holinka tweeted about earlier today is in place, though it’s not yet in the official patch notes. (Instead of 70% armor reduction, it’s now 50% reduction against players and 100% reduction against PvE targets.)
  • Unexpectedly, Combat rogues appear to be getting a fresh DPS bump (and possibly a PvP boost?) in the form of a buff to the duration of Revealing Strike. Everything else about RvS stays the same, but when you use it the buff will last for 24 seconds instead of 18 (a 33% increase). This change hasn’t been confirmed (or even mentioned) by anyone at Blizzard yet, so we may not be seeing the full story yet.

While we won’t fully see the PvP implications of these changes until the new season begins, the PvE implications can be calculated to within an inch of their lives, as the Rogue Code dictates must be so. A couple of players have tinkered with our best simulation tools to see what sort of impact these changes will have on our DPS.

For Subtlety, Dansu posted on the WoW rogue forum that, in SimCraft, the Find Weakness PvE buff amounts to a little more than a 5% DPS increase for the spec — which, in theory at least, puts it basically on the same level as Assassination at very high gear levels (i.e., heroic raid gear with both set bonuses). Fierydemise, one of the brains behind our beloved ShadowCraft rogue-optimizing tool, came to a similar conclusion after modeling the change in that engine.

For Combat, as Fierydemise also noted in the post I just linked, we’re looking at a super-tiny DPS impact if it’s truly going to be implemented solely as it was datamined. The change basically would mean that, in the course of a six-minute raid fight in which you’re on the boss the whole time, you’ll be using RvS instead of Sinister Strike five fewer times than you otherwise would. That’s… barely any effect. RvS deals slightly less damage than SS and has no chance to proc an extra combo point when used, so being able to use SS a few more times is cool, but certainly not a major spec-balance fix — provided you’re already very good at juggling Slice and Dice, Rupture and RvS. If you’re not, then this change potentially becomes a much bigger deal, because it makes that juggling act a little bit easier.

Part of me wonders if, assuming this RvS change really is entirely what was datamined, it isn’t intended mainly to be some sort of PvP buff. Considering Combat is widely panned for competitive PvP at the moment and I haven’t tried it in ages, I have no concept of what impact this change would have in that area. Maybe make kiting have less of an impact?

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@MegalonFaria: “@Ghostcrawler In 5.1 Killing Machine and other proccs will be “more responsive”. What does it means?”

@Ghostcrawler: “@MegalonFaria instead of a 0.5 sec delay or so it should be less.”

Twitterized 11/21/2012

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