Recently we made some changes to boost it, such as moving Dual-Wield Spec to tier 1 combat. Sub is a very interesting spec. It still feels quite a bit weaker than combat or mutilate, but it's got a lot of potential I think, especially if used in the correct environment. We're very interested to see how the build performs at 80 with all the new abilities and a full 71 talent points.
Hemo has a great debuff that boosts raid damage. It's not intended to be Sinister Strike. Hemo is not bad, is a common misconception many rogue players have. With a 51 point sub build you're looking at a 30 energy move vs. sinister strike which is a 40 energy move. The damage to energy ratio is appropriate, especially considering debuff.
Rogues have a lot going for them in the way of stuns, damage avoidance and get out of jail cards. When you get up on other classes, they do have a tendency to die. We're not sure we want rogues to also be zipping around the battlefield like warriors.
Basically, Rogues have relatively few abilities, and we were desperate for something that wouldn't have serious PvP balance ramifications. We agree this might be a good candidate for a minor glyph. Remember that we are going to be adding a lot more glyphs over time. You shouldn't view this as one of your very few useful glyphs is less useful, because you'll eventually have a lot of choices.
We read between the lines a little here that it would be really nice to have a unique buff or debuff. Everyone asks for that, but it defeats the whole point.
Expose is one of the strongest debuffs in the game. The DPS increase can be 30% or more. So I suspect what you're really getting at is that we'll always have a warrior with us doing that debuff. The whole point of the revamp is we can't assume you have anyone but we still want you to be able to get the buff. Mind Numbing is a cast speed debuff that is only offered by one other class that doesn't even exist in the game at the moment. Take for granted that it doesn't offer the benefit of Expose. Wounding Poison offers the strongest debuff in the game for PvP, and also offers some DPS to not over-penalize rogues who are balanced around poison damage.
Ultimately we want raids want rogues because they bring good DPS. We just don't want it to feel that only the rogues (hunters, mages and locks) are doing the group's DPS.
It has been stated that there is a plan to still have some poison immune mob/bosses in WotLK, what can a mutilate rogue do during these situations. Mages were helped with frostfire to combat the fire immune/frost immune mobs, but the poison requirement on mutilate still exist and when dealing with poison immune mobs, for lack of a better term, we are screwed in our DPS. Still we don't understand why our signature move for assassination still has this requirement when it still cost 60 energy.
Poisons are what the Rogues are balanced around, so we need to be pretty careful about that now. We can't promise there won't be any poison immune bosses--resistance and immunity are things we can change on a boss to make the fight play out pretty differently from the previous boss. But there won't be a lot of them.
Hemo has a great debuff that boosts raid damage. It's not intended to be Sinister Strike. Hemo is not bad, is a common misconception many rogue players have. With a 51 point sub build you're looking at a 30 energy move vs. sinister strike which is a 40 energy move. The damage to energy ratio is appropriate, especially considering debuff.
Rogues have a lot going for them in the way of stuns, damage avoidance and get out of jail cards. When you get up on other classes, they do have a tendency to die. We're not sure we want rogues to also be zipping around the battlefield like warriors.
Basically, Rogues have relatively few abilities, and we were desperate for something that wouldn't have serious PvP balance ramifications. We agree this might be a good candidate for a minor glyph. Remember that we are going to be adding a lot more glyphs over time. You shouldn't view this as one of your very few useful glyphs is less useful, because you'll eventually have a lot of choices.
We read between the lines a little here that it would be really nice to have a unique buff or debuff. Everyone asks for that, but it defeats the whole point.
Expose is one of the strongest debuffs in the game. The DPS increase can be 30% or more. So I suspect what you're really getting at is that we'll always have a warrior with us doing that debuff. The whole point of the revamp is we can't assume you have anyone but we still want you to be able to get the buff. Mind Numbing is a cast speed debuff that is only offered by one other class that doesn't even exist in the game at the moment. Take for granted that it doesn't offer the benefit of Expose. Wounding Poison offers the strongest debuff in the game for PvP, and also offers some DPS to not over-penalize rogues who are balanced around poison damage.
Ultimately we want raids want rogues because they bring good DPS. We just don't want it to feel that only the rogues (hunters, mages and locks) are doing the group's DPS.
It has been stated that there is a plan to still have some poison immune mob/bosses in WotLK, what can a mutilate rogue do during these situations. Mages were helped with frostfire to combat the fire immune/frost immune mobs, but the poison requirement on mutilate still exist and when dealing with poison immune mobs, for lack of a better term, we are screwed in our DPS. Still we don't understand why our signature move for assassination still has this requirement when it still cost 60 energy.
Poisons are what the Rogues are balanced around, so we need to be pretty careful about that now. We can't promise there won't be any poison immune bosses--resistance and immunity are things we can change on a boss to make the fight play out pretty differently from the previous boss. But there won't be a lot of them.
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