swelt
17-05-2006, 12:39 PM
A few ideas which have been bumping around in my head. First, some tweaks to existing abilities:
Ghostly Strike
The whole ghostly strike/setup idea in the subtlety tree is largely ignored by the rogue community. It's too energy expensive for the benefit. How about making this a default ability and tweaking it so that it becomes a kind of "offtank strike". Change the 15% dodge to straight physical damage mitigation or defence. Have the strike generate a high but temporary amount of threat. The duration of the effect should be the same as the time to regain the energy cost. This would give the rogue the ability to take a mob off a healer or do some offtanking in smaller instances, at the cost of performing other more damaging strikes.
Garrotte
This has been suggested a number of times before, but giving garrotte some kind of additional effect would really fill the gap in our current suite of openers. A short silence or snare seem like the most obvious answers. Make garrotte more of a utility opener. Improved garrotte should be uncoupled from Opportunity, the types of rogues that use garrotte are sword rogues, rarely speccing 5 points into a talent that is mostly used to buff backstab.
Premeditation
The least loved of the 31 point talents, I feel it could use a buff. Once the cast is complete, I think premed should give a vanish-like improved stealth state. For example: cast premed, gain vanish level stealth and speed for 4 seconds allowing you to close rapidly on your target. Perhaps even give it an intercept type ability: cast premed, gain the CP, casting ambush/cheapshot moves you directly behind your opponent. This second version would be more powerful, letting you do things like ambush a hunter standing in the middle of his flare.
Hemorhage
This should be a trainable ability, but at the same energy cost as improved sinister strike. The talent should be replaced by improved hemorhage that has the cheaper energy cost. That way all rogues could apply the debuff for the benefit in raids, but only sub rogues get the "cheap stunlock instant strike".
New Abilities:
Venemous Strike
One of the problems we have is that we don't have an on-demand snare (but probably need it most). Crippling poison is very powerful, but it's random. Idea: instant attack, something like 60 energy cost, strike with both weapons with a 100% chance to proc poison from both main and offhand. Damage from the strike itself shouldn't be full damage from both weapons - perhaps 1/2 damage, perhaps something fixed like gouge.
Burst of Speed
Again, something suggested before though normally as a change to sprint. I'd rather see a seperate ability with a short cooldown and duration, with an energy cost. Something in the order of 40 energy, 3 second duration, 60% speed boost, 15 second cooldown.
(Cross posting from EU Official forums)
Ghostly Strike
The whole ghostly strike/setup idea in the subtlety tree is largely ignored by the rogue community. It's too energy expensive for the benefit. How about making this a default ability and tweaking it so that it becomes a kind of "offtank strike". Change the 15% dodge to straight physical damage mitigation or defence. Have the strike generate a high but temporary amount of threat. The duration of the effect should be the same as the time to regain the energy cost. This would give the rogue the ability to take a mob off a healer or do some offtanking in smaller instances, at the cost of performing other more damaging strikes.
Garrotte
This has been suggested a number of times before, but giving garrotte some kind of additional effect would really fill the gap in our current suite of openers. A short silence or snare seem like the most obvious answers. Make garrotte more of a utility opener. Improved garrotte should be uncoupled from Opportunity, the types of rogues that use garrotte are sword rogues, rarely speccing 5 points into a talent that is mostly used to buff backstab.
Premeditation
The least loved of the 31 point talents, I feel it could use a buff. Once the cast is complete, I think premed should give a vanish-like improved stealth state. For example: cast premed, gain vanish level stealth and speed for 4 seconds allowing you to close rapidly on your target. Perhaps even give it an intercept type ability: cast premed, gain the CP, casting ambush/cheapshot moves you directly behind your opponent. This second version would be more powerful, letting you do things like ambush a hunter standing in the middle of his flare.
Hemorhage
This should be a trainable ability, but at the same energy cost as improved sinister strike. The talent should be replaced by improved hemorhage that has the cheaper energy cost. That way all rogues could apply the debuff for the benefit in raids, but only sub rogues get the "cheap stunlock instant strike".
New Abilities:
Venemous Strike
One of the problems we have is that we don't have an on-demand snare (but probably need it most). Crippling poison is very powerful, but it's random. Idea: instant attack, something like 60 energy cost, strike with both weapons with a 100% chance to proc poison from both main and offhand. Damage from the strike itself shouldn't be full damage from both weapons - perhaps 1/2 damage, perhaps something fixed like gouge.
Burst of Speed
Again, something suggested before though normally as a change to sprint. I'd rather see a seperate ability with a short cooldown and duration, with an energy cost. Something in the order of 40 energy, 3 second duration, 60% speed boost, 15 second cooldown.
(Cross posting from EU Official forums)