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Go Back   Unofficial World of Warcraft Forums > WoW Community Forums > WoW Suggestions

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Old 17-05-2006, 12:39 PM   #1
swelt
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Tweaks and New Ability Ideas

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)
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Old 17-05-2006, 01:07 PM   #2
Krollin
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I would like a skill, either trainable or granted from a Talent, which allows us to convert a portion of our Dodge bonus into Parry bonus for a short amount of time. This could be balanced by making the skill usuable only if Ghostly Strike or Evasion were not currently active.
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Old 17-05-2006, 02:23 PM   #3
Ronaldocwq
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Ghostly strike - What do we know about ghost? One, you can't hit them. Two, they spook you from behind. I would love it if blizzard gives Ghostly strike a little buff by making it like a 2 sec evasion + sprint and a buff that would increase your next sinister strike damage by 50%. Just enough time to dodge something vital e.g. an incoming execute when a warrior is at full rage and able to suddenly sneak behind him and unlease some damage scaring him to death. A 'real' ghostly strike.
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Old 17-05-2006, 03:19 PM   #4
Sarnat
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Some decent suggestions there.

Garrote sure needs a buff.

Venomous strike would be cool - but just make it so that your next melee hit is guaranteed to land a poison from both weapons, no need need for extra damage - energy cost should be very low, offset by a longer cooldown and low to none extra damage.

I doubt they will add any "ranged cheapshot" because of balance reasons or another version of sprint.

Few minutes on the CD of that.
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Old 17-05-2006, 03:44 PM   #5
Krollin
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There is a bit of jewellery that actually allows you to stun at range when used (not sure of it is a trinket or something).
It is very hard to get though.
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Old 17-05-2006, 03:45 PM   #6
Krollin
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Quote:
Originally Posted by Krollin
I would like a skill, either trainable or granted from a Talent, which allows us to convert a portion of our Dodge bonus into Parry bonus for a short amount of time. This could be balanced by making the skill usuable only if Ghostly Strike or Evasion were not currently active.
Forgot to add that if this skill were active that neither GS or Evasion should be allowed to work either.
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Old 17-05-2006, 03:52 PM   #7
Sarnat
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Quote:
Originally Posted by Krollin
There is a bit of jewellery that actually allows you to stun at range when used (not sure of it is a trinket or something).
It is very hard to get though.
I know, but it is NOT same as ranged Cheap Shot - CS gives (1 sec?) longer stun PLUS 2 CPs and a potential 3rd with some specs.
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Old 17-05-2006, 03:59 PM   #8
Krollin
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4 seconds stun from Stealth + 2 CP's with a chance at a 3rd.

Jewellry gives ranged stun of several seconds that can be used from Stealth so is the same thing as a Ranged CS now without CP's.

The point I am trying to make is that you are much less likely to get things into the class that are already available to you in the game.

Ranged CS is too powerful...

Last edited by Krollin; 17-05-2006 at 04:02 PM..
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Old 17-05-2006, 04:12 PM   #9
swelt
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"Ranged CS" is a bit more than I had in mind :P The two variants of the premed idea were both focussed on the same thing: having done your 2 second cast, you should get some kind of bonus when closing in on your opponent. I'll freely admit that the latter suggestion, making it work like intercept (a pseudo teleport really) could quite easily get overpowered, although if you gave it something like a 5 yard range it would probably be fair. It might well be that buffing the usability of the skill should result in reducing the extra combo points to 1 to balance out.
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Old 17-05-2006, 04:16 PM   #10
Krollin
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An easier buff to Premed would be to drop it down in place of Setup, make it a 2 point Talent, 1 CP for each point and move Setup to the top tier, make it a 1 point Talent, changing it to something like "50% chance for each successful dodge that you get a CP".
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