01-18-2005, 10:32 PM
(This post was last modified: 01-18-2005, 10:40 PM by Concillian.)
I have 3 comments on this build that I hope are constructive:
1)
Without using Seal Fate, I question the use of dagger specialization. Since you are planning precision (which I like to see, I think precision is a little underrated), dual weild specialization would seem a better choice for damage in most cases. Doing the math on this:
A crit = 100% extra damage.
You get that extra damage an additional 5% of the time. Overall average is 5% extra damage. That damage is intermittent, you can go a whole kill without seeing a crit.
Dual weild: Main hand = 2/3 of direct damage
off hand = 1/3 of direct damage (50% penalty for off hand use)
Increase off hand by 50% and you have:
Main hand = 2/3 of direct damage
off hand = 3/6 (1/2) of direct damage
overall this is an increase of 16% damage. That damage increase is CONSISTENT AND it allows you to be flexible with your weapons and use a sword or mace in your main hand if you want for better SS damage.
You have to get lucky for dagger spec to be better, but the odds say that most of the time you won't get lucky. Dagger spec is for gamblers. I'm a statistician, not a gambler.
2)
I have heard that ther eis a cap to fastest weapon speed at 1.0 (though have not confirmed this) and with BF and SnD at the same time you're going to waste some speed if there is indeed a cap. Also, without Seal fate, Improved BS or improved Ambush, there is no real advantage to a dagger. May as well use a weapon that will do more damage with your primary combo point building skill (SS). This goes along with swappling dagger spec. for dual weild spec. All of the sudden you aren't restricted to daggers anymore. SS becomes the bread and butter combo point generation method, and SS is WAY better with a high damage slow weapon.
Try a mace in your main hand and see what difference it makes. Backstab never appealed to me that much, and when I switched to a mace in the main hand, I was AMAZED at how much easier life was when using SS.
3)
10 points in poisons? I just find that's a lot on what is such a relatively minor portion of total damage. For me, I almost always have crippling poison on my main weapon to prevent runners and the adds that runners bring with them. I use mind-numbing situationally, sometimes using both crippling and mind numbing, foregoing any damage from poison. The usefulness of these two poisons is far too great to spend on increasing instant poisons so much. And there are SO many good talents for a rogue. To go this deep in assasination and NOT get Cold Blood should be a crime. Cold Blood is a free crit on an eviscerate every 3 minutes. When trying to grind and killing quick, I generally go about 30 seconds per mob (usually I have to wait for distract to cool down if I use it on every mob) So that's basically one free use ever 6 mobs. A guaranteed crit Eviscerate is like a free kill. Cheap shot, SS, gouge then cold blood + Eviscerate = dead yellow without me taking a single hit. Combine that with blade flurry every 2 in your build minutes, and you are a leveling machine against normal mobs. Your emergency situations become easy when you can use Evade AND BF AND a CB on Eviscerate. Even though they changed Blade flurry to not hit 2 mobs when using Eviscerate. (It used to)
Personally I'd make that same build like this to add flexibility:
Move the dagger spec. points to dual weild spec.
Remove 10 points from poisons and add them as follows:
3 points Improved Eviscerate
3 points Ruthlessnes
1 point Relentless Strikes
1 point Cold Blood
1 point Riposte
1 point Improved SS
- Cold Blood is too much to pass up because a crit Eviscerate does silly damage.
- Improved Eviscerate is there for the same reason
- Imp. SS, Ruthlessness and Relentless strikes are there to aid in energy and combo points. Allows you (sometimes) do do a finisher right after a finisher. Since with improved SnD even one combo point gives you 13 seconds of ginsu, SnD is excellent to use when low on combo points in this build.
- Riposte is there because you have the point and disarming a foe is not just cool, but adds to the defensive abilities your build is based around. A disarmed mob is neutered. It also deals 150% weapon damage, which builds nicely on not using a dagger. Plus it's super cheap on energy.
This build does sound interesting if tweaked a bit. That you have no talents helping in combo point generation seems to go along with the fact that SnD is a little less reliant on combo points than other finishers. It lacks an improved opener, but makes up for that a bit in the inclusion of the defensive talents that give you a bit more staying power.
1)
Without using Seal Fate, I question the use of dagger specialization. Since you are planning precision (which I like to see, I think precision is a little underrated), dual weild specialization would seem a better choice for damage in most cases. Doing the math on this:
A crit = 100% extra damage.
You get that extra damage an additional 5% of the time. Overall average is 5% extra damage. That damage is intermittent, you can go a whole kill without seeing a crit.
Dual weild: Main hand = 2/3 of direct damage
off hand = 1/3 of direct damage (50% penalty for off hand use)
Increase off hand by 50% and you have:
Main hand = 2/3 of direct damage
off hand = 3/6 (1/2) of direct damage
overall this is an increase of 16% damage. That damage increase is CONSISTENT AND it allows you to be flexible with your weapons and use a sword or mace in your main hand if you want for better SS damage.
You have to get lucky for dagger spec to be better, but the odds say that most of the time you won't get lucky. Dagger spec is for gamblers. I'm a statistician, not a gambler.
2)
I have heard that ther eis a cap to fastest weapon speed at 1.0 (though have not confirmed this) and with BF and SnD at the same time you're going to waste some speed if there is indeed a cap. Also, without Seal fate, Improved BS or improved Ambush, there is no real advantage to a dagger. May as well use a weapon that will do more damage with your primary combo point building skill (SS). This goes along with swappling dagger spec. for dual weild spec. All of the sudden you aren't restricted to daggers anymore. SS becomes the bread and butter combo point generation method, and SS is WAY better with a high damage slow weapon.
Try a mace in your main hand and see what difference it makes. Backstab never appealed to me that much, and when I switched to a mace in the main hand, I was AMAZED at how much easier life was when using SS.
3)
10 points in poisons? I just find that's a lot on what is such a relatively minor portion of total damage. For me, I almost always have crippling poison on my main weapon to prevent runners and the adds that runners bring with them. I use mind-numbing situationally, sometimes using both crippling and mind numbing, foregoing any damage from poison. The usefulness of these two poisons is far too great to spend on increasing instant poisons so much. And there are SO many good talents for a rogue. To go this deep in assasination and NOT get Cold Blood should be a crime. Cold Blood is a free crit on an eviscerate every 3 minutes. When trying to grind and killing quick, I generally go about 30 seconds per mob (usually I have to wait for distract to cool down if I use it on every mob) So that's basically one free use ever 6 mobs. A guaranteed crit Eviscerate is like a free kill. Cheap shot, SS, gouge then cold blood + Eviscerate = dead yellow without me taking a single hit. Combine that with blade flurry every 2 in your build minutes, and you are a leveling machine against normal mobs. Your emergency situations become easy when you can use Evade AND BF AND a CB on Eviscerate. Even though they changed Blade flurry to not hit 2 mobs when using Eviscerate. (It used to)
Personally I'd make that same build like this to add flexibility:
Move the dagger spec. points to dual weild spec.
Remove 10 points from poisons and add them as follows:
3 points Improved Eviscerate
3 points Ruthlessnes
1 point Relentless Strikes
1 point Cold Blood
1 point Riposte
1 point Improved SS
- Cold Blood is too much to pass up because a crit Eviscerate does silly damage.
- Improved Eviscerate is there for the same reason
- Imp. SS, Ruthlessness and Relentless strikes are there to aid in energy and combo points. Allows you (sometimes) do do a finisher right after a finisher. Since with improved SnD even one combo point gives you 13 seconds of ginsu, SnD is excellent to use when low on combo points in this build.
- Riposte is there because you have the point and disarming a foe is not just cool, but adds to the defensive abilities your build is based around. A disarmed mob is neutered. It also deals 150% weapon damage, which builds nicely on not using a dagger. Plus it's super cheap on energy.
This build does sound interesting if tweaked a bit. That you have no talents helping in combo point generation seems to go along with the fact that SnD is a little less reliant on combo points than other finishers. It lacks an improved opener, but makes up for that a bit in the inclusion of the defensive talents that give you a bit more staying power.
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.