Entries in talents (4)
Hot Button Issue: Raiding Rogue Rotations
[caption id="attachment_3267" align="alignright" width="300" caption="Don't let those bars fool you! I only use like three or four of those buttons!"] [/caption] The Rogue is, by magnitudes, my favorite class. I've played one as my main (Amatera) for over 4 years now and enjoyed every second of it. Out of all my alts, not one has yet convinced me to give up on the master of melee combat. Or at least what should be, considering the lack of other roles for a Rogue to fill. No doubt that the class has seen its ups and downs. I was pretty excited by the new abilities and talents introduced with Wrath, but, like many others of my ilk, came away disappointed with a pretty significant (and unexpected) drop in playability caused by the new mechanics. Raid DPS went down the tubes and, on my server, level-capped Rogues were a scarce lot. Heck, I was (and still am) the only non-alt Rogue in my guild. And I'm surprised that I stuck through it, considering that towards the tail end of Burning Crusade I was regularly in the top 3 for damage and was now struggling to break 10. Things have taken a turn for the better since 3.1. I've reclaimed my position in the charts thanks to the modification of Hunger for Blood and a slight respec back into Improved Poisons. But it did something else that makes me wonder whether or not playing a Rogue is too easy -- it made my core rotation reductively simple again. Now, it takes skill and a keen reaction time to play any class well, but that doesn't change the fact that I'm tailing a boss spamming Mutilate and Envenom whilst our healers have their hands full playing whack-a-mole with raid frames. There is a certain sublimity, a zen-like state if you will, about punching only two or three keys and outputting the insane amount of damage that a Rogue can, but I think people get excited about simplicity until they start to feel the guilt of not putting in the same amount of effort as others. Or, at least I do. Maybe not all those chumps riding coattails for gear. Before 3.1, my rotation was a lot more complicated than it is now (or was when I was playing Combat in BC), but my damage clearly suffered. Having to maintain three stacks of Hunger for Blood and Slice and Dice was a pain, between expensive Mutilates and the occasional Rupture where I could fit it. The thing about Energy is that, even though you may never run out, your cap is always fixed. So when your pool of the good stuff is being sucked dry by a few expensive skills, it destroys your DPS. With a duration of only 30 seconds, Hunger for Blood was the main culprit: easy to let drop, and far too expensive to get running again. Considering I needed the skill's buff to even compete on the damage meters, leaving it out was not an option. Thus, it seems, that the smaller a Rogue's rotation ultimately is, the more efficiently they can utilize their Energy, and the changes made to the class reflect that. Hunger for Blood now lasts a full minute and need only be triggered by a Bleed effect. In a raid situation, those are going to be a dime a dozen, so unless you're off tussling with some off-tanked mob, you rarely have to worry about it (and it frees you from having to queue up Rupture, as well). Slice and Dice? Well, that's refreshed by Envenom, which an Assassination-specced Rogue should be dishing out relentlessly anyway. Like a Showtime Rotisserie, all you need to do is "set it and forget it!" Sure, I've found a few ways to improve my utility, even if only by a tad. I'll throw an Expose Armor up on a mob if there are no Sunders to be had, I'll use Feint to ignore some of the crazy Area of Effect damage most of the new Ulduar bosses dish out. Heck, Cloak of Shadows is as useful as ever, especially for those pesky light and gravity bombs XT-002 is fond of afflicting players with. These skills aren't ever in my regular rotation, but I'd be more than willing to take a slight hit to my DPS if it meant giving the class more raid-enhancing utility skills. Then again, that might go against the selfish, dirty-dealing, throat-slitting, gold-stealing spirit of a Rogue! Considering these dynamics, must we be crucified for sins we did not commit? My "Damage-Dealer's Burden" aside, is there some way to stop the general populace from slinging bawdy insults our way and sermonizing about how over-powered our class is? I don't know. Blizzard has stated that they, too, are unhappy with the ease with which a Rogue can obliterate their opponents (especially in PvP). The changes made to Hunger for Blood, after all, were a bit of a hot fix. It's a fundamentally broken skill, once detrimental to the Rogue itself and now detrimental to everyone else (at least in their eyes). Makes you wonder why it was even incorporated as a new talent in the first place if it was going to cause so much trouble. For now, we wait impatiently for an answer. We have been told that it is not the right time for a total rehaul of the class and Blue posts concerning Rogues have dwindled since the raid damage output issue was finally "addressed." But there must be other Rogues out there reading this. Let me know what's on your mind! Does "easier-to-play" equal "overpowered?" Do you feel some deep sense of personal guilt when your healers and tanks are yelling at each other as your raid falls apart in front of you, wondering if there was anything you could've done to help? Or do you go stealth and wait in a corner until the smoke has cleared? Rogue or not, what are your feelings on the ethics of rotation complexity? Do you feel as if the game is at its best when it gives you a lot of skills to manage at once, or is a simple hotbar better and more fun? Does it make certain classes more "fair" to play than others?
Keeping Up with Specs - TalentChic and GlyphChic
The smoke is starting to clear from all the changes in patches 3.1 and 3.1.1, and players are figuring out how all the class changes have affected preferred talent specs and accompanying glyphs. Also, with the recent addition of dual spec, there are a lot of players out there who've recently been looking into the best builds for different aspects of gameplay. So there was plenty to consider with the patches, and thankfully we have a lot of tools out there for figuring out which builds we like best. When I was trying to figure out how to spec for my foray in the arena tournament, I used the WoWWiki page for rogue builds, found the PvP spec I liked best, then figured out how to gear up based on my new talents. But there are downsides to that route - posters don't always have the best insight into which builds are best, and there's a whole array to choose from, each with slightly different tweaks. Now I'm all for personalizing your character based on your own preferences and playing style. But when thinking about completely switching your specs (or adding a dual spec), sometimes it's good to go for the tried and true specs to start off with, then figure out what changes you want to make from there. I think the best tool out there for this is TalentChic.com, and the recently added sister site, GlyphChic. Here's how it works:
"To find the most popular talent builds, the system scans both the US and EU WoW armory sites to find the talent points chosen by characters. It then sorts those according class, spec and playstyle and collates the results... We continually scan the armory and update the popularity score of the most popular builds hourly. "Just by looking at the TalentChic home page, we can see that the overall most popular builds among "the best players" who are included in the calculation are:
But the interesting part is when you use the site's filters to break down the popularity of a build according to class and find out specifics. As of my writing this, the top 10 most popular Death Knight builds are either Frost or Unholy, with Blood only making the list at number 11. You also can sort the list according to specific talent trees. The top four builds for hunters, for example, are minor variations on a survival spec. But you also can look specifically at the beast mastery tree to see that among those specs, several different versions of a 53/11/7 build are the most prominent. And if you want to watch and see how any patch changes affect the popularity of builds, you can sign up to get updates when a specific page on the site changes. Currently, the site is updated based on how players have rebuilt their specs that were reset with patch 3.1 and again with 3.1.1. The sister web site, GlyphChic, operates very similarly. You choose your specific considerations, and the site reguritates useful stats back at you. Among players who also use my favored combat spec, for example, the most popular major glyphs are of sinister strike, rupture and slice and dice, while the favored minor glyphs are of blurred speed, vanish and safe fall. The site's been around since the talent respec that came with 3.0.2, and the WoW community continues to be a little smarter because of it. So for anyone who hasn't checked it out yet or who hasn't been back since last Tuesday, definitely take a look. You may find yourself surprised, entertained or at least more informed.
BigRedKitty: PTR Dual Spec Video
Ghostcrawler Reveals Dual Spec Details
In this interview with Nethaera, Ghostcrawler has revealed a lot of the specifics about the upcoming dual spec system. Up to this point we've been given hints about how the system will work and what will be included, but this time GC has unveiled much more specific information. Some of the key points from the interview:
- Only level 80 characters will be able to purchase a second spec. This may be changed based on feedback.
- The Lexicons of Power located in major towns are required to switch specs. Additionally, scribes can create an item that allows a group of players to summon a temporary lexicon of power. The only other restriction (so far) is that specs cannot be swapped in combat or in arenas.
- Paying for a respec will only clear talents from a character's active spec.
- A Gear Manager is going to be added into World of Warcraft. This will not automatically change the character's equipment after a spec change, but will be configurable to quickly change weapons, trinkets, or entire outfits. Sounds like an integrated Outfitter or Itemrack.
- Hunters will no longer have to pay a trainer to respec their pets. Blizzard didn't want an extraneous step for hunters to have to go through to change their pets' talents. Hunters will also be given a new spell (on a long cooldown) that will allow remote access to the stables.
- As we've heard before, glyphs and action bars will both be tied to the talent spec, changing along with the talent switch.
- Talent points will be configurable before the get saved. This allows players who are respeccing to allocate talents with the ability to double check and avoid having to respec again just to move a couple of points.
- It is indeed Dual Spec, not Tri or Quad spec, for now. In the future, they may allow for more than two specs to be used in the system.