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Reader Comments (Page 1 of 1)
6-04-2009 @ 8:58AM
theremover said...
I hate to be a negative nancy, but some constructive criticism:
I wouldn't advise ever using the PVP gloves in a raid scenario. It was more of an issue before the days of the no global cooldown kick.
The general strategy for interrupting should center around pooling enough energy so that you may kick whenever you need to, rather than lowering the cost of kick and hoping you have enough energy to use it. It's foolproof and you're not needlessly cutting out potentially hundreds of DPS from breaking set bonuses and equipping inferior stats.
Reply
6-04-2009 @ 10:27AM
Discrete said...
Precisely. Trickery aside, the best way to interrupt using Kick is to always make sure you've got enough energy when the time comes. There are addons out there that will put an Icon for different class skills with either a timer or bar to count down when it's ready again, but you can just watch your cast bar. For example on Freya trash, it's my role to interrupt the Ents and not let them cast Hurricane. Their Hurricane is on a 10s CD, and so is my Kick. I just need to watch Kick, and when it's near the end of its CD, make sure there's a bit of yellow mana to spare when it's off CD.
6-04-2009 @ 10:51AM
Z28SSC said...
To go along with that a bit.. if you're in a raid of anything more than meager competence feint should not be used as threat reduction. The amount of threat dumped is still made up in one or two skills and with vanish, tricks, evasion, dismantle and whatever else a tank will pick it up before I'm blowing energy on feint if I'm on the correct target. In a pug I can understand if you're reluctant to rely on your fellow raid members but in a guild setting a rogue needs time on target and to go all out while on said target. When I moved to a hardcore raiding guild 6 months ago roughly I was amazed how aggressively they started nuking targets.
6-04-2009 @ 11:01AM
Chase Christian said...
Even though the PvP gloves are:
1) Nearly Ulduar iLvL
2) Will save you hundreds (even a thousand?) energy over the course of a fight?
Adrenaline Rush provides a Combat Rogue exactly 150 energy. If you kick 15 times (a 2:30 second fight), the PvP glove bonus is now as powerful as Adrenaline Rush. If you kick 30 times, they're as powerful as two Adrenaline Rushes. The extra energy saved will typically be worth losing a set bonus, but THEORYCRAFT it first. :)