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6-02-2010 @ 5:13PM
I'm not a huge fan of these changes and I'll explain why:I think allowing them to sit in stealth for 3 seconds regardless of and damage being done to them is basically like giving them another 3 second BoP except it doesn't clear any physical effects and will allow their healer to get some huge heals off in a clutch situation. Plus they can do it twice.I don't think the spell has been described as "a way for a rogue to use another opener", that's what the sub tree is for. BUT if that's what they want the spell to be, why not just allow them to use all openers after vanishing for 3 seconds out of stealth? That means if a move hits them that brings them out of stealth then they can still cheap or whatever they intended.If you are trying to escape combat, which is what I have always thought the move was for, then maybe you shouldn't be using it with a zillion dots on you or while a onslaught of projectiles are heading your way, use it while LoS.These are my two cents.(I know that the changes aren't taking effect until Cataclysm and at that point all my points could be completely null because 3 seconds may not mean the match in a Cataclysm arena game. So I am aware that I should, and everyone else should, just "Wait and see.")
6-02-2010 @ 8:16PM
Any rogue worth his daggers clears DoTs with CoS. The problem at the moment is that Blizzards net code is sloppy and trusts the client. If the client says "My player hits that rogue with a frostbolt at 1:27:0032" the server does very little checking to verify that this is true and that the rogue wasn't LoS CoS or had hit vanish at 1:26:5000. This was why hunters pets, auto attacks and shots in the air could hit a rogue which had already vanished.The problem was that to the rogue that hit vanished he looked entirely in the clear. But due to Blizzards sloppy netcode* he gets knocked out of vanish when he thought he was clear.* Which gives us teleport hacks as well.
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