Nov 17th 2011 3:59AM I'd like to see them remove the GCD for feint and tricks. I also like your ideas of giving rogues a DG. I mean, who doesn't wanna gather transmog armor to look like Scorpion? Better yet, make this rogue DG use a freakin chain to pull them! I would never stop playing wow if they did that.
Nov 17th 2011 3:41AM While I say I can't completely agree with the total removal of GCDs, I believe it needs editing.
For example, my rogue: When it was combat, there were certain procs and haste buffs that would cause me to waste energy do to not being able to spam abilities enough. I'm sure this is the case with sub pve rogues as well though I wouldn't know. I generally don't have the problem when I'm mut though.
Here comes the next GCD issue. Nothing is more frustrating than the fact that feint and tricks are on the GCD. I'm glyphed for both of those to cost no energy for good reason, considering one is a raid dps increase that needs to be used on cd, and the other is a huge aoe dmg reduction. Amazing right? Not when you don't get to cast feint early enough to reduce dmg in some situations where you just used an ability right as an enemy starts an aoe.
This is also the case for fights with constant aoe damage, where using it on cd would help the healers alot. Tricks having a GCD also cuts down on raid dps since it can't be used on the dot every time its up.
Basically, from a rogue standpoint, they should just remove feint and tricks GCD as well as reducing the GCD altogether to avoid energy capping.
Oct 17th 2011 6:28AM If you are referring to the achieve about the tabards, I believe you must only equip them, at which point you can delete the ugly ones.
Oct 17th 2011 6:17AM The best way for Blizzard to go about Transmog would be for them to not apply the look of the old equipment to each piece of new gear, but to the slot. For example, my rogue finds a cool looking old world dagger. Instead of having to transmog every new dagger I get, I transmog the "dagger slot", so that until I change or remove the transmog state, every new dagger I equip will look like the cool dagger I obtained. The same could be said for my leather gear as well, as having to reapply the transmog effect to every new obtained item seems like overkill when added with all the other costs/hastle.
Oct 6th 2011 10:01PM Though I like where you're coming from with this, it couldn't work the way it is. Rogues, for example, could never really be tanks. Either they get 100% dodge/parry and become the only tank everyone will ever need, or they don't have 100% and risk getting 1 shot by a boss due to lower armor. The same can be said about the other 3 pure dps classes.
A better suggestion, which other games seem to be good at doing, is making these 4 classes have a support role. Give these classes temporary buffs that are unique to these 4 classes. When I say temporary, I mean really short. 5-20sec. Give these classes some way of restoring not health, but resources for party members. For this to work, Blizzard would of course have to add a new stat and have it appear on some cloth, leather, and mail gear. One skill tree from each of these 4 classes would have to be converted to support as well, but I see this being far more viable than adding more tanks.
This could add a new mix up to the way things are now. Instead of 1 tank, 1 healer, and 3 dps for a dungeon, we could use 1 tank, 1 healer, 1 support, 2 dps. Same can be said for raids. 1-2 support for a 10 man or 3-5 for a 25 man. Having more than 1 of the same class support would need to be made redundant as well.
This idea would take a lot of planning to properly work. It could lengthen fights by removing some dps in place of extra resources to allow the healers to heal longer. This, however, would put the enrage timers into question. Another way would be to give them team buffs that increase the overall dps, making up for the lack of dps these support give. I would imagine the support role to still be doing some dps, as they derive from pure dps classes. I estimate they'd do more dps than tanks, but less than the dps, as would be expected.
Let me know what you guys think. I'd love to see this topic of support roles opened as a whole new story to give it its due for discussion.
Feb 28th 2011 4:43AM My favorite ability on my sub rogue is shadowstep for multiple reasons. During Strand, I find it benefitial to rush the gates and shadowstep up to the cannons and head to the enemy graveyard for a quick, unopposed cap. Helps my team alot to be able to instantly spawn closer. Reapeat with the second graveyard and enemies won't know whats going on. Second, I find myself getting thrown off edges by annoying enemy abilities in some BG's. I find it funny when a boomkin knocks me off the edge just for me to shadowstep back up to him and kill him. Same thing applies to ele shams and priests (providing they cancel the MC right after the jump).
Oct 20th 2010 1:02PM There are a few problems with the idea of making blade flurry the mastery ability. 1: It is an active ability, and I don't think any spec for any class has an active mastery. 2: Changing blade flurry into a mastery would remove combat's level 10 default active ability, which I believe every class and spec has. 3: Blade flurry only has a 30 sec cd. I don't understand how you don't find that to be short enough, especially with the 15 sec duration. If we wanted it can be up 50% of a fight. Another downside to a longer duration is the fact that we have reduced energy regen while it's up. There are very few boss fights where I would want blade flurry up 100% of the time. Come to think of it, Valk's in ToC is probably the only fight where 100% uptime would yield positive results. Aside from that, 30 sec cd and 15 sec duration is plenty long and I find myself actually clicking the buff off about half the time I use it on boss fights with close adds.
I do find something positive in your post, however. I like the idea of bringing HaS back. Though an easier and effective fix from Blizzard, as stated previously in these comments, would be to reverse the effects of MG while keeping the percentage values.
Overall, combat needs alot of twinking by Blizzard before it's viable again, which is sad. I have tried all three rogue specs in Wrath. (yes I tried sub just for fun regardless of how bad EJ said it sucked, which they were right) I leveled combat, started combat at 80, and loved combat. I didn't switch to mut until I started reading into my class and learning to play better. It was at that time that mut was ahead of combat, but I switched right back to combat without hesitation as soon as combat was on par with mut. I then vowed never to stray from combat again, as It was my favorite pve spec. It is just sadening that combat is so "meh" right now, and I'll be playing another class before I am forced to switch to a viable spec I don't like to stay on top of the charts.
Sorry about the long post but thanks for reading. It's hard to express an opinion on somthing like this without going so into detail.