Rogue Dps

edit2: rogues should gain an accuracy bonus/increasingly ignore dodge the longer they're focusing on a target/the more they exploit openings, as they get used to the target's "rhythm." Oh, and a backstab during an opening shouldn't be able to miss at all.

this is one of the big peeves of that stance i always had. never made sense that i found an opning and struck it it only to have it miss. as for the other ideas they sound like they would help but who knows for sure only testing will tell.
 
I love the melee ideas....not sure what would have to be done about the throwing thing though, as monks currently trounce rogues on throwing via crippling strikes. The one neat thing about rogue throwing I always loved was the ability to assassinate with a throwing item, but this rarely comes up past...well...EW orcs =(

As far as poisons go, this may be WAY outta the ballpark, but is there a way to activate a poison and have it alter the rogue's weapon temporarily with say X amount of procs of Y poison? If it's even possible I'm sure it would be wonky, especially when it comes to pristine weapons etc.

Personally I prefered the ammo-slot proc thing, because it gave you the ability to quickly and easily control your poisons. One procs, you swap it out for something else while it runs its course (possibly even another poison) without having to click buff slots, equip and click poisons, worry about blocking an incoming short-term buff, etc etc.

Poisons currently seem amazingly unappealing without some way to apply them for free (not taking a buff slot, wasting an equipment slot, etc etc) because they're still stuck at tier 2. Potions would be pretty unappealing if you could only get a 10 pt heal or +10 to one save per pot, etc.

As a bonus option (especially with the creation of higher tier poisons) I think combining the use of poisons to the use of traps would be pretty damn neat. You could slap a poison on (in your buff bar, ammo slot, whatever happens to be the application method nomally) and wait for a proc, or you could use it on a trap you set (or a trap you found? OOOH that excites me...stealing a trap from the environment to use against mobs instead of disarming it with a DC based on set/disarm traps skill!?!?) and add the poison effect at a 100% proc rate on the trap in addition to its usual (lackluster) effect.

On the idea of increasing backstab's efficacy based on timed human reaction, I love it...and if balance vs mashing is touchy, maybe make it add status effects or debuffs instead of extra damage. If you strike during someone else's critical hit the mob gains an AC debuff, if it's during a distraction he gains a small stacking slow effect, during a spell crit it gains a resist debuff based on the spell's type, if during a transition to a new target it gains a movement speed reduction (that bypasses immunity if possible?)
 
I don't think I'm allowed to make another class use warrior-like abilities before we have a fully-functional Combat Ability window (in 3.0). It's one of the points against arcane knights. Having to use /s and not be able to see a little buttoned greyed out during reuse time is not acceptable (except for warriors).

This killed all hope of the rogue class being remotely fun. Please disobey whoever told you to not do this.
 
As far as poisons go, this may be WAY outta the ballpark, but is there a way to activate a poison and have it alter the rogue's weapon temporarily with say X amount of procs of Y poison? If it's even possible I'm sure it would be wonky, especially when it comes to pristine weapons etc.

Could be temporary augs.
 
An aug with a set amount of poison charges perhaps? But then, would you need to carry an aug kit around all the time on the rogue?
 
Just make no rent seafire augs for weapons. Also as said even if this happens there is still only 2-3 good poisons so that might need to be redone?
 
that's for sure.

Same with traps, if they were useful i would have no problem training it all the way and doing the class tome for it. But as of now it's not really worth it.
 
We just need to get rid of Ambuscade Expertise anyways. Rogues have 4 tomes, and that's the one we don't want.
 
Changes to rogue class sound sexy awesome.. except for the lazy button-spammer "I'm watching TV" rogues, I guess.
 
thanks to gerick for reminding me about this thing:

Is it possible to have evade function without having autoattack turned off (pressing hide during combat). I have no idea of the client limitations etc this is just an annoying thing I forgot about after having it macroed for 6 years.
 
did some testing with the "new rogue things" and it seems to work in terms of the messages and the 100% accuracy when an opening happens.

as for the damage of the backstabs themselves....yeahhhh im not sure if its jsut awful luck or odd coding but overall the backstabs done via "sneak attack" seem to either not get the bonus or actualy do the reverse and lower damage done. i opened up my logs and the following is a general view of what i got:
3165, 2953, 3533, 4272, 2452, 3348, 1331, 2887, 8464, 2162, 2835, 2755, 6460, 1528, 5456, 2861, 3058, 3058, 7780, 6564, 1806, 8070, 3991, 1256, 1986, 4170, 1671.

as you can see these numbers seem rather low aside from the few that were over 5k (the 7 and 8k's were insidious stabs). the only explanation is either a bad code somewhere or some sor tof gear error causing the 4.3 poker to not be httign a sahrd as it should be (i doubt the stat patch thing that happened with this had any effect like this but never know)

as for the "got em'" hits i got as folows:
8088 (insid), 2574, 2000, 1547, 4556, 1133, 3502, 1266, 3924, 1044, 907, 1867, 3668, 3138, 1171, 1348, 2183, 3017, 1107, 1107, 2363, 1688, 1951, 2532, 801.

again it seems the BS damage is being reduced somehow which again either points to a bad code or backstabs in general being a bit wonky since patch.

for referance all of this testing was done with reinhardt via crac'tees and river alligators in remnants of old ikild.
 
again it seems the BS damage is being reduced somehow which again either points to a bad code or backstabs in general being a bit wonky since patch.

Give us a long list of your old backstabs (and not just the big ones).

The code is extremely simple for damage. If opening, use the damage it always uses. If sneak attack, use the damage it always uses, then add (damage/4) on top.
 
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These rogue changes sound great. Saw it on the main page and had to come find the thread to say thank you. I now want to play my rogue again. :)
 
I just realized that while I exempted Sneak Attack and Opening backstabs from missing, I didn't exempt them from being dodged. Will fix that.
 
Is it possible to have evade function without having autoattack turned off (pressing hide during combat). I have no idea of the client limitations etc this is just an annoying thing I forgot about after having it macroed for 6 years.

Seems possible.
 
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