06.29
l’m a rogue through and through also, it’s my only 80 so far, and this site is actually pretty informative and pretty funny, l especially like the conversations with yourself, blah blah what ev… but l was just wondering if, for pvp, the 5 points in combat for the off hand to do 50% more damage works with mutilate or not… cuz obv then it would be good cuz of the extra damage with your main dps move… l’m currently specced 41/5/25, but l was questioning taking out the 5 points in combat and going 5 deeper into sub to get the 10% attack power increase… so l guess my question is: which is better for mut rogues in pvp, the 50% weapon off hand damage increase, or the 10% attack power increase in subtlety?
TL;DR version of the question: “Should I be taking 5 points in Dual Wield Specialization for PvP?”
Yes! Yes, absolutely! 100% without a doubt you want to take this talent. There is no other talents you could spend those 5 points on that will give you a larger benefit than the 50% extra off-hand damage, particularly if you’re mutilate. PvP or PvE, off-hand attacks are a large portion of our damage. You want this talent.
What do you think about the Resilience change? I mean I think this is the biggest problem for Rogues in 3.2. We have low survivability anyway and with this you will need to survive even longer to be able to kill your opponent(s). Yes you can get Res gear too, but then you do less damage and I don’t think it will even out the problem.
Ah, the Resilience change. For those of you that don’t know, Resilience current decreases from periodic sources (DOTs) and decreases the chance that you will be critically hit. The change that is currently on the table for 3.2 will make Resilience reduce all damage taken.
What do I think about this?
I’m a fan, for the most part.
Yes, it reduces our ability to burn through some of those clothies and that makes me a bit sad (oh how I love blowing up some casters) but it also has the added advantage of making us just a little less squishy ourselves.
Let’s be honest, this change is a knee-jerk reaction to burst in Arenas. Arena matches can be over in the span of a single global cooldown and that’s just too fast. This change is not the silver bullet that is going to fix this problem but it will probably help a little.
It also has one added benefit for rogues. It gets us out of our PvE gear. Now now, put down the pitchforks. We all know that rogues traditionally wear less PvP gear in Arenas than any other classes (namely because it didn’t help our squishyness enough so we needed the extra damage provided by PvE gear). The end result of this was that rogues who were able to raid had a bit of an edge.
I’m rambling off in a number of different directions here so let’s sum it up. I feel the change is a good thing as a whole, it may help stretch that 1 global and you die to 2 globals and you die. Is it the best solution? Probably not. Is it just going to make the healing is way overpowered issue bigger? Yeah, maybe.
I just hope they are attacking this thing on two fronts, the burst damage and the burst healing.
Vacation this week. Zaltu out.