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Thread: Patch 1.5 ROGUE BUFFS

  1. #1
    Shadowlander
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    Default Patch 1.5 ROGUE BUFFS

    after trying to find actual notes for effing ever i finally came up with this that I found on a different site. Please add/modify as you see fit as these changes might be outdated I'm not sure.

    Nightblade:
    Twilight Transcendence: Removes curable effects, 50% less damage taken, 50% Maximum Health healed over 4 seconds. - Old is 100% immune for 3s.
    Fell Blades: Old + The rogue gets healed for 20% of any heal the cursed enemy receives.
    Primal Death: Increases damage of your primal strike by 5/10/15%.
    Primal Strike: Now deals death damage.
    Enkindle: Increases the attack power bonus of your Fire based attacks by 10/20/30%.
    Living Flame: Added a 50% damage bonus from Attack power is applied to this attack.

    Assassin:
    Baneful Touch: Increases all damage of weapon enchantments by 20%. Last 1 Hour.
    Enduring Brew: No longer a dot, scales with attack power. 1 minute cooldown.
    Poison Mastery: Increases the attack power bonus of your poison-coated by 10/20/30/40/50%. And increase the chance of appling poisons to your enemy by 4/8/12/16/20%. - (up from 2/4/6/8/10%)
    Expose Weakness: Now Scales with Attack Power. Now has a 20s cooldown.
    Backstab: 150% Attack Power applied instead of 100%.
    Assassinate: Also ignores 50% of armor now.
    Leeching Poison: Now a 14 point ability.
    Physical Trauma: Increases damage of your Puncture, Jagged Strike, and Impale by 15/30%. Your Impale causes targets to take an additional 15/30% damage from your Final Blow.

    Ranger:
    Shadow Fire: Increases damage with Ranged Weapons by 13% for 25 seconds, increases by 1% for every point spent above 14. (changed from 35% boost always)
    Master Huntsman: Increased the healing debuff from Dire Wolf Pet to 10/20/30/40/50% (up from 6/12/18/24/30%).
    Killing Focus: Now effects both melee as well as ranged weapons.

    Marksman:
    Comment on Munitions: You can have up 2 activated at the same time. However those 2 includes the sin/nb buffs also. All has a 100% proc rate.

    Master Archer: Whenever you are standing still +4/8/12/16/20% extra damage.
    All Pedestals: Removed
    Single Minded Focus: Increases the damage of all single target attacks by 5%.
    Electrified Munitions: 14 points - Old Master Archer it seems.
    Invigorating Munitions: 18 points - All ranged attack abilties give back 2 energy.
    Vampiric Munitions: 36 points - As incorrect tooltip currently. Correct thing is... Ranged weapon attacks apply a curse on the enemy, reducing healing by 50%. The Rogue also heals for 20% of any healing the cursed enemy receives.
    Rending Munitions: 51 point - Ignores 25% of the targets armor.
    Penetrating Shots: Now effects both melee as well as ranged weapons.
    Penetrating Shots: Improved Fire Power now procs on melee weapons also.
    Strafe: Removed the portion about Pedestals and instead now gets "An additional 100% damage bonus from Attack Power is applied to this attack".
    Hit and Run: Removed.
    Improved Hit and Run: Renamed to Hit and Run.
    Deaden: Decreased energy cost reduced from 40 to 10.

    Bladedancer:
    Contra Tempo: Quick Strike and Precision has 25/50% chance for extra combo points.
    Compound Attack: No longer has reduced damage to the extra targets (2nd and 3rd).
    Turn the Tide: Now also take 10% less damage.
    Weapon Barrge: Like all other interrupts in 1.5. This no longer deal damages.

    Riftstalker:
    Annihilate: Increases attack power by 20% for up to 1 min (depends on combo points) instead of a fixed amount.
    Improved Rift Barrier: Removed
    Planar Vortex: Whenever you plane shift 50% weapon damage on surrounding enemies for 4 seconds, generates a lot of threat, requires Guardian Phase.
    Rift Barrier: Same as before, but also reflects the absorbed damage back to the caster.
    Guardian Phase: Increased threat generation from 100% to 200%.
    Stalker Phase: Buff is now applied after plane shifting, rather then just from Shadow Stalk and Shadow Assault. Giving you 100% uptime on the buff.
    Shadow Blitz: An additional 50% damage bonus from Attack Power is applied to this attack.
    Shadow Assault: An additional 50% damage bonus from Attack Power is applied to this attack.
    Hasted Time: Increases your movement speed by 25/50% (up from 15/30%) for 4 seconds after Plane Shifting. This can only be triggered once every 10 seconds.
    Freedom of movement: This effect can only be triggered once every 10 seconds.

    Bard:
    Motif of Renewal: 6 Point - Plays a Motif that heals the rogue for X health every 3 seconds. Lasts 15 seconds. Does not stack with Motif of Regeneration. - Has the SAME healing per second as Regeneration. But self only.
    Triumphant Spirit: Motif of Renewal added

    Saboteur:
    Fragmentation Bomb: +50% damage bonus from Attack Power
    Chemical Bomb: +50% damage bonus from Attack Power
    Time Bomb: Damage appears to have been doubled
    Annihilation Bomb: Damage appears to have been doubled, +50% damage bonus from Attack Power

  2. #2
    Ascendant Magnos's Avatar
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    Wow, look at all the cool stuff you guys got, I wish they would buff/nerf warriors the same way instead of just trying to solve all of our problems by flat percentage increases and decreases, guess I'll be switching to my rogue.

  3. #3
    Shield of Telara
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    As a Riftstalker the changes arent that good. The threat was a welcome addition, but they havent addressed the disparity between Riftstalker and the other tanks, and for some reason Trion felt that the players wanted Riftstalker to be a better pvp soul when not a damn person was asking for pvp buffs.

  4. #4
    Ascendant
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    Bladedancer
    Exhaustion time on Blade and Soul Parity, Double Coup and Dualism reduced to 30 seconds - 20 seconds with Counterbalance. (tooltips have't been updated so you have to test for yourself to notice this)
    _____________

    And, yes, the Riftstalker changes are rather confusing. I'm all for the AoE threat with Planar Vortex sure - but as for the rest? Who on earth was asking for Riftstalker to be made into a better PvP soul? We've enough DPS and PvP stuff diluting the Rogue's tank tree already.

    I really hope this is just "phase 1" of the Riftstalker changes and the defensive stuff is still coming up in a future PTS update.
    Last edited by Kedon; 09-10-2011 at 09:19 AM.

  5. #5
    Ascendant titansgrip's Avatar
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    Marksman and Assassin changes are awesome. I played around with a 51 Sin on PTS and it was great fun. A vast improvement over some of the lackluster abilities prior.

    Backstab is gonna be raw business with the greater essence now. >:D
    Last edited by titansgrip; 09-10-2011 at 09:22 AM.

  6. #6
    Soulwalker
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    Quote Originally Posted by Dandroid View Post
    Marksman:
    Comment on Munitions: You can have up 2 activated at the same time. However those 2 includes the sin/nb buffs also. All has a 100% proc rate.

    Vampiric Munitions: 36 points - As incorrect tooltip currently. Correct thing is... Ranged weapon attacks apply a curse on the enemy, reducing healing by 50%. The Rogue also heals for 20% of any healing the cursed enemy receives.
    And here they wonder why less and less people want to play a healer in pvp ...
    Last edited by Alphras; 09-10-2011 at 09:30 AM.

  7. #7
    Rift Chaser Quasari Nova's Avatar
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    Quote Originally Posted by Alphras View Post
    And here they wonder why less and less people want to play a healer in pvp ...
    They said after Rogue changes that they'll be evaluating how PvP healing has fared with all the changes. Basically, if the rogue debuff destroy healing, expect some buffs

  8. #8
    Rift Disciple
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    5/5 GSB(conqueror) - 4/4 ROS(conqueror) - 4/4 GP - 4/4 DH - 11/11 HK - RotP 4/4
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  9. #9
    Rift Disciple Zenora's Avatar
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    Default The Riftstalker

    Mitigation - Make this where Guardian Steel and Rift Guard scale. If we just buff these they "will" end up OP for pre-gear tanking. Which was the original problem. We didn't scale therefore we got our max mitigation early. 35% for rift Guard before a warrior even could use their shields properly. Like block Rift guard should scale a such. Base this on Dex and allow Rouge Tank gear to scale this attribute. Secondly, Guardian Steel should be based on Endurance. Our armor scales poorly. We need a flat boost from Guardian steel to take the hits. for every point 10 points in endurance we should receive a 1% boost in armor. This way a rogue that has ~ 1.2k endurance which is my current rogue - 2 lessers for greaters was playing around with the others just to see what happens, should get a 120% boost in armor. That's 3* what we get now. Which should take armor up from around 5.6k to ~12.3k. Which I don't think is to much to ask for since an equally geared war can get 17.5k + they can block. Have these values vary pre-50 to allow rogues to still tank dungeons effectively much like block is now.

    PvP - Put blinking abilities on a 15s cd while flagged. This should have little effect on PvE.

  10. #10
    Rift Disciple
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    Quote Originally Posted by Dandroid View Post
    Riftstalker:
    Improved Rift Barrier: Removed
    this right here is what i don't understand, big fat nerf imo in making this soul desired in pvp.. they need to make rift barrier absorb all dmg or its not worth it
    Last edited by Demner; 09-10-2011 at 10:37 AM.

  11. #11
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    Whilst its nice to see them thinking about the issues faced by ranged rogues it shouldn't take a 51 point Mm spend for 25% armour penetration. Should be lower in the tree and a passive buff.

    Also needs a base damage increase on all mm abilities and a flat out 10% energy cost reduction on all rogue abilities.

  12. #12
    Telaran
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    marksman:

    sniper training - adds 7/14/21% damage to all ranged attacks with a CAST TIME


    also 51 point 'rending muntions' is now 'silver tipped munitions' - adds 2% damage per attack for 10 seconds, stacks up to 10 times
    Last edited by glutamine; 09-10-2011 at 01:46 PM.

  13. #13
    Plane Walker Enaki's Avatar
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    Quote Originally Posted by glutamine View Post
    marksman:

    sniper training - adds 7/14/21% damage to all ranged attacks with a CAST TIME

    also 51 point 'rending muntions' is now 'silver tipped munitions' - adds 2% damage per attack for 10 seconds, stacks up to 10 times
    Sniper Training change includes Channeled abilities as well, allowing it to pick up Strafe and Crossfire. Perhaps meant to help with synergy with the Ranger soul. Not sure if it works out to a net gain/loss though.

    Vampiric Munitions, as I expected, was changed from a 100% proc rate to a 20% proc rate.

    Master Archer was modified. It's now base 5% with 1% for every point above 20 in MM. So it's a slight gain if you're going to MM38 (23% which I'm thinking most wanting MM for their 'main' soul will) and a decent increase if you go to MM44 for Eradicate (29%) or MM51 (36%)

    Silver Tip Munitions, as noted gives a 100% proc rate 2% "ranged weapon attack abilities" per stack. So a 20% increases after 5 seconds in and fortunately each "hit" renews the timer so it should stay up. Not sure if a flat 20% increase though will be enough to justify taking a full 51pts. Though in theorycrafting you'd have to take into account the additive effects of Master Archer's bonuses and Electrified Munitions.
    Last edited by Enaki; 09-10-2011 at 02:29 PM.
    Telarans on class balance: Rock is overpowered. Paper is fine. - Scissors

  14. #14
    Plane Walker Enaki's Avatar
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    I'm going to have to pull back up numbers, but people are reporting in chat on PTS that munitions are hitting twice as hard as before as well.
    Telarans on class balance: Rock is overpowered. Paper is fine. - Scissors

  15. #15
    Plane Walker Rizz's Avatar
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    Rathi@Gelidra <Invictus>
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