Since my default is set to ignore the obvious and automatically think everything is a conspiracy of the deepest levels, why don't you explain it?![]()
Thread: Upcoming Rogue changes for 1.7 Since my default is set to ignore the obvious and automatically think everything is a conspiracy of the deepest levels, why don't you explain it?![]()
Would be a nerf since either you'd have to wait for the bleed to end for it to reapply, ie not maximizing the ICD, or have it refresh itself and do pitiful damage. If you wanted it to not be a nerf, the bleed would have to be too strong, and would be against balance both in PvP and PvE.
Combined with Poison Malice, and it being a 0 point skill, it is fine.
Do not touch it.
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Hello aillion.
After a lot of test , i have this conclusion.
Bd changes are a step in the good direction.
But it's not enough for the spec to perform well in raid environement.
My suggestions , in addition of your change
combat culmination need to be at least 5% per combo point. 3% is not enough ,especially for a spec who provide 100% of physical damage.
In comparaison, MM who have a lot of non physical damage have 25% armor ignore from talent (and even more with the weapon enchant.)
So , i think 5% per combo point is a good thing for Bd.
Second point
Vivacity is a high end tier talent who provide 10% damage to Bd abilities.
In comparaison assasin talent provide 10% to all damage and is lower in the tree .
A good thing is to up Vivacity to 20% instead of 10%.
Third point
the finisher who grant 5% critical hit to the raid is a waste because bard provide one too and the two doesn t stack.
I suggest to change this finisher.
what about change this to a finisher who increase your critical damage by 10% for a duration based on combo point . Or an ap buff (like annihilate). In addition change this to be a self buff instead of raid wise.
I hope my thought are constructive.
Thanks.
Last edited by Atheres; 01-19-2012 at 09:35 AM.
Yes.
Bd are my personal crusade. I hope , one day this spec become better than bs.
Rogue DPS BiS | Critical Hit | Soft Cap: 1187 | Hard Cap: 3163Retired | ANet: Qan.4672 | Steam: qankriegor
Rogue DPS BiS | Critical Hit | Soft Cap: 1187 | Hard Cap: 3163Retired | ANet: Qan.4672 | Steam: qankriegor
meh, I just think the broken/outlier synergy crystal bonuses need to be fixed: Champ 4 piece, warlock 4 piece, sin 2 piece.
Those 3 synergy crystal bonuses are way outside the average that it isn't funny. If bringing those 3 synergy crystals more inline with the average nerfs BS, meh whatever.
Now if the class design team, the itemization team (synergy crystals in particular), and the raid/dungeon design teams could get together and actually set metrics and goals, that would be great.
I agree. I will say that synergy crystals brought a new dimension to the game, but the underlining changes that it brought were not good. The glaring differences are apparent (just look at the %age of crystals used in raids).
The issue (if even an issue at this point), will be what they do with the next tier of crystals. If they are different buffs, it might work out ok. If they just add a 6p bonus to the new gear, the glaring differences/issues will still be there.
If you removed all crystals right now, which class would be top dps and by how much? You could gauge the crystals dps gain by doing this, but sadly it changes entire rotations and specs as a result.
I still think it needs to be done as an overall look. If it's not done, the only remedy will be the new crystals being more balanced by adding different bonuses, period.
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