Archive Page 2


Patch 5.4 for Rogues

A rare post from me here.

Rogues are getting nicely buffed in tomorrow’s patch.  I find that curious, because on my assassination rogue I regularly out-dps players who are 10 iLvL higher than me in gear.  I thought that maybe it was going to be buffs targeted at Combat, which is the stepchild spec this expansion.  But no.  Its across the board.

I think that other classes are getting buffed as well, so this may be just a push to bump numbers up overall for the new raid tier.



  • Evasion now increases dodge chance by 100% (was 50%), cooldown has been reduced to 2 minutes (down from 3 minutes), and duration has been reduced to 10 seconds (down from 15 seconds).
  • Eviscerate now deals 10% less damage.
  • Fan of Knives damage has been increased by 25%.
  • Recuperate now restores 4% of maximum health every 3 seconds, up from 3%.
  • Sinister Strike deals an increased 240% of weapon damage (up from 145%), but now costs 50 Energy (up from 40 Energy).


  • Assassination Rogues should no longer be eligible for any other weapon types except daggers in situations where loot is automatically awarded(Raid Finder, Bonus Rolls, Heroic/Normal Scenarios, and the upcoming Flexible Raid difficulty.)
  • Dispatch now deals 645% weapon damage (up from 460%).
  • Mutilate now deals 280% weapon damage (up from 200%).


  • New passive ability, Ruthlessness: This passive ability is learned by Combat Rogues at Level 32. The Rogue gains a 20% chance per combo point (100% chance at 5 combo points) to immediately regain 1 combo point while performing a finishing move.
  • Killing Spree targeting has been changed. If Blade Flurry is not active, Killing Spree will now hit the Rogue’s target 7 times or pick the closest eligible target if none had been selected. Killing Spree will continue to work as it has while Blade Flurry is active.
  • Revealing Strike now deals 160% weapons damage (up from 125%).
  • Vitality now increases Attack Power by 40% (up from 30%).
  • Fixed an issue where certain conditions can cause Blade Flurry to not deal damage to additional nearby opponents.


  • Backstab now deals 380% weapon damage (up from 275%).
  • Hemorrhage now deals 160% weapons damage (up from 140%); 232% weapons damage if a dagger is equipped (up from 203% for daggers).
  • Sanguinary Vein now increases damage against targets with bleed effects by 25% (up from 20%).


  • Burst of Speed’s cost has been reduced to 15 Energy (down from 30 Energy).
  • Cheat Death now reduces damage taken by 85% after activating (up from 80%).
  • Cloak and Dagger now allows the Rogue to use Ambush, Garrote, and Cheap Shot from 40 yards away (up from 30 yards).
  • Nightstalker now increases damage dealt by abilities while stealthed by 50%, up from 25%.
  • Paralytic Poison now stuns the target at 4 applications of the poison (down from 5 applications).
  • Shadowstep now has a reduced cooldown of 20 seconds (down from 24 seconds).


  • Major Glyphs
    • Glyph of Adrenaline Rush’s effect is now baseline and has been replaced with Glyph of Redirect.
      • Glyph of Redirect now reduces the cooldown of Redirect by 50 seconds (down from Redirect no longer has a cooldown).
    • Glyph of Blind now only removes damage-over-time effects that would cause Blind to break. For Rogues that also have the Dirty Tricks talent, this means Blind will no longer remove the Rogue’s poison or bleed effects.
    • Glyph of Crippling Poison has been replaced with Glyph of Sharpened Knives.
      • Glyph of Sharpened Knives now causes Fan of Knives to also damage the armor of its victims, applying 1 application of the Weakened Armor effect to each target.
    • Glyph of Debilitation has been replaced with Glyph of Recovery.
      • Glyph of Recovery increases the healing  received by the Rogue while Recuperate is active.
    • Glyph of Recuperate now increases the healing of Recuperate by an additional 1% (up from 0.5%).
    • Glyph of Sap has been replaced with Glyph of Hemorrhaging Veins.
      • Glyph of Hemorrhaging Veins causes Sanguinary Veins ability to also increase damage done to targets affected by Hemorrhage.
    • Glyph of Shiv now reduces the cooldown of Shiv by 3 seconds (was 2 seconds).
  • New Minor Glyphs
    • Glyph of Improved Distraction: Distract now summons a decoy at the target location.
    • Glyph of the Headhunter: Throw and Deadly Throw abilities will now throw axes regardless of the Rogue’s currently equipped weapon.

Class Armor

  • Rogue Tier-15 4-piece set bonus now causes Shadow Blades to reduce the cost of all abilities by 15% (down from 40%).

WoW Insider looking for a rogue columnist

Class blogs are falling by the wayside.  My own (now essentially deceased) blog is a good example.

One of the best rogue bloggers has been Chase Christian at WoWInsider.  He’s now retired and WI is looking for a replacement.  I thought I’d throw this out there for any rogues who might see it.


Long Time, No Post

Its been a month since I’ve posted anything.  It will probably continue this way for a while.  I’ve got nothing to say.

I still play the game.  However, my guild is stuck on Horridon for over a month now.  I haven’t done much in the game other than log on twice a week to raid an do occasional pet bettles.  I haven’t done a single bit of content that came out in patch 5.3.

With the summer here, I may find more time to play so I may get back  involved in the game.  As of now, I am so weakly connected to WoW that blogging about it rarely comes to mind.

When we get more details about flex raids, I imagine I’ll have something to say.  That upcoming feature has piqued my interest.


Horridon the horrible

In MoP, each raid has had its “roadblock” boss.  Mogu’shan Vaults had Elegon.  Heart of Fear had Garalon.  Terrace… well that didn’t have anything (on normal mode, at least).

Now in Throne of Thunder we are at a dead stop on Horridon.  I feel like this isn’t even the roadblock boss for most people, but it is for us.

I have issues with this fight, and not just because its a rotten fight for rogues.  Its also an annoying fight for just general playing.

(1) Horridon has a big ass.  Seriously.  I can’t tell you how many times my view has been blocked because this huge dinosaur has charged into my screen.  I have to keep adjusting my camera view during the fight to see around it.  Very frustrating.  I ended up playing with my camera zoomed out into the sky, but I really don’t like that perspective.

(2) Targeting is awful when adds are all grouped together.  In many add-based fights, you can simply AoE down a group of adds.  In this fight, that big group of adds has one tougher one in the group that you are trying to focus.  Finding him in that pile is a terrible chore.  Yes, you can write a targeting macro, but I consider that to be an inelegant kludge solution to an encounter design problem.

(3) Frozen Orbs.  Oh, to be a ranged class that can spread out and plink away at the Frozen Warlords without standing in the midst of Frozen Orbs.  Either I’m in the melee zone, dying to Orbs or I’m out of range doing essentially nothing.  This phase stinks for rogues.

I have yet to see past the third door, so I can’t even comment on the rest of the fight.

Maybe something will suddenly click and I’ll find a secret that I’ve been missing.  Until that happens, this fight annoys me more than any other in MoP raiding so far.



Rogue-only Easter Egg

I originally saw this on Reddit, then it was posted on WoW Insider.  There is a hidden bit of content in WoW that is a nod to the Mistborn Trilogy by Brandon Sanderson.  Only rogues can access it.

For the full discussion including background and a thorough walkthrough, go to Chase Christian’s writeup at WoW Insider.  For the quick version, here are the steps:

  • Go to Ravenholdt Manor
  • Outside the Manor, find Reislek’s Ghost
  • With the Glyph of Disguise equipped, pickpocket Reislek’s Ghost and take his appearance
  • Go into the Manor and go to the basement
  • With the Glyph of Detection equipped, look for a sparkle near the floor in a corner of the room
  • Use Detection to reveal the ghost of Orsur
  • Talk to him.  He’ll think that you are Reislek.
  • You’ll get the Survivor’s Bag of Coins, which is a fun item to play with
  • Pickpocket humanoids to get coins to fill the bag (they fade whenever you change zones)

See the WoW Insider article for more discussion on how you can play with the coins.




My Opinion: LFR is ruining the game

What does that title mean?  Let me explain.  I’ve said this all before, but seeing GuildOx rankings really slammed the point home for me.

First – understand that I don’t consider LFR to be actual raiding.  Its more like sightseeing.  Yes, I know that LFR is tougher now than it was back in Cata.  However, the increasing Determination buff means that you can continue to screw up and you’ll eventually succeed despite yourself.  Its a nice way for everyone to see the raid encounters without being accountable for their performance.  Its a good thing.  I am not anti-LFR.  I don’t run it myself, but I don’t hate it.  Its an aspect of the game that is available if you want it.


I recently went on GuildOx to see how my guild stacked up against other guilds on my realm.  I was surprised to see that, on Sen’jin which is by no means a dead realm, only 20 or so guilds have completed Tier 14 raids on normal mode.  In fact, my guild *just* killed Amber-Shaper Unsok this week on 10 normal, and we are only the 25th guild on the server to do so.

I’m not even looking at heroic modes.  Just normal.  If you have cleared T14 on normal and done the first boss in T15, then you’re a top twenty guild on my server.


What does this tell me?  It tells me that guilds (at least on my realm) aren’t really doing progression raids anymore.  Since raiding is such a large part of the game, I can’t imagine that people aren’t raiding.  The obvious conclusion is that people are getting their raiding fix through LFR, and not so much in guild raids.

I have a problem with this.

In my personal vision of WoW, guilds and interpersonal interaction are the heart and soul of the game.  The need for cooperation to overcome obstacles is what the original raid encounters were built on.  Communication, people doing their job, everyone having a role… these were the skills that set the foundation for the more fun and challenging raid bosses.  LFR doesn’t have much or any of that.

I really, really don’t like this model.  Yes, LFR gets people into raiding, and that is a good thing.  But its being used as an expected part of the gearing path.  People run Thone of Thunder (LFR) in order to gear up for Throne of Thunder (normal).  What is this nonsense?  Run a raid to gear for the same raid?  How is this different than the ToC days in Wrath, when you ran 10 man to gear up for 25 man?

There isn’t even any sense of anticipation or buildup.  A new patch comes out with a new raid.  A week later it opens up on LFR.  Then… Boom!  In a couple of hours of pugging you have cleared the newly available raid content.  It trivializes the time and effort of raid design.

For me (and this is just my approach) I am looking forward to seeing Throne of Thunder.  I’m looking forward to figuring out the encounters one by one and progressing through it.  I’m looking forward to hearing the vocalizations of the bosses and getting to know their story and their personality.  I’ll see it when I get to it, after my guild clears tier 14.  All of that anticipation is lost in LFR raiding.

WoW is a great MMO.  WoW is a mediocre single-player game, and LFR has allowed it to drift into that mode.  LFR as a way into raiding is fine.  LFR as a true alternative to guild raiding is not in the best interests of the game, in my opinion.

(What?  You don’t care about the story and anticipation of raids?  You only care about gear?  This isn’t the blog post you’re looking for.  Move along.  Move along.)


Are you Entertained?

I still like WoW.  Love to raid.  Like to quest.  Like to battle pets.  Like to tend my farm.  Love to get achievements.

However, the game is not sucking me in these days.  On any given afternoon, if I have a few hours to spare I find myself being able to pass on WoW playing.  For the past seven years that was not the case.  I used to be online every spare moment.

Right now, I have very few goals that realy turn me on.  Everything is too grindy.

“But WoW has always been a grindy game” you will all say.  You’re right.  However, for a grind to be playable there has to be a goal – a carrot on a stick to make you log in and try to get a little closer each day.

WoW has become almost entirely a gear grind.  Why do dailies? To unlock gear vendors.  Why run LFR?  To get gear upgrades.  Why grind heroics?  To get VP for gear.

This is good for the majority of WoW players, it would seem.  It misses me entirely.  You see, I don’t care about gear at all.  That puts me in the minority, I know, but it is nonetheless true.  Gear is not, nor has it ever been, a draw for me.  I’ll get it when I get it.  That’s why I don’t run LFR.

And since that is the case, I have no carrot to make me want to log in each day.

I was all about Operation:Shieldwall while that was going on.  Grind or not, the story progression kept me coming back day after day.

I never missed a day on my farm.  Te rewards for Exalted reputation had me hooked.  Now I’m exalted.

While I was striving for a million gold, that kept me logging in every day.  Now that I’ve reached that goal… the AH is not so appealing.

The Isle of Thunder dailies have not captured me.  I don’t feel any inclination to go there and do dailies, other than the distant idea of getting to Exalted as a step toward the 60 Exalted reputations achievement.  I think I’ve only done the dailies on that island four or five times – enough to get to Honored.

Even pet battles have lost their luster.  I was all into that for about two weeks – trying to get a good assortment of pets to max level.  Now that this is done, the idea of flying around two worlds to do repeatable pet dailies is not very appetizing.

I always log in for raid nights.  Other than that, its hit and miss.  Is it just me?  Are you all locked in on the gear rewards?


Dinaer - 90 Assassination Rogue (US - Sen'Jin)
Derence - 90 Prot/Ret Paladin (US - Sen'Jin)
Metius - 90 Shadow Priest (US - Sen'Jin)
Liebnitz - 90 Arcane Mage (US - Sen'Jin)
Fastad - 90 Subtlety Rogue (US - Sen'Jin)
Darishin - 90 Resto/Balance Druid (US - Sen'Jin)
July 2014
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